Rotate rigidbody to look at a target

Hi,

I managed to get the weird bouncy behaviour fixed

youtube.com/watch?v=c7pELeYbCr4

Now I’m trying to get a proper look at using the rigidbody body. I find a link with something that might help gamedev.stackexchange.com/questi … e-a-target.

Can someone elaborate on the latter part on top because it’s basically what I need.

It mentions RotAxis and AvatarForwardUnit but I’m not sure of the Urho3D equivalent.

Vivienne

I can give more details about if anyone can help.

did you try node->LookAt(worldPosition) ?

[code]
Scene->
TargetNode->

	ShipNode->
		rigidbody->AngularFactors(0, 0, 0);
		CollisionShape(box)
		
		Node->
			(NodeWithFixedOrientForModel->) 
			StaticModel(ship) (it may be placed in this child node to get right orientation in parent space)
		
		this->LookAt(TargetNode.worldPosition);[/code]

[quote=“codingmonkey”]did you try node->LookAt(worldPosition) ?

[code]
Scene->
TargetNode->

	ShipNode->
		rigidbody->AngularFactors(0, 0, 0);
		CollisionShape(box)
		
		Node->
			(NodeWithFixedOrientForModel->) 
			StaticModel(ship) (it may be placed in this child node to get right orientation in parent space)
		
		this->LookAt(TargetNode.worldPosition);[/code][/quote]

That was the first thing I tried.

Current code excerpt
pastebin.com/eUgd5wDP

Right now if I try the ThisNode rotation it jumps outside the collision boxes and disappear. If I use Rigidbody it stays but stays titted not moving.

i.imgur.com/oIBl3wg.png

If I remove the rotation, the drone moves around like usual but rotation mostly based on physics.

Hmmmm

Viv

ThisNode rotation it jumps outside the collision boxes and disappear.

Maybe somewhere you have forgotten world biggest rigidbody enabled ? And this little ships’s RB just placed within it, and what why it jumps I guessing.

Anyway, is your’s “ThisNode” have rigidbody component? It must do not have it, RB only for parent of “ThisNode” for basic colliding with wall and floor…

ThisNode must have only:
Staticmodel (and if needed right oriented with additional child node)

and parent of “ThisNode” may have RB and basic collision shape.
RB must have a mass > 0
Angular factor must set to 0 to avoid rotations
in this situation you do your orientation to target only with “ThisNode” ->LockAt ( )
and movement/scale(not rotations!) only with parent of “ThisNode”

[quote=“codingmonkey”]>ThisNode rotation it jumps outside the collision boxes and disappear.

Maybe somewhere you have forgotten world biggest rigidbody enabled ? And this little ships’s RB just placed within it, and what why it jumps I guessing.

Anyway, is your’s “ThisNode” have rigidbody component? It must do not have it, RB only for parent of “ThisNode” for basic colliding with wall and floor…

ThisNode must have only:
Staticmodel (and if needed right oriented with additional child node)

and parent of “ThisNode” may have RB and basic collision shape.
RB must have a mass > 0
Angular factor must set to 0 to avoid rotations
in this situation you do your orientation to target only with “ThisNode” ->LockAt ( )
and movement/scale(not rotations!) only with parent of “ThisNode”[/quote]

You’re confusing me. From the code shown. There is one node with staticmodel. The other components are not physical so it should not affect the node.

ThisNode->Component(StaticModel,RigidBody, CollisonShape matching the size of the StaticModel) (has no child nodes) with Mass > 0 and AngularVelocity=1 Physics can affect rotation.

If I apply impulses everything works fine.

Now if I set the rotation for for example
Rotate (CurrentRotation * Quaternion(+1degree, on Y axis). It works

If I try a more complicated one to target another spot.
That’s where I am having problems. It’s improperly calculating the proper which I need to make the equation work.

[quote=“codingmonkey”]>ThisNode rotation it jumps outside the collision boxes and disappear.

Maybe somewhere you have forgotten world biggest rigidbody enabled ? And this little ships’s RB just placed within it, and what why it jumps I guessing.

Anyway, is your’s “ThisNode” have rigidbody component? It must do not have it, RB only for parent of “ThisNode” for basic colliding with wall and floor…

ThisNode must have only:
Staticmodel (and if needed right oriented with additional child node)

and parent of “ThisNode” may have RB and basic collision shape.
RB must have a mass > 0
Angular factor must set to 0 to avoid rotations
in this situation you do your orientation to target only with “ThisNode” ->LockAt ( )
and movement/scale(not rotations!) only with parent of “ThisNode”[/quote]

This is a video with the LookAt pointed to Vecto3(2.0f,2.0f,2.0f)

youtube.com/watch?v=GyHkC0e … e=youtu.be

As I mentioned.