Search found 49 matches
- Fri Jul 06, 2007 7:56 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 287
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)...
- Fri Jul 06, 2007 7:44 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 287
- Fri Jul 06, 2007 6:52 pm
- Forum: Beginners Help
- Topic: Deforming an SMesh
- Replies: 3
- Views: 287
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...
- Sun Jun 17, 2007 3:35 pm
- Forum: Beginners Help
- Topic: Deflection from a Surface under any orientation
- Replies: 2
- Views: 285
- Wed Jun 13, 2007 3:57 pm
- Forum: Beginners Help
- Topic: Deflection from a Surface under any orientation
- Replies: 2
- Views: 285
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...
- Fri Jun 08, 2007 3:52 pm
- Forum: Beginners Help
- Topic: Minimum Distance between a Point and a Quadrilateral
- Replies: 1
- Views: 347
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...
- Fri Jun 08, 2007 2:12 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 187
- Thu Jun 07, 2007 8:42 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 187
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...
- Thu Jun 07, 2007 4:39 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 187
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...
- Thu Jun 07, 2007 4:32 pm
- Forum: Beginners Help
- Topic: Quivering Meshes and Falling Through the Level
- Replies: 4
- Views: 187
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...
- Mon Jun 04, 2007 9:52 pm
- Forum: Beginners Help
- Topic: Echo Mesh
- Replies: 3
- Views: 219
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...
- Mon Jun 04, 2007 7:08 pm
- Forum: Beginners Help
- Topic: Echo Mesh
- Replies: 3
- Views: 219
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...
- Mon Jun 04, 2007 5:28 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 509
- Mon Jun 04, 2007 1:23 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 509
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, ...
- Fri Jun 01, 2007 12:31 pm
- Forum: Beginners Help
- Topic: Calculating overlapping vertices during collision
- Replies: 6
- Views: 509
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...