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 ...
Search found 47 matches
- Wed Mar 09, 2011 4:27 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221648
- Wed Mar 09, 2011 3:40 am
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 757
- Wed Mar 09, 2011 1:40 am
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 757
- Tue Mar 08, 2011 11:41 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221648
- Tue Mar 08, 2011 8:42 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 757
- Tue Mar 08, 2011 8:30 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221648
- Tue Mar 08, 2011 8:23 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 757
- Tue Mar 08, 2011 7:33 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 757
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 ...
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 ...
- Mon Mar 07, 2011 8:14 pm
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 701
- Mon Mar 07, 2011 2:00 am
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 701
- Mon Mar 07, 2011 1:01 am
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 701
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 ...
class PlayerMesh {
public:
IAnimatedMesh* Mesh;
IAnimatedMeshSceneNode* MeshNode;
PlayerMesh (ISceneManager*, IVideoDriver*, string, string);
};
PlayerMesh::PlayerMesh ...
- Thu Mar 03, 2011 5:54 pm
- Forum: Beginners Help
- Topic: blank nodes
- Replies: 7
- Views: 1064
- Thu Mar 03, 2011 4:09 am
- Forum: Beginners Help
- Topic: blank nodes
- Replies: 7
- Views: 1064
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 ...
- Wed Mar 02, 2011 5:40 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221648
- Wed Mar 02, 2011 4:06 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 2533