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: 169869
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'...
- Wed Mar 09, 2011 3:40 am
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 545
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 ...
- Wed Mar 09, 2011 1:40 am
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 545
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...
- Tue Mar 08, 2011 11:41 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
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...
- Tue Mar 08, 2011 8:42 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 545
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 ...
- Tue Mar 08, 2011 8:30 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
- Tue Mar 08, 2011 8:23 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 545
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...
- Tue Mar 08, 2011 7:33 pm
- Forum: Beginners Help
- Topic: Manipulating a meshNode that's been created within a class
- Replies: 9
- Views: 545
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...
- Mon Mar 07, 2011 8:14 pm
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 526
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...
- Mon Mar 07, 2011 2:00 am
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 526
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...
- Mon Mar 07, 2011 1:01 am
- Forum: Beginners Help
- Topic: getMesh problem
- Replies: 5
- Views: 526
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* ...
- Thu Mar 03, 2011 5:54 pm
- Forum: Beginners Help
- Topic: blank nodes
- Replies: 7
- Views: 753
- Thu Mar 03, 2011 4:09 am
- Forum: Beginners Help
- Topic: blank nodes
- Replies: 7
- Views: 753
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...
- Wed Mar 02, 2011 5:40 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 169869
- Wed Mar 02, 2011 4:06 am
- Forum: Beginners Help
- Topic: Problem With Making a Camera a Child of a SceneNode.
- Replies: 25
- Views: 1961