Finally I got this solved :D Paste here if someone need it.
The problem I met at first:
I'm using followSplineAnimator to make my car node follow the defined waypoints, and this works well. But when I add bullet into my project, I just can't change the rigidbody's(which is bind to the car node ...
Search found 7 matches
- Fri May 29, 2015 2:09 pm
- Forum: Beginners Help
- Topic: set rigidbody transform according to scenenode
- Replies: 1
- Views: 631
- Fri May 29, 2015 4:03 am
- Forum: Beginners Help
- Topic: set rigidbody transform according to scenenode
- Replies: 1
- Views: 631
set rigidbody transform according to scenenode
I'm using bullet to deal with physics, now I got a scenenode's position and rotation, here is what I do to transform the corresponding rigidbody
btQuaternion q;
EulerXYZToQuaternion(node->getRotation(), q); //I got this function in other's Bullet wrapper
q.normalize();
btTransform transform ...
btQuaternion q;
EulerXYZToQuaternion(node->getRotation(), q); //I got this function in other's Bullet wrapper
q.normalize();
btTransform transform ...
- Tue May 26, 2015 8:59 am
- Forum: Code Snippets
- Topic: SceneNodeAnimatorFollowSpline(with rotation)
- Replies: 1
- Views: 1642
Re: SceneNodeAnimatorFollowSpline(with rotation)
In the method animateNode() I modified the rotation of Y axis, you may change it according to your needs.
- Tue May 26, 2015 8:55 am
- Forum: Code Snippets
- Topic: SceneNodeAnimatorFollowSpline(with rotation)
- Replies: 1
- Views: 1642
SceneNodeAnimatorFollowSpline(with rotation)
I just change a little to add the rotation into the animator on basis of the original one in irrlicht.
Here is the code:
SceneNodeAnimatorFollowSpline2.h
#pragma once
#include "ISceneNode.h"
#include "irrArray.h"
#include "ISceneNodeAnimatorFinishing.h"
#define PI 3.1415926
namespace irr ...
Here is the code:
SceneNodeAnimatorFollowSpline2.h
#pragma once
#include "ISceneNode.h"
#include "irrArray.h"
#include "ISceneNodeAnimatorFinishing.h"
#define PI 3.1415926
namespace irr ...
- Wed May 13, 2015 3:31 pm
- Forum: Beginners Help
- Topic: Need help about 3D model with joints
- Replies: 2
- Views: 851
Re: Need help about 3D model with joints
Joints are part of skeleton animations (end positions of the bones). But if you don't find such models but find a model with seperated car and wheels then you could also code the positions yourself without joints. It's just 4 wheels - aka 4 values. You could figure the positions out once and then ...
- Wed May 13, 2015 11:43 am
- Forum: Beginners Help
- Topic: Need help about 3D model with joints
- Replies: 2
- Views: 851
Need help about 3D model with joints
Hello buddies,
I'm working with irrbullet & bullet & irrlicht to do something. Now I need car models with joints so that I can attach the wheels to the right position(As you know, the position of the joints). So how can I create a model with joints, or where can I find models like that? Really need ...
I'm working with irrbullet & bullet & irrlicht to do something. Now I need car models with joints so that I can attach the wheels to the right position(As you know, the position of the joints). So how can I create a model with joints, or where can I find models like that? Really need ...
- Tue May 12, 2015 3:02 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221247
Re: irrBullet 0.1.8 - Bullet physics wrapper
Here I'd like to share my approach using irrBullet0.18 & Bullet2.82 & irrlicht1.8.1 on windows & MSVS2010.
1. Copy the content in ..\bullet-2.82-r2704\src\ to ..\irrBullet-0.1.8\source\bheaders\Bullet\.(Replace the old ones with your new Bullet src)
2. Copy the libs in \bullet-2.82-r2704\lib\ to ...
1. Copy the content in ..\bullet-2.82-r2704\src\ to ..\irrBullet-0.1.8\source\bheaders\Bullet\.(Replace the old ones with your new Bullet src)
2. Copy the libs in \bullet-2.82-r2704\lib\ to ...