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Messages - Familyfriend

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1
Support / Re: Box
« on: September 27, 2011, 08:51:55 pm »
yes, it is a world transformation matrix. My problem was that the setRotation matrix take a 4x4 matrix and i didn't know how to build it by the 3x3 matrix i could take from the physic object.
however thx a lot for your help and actually you answeard a lot of my question with this last answear.

I read something about the world transformation but i  couldn't understand how all the information could be stored just in one matrix.

2
Support / Re: Box
« on: September 27, 2011, 06:39:51 pm »
mmm actually after you made me looking at the values of the matrix i noticed that it actually was not raw-major.

probably i made some mistake ( noob  ) in the code before because now i tried back to transpose it, and it works fine.

thanks for the help.

3
Support / Re: Box
« on: September 27, 2011, 06:23:13 pm »
Code: [Select]
`| 4.999999983927641     | 1.3521203987884335E-5  | -4.0067538875552356E-4 | -0.04895554408488278   |    | -1.353701522130874E-5 | 4.999999996088675      | -1.9730685900529323E-4 | -0.0012040176435942087 |   | 4.0067485487683144E-4 | 1.9730794316082318E-4  | 4.999999980052924      | 46.82875954697466      | |     0.0               |     0.0                |     0.0                |     1.0                |09-27 18:04:20.241: INFO/Matrix(3304): [0][0]4.99999998392764109-27 18:04:20.256: INFO/Matrix(3304): [0][1]1.3521203987884335E-509-27 18:04:20.256: INFO/Matrix(3304): [0][2]-4.0067538875552356E-409-27 18:04:20.256: INFO/Matrix(3304): [0][3]-0.0489555440848827809-27 18:04:20.256: INFO/Matrix(3304): [1][0]-1.353701522130874E-509-27 18:04:20.256: INFO/Matrix(3304): [1][1]4.99999999608867509-27 18:04:20.256: INFO/Matrix(3304): [1][2]-1.9730685900529323E-409-27 18:04:20.256: INFO/Matrix(3304): [1][3]-0.001204017643594208709-27 18:04:20.256: INFO/Matrix(3304): [2][0]4.0067485487683144E-409-27 18:04:20.256: INFO/Matrix(3304): [2][1]1.9730794316082318E-409-27 18:04:20.256: INFO/Matrix(3304): [2][2]4.99999998005292409-27 18:04:20.256: INFO/Matrix(3304): [2][3]46.8287595469746609-27 18:04:20.256: INFO/Matrix(3304): [3][0]0.009-27 18:04:20.256: INFO/Matrix(3304): [3][1]0.009-27 18:04:20.256: INFO/Matrix(3304): [3][2]0.009-27 18:04:20.256: INFO/Matrix(3304): [3][3]1.0`

here is the rotation matrix i get from the physicWorld, i'm sorry but i can't find the way to set a fixed angle to the physic object, anyway this is the rotation Matrix of the object just after the first bounce on a plane at  (0,0,50) without any rotation.

i hope this is enought.

4
Support / Re: Box
« on: September 27, 2011, 04:33:58 pm »
i tried to transpose it but it doesn't change anything.
here below there is an image of what i get after i use the setRotation(Matrix m) method on the die.

render result: http://ge.tt/94IrXC8/v/0

does it make you think at some issue in particular? I'm thinking at some GL configuration i'm missing or even at some wrong verticies, that's why i posted you the TextureBox class code.

anyway thx for you help.

5
Projects / Die game
« on: September 27, 2011, 03:46:16 pm »
Hi,
I'm a new 3D graphic developer. I stater looking at it only few weeks ago, i decided to try to implement a simple die game wich you can roll a 3D die shaking the phone.

I managed to implmenet walls and the cube but my problems start when i have to translate the physic cube ( the die ) state to the graphic wolrd.

I made it going around with the translate method but i can't figure out how to set the rotation matrix to the 3D object.

i've been tring in a few ways but i can't work around it:
• setRotation(Matrix m ):  it didn't work cause of some strange rendering of the box, after the rotation it came out streched and only half visible
• align( . . ): i read somthing in the forum about this method bu to be honest i can't get what to pass to the method, thre is one that wants an Object3D to align to and an other one that follow the camera.
• i derived the X Y Z euler angle from the matrix and i applied them with the rotateX/Y/Z() method, that almost work except for a realy bad flickering of the die

can anyone help me or at least share his knowledge on what i'm tring to do?
it shouldn't be the most task difficult ever, i mean, i do have a 4x4 matrix rappresenting the rotation of the physic object so i guess i just missing something in between the translation.

6
Support / Box
« on: September 27, 2011, 11:25:04 am »
Hi,
I'm a new 3d graphic programmer trying to implement a simple application that shows a rolling dice from the acellerometer vector. I'm tring to do in 3D graphic with jCPT-AE and Jinnjine (http://code.google.com/p/jinngine/) as physic engine.

I have already implemented the walls and the die both in the physic and in the graphic world.
Now my problem is that i can't deal with the rotation connection, i have a Matrix4 from the physic world and i can't figure out how to
use it to rotate the graphic object.

tries:
• setRotation(Matrix m ):  it didn't work cause of some strange rendering of the box, after the rotation it came out streched and only half visible
• align( . . ): i read somthing in the forum about this method bu to be honest i can't get what to pass to the method, thre is one that wants an Object3D to align to and an other one that follow the camera.
• i calculated the x Y Z angle from the matrix and i applied them with the rotateX/Y/Z() method, that almost work except for a realy bad flickering of the die

can someone help me, at least driving me to the right direction.

here is my code for the texture box: http://pastebin.com/W3xQhRtw
and the code for the frame:

7
Support / Re: GetRotation() help
« on: September 26, 2011, 12:47:16 pm »
ok, i'm tring to implement a die with physic. I have from the physic framework a Matrix4, how should i use the aling()  method?
I expeted to find a align( Matrix m ) method but there isn't one so how can i apply a Matrix to an object3D by align()?

this i probably a dumb question, but you know, i'm new to 3D graphic and physics as well ^^.

EDIT:
i've been tring with setRotation() method but then it shows only part of the texture.
To show the die i'v implemented  a cube extending Object 3D, any face of the cube is made of 2 tringles defined by clock wise verticies and has a different  texture.
Do i need to do something in the object3D initialization or you think it's just a rotation mistake?
i have to add that when i rotate with the camera around the object i can see all the faces without any texture problem, the problem seems to be when i try to rotate the object3D itself.

Thx in advance for the response

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