Search found 7 matches
- Fri May 29, 2015 2:09 pm
- Forum: Beginners Help
- Topic: set rigidbody transform according to scenenode
- Replies: 1
- Views: 492
Re: set rigidbody transform according to scenenode
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) rota...
- Fri May 29, 2015 4:03 am
- Forum: Beginners Help
- Topic: set rigidbody transform according to scenenode
- Replies: 1
- Views: 492
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; tra...
- Tue May 26, 2015 8:59 am
- Forum: Code Snippets
- Topic: SceneNodeAnimatorFollowSpline(with rotation)
- Replies: 1
- Views: 1442
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: 1442
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...
- Wed May 13, 2015 3:31 pm
- Forum: Beginners Help
- Topic: Need help about 3D model with joints
- Replies: 2
- Views: 736
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 j...
- Wed May 13, 2015 11:43 am
- Forum: Beginners Help
- Topic: Need help about 3D model with joints
- Replies: 2
- Views: 736
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? Real...
- Tue May 12, 2015 3:02 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 162533
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...