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Displaying node from bullet transform
http://www.horde3d.org/forums/viewtopic.php?f=6&t=1060
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Author:  EsaK [ 20.12.2009, 22:06 ]
Post subject:  Displaying node from bullet transform

I have implemented a vehicle (from Bullet's VehicleDemo) in the GameEngine.
I have run into some trouble: I'm reading the wheel's Bullet transform and sending an event with the opengl transform so that the game entity/node for the wheel will be displayed... it is positioned correctly but the rotation is not quite right, it's 90 degrees wrong in the z-axis and I can't understand why (the wheel model is looking fine rotated in my modeling tool)... must I do something with the rotation when reading out the opengl transform (from the Bullet transform) and creating the float* array for sending for display?
Btw, when I display the wheels as cylinders in GLPhysicsView.cpp (from Bullet's opengl transform, gotten from btTransform) it looks correct.

I hope I made myself clear.... any help on this matter is very welcome. Thanks in advance!

Author:  EsaK [ 22.12.2009, 22:14 ]
Post subject:  Re: Displaying node from bullet transform

I solved it by rotating the wheel so it lies along the z-axis (in my modeling tool).

Author:  Volker [ 23.12.2009, 08:58 ]
Post subject:  Re: Displaying node from bullet transform

Probably the default transformation for the bounding volume in bullet was not aligned with the one of your vertices. So your solution should be the correct one. The other possibility would be to change the bounding volume orientation, but that would be a more drastic change for others, so I guess changing the vertices is better.

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