BUMP
Can anyone confirm that this works?
Search found 18 matches
- Mon Oct 26, 2009 5:45 am
- Forum: Beginners Help
- Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
- Replies: 5
- Views: 496
- Tue Oct 20, 2009 2:57 am
- Forum: Beginners Help
- Topic: Local to World Coordinates and Vice Versa
- Replies: 13
- Views: 2071
- Sun Oct 18, 2009 1:31 am
- Forum: Beginners Help
- Topic: Local to World Coordinates and Vice Versa
- Replies: 13
- Views: 2071
Paid a trip to geometry-land. vector3df toWorldPos(IAnimatedMeshSceneNode* scene, vector3df vec) { vector3df pos = scene->getPosition(); vector3df ang = scene->getRotation().rotationToDirection(vec); return pos+ang; } vector3df toLocalPos(IAnimatedMeshSceneNode* scene, vector3df vec) { vector3df pos...
- Sat Oct 17, 2009 11:21 pm
- Forum: Beginners Help
- Topic: Local to World Coordinates and Vice Versa
- Replies: 13
- Views: 2071
Local to World Coordinates and Vice Versa
SceneNode->GetWorldPosition(0,10,0);
Would return a global position.
SceneNode->GetWorldAngles(0,90,0);
Would return a global angle.
Would return a global position.
SceneNode->GetWorldAngles(0,90,0);
Would return a global angle.
- Sat Oct 17, 2009 4:34 am
- Forum: Beginners Help
- Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
- Replies: 5
- Views: 496
If I wanted the other one to move then I'd use a physics engine. I just want the object to stop dead in it's track. So how would I do a selector vs cylinder collision? Edit: And yes, 90 degrees Cylinders are what I'm going for. I'm actually not looking for collision, but really more of intersection....
- Sat Oct 17, 2009 12:48 am
- Forum: Beginners Help
- Topic: Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
- Replies: 5
- Views: 496
Cylinder Vs Triangle Selector Collision, and a bunch of ?'s
Is this possible yet?
And is there a Cylinder vs Cylinder Collision detect also?
What is the best way to make the character move and climb up stairs?
In my 2D games I would move my character one pixel and then see if it collides with anything, then when it does it would move one pixel back.
And is there a Cylinder vs Cylinder Collision detect also?
What is the best way to make the character move and climb up stairs?
In my 2D games I would move my character one pixel and then see if it collides with anything, then when it does it would move one pixel back.
- Mon Oct 05, 2009 7:18 am
- Forum: Beginners Help
- Topic: Irrlicht + Newton Game Dynamics
- Replies: 4
- Views: 447
- Sun Sep 27, 2009 12:54 am
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 132215
- Fri Sep 25, 2009 3:15 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116285
- Thu Sep 24, 2009 1:29 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116285
- Wed Sep 23, 2009 7:40 am
- Forum: Project Announcements
- Topic: RPG realtime game : The Legend of PigKing
- Replies: 22
- Views: 6416
- Wed Sep 23, 2009 6:21 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116285
- Tue Sep 22, 2009 10:48 pm
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116285
- Tue Sep 22, 2009 4:17 am
- Forum: Project Announcements
- Topic: IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper
- Replies: 425
- Views: 116285
- Mon Sep 14, 2009 6:45 am
- Forum: Beginners Help
- Topic: Map and Camera Hull collision detection.
- Replies: 4
- Views: 391
So far I have this: smgr->getSceneCollisionManager()->getCollisionResultPosition(selector,camera->getPosition()+core::vector3df(0,30,0),core::vector3df(30,50,30),core::vector3df(0,-10,0)); But I'm a bit confused as to where to get the other parameters. I simply copied a bunch of those from scene::IS...