[ODE] converting opengl matrices to ODE positions. or something!
Railey, Ken
krailey at amazon.com
Fri Sep 9 16:29:22 MST 2005
GLfloat local_matrix[16];
void set_matrix (const float pos[3], const float R[12]) {
local_matrix[0] = R[0];
local_matrix[1] = R[4];
local_matrix[2] = R[8];
local_matrix[3] = 0;
local_matrix[4] = R[1];
local_matrix[5] = R[5];
local_matrix[6] = R[9];
local_matrix[7] = 0;
local_matrix[8] = R[2];
local_matrix[9] = R[6];
local_matrix[10] = R[10];
local_matrix[11] = 0;
local_matrix[12] = pos[0];
local_matrix[13] = pos[1];
local_matrix[14] = pos[2];
local_matrix[15] = 1;
}
set_matrix( dBodyGetPosition(body), dBodyGetRotation(body));
glMultMatrixf (local_matrix);
HTH
-Ken
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Dan
Sent: Friday, September 09, 2005 4:05 PM
To: ode at q12.org
Subject: [ODE] converting opengl matrices to ODE positions. or something!
Hi this is my first post/email so I hope i'm doing it right...
I've coded a simple-ish 3D engine with a sort of scene graph structure
with each node having an opengl matrix which stores the info about
translation/rotation/scaling. Now I am trying to incorperate ODE into
this.
Now I would like to keep my original functions for translation etc
(upon the matrix) as they are relatively simple.
How would I convert the values needed for ODE position/rotating into
an opengl matrix and vice versa - to get an opengl matrix from ODE
data etc...
Or is there a better solution, would I be better off dropping the
opengl functions and just using the ODE functions. Although I would
still need to make some conversion from the ode-get-position-rotation
functions to find the opengl matrix needed to draw the objects.
I hope you understand what i'm getting at. Any help or advice will be
much appreciated!
Thanks.
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