Search found 49 matches

by Helderash
Fri Jul 06, 2007 7:56 pm
Forum: Beginners Help
Topic: Deforming an SMesh
Replies: 3
Views: 282

Actually, I think I'm doing what you're suggesting (besides wiping the mesh cache). My mesh is originally declared as follows: buffer = new SMeshBuffer(); cubeForm(buffer); //Fills the buffer cubeMesh = new SMesh(); cubeMesh->addMeshBuffer(buffer); cubeSceneNode = smgr->addOctTreeSceneNode(cubeMesh)...
by Helderash
Fri Jul 06, 2007 7:44 pm
Forum: Beginners Help
Topic: Deforming an SMesh
Replies: 3
Views: 282

Hi vitek, thanks for the help!

So there's no way of editing an SMesh's vertex buffer and having Irrlicht visualise the change without reconstructing a new mesh?
by Helderash
Fri Jul 06, 2007 6:52 pm
Forum: Beginners Help
Topic: Deforming an SMesh
Replies: 3
Views: 282

Deforming an SMesh

Hey folks! I'm currently working on a deformation project, and need to be able to alter the co-ordinates of an SMesh's vertices during run time. I've managed to alter the SMesh's buffer, but don't seem to be able to find a way of replacing the old SMesh buffer with the new one. I did think about cal...
by Helderash
Sun Jun 17, 2007 3:35 pm
Forum: Beginners Help
Topic: Deflection from a Surface under any orientation
Replies: 2
Views: 278

Hi Vitek,

That is exactly what I was looking for, thankyou very much for your help! Currently writing up a presentation for Tuesday, but hopefully I'll get a chance to implement it Tuesday evening. I'll let you know how things get on.

Thankyou once more, that's been a real help!
by Helderash
Wed Jun 13, 2007 3:57 pm
Forum: Beginners Help
Topic: Deflection from a Surface under any orientation
Replies: 2
Views: 278

Deflection from a Surface under any orientation

Hey folks! I'm looking to write an algorithm that sets the trajectory of a sphere after collision with a flat polygon (under any orientation), and was wondering if anyone had any suggestions on how to approach the problem. The information I have available is the velocity vector of the sphere prior t...
by Helderash
Fri Jun 08, 2007 3:52 pm
Forum: Beginners Help
Topic: Minimum Distance between a Point and a Quadrilateral
Replies: 1
Views: 343

Minimum Distance between a Point and a Quadrilateral

Hey folks! Does anyone know of a "relatively" simple method of determining the minimum distance between a point and a quadrilateral? I currently have the co-ordinates of the point, and the co-ordinates of the four quadrilateral vertices. I'm hoping to use it to determine whether a sphere i...
by Helderash
Fri Jun 08, 2007 2:12 pm
Forum: Beginners Help
Topic: Quivering Meshes and Falling Through the Level
Replies: 4
Views: 180

I seem to have fixed the last problem - I believe my mesh normals weren't quite correct.
by Helderash
Thu Jun 07, 2007 8:42 pm
Forum: Beginners Help
Topic: Quivering Meshes and Falling Through the Level
Replies: 4
Views: 180

That worked perfectly, thanks bitplane! I seem to only have one visual problem left now. If I form my deformable cube mesh from anymore than 27 vertices, looking upwards causes the bottom of the mesh to appear invisible. Looking back down again will cause the bottom of the mesh to pop back into view...
by Helderash
Thu Jun 07, 2007 4:39 pm
Forum: Beginners Help
Topic: Quivering Meshes and Falling Through the Level
Replies: 4
Views: 180

I seem to have found the source of the problem, but not a solution. As well as the selector mentioned below, I have a second to deal with cube collisions, setup as follows: selector2 = smgr->createOctTreeTriangleSelector(cubeMesh, cubeSceneNode, 128); cubeSceneNode->setTriangleSelector(selector2); s...
by Helderash
Thu Jun 07, 2007 4:32 pm
Forum: Beginners Help
Topic: Quivering Meshes and Falling Through the Level
Replies: 4
Views: 180

Quivering Meshes and Falling Through the Level

Hi folks! I've a very simple level setup at the moment. The player has an FPS style camera, is stood in a large room with a cube at the centre (the idea is the player throws rocks at the deformable cube, for a deformation project). I have recently noticed that all of the meshes are quivering slightl...
by Helderash
Mon Jun 04, 2007 9:52 pm
Forum: Beginners Help
Topic: Echo Mesh
Replies: 3
Views: 212

That worked perfectly, thankyou very much! The only other problem I'm noticing is that if I fire a ball soon after the application starts (within the first second or so) it seems to fly about randomly at extremely high speeds before dissapearing. If I wait a few moments though (or fire a second ball...
by Helderash
Mon Jun 04, 2007 7:08 pm
Forum: Beginners Help
Topic: Echo Mesh
Replies: 3
Views: 212

Echo Mesh

Hey folks! I'm currently working on some code to simulate the throwing of a ball when the left mouse is clicked. At the moment, when the left mouse button is clicked a sphere mesh is loaded, and attached to a node positioned at the camera position. It then moves off in the direction the camera is po...
by Helderash
Mon Jun 04, 2007 5:28 pm
Forum: Beginners Help
Topic: Calculating overlapping vertices during collision
Replies: 6
Views: 485

Ah fantastic, I guess I shouldn't have too many problems then. Thankyou both for your help!
by Helderash
Mon Jun 04, 2007 1:23 pm
Forum: Beginners Help
Topic: Calculating overlapping vertices during collision
Replies: 6
Views: 485

Hi Luben, I have considered that method. The problem is, the higher end deformable meshes I'll be working with will possess around 17,500+ vertices, and I've a feeling that on this scale the method will be too computationally expensive. I'm considering using this method upon a courser mesh however, ...
by Helderash
Fri Jun 01, 2007 12:31 pm
Forum: Beginners Help
Topic: Calculating overlapping vertices during collision
Replies: 6
Views: 485

Calculating overlapping vertices during collision

Hey folks! I'm currently working on a deformation project for university, and am now at a stage where a cube can be deformed by setting the position and force of an impact through input boxes. I'm now wanting to extend the testing environment to include a collision between a rigid body (a sphere) an...