I have imported a Benz car model from Blender to OGRE. I am trying to rotate the wheels.
I have 2 requirements. Rotate the wheel like the car is running and rotate the wheel left and right as it is turning based on the steering wheel. I can successfully do it separately but when I do it together, I am getting wrong results.
Before I imported the model from Blender, I made 4 local pivot points for the wheels based on the center(Using set Pivot point based on 3D point cursor option in Blender).
In OGRE, after I imported the model, I parsed the entire scene manager and found the 4 wheel nodes and named as left front, left back, right front and right back nodes. It is as below.
void ogreWindow::makeNodes( )
{
Ogre::SceneNode::ChildNodeIterator it = mSceneMgr->getRootSceneNode()-
>getChildIterator();
QString _name;
while (it.hasMoreElements())
{
Ogre::Node* node_ = it.getNext();
Ogre::String _name=node_->getName();
QString ssss = QString::fromUtf8(_name.c_str());
qDebug()<<"Entities are "<<ssss;
if(ssss=="WheelRightBack_transform2")
{
rotateNodeBackWheel_Right = mSceneMgr->getSceneNode("WheelRightBack_transform2");
m_RotateWheeel = true;
}
if(ssss=="WheelleftBack_transform12")
{
rotateNodeBackWheel_Left = mSceneMgr->getSceneNode("WheelleftBack_transform12");
m_RotateWheeel = true;
}
if(ssss=="Wheel_LeftFront_transform15")
{
rotateNodeFrontWheel_Right = mSceneMgr->getSceneNode("Wheel_LeftFront_transform15");
turnNodeFrontWheel_Right = mSceneMgr->getSceneNode("Wheel_LeftFront_transform15");
m_RotateWheeel = true;
}
if(ssss=="WheelRightFront_transform3")
{
rotateNodeFrontWheel_Left = mSceneMgr->getSceneNode("WheelRightFront_transform3");
turnNodeFrontWheel_Left = mSceneMgr->getSceneNode("WheelRightFront_transform3");
m_RotateWheeel = true;
}
}
}
Then In framerenderingQueued funciton, I am indefenitely calling a rotate function as below:
bool ogreWindow::frameRenderingQueued(const Ogre::FrameEvent& fe)
{
if(m_RotateWheeel)
{
RotateWheel();
}
.......
.......
}
Where the rotateWheel() is as below
void ogreWindow::RotateWheel()
{
//Working with Euler rotation
//Section 1
if(rotateNodeBackWheel_Left)
rotateNodeBackWheel_Left->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeBackWheel_Right)
rotateNodeBackWheel_Right->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeFrontWheel_Left)
rotateNodeFrontWheel_Left->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeFrontWheel_Right)
rotateNodeFrontWheel_Right->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
//Section 2
if(isTurning)
{
if(rotateNodeFrontWheel_Right)
rotateNodeFrontWheel_Right->roll(Ogre::Radian(turningRadius),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeFrontWheel_Right)
rotateNodeFrontWheel_Right->roll(Ogre::Radian(turningRadius),Ogre::Node::TransformSpace::TS_LOCAL);
}
isTurning = false;
}
So the problems I am facing is described below,
a) When I do section 1 alone, the wheel is rotating smoothly b) When I do section 2 alone, the wheel will be rendered as turned - OK fine c) When I do section 1 and section 2 together, OK it is rendering with the wheel rotating and wheel turned in "turnRadius" degree.(Image attached-A.png)
d) But If I try to change the value of turnRadius at run time, it is getting crazy.
I am changing the value of turnRadius as below. I call this function from 2 button clicks from UI.
void ogreWindow::turnFrontWheelLeft(Ogre::Real radius)
{
//turningRadius-=0.1;
turningRadius = -0.1;
isTurning = true;
}
void ogreWindow::turnFrontWheelRight(Ogre::Real radius)
{
//turningRadius+=0.1;
turningRadius = 0.1;
isTurning = true;
}
I understand the problem is the axis issue. How can I make it perfect? I want to do the turn and rotate "rotations" together.
It is working now. I created sub-nodes and did the transforms separately.
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=92364&sid=e21b8189a3defe7ae1c3c4c3b7c4cc57