yoshinoToylogic / bulletsharp

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RigidBody.Orientation problem #25

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Create new RigidBody with DefaultMotionState
2. Check body.Orientation

Should return identity if i didn't apply anything yet, but i get 180 turn 
around Z axis ( 0, 0, 0, 1 )

I provided my own motion state later and still world transform orientation ( 
passed to setWorldTransform ) did not match body.Orientation

WinXP, Version=0.13.0.0, version guid - 121e1a35-2368-44e1-bfe9-d09aa9bf0487

I replaced it with body.WorldTransform.ExtractQuaternion(); which works as 
expected.

Original issue reported on code.google.com by rattus...@gmail.com on 31 Mar 2011 at 10:43

GoogleCodeExporter commented 8 years ago
Matrix conversions really need a unit test since there have been similar 
problems before.

I'm currently busy with exams and stuff, but I should have time to fix this 
soon.

Thanks!

Original comment by andres.traks on 31 Mar 2011 at 7:45

GoogleCodeExporter commented 8 years ago
Ok, apparently Mogre and Axiom store quaternions as (w,x,y,z) and all others as 
(x,y,z,w).

Thanks again!

Original comment by andres.traks on 9 Apr 2011 at 11:07

GoogleCodeExporter commented 8 years ago
This issue was closed by revision r268.

Original comment by andres.traks on 9 Apr 2011 at 11:07