Search found 71 matches

by kendric
Thu Jul 12, 2007 9:48 pm
Forum: Advanced Help
Topic: modifying engine scene node picking
Replies: 5
Views: 674

Ok i saw that and misunderstood it. I thought you passed the ID of a specific node and it only looked for that. Gotcha ok thanks.
by kendric
Thu Jul 12, 2007 9:20 pm
Forum: Advanced Help
Topic: modifying engine scene node picking
Replies: 5
Views: 674

modifying engine scene node picking

I want to be able to have a scene node remove itself from being picked if it so chooses. I see an oppertunity in: getPickedNodeBB in the collision manager source file. Basically I would have to add a variable to ISsceneNode such as pickCatagory. And then I could have categories such as ALWAYS_PICK,I...
by kendric
Thu Jul 12, 2007 5:13 pm
Forum: Beginners Help
Topic: Totally Bamboozled... Anyone have any ideas???(SOLVED)
Replies: 1
Views: 266

Well I figured it out. I don't know if this is just a bug or something that is required. Basically after you move the parent that the camera is attached to you call updateAbsolutePosition on the parents scene node. Then in the cameras function that updates its facing, you call updateAbsolutePosition...
by kendric
Wed Jul 11, 2007 10:10 pm
Forum: Beginners Help
Topic: Totally Bamboozled... Anyone have any ideas???(SOLVED)
Replies: 1
Views: 266

Totally Bamboozled... Anyone have any ideas???(SOLVED)

I wanted to make my own fps camera just to have a little more control over how it works. So i basically used the same logic that is in the fps one provided, but i also provide a function that gets called every time newton(im using that for physics) moves my scene node. So the flow of events is newto...
by kendric
Tue Jul 10, 2007 5:29 pm
Forum: Beginners Help
Topic: Models feet touching the floor etc
Replies: 3
Views: 234

Ok thanks. I don't know much about model editing but I will see what I can do.
by kendric
Mon Jul 09, 2007 5:39 pm
Forum: Beginners Help
Topic: Models feet touching the floor etc
Replies: 3
Views: 234

Models feet touching the floor etc

Are most models that you load into irrlicht set up so that if you set their position, you are telling where their center goes? Or are you telling where the bottom of their feet or the bottom of the box that the model is for should stand. One odd behaviour I noticed on a zombie model I found on the n...
by kendric
Sun Jul 08, 2007 2:09 pm
Forum: Beginners Help
Topic: Camera look at oddity
Replies: 5
Views: 354

Oh and in response to death_au I think I can answer this one. There is no reason to set absolute position. A scene node is attached to something or nothing. If it is attached to something it should always remain relative. If you want it to not be relative it should be attached to nothing, and in tha...
by kendric
Sun Jul 08, 2007 1:52 pm
Forum: Beginners Help
Topic: Camera look at oddity
Replies: 5
Views: 354

Hey thanks for the reply vietk. The problem with the negative numbers is not that they are negative, but that they switch from being positive to negative simply by moving in a direction. This shouldn't happen since moving doesn't rotate the camera. It just moves the scene node. What I am seeing is 2...
by kendric
Fri Jul 06, 2007 7:55 pm
Forum: Beginners Help
Topic: Camera look at oddity
Replies: 5
Views: 354

Camera look at oddity

I noticed something odd with camera->getTarget() I use the following 2 lines of code to get the start point of a bullet fired from the player and the trajectory. vector3df aimVector=(camera->getTarget() - camera->getPosition()).normalize(); vector3df aimStart=camera->getPosition(); This works fine m...
by kendric
Tue Jun 26, 2007 5:20 pm
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

The reference point would be the position of the parent. I was looking at the custom scene node example and he has an animator on there that rotates it. So that would lead me to believe these vertexs are effected by the rotation of the scene node they are attached on.. Grr. Another observation I hav...
by kendric
Tue Jun 26, 2007 2:52 pm
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

I also confirmed that the triangle is in the right place by having it draw one on screen where i click. So it has to be some transform issue thats rotating these bullet holes around the object they are on and not putting them where the triangle is. So I did some further testing. If i make these thin...
by kendric
Tue Jun 26, 2007 2:29 pm
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

I did some testing by having the decals not be inside the box to see them better, but still attached to the box(their parent scene node). If i move the mouse left to right as i fire, where the bullet hole lands shifts up and down,and if i go up and down with the mouse it shifts left and right. So it...
by kendric
Tue Jun 26, 2007 2:10 pm
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

I think were barking up the wrong tree. The bullet holes move and rotate with the thing they are attached to just fine. So the only issue is the initial attach angle. Once that is fixed they will move fluidly with the rest of it. I am thinking I need to set the rotation of the decal scene node to eq...
by kendric
Tue Jun 26, 2007 1:44 am
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

Well it might be something unrelated. Its basically doing what it did with my old code, which is having them not being perfectly lined up with the surface they are on. They go in at random angles again. So it may be something with how they are being attached to another scene node which has a rotatio...
by kendric
Mon Jun 25, 2007 4:01 pm
Forum: Beginners Help
Topic: I'll scratch your back you scratch mine?
Replies: 15
Views: 1276

Doing a normalize on NormY gives more normal results but still got an issue to figure out.