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Aware, in some (many?) cases you need the WorldPosition and WorldOrientation of a SceneNode.
I work with collision detection by Newton and when I update the objects in Newton world, I have to set the world parameters.
In my application the Newton objects follow the Ogre SceneNodes. So Ogre determines where the collision objects should be set. (In oposite of the case with use of physically calculation, where the Ogre SceneNodes will be moved by Newton.)
With MOC I suppose it can be the same.
If the SceneNode is attached to the RootSceneNode, then the world parameters are the same, but if there is an other parent SceneNode, that can be totally different.