Search found 47 matches

by Whirled Peas
Wed Mar 09, 2011 4:27 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 163045

Ah, ninja'd on the answer to my own question :D thanks cobra, I'll give it a look if I have the time when I get home after work tonight. \ Also, the method you listed will only set the position and rotation each time it is called and then letting the simulation take over from there right? So it won'...
by Whirled Peas
Wed Mar 09, 2011 3:40 am
Forum: Beginners Help
Topic: Manipulating a meshNode that's been created within a class
Replies: 9
Views: 485

no i dont think you understand. i say animator i mean the internal way irrlicht handles mainupulating node positions. i have seen a common way for bullet integration with irrlicht is to create custom animator class which acts as buffer between bullet and irrlicht. I understand that, and while I do ...
by Whirled Peas
Wed Mar 09, 2011 1:40 am
Forum: Beginners Help
Topic: Manipulating a meshNode that's been created within a class
Replies: 9
Views: 485

do you have your physics engine interacting with the graphicsNode position through an animator? or are you just doing manually? I'm just using the physics engine to run the simulations, no animators as of yet. I actually want to run just about all transformations through the physics engine with lit...
by Whirled Peas
Tue Mar 08, 2011 11:41 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 163045

tried that, it gives me an error: 'class IRigidBody' has no member named 'setPosition' I'm guessing that there has to be a function within the Bullet library that would do it. Either that, or perhaps you can turn off the rigidbody, position the node, then turn it back on again or something along tho...
by Whirled Peas
Tue Mar 08, 2011 8:42 pm
Forum: Beginners Help
Topic: Manipulating a meshNode that's been created within a class
Replies: 9
Views: 485

Gravity is set to 0, -10, 0 and all those lines of code have been entered before the physics simulation begins. Is it possible that setPosition won't work because the physics simulation overrides all other transforms? Your set position function should set position of the physics body not the other ...
by Whirled Peas
Tue Mar 08, 2011 8:30 pm
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 163045

I recently found out that you can't use setPosition on a meshNode once it has had a rigidbody attached to it. Is there a way to set the position of the meshnode according to coordinates after creating a rigidbody for the meshnode?
by Whirled Peas
Tue Mar 08, 2011 8:23 pm
Forum: Beginners Help
Topic: Manipulating a meshNode that's been created within a class
Replies: 9
Views: 485

Gravity is set to 0, -10, 0 and all those lines of code have been entered before the physics simulation begins. Is it possible that setPosition won't work because the physics simulation overrides all other transforms? EDIT: Okay, so while I haven't found an exact solution to the problem, you did get...
by Whirled Peas
Tue Mar 08, 2011 7:33 pm
Forum: Beginners Help
Topic: Manipulating a meshNode that's been created within a class
Replies: 9
Views: 485

Manipulating a meshNode that's been created within a class

I am once again before you, oh wise elders of the Irrlicht forum, requesting help once more on another situation that has gotten me stumped. I have created a class which loads a mesh model, loads its texture, creates a mesh node for it, then sets it up for physics simulation. This all works fine, ho...
by Whirled Peas
Mon Mar 07, 2011 8:14 pm
Forum: Beginners Help
Topic: getMesh problem
Replies: 5
Views: 492

well, this is c++ basics... ;) a string normally means a character array like: char myString[1024]; this is a string with 1024 chars... and this is the string you use for functions like getMesh()... but such a string is very unhandy, therefore string classes was invented... std:string and irr::core...
by Whirled Peas
Mon Mar 07, 2011 2:00 am
Forum: Beginners Help
Topic: getMesh problem
Replies: 5
Views: 492

thank you very much, that did it. you'll need to get the string from the string class... Wink Now, I think I understand what you mean here. You're saying that you need to tell the compiler to get the actual information stored inside the variable rather than just providing the variable. If that is co...
by Whirled Peas
Mon Mar 07, 2011 1:01 am
Forum: Beginners Help
Topic: getMesh problem
Replies: 5
Views: 492

getMesh problem

So, I've been trying to make different classes for different mesh objects within a game. So far it's pretty simple: class PlayerMesh { public: IAnimatedMesh* Mesh; IAnimatedMeshSceneNode* MeshNode; PlayerMesh (ISceneManager*, IVideoDriver*, string, string); }; PlayerMesh::PlayerMesh (ISceneManager* ...
by Whirled Peas
Thu Mar 03, 2011 5:54 pm
Forum: Beginners Help
Topic: blank nodes
Replies: 7
Views: 642

agamemnus wrote:I wanner preserve material options...
If you don't have a mesh loaded for the node in the first place, how can you have material options for it? Or rather, how can you see what the material options look like to even know if you like them on the not yet introduced mesh?
by Whirled Peas
Thu Mar 03, 2011 4:09 am
Forum: Beginners Help
Topic: blank nodes
Replies: 7
Views: 642

While adding an empty node can be done by using addEmptySceneNode(); when declaring the new node, you cannot do so with an IAnimatedMeshSceneNode. At least I don't think you can. However, what you could do is declare it as a type ISceneNode at first and then when you are ready to add the mesh in, ju...
by Whirled Peas
Wed Mar 02, 2011 5:40 am
Forum: Project Announcements
Topic: irrBullet 0.1.8 - Bullet physics wrapper
Replies: 454
Views: 163045

Oh, no problem with the length of your answer :)

ok, yeah, that sounds simpler than my idea, I'll probably go with that in stead. Question: For setting the orientation of the character mesh you just use the IrrBullet equivalent of "SetAngularVelocity" right?
by Whirled Peas
Wed Mar 02, 2011 4:06 am
Forum: Beginners Help
Topic: Problem With Making a Camera a Child of a SceneNode.
Replies: 25
Views: 1834

Mikhail I could kiss you. It FREAKING WORKED!!!! Maybe later, but I'm glad it worked for you. I'll remember next time to say "in your render loop" rather than "during updates" in order to save the next person the frustration. :D k Well, the confusion may have been mostly my own ...