A place to discuss everything related to Newton Dynamics.
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by JulBaxter » Wed Mar 10, 2010 2:10 pm
in the tuto:
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dMatrix orientation;
orientation.m_front = dVector (0.0f, 1.0f, 0.0f, 0.0f); // this is the player up direction
orientation.m_up = dVector (1.0f, 0.0f, 0.0f, 0.0f); // this is the player front direction
orientation.m_right = orientation.m_front * orientation.m_up; // this is the player sideway direction
orientation.m_posit = dVector (0.0f, 0.0f, 0.0f, 1.0f);
Why player up direction is in orientation.m_front and player front direction in the orientation.m_up ?
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JulBaxter
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by shybovycha » Fri Mar 12, 2010 11:48 am
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// No we make and make a upright capsule for the collision mesh
dMatrix orientation;
orientation.m_front = dVector (0.0f, 1.0f, 0.0f, 0.0f); // this is the player up direction
orientation.m_up = dVector (1.0f, 0.0f, 0.0f, 0.0f); // this is the player front direction
orientation.m_right = orientation.m_front * orientation.m_up; // this is the player sideway direction
orientation.m_posit = dVector (0.0f, 0.0f, 0.0f, 1.0f);
orientation is a [4;4] matrix. You can represent that rows as:
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float **orientation = {{0, 1, 0, 0},
{1, 0, 0, 0},
{0, 0, -1, 0},
{0, 0, 0, 1}};
No matter how you call rows =) But it's a little... important... for calculations =)
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shybovycha
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by Julio Jerez » Fri Mar 12, 2010 12:20 pm
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float **orientation = {{0, 1, 0, 0},
{1, 0, 0, 0},
{0, 0, -1, 0},
{0, 0, 0, 1}};
this is good, but there is a litl mistake.
It should be a pointer not a pointer to a pointer
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float orientation[] = {{0, 1, 0, 0},
{1, 0, 0, 0},
{0, 0, -1, 0},
{0, 0, 0, 1}};
is better because it make a refrence instead of a pointer.
liek you said basically matrix is a 4x4 array of floats that make a transformation matrix.
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Julio Jerez
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by JulBaxter » Fri Mar 12, 2010 1:00 pm
Thank you for reply.
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JulBaxter
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