[ODE] Spaceship movement.
Michael Molkenthin
molle at michael-molkenthin.de
Wed Jun 21 00:50:15 MST 2006
Thank you Jon for the reply :)
On Tue, 20 Jun 2006, Jon Watte (ODE) wrote:
> Unless your mass is really high, that's probably a way too large
> number (by several digits).
>
okay, perhaps i have to look at masses again
>
>> Another point that i had to object: My Matrices initially were
>> used to transform the mesh to world space. ODE seems to use
>> matrices transforming the world to the local object/mesh space.
>> So i am transposing the matrices
> No. Instead, ODE stores the matrices in a different order than your
> graphics library.
>
> See http://www.mindcontrol.org/~hplus/graphics/matrix-layout.html
> for more information (on DX, OpenGL, ODE and others).
>
interesting link - perhaps this part from it is important
to me:
"The ODE documentation doesn't use many vectors or matrices in print at
all, so it's hard to tell whether it intends to use row vectors or column
vectors. However, the storage of rotation matrices is such, that a
translation (should it be in the matrix), would live in offsets 3, 7 and
11. (ODE doesn't actually look at these values; it leaves them un-touched
for alignment reasons).
This means that you have to transpose a matrix you get out of ODE, if you
want to put it back into OpenGL or DirectX, because the combination of
convention and storage for ODE work out to be the opposite of that same
combination for the latter two."
so long,
Michael
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