J.P. Delport wrote:
Hi,
Thomas Simon wrote:
Thanks for your interest and help
The wiimotion plus gives 3 around-axis speeds which I transforme into
angles the fact is that the pat keep turning around the OSG basic
are you manually integrating the angular rates? If so, I'd also suggest
looking at quaternions...
I agree switching to Quat's is a good idea. You'll also likely need to
do a coordinate system conversion to get the kind of motion you want.
What is the native coordinate system of the Wiimote? For example
(philosophical discussions aside), OSG is typically considered as using
the X-right, Y-forward, Z-up convention. Which way do the axes point
from the Wiimote?
--"J"
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