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Physics engine and global transformation http://horde3d.org/forums/viewtopic.php?f=2&t=1603 |
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Author: | shd [ 06.12.2011, 01:00 ] |
Post subject: | Physics engine and global transformation |
I'm probably missing something obvious here, but why there is no API to set global transformation? Does it mean, if i want to drive my physics transformations by physics engine, i have manually reverse transformations like: world (from physics engine) -> parent(*) -> local and then set local in horde? Doesn't it make sense to just insert every mesh as children of root, and don't care about this scene graph thingy anymore? I don't know the answer, because i still didn't dive too much into horde3d source code, and it's not obvious for me since i still feel incompetent in graphics programming (i wish i had more time ). So, how do you drive your physics transformations with horde3d (assuming you're simulating your world with help of it) ? |
Author: | Orm [ 08.12.2011, 19:30 ] |
Post subject: | Re: Physics engine and global transformation |
You can set the absolute transformation matrix through h3dSetNodeTransMat. I use it in my engine without problems. Just be sure that whatever matrix you get from your physics engine will work with OpenGL (column major versus row major, etc...) |
Author: | shd [ 08.12.2011, 20:50 ] |
Post subject: | Re: Physics engine and global transformation |
Orm wrote: You can set the absolute transformation matrix through h3dSetNodeTransMat. Thanks for answer! So, http://www.horde3d.org/docs/html/_api.html#h3dSetNodeTransMat which describes h3dSetNodeTransMat as Quote: This function sets the relative transformation matrix of the specified scene node. It is basically the same as setNodeTransform but takes directly a matrix instead of individual transformation parameters. is wrong? If it is, someone with svn access should update description because it might be confusing for noobs like me. |
Author: | Volker [ 08.12.2011, 21:22 ] |
Post subject: | Re: Physics engine and global transformation |
No it's not wrong. It sets the relative transformation matrix based on the scene graph hierarchy. If you don't have a hierarchy it's basically the same as an absolute matrix. But in general it's always relative to it's parent node. |
Author: | shd [ 09.12.2011, 19:35 ] |
Post subject: | Re: Physics engine and global transformation |
Volker wrote: No it's not wrong. It sets the relative transformation matrix based on the scene graph hierarchy. If you don't have a hierarchy it's basically the same as an absolute matrix. But in general it's always relative to it's parent node. Oh, i thought scene graph is generally used for deep hierarchies rather than root -> model -> joints. Thanks for answer. |
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