Open GoogleCodeExporter opened 9 years ago
Thanks, I'll have a look at this and get back to you.
Original comment by xexu...@gmail.com
on 25 Apr 2013 at 8:29
I believe this is correct,internally Bullet-XNA uses Indexed(Basis)Matrix which
is transposed compared to the normal XNA Matrix - this is to keep compatability
with the C++ version of bullet which has Matrices in that form.
I tend to use the MathUtil.PrintMatrix functions to test equivalency between
the two different matrixes as they are aware of the conversions necessary.
Hope this helps, but please get in touch if it doesn't or you still think there
is a problem.
Thanks,
Mark
Original comment by xexu...@gmail.com
on 3 May 2013 at 12:28
The problem the transposition happens when converting an indexed matrix to a
matrix (toMatrix() method) but not when constructing an indexed matrix with a
matrix
So when doing this:
var m1 = Matrix.CreateRotationY(MathHelper.PiOver2);
var m2 = new IndexedMatrix(m1).ToMatrix();
m1 and m2 bases aren't the same (m2 is transposed)
Original comment by amand.be...@gmail.com
on 3 May 2013 at 2:14
Original issue reported on code.google.com by
amand.be...@gmail.com
on 25 Apr 2013 at 3:18