Search found 15 matches
- Thu Jul 21, 2011 8:30 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
Re: irrBP - An Irrlicht - Bullet Physics Wrapper
I would not affect camera by the physics. Try to follow your actor with the camera by setting the position and rotation to the camera when moving the actor depending on actor position and rotation
- Sun Jul 10, 2011 9:02 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
Re: irrBP - An Irrlicht - Bullet Physics Wrapper
I have added an option in the example to remove constraint and it works perfectly. In my code id does not .So it's my code. I will have to figure it out by myself.
- Fri Jul 01, 2011 11:32 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
Re: irrBP - An Irrlicht - Bullet Physics Wrapper
Glad you're back.
I was not able to remove the constraint. It compiles but nothing happens
I was not able to remove the constraint. It compiles but nothing happens
- Sun Jun 26, 2011 10:49 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
linker error -> undefined reference to `CSceneNodeAnimato
the solution I posted worked for the example but not for my project (which is actually only a test) So this things worked for me for both: 1. adding "BulletMultiThread.a" for linking 2. adding "using namespace bullet" in my program (left IrrBP.h unchanged) 3. and finally - the ma...
- Thu Jun 23, 2011 10:14 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
linker error -> undefined reference to
I found the problem
you have to add in CIrrBPCamera.h to other includes. The class is forward declared but not defined so the linker does not know about it.
Happy I found it.
you have to add
Code: Select all
#include "CSceneNodeAnimatorCameraFPS.cpp"
Happy I found it.
- Sun Jun 19, 2011 7:36 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
- Mon Jun 13, 2011 9:06 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
Compiling Example with SVN
Hi, back again and need some help. Downloaded latest SVN and compiled. Had some problems but solved it. When compiling the example compiler error: irrVectorToBulletVector was not declared in this scope - solved by adding #include "convert.h" using namespace bullet in IrrBP.h Added libBulle...
- Mon May 16, 2011 6:58 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
- Sun May 15, 2011 1:15 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
Removing Constraint
I hope somebody can help. I have attached a ball (dynamic object) to a hand (static object, I think mass =0 ) :oops: with a constraint m_constr=bmgr->buildConeTwistConstraint(hand,ball,vector3df(0,0,0),vector3df(0,0,0)); I tried also "buildP2PConstraint" and both options work. The question...
- Sun May 01, 2011 11:00 am
- Forum: Beginners Help
- Topic: Rotating a Vector
- Replies: 8
- Views: 1709
- Fri Apr 29, 2011 11:04 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
gimbal lock - workaround
nodeBP is an actor which I want to move with the keyboard i.e. I do not want forces to apply on it in order to move it. Therefore I tried it in a simple way (by not using bullet's character controller or kinematic bodies / thanks ChaiRuiPeng anyway :D ). The steering needs to be local, 'W' always fo...
- Fri Apr 29, 2011 2:41 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
gimbal lock - workaround
Well I think I've found a workaround. :) As mentioned I was able to rotate the Irrlicht scene node, which is a kind of actor in the EventReceiver by pressing a button. Code (simplyfied) node->setRotation(node->getRotation()+vector3df(0.f, 2.f, 0.f)); using the same command on physics node produced a...
- Thu Apr 28, 2011 11:53 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
gimbal lock
I have loaded a mesh, (node = smgr->getMesh("blabla") and created a ConvexHullBody (nodeBP = bpmgr->addConvexHullBody(node, 0.0, 1). When I rotate the Irrlicht node (node->setRotation(x)) no gimbal lock, but the body is not updated. When I rotate the ConvexHullBody ( nodeBP ) I get a gimba...
- Mon Feb 14, 2011 10:19 pm
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
IrrBP and btCollisionObject/btRigidBody
THX a lot Zurzaza, you rock. Works like a charm.
- Mon Feb 14, 2011 12:35 am
- Forum: Project Announcements
- Topic: irrBP - An Irrlicht - Bullet Physics Wrapper
- Replies: 200
- Views: 113018
IrrBP and btCollisionObject/btRigidBody
Maybe a stupid question. How can I set restitution, linear velocity or friction using IrrBP ?