From: Joschka B. <jbo...@un...> - 2007-06-16 16:17:31
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Hi Yuan, On Sat, 2007-06-16 at 19:03 +0800, Yuan Xu wrote: > Hi Joschka, > > I have committed my changes, you can test it. It works perfectly :-) It's important to know that the rotation is now relative to the current orientation of the agent, not an absolute rotation, but either way is fine (as long as we tell the teams ;-) ). Good job! Cheers, Joschka > 2007/6/16, Joschka Boedecker <jbo...@un...>: > > Hey Yuan, > > > > On Sat, 2007-06-16 at 17:19 +0800, Yuan Xu wrote: > > > Hi Joschka, > > > > > > I have work it out, and solve the beam effector problem. I think. > > > In my test, our agent can start walk after 20 beams. > > > > Terrific! :-) > > > > > I will commit changes to the HEAD, right? > > > > Yes, I merged the branches, so please commit to the HEAD. > > > > Thank you! > > > > Joschka > > > > > 2007/6/16, Yuan Xu <xuy...@gm...>: > > > > Hi Hedayat and Joschka, > > > > > > > > > It seems that the horizontal degrees are incorrect. The zero horizontal > > > > > degree points backwards. > > > > > > > > Yes, you are right. > > > > After quick check, I found that while the agent initialize ( in > > > > InitEffector::PrePhysicsUpdateInternal ), > > > > the initial position is request from GameState, but the rotation is not! > > > > In the Vision::DynamicAxisPercept the flags are flipped for the right team. > > > > > > > > I'll try to work it out. > > > > > > > > > > > > -- > > > > Best wishes! > > > > > > > > Xu Yuan > > > > School of Automation > > > > Southeast University, Nanjing, China > > > > > > > > mail: xuy...@gm... > > > > xy...@ya... > > > > web: http://xuyuan.cn.googlepages.com > > > > -------------------------------------------------- > > > > > > > > > > > > > > > > |