[ODE] initializing heading
Don Burns
don at andesengineering.com
Tue May 11 10:32:12 MST 2004
Hi Sever,
I had a similar question within the last few weeks. Check the archives
for the dialog between Martin and I regarding this issue. In a nutshell,
you need to place your wheels with a translate/rotate, as well as provide
the wheels with a rotation about their own axis.
For converting from osg to ode matricies:
static inline void OsgToOdeMat( const osg::Matrix &R, dMatrix3 &r
)
{
r[ 0] = R(0,0);
r[ 1] = R(1,0);
r[ 2] = R(2,0);
r[ 3] = 0.0;
r[ 4] = R(0,1);
r[ 5] = R(1,1);
r[ 6] = R(2,1);
r[ 7] = 0.0;
r[ 8] = R(0,2);
r[ 9] = R(1,2);
r[10] = R(2,2);
r[11] = 0.0;
}
-don
On Tue, 11 May 2004, a Sever wrote:
> hi all I have set up a small app using osg and ode, where I'm loading
> from file a terrain and a list of models with way points, and for each
> graphic model an ode eequivalentis set. the vehicle(s) starts driving to
> the way points one after the other. the thing is, I can't seem to set
> the body's heading correctly. the start position is defined by x,y,z and
> h ,p ,r (in degrees). on init I position the graphical object and then
> pull osg's transform matrix and translate it into a quaternion, using
> it's data to set the ode object with dBodySetQuaternion. the thing is,
> the wheels start accelerating and turning to reach the next WP
> immediately, before the body settles, creating extra torque. so : -
> anyone knows of differences between osg and ode matrices that might
> explain why the yaw isn't set correctly? - anyone knows how I can verify
> the body is completely settled before starting the wheels going?
>
> thanks
>
> a. sever
>
>
>
>
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