[ODE] swapping axes

John Miles jmiles at pop.net
Tue Feb 10 07:56:39 MST 2004


You wouldn't want to swap Y and Z; you'd multiply the quaternion (or matrix)
by one that represents a rotation of -90 degrees in X.  I'd probably try
encapsulating the heightmap in a geom transform first, though.

-- jm

> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Nate
> W
> Sent: Monday, February 09, 2004 9:40 PM
> To: ODE
> Subject: [ODE] swapping axes
>
>
>
> So I mentioned how easy it was to swap the Y and Z axes when integrating
> a "Z is up" heightmap collider with an existing "Y is up" game.  That was
> before my comrade got an orientation API working for the meshes I'm
> drawing, so all I had to work with was positions.
>
> Now I'm trying to convert quaternions from ODE-space to game-space and it
> seems it's not quite as easy as swapping the Y and Z values.  Should it be
> that trivial, or did I underestimate this task?  Any suggestions or
> insights would be appreciated.
>
> Thanks,
>
>
> Nate Waddoups
> Redmond WA USA
> http://www.natew.com/
>
>
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