Search found 22 matches
- Tue Apr 05, 2011 1:19 pm
- Forum: Project Announcements
- Topic: Hello all!! completed my first ios app !
- Replies: 2
- Views: 1267
- Thu Dec 09, 2010 8:26 pm
- Forum: Advanced Help
- Topic: Compiling irrlicht ogl-es branch for iphone (progress)
- Replies: 148
- Views: 68396
Help with template
I'm new and need a little help. could some break down the template? I have loaded nodes in game.mm, is this the right place? No textures are showing up. To animate movement I tried to place the instructions in application.mm and received declaration errors when calling an existing node. I'm new and ...
- Tue Nov 30, 2010 9:07 pm
- Forum: Beginners Help
- Topic: Matrix rotation
- Replies: 6
- Views: 588
I love the link.
Thanks Mikhail9,
The link you provided is very helpful.
I am still have problems just getting started with the code.
I'm going to mess around for the next couple of days.
I think it may all be just syntax in my IDE.
I'll post some code if I have any success.
Thanks!
The link you provided is very helpful.
I am still have problems just getting started with the code.
I'm going to mess around for the next couple of days.
I think it may all be just syntax in my IDE.
I'll post some code if I have any success.
Thanks!
- Tue Nov 30, 2010 1:23 am
- Forum: Beginners Help
- Topic: Matrix rotation
- Replies: 6
- Views: 588
I have been looking at quaternions
I am using realbasic and an irrlicht plugin called Franklin3d. I have not done any coding for about 20 years. I understand quaternions a little. I am having trouble converting code or suggestions, that others have posted because: 1. It's has too much going on, ie. several nodes being moved and rotat...
- Tue Nov 30, 2010 12:14 am
- Forum: Beginners Help
- Topic: Matrix rotation
- Replies: 6
- Views: 588
- Mon Nov 29, 2010 9:35 pm
- Forum: Beginners Help
- Topic: Matrix rotation
- Replies: 6
- Views: 588
Matrix rotation
Hello, I was hoping someone could help. I have a node positioned at (0,0,0) and would like to rotate it around x,y,z axis' and also around an axis 45 degree between x,y (diagonal) I've been trying to translate code for my IDE but I need more input to do the translation. I have been using setRotation...
- Sun Nov 21, 2010 4:39 am
- Forum: Beginners Help
- Topic: I can't find how to get the values for x,y,z using aboslute
- Replies: 6
- Views: 419
Thank You
With my plug in I hve to use the following code:
Code: Select all
pos.x_
pos.y_
pos.z_
- Sat Nov 20, 2010 6:32 pm
- Forum: Beginners Help
- Topic: I can't find how to get the values for x,y,z using aboslute
- Replies: 6
- Views: 419
Maybe it's just my IDE
I can't get it to work using my IDE (realbasic with Irrlicht plugin "franklin3d") node1.updateAbsolutePosition ' works pos2 = node1.getAbsolutePosition() 'works printf("Node is at position (%f %f %f)\n",pos2.X,pos2.Y,pos2.Z)) '"this method or property does not exist" ' ...
- Sat Nov 20, 2010 2:55 pm
- Forum: Beginners Help
- Topic: I can't find how to get the values for x,y,z using aboslute
- Replies: 6
- Views: 419
but how to i get the x,y,z values
I just can't find the code to get the values for x,y,z .
I understand it is core_vector3df. I need to check the values to find out where the node is in world positions after I make rotations to the node.
I understand it is core_vector3df. I need to check the values to find out where the node is in world positions after I make rotations to the node.
- Sat Nov 20, 2010 3:12 am
- Forum: Beginners Help
- Topic: I can't find how to get the values for x,y,z using aboslute
- Replies: 6
- Views: 419
I can't find how to get the values for x,y,z using aboslute
I know I saw the code to get the values for x,y,z but i can't find it now.
I am using absoluteposition.
it was something like this:
Could post the correct code .
Thank You!
I am using absoluteposition.
it was something like this:
Code: Select all
z=node.getpostion(core_vector3df(.x .y .z))
Could post the correct code .
Thank You!
- Sat Nov 20, 2010 3:06 am
- Forum: Beginners Help
- Topic: last post is how I load nodes as an array using in realbasic
- Replies: 12
- Views: 707
nodes loaded as an array
Code: Select all
dim node_array(255) as scene_ISceneNode
scene.getSceneNodesFromType(ESCENE_NODE_TYPE.ESNT_ANY,node_array())
dim count as integer = 0
while (node_array(count+1)<>nil)
count = count+1
Wend
- Thu Nov 18, 2010 5:10 pm
- Forum: Beginners Help
- Topic: last post is how I load nodes as an array using in realbasic
- Replies: 12
- Views: 707
I have all the rotations working.
I used 4 spheres as parents parent sphere - child sphere(45 degree offset) - piece node parent sphere2 - child sphere2(45 degree offset) to maintain positions I use the first parent spheres to rotate vertically, horizontally, and the first child sphere to rotate diagonally. If there are pieces that ...
- Thu Nov 18, 2010 4:45 pm
- Forum: Beginners Help
- Topic: 180 degree circles ??
- Replies: 6
- Views: 500
I'm new, 99% of my knowledgle is rotation 1% is fine dining
Post your code for the rotations.
- Tue Nov 16, 2010 3:31 pm
- Forum: Beginners Help
- Topic: last post is how I load nodes as an array using in realbasic
- Replies: 12
- Views: 707
I guess I needed 3.5 days
this code adds and removes child for my IDE (realstudio with franklin3d"Irrlicht plugin") if IsKeyDown(EKEY_CODE.KEY_KEY_P) = true then KeyIsDown(EKEY_CODE.KEY_KEY_P) = false dim newParent as scene_ISceneNode newParent = scene.getRootSceneNode() node1.setParent(newParent) node1.setrotation...
- Tue Nov 16, 2010 3:01 pm
- Forum: Beginners Help
- Topic: last post is how I load nodes as an array using in realbasic
- Replies: 12
- Views: 707
I got it to set parent when creating the node
Code: Select all
node2 = scene.addAnimatedMeshSceneNode(mesh2,nodes.get_parent)
now to figure out how to removeChild and set parent on the fly