I also wondered how to do this. Jay, if you could please look at my diagram and try to explain exactly how to do this???
http://img231.imageshack.us/img231/2334/howtofn1.jpg Could you give a code example? It would help out a ton, I have looked through the sdk for months and cannot find any clue on how to do such a thing. On Feb 6, 2008 12:35 PM, Jay Stelly <[EMAIL PROTECTED]> wrote: > If you have one vector pointing in a direction (like say the X-axis of > an object) and another that points where you'd like the first vector to > be pointing after applying the torque, then ComputeRotSpeedToAlignAxes() > will calculate an angular velocity (this is mass/inertia independent) > that rotates the first axis in the direction of the second axis taking > into account the current rotational velocity of the object. > > So I think you have the right idea when you say they are normal that > show the desired and current alignment. "testAxis" is the current > alignment, "alignAxis" is the desired alignment in your case. It > doesn't matter what space you use as long as you know that the current > and desired axes as well as the output angular velocity are in that > space. Also, this function has a pretty specific purpose so it may not > be tuned exactly for your situation; it doesn't take time into account > for example. Shadow controllers have a better concept of hitting a > target position/orientation while obeying some physical constraints. > Maybe that is a better tool for what you are trying to do. > > When you ask how to change the rotation axis of a physics object you > aren't asking a very precise question. Applying a torque to the object > will most likely change the rotation axis of the object. The center of > mass is the point around which all applied torques rotate, but there are > infinitely many rotation axes passing through that point. > > Jay > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of coderdude > > Sent: Wednesday, February 06, 2008 8:31 AM > > To: [email protected] > > Subject: [hlcoders] snapping objects to a specific position > > > > > How do I calculate the torque needed to move an object to > > it's goal position? How to change the rotation axis of a phys > > object? will PhysSetMassCenterOverride() do the job? I want > > the object to point a specific direction, but fail on extreme > > conditions (obstacle), I looked at > > ComputeRotSpeedToAlignAxes() but I don't know the parameters. > > Are they normals which show the desired, then current > > alignment? Or maybe the other way around? Local or world space? > > > > Dam, it's hard to use APIs when you don't know what they do :/ > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

