Prophet
21-08-2008 18:33:30
Okay, first, I don't know if it's called pivot points here, but that what's I've learned so I'll stick with that for now.
I have a slight problem. When I use this code
it appears as if they have different pivot points (the anchor point, around which it rotates). Is it my code that is wrong (yeah, well...) or is that they have different pivot points and need to be calculated? The size of the mesh matches the cube, might I say.
Lastly, is this a good way to do it? I mean, linking nodes to actors, or is it a better way? I'm still learning, so any tip is useful! (Even OT-tips)
Video
I have a slight problem. When I use this code
nodes.at(i)->setPosition(actors.at(i)->getGlobalPositionAsOgreVector3());
nodes.at(i)->setOrientation(actors.at(i)->getGlobalOrientationAsOgreQuaternion());
it appears as if they have different pivot points (the anchor point, around which it rotates). Is it my code that is wrong (yeah, well...) or is that they have different pivot points and need to be calculated? The size of the mesh matches the cube, might I say.
Lastly, is this a good way to do it? I mean, linking nodes to actors, or is it a better way? I'm still learning, so any tip is useful! (Even OT-tips)
Video