[ODE] Using ODE with DirectX

Martin C. Martin martin at metahuman.org
Wed Mar 19 05:58:02 2003


Great; Tobias, would you mind adding this to the ODE wiki?

- Martin

Tobias Thorsen wrote:
> 
> Heres the conversion i use from ode matrices to D3DXMATRIX, and it works
> fine for me.
> 
> D3DXMATRIX t;
> dReal* bMat;
> bMat = (dReal*) dBodyGetRotation(bodyID);
> 
> t._11 =bMat[0];
> t._12 = bMat[4];
> t._13 = bMat[8];
> t._14 = 0;
> t._21 = bMat[1];
> t._22 = bMat[5];
> t._23 = bMat[9];
> t._24 = 0;
> t._31 = bMat[2];
> t._32 = bMat[6];
> t._33 = bMat[10];
> t._34 = 0;
> 
> Tobias Thorsen
> 
> ----- Original Message -----
> From: "Nate W" <coding@natew.com>
> To: <ode@q12.org>
> Sent: Tuesday, March 18, 2003 10:48 PM
> Subject: Re: [ODE] Using ODE with DirectX
> 
> > On Tue, 18 Mar 2003, [utf-8] Jesús P. Salas wrote:
> >
> > > I want to use ODE with DirectX, ( yes, from Microsoft ;-) ),
> > >
> > > When I try to use that matrix directly into DX, the movement
> > > of the objects is wrong, ..
> > >
> > > anyon have deal with this problem out there??
> >
> > Have a look at Si Brown's FreeFall buggy demo.  There's a link to it from
> > the 'community' page at the ODE web site.  He used ODE with DirectX,
> > and he shared his code.  I'm pretty sure the answer to you question will
> > be in there.
> >
> > --
> >
> > Nate Waddoups
> > Redmond WA USA
> > http://www.natew.com
> >
> >
> >
> > _______________________________________________
> > ODE mailing list
> > ODE@q12.org
> > http://q12.org/mailman/listinfo/ode
> >
> 
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