ColDet - Torque Integration Query
by Mike Kuklinski · in Torque Game Engine · 08/27/2005 (7:00 am) · 0 replies
When looking at what ColDet's guides say about Matrices, it says this:
Now, this seems rather vague, so do you think it uses row-major or column-major (the former being Torque) matrices?
When using Torque matrices, it seems to function properly, until the object is moved/rotated. Then it stops functioning properly. When transposed, it 'functions', but is inaccurate.
The matrices used to describe model transformations are affine 4x4 matrices which are D3D style, row major with translations in the 4th row. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 The translation vector Tx,Ty,Tz is in elements 13,14,15 If you use the transposed scheme, which is: 1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16 With the translation vector in elements 13,14,15 you can use this matrix without any conversion. It is also important to note that the transformations should include no scaling, as it disrupts the consistency of the collision model.
Now, this seems rather vague, so do you think it uses row-major or column-major (the former being Torque) matrices?
When using Torque matrices, it seems to function properly, until the object is moved/rotated. Then it stops functioning properly. When transposed, it 'functions', but is inaccurate.
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