Hello,
I´m doing the transform event callback for Newton like this:
void _cdecl CObject::SetMeshTransformEvent(const NewtonBody* body, const dFloat* matrix)
{
//std::cout << "Called SetMeshTransformEvent in cobject \n";
// copy the matrix into an irrlicht matrix4
matrix4 mat;
vector3df euler ...
Search found 17 matches
- Fri Jun 02, 2006 3:23 am
- Forum: Beginners Help
- Topic: Problem with matrix4 degrees
- Replies: 0
- Views: 294
- Fri Jun 02, 2006 3:19 am
- Forum: Beginners Help
- Topic: Problem on getBoundingBox() (Newton´s integration)
- Replies: 10
- Views: 1362
- Fri Jun 02, 2006 2:11 am
- Forum: Advanced Help
- Topic: Problem with Irrlicht angles and Newton matrix
- Replies: 5
- Views: 1170
- Thu Jun 01, 2006 11:28 pm
- Forum: Beginners Help
- Topic: Problem on getBoundingBox() (Newton´s integration)
- Replies: 10
- Views: 1362
- Thu Jun 01, 2006 11:25 pm
- Forum: Beginners Help
- Topic: Two problems: .x animation
- Replies: 5
- Views: 1326
You can generate .x files with animation on 3DS Max.
It can´t export to .x directly, but there are lots of free plugins for it.
I got one and it is working fine. If you can´t find, send me an e-mail and I can mail you my plugin.
My e-mail is:
renanguerra1@yahoo.com.br
It can´t export to .x directly, but there are lots of free plugins for it.
I got one and it is working fine. If you can´t find, send me an e-mail and I can mail you my plugin.
My e-mail is:
renanguerra1@yahoo.com.br
- Thu Jun 01, 2006 11:01 pm
- Forum: Beginners Help
- Topic: Problem on getBoundingBox() (Newton´s integration)
- Replies: 10
- Views: 1362
- Thu Jun 01, 2006 10:45 pm
- Forum: Advanced Help
- Topic: Problem with Irrlicht angles and Newton matrix
- Replies: 5
- Views: 1170
Problem with Irrlicht angles and Newton matrix
Hello,
I have written the following newton´s callback for to set the mesh´s transform event:
void _cdecl CObject::SetMeshTransformEvent(const NewtonBody* body, const dFloat* matrix)
{
//std::cout << "Called SetMeshTransformEvent in cobject \n";
// copy the matrix into an irrlicht matrix4 ...
I have written the following newton´s callback for to set the mesh´s transform event:
void _cdecl CObject::SetMeshTransformEvent(const NewtonBody* body, const dFloat* matrix)
{
//std::cout << "Called SetMeshTransformEvent in cobject \n";
// copy the matrix into an irrlicht matrix4 ...
- Thu Jun 01, 2006 5:36 pm
- Forum: Beginners Help
- Topic: Problem on getBoundingBox() (Newton´s integration)
- Replies: 10
- Views: 1362
- Thu Jun 01, 2006 5:10 pm
- Forum: Beginners Help
- Topic: Problem on getBoundingBox() (Newton´s integration)
- Replies: 10
- Views: 1362
Problem on getBoundingBox() (Newton´s integration)
Hello, I don´t knwo if this is the right forum to ask it, but anyway
I´m trying to integrate irrlicht with newton, and then I did this:
IrrToNewton = 1/32
//creating the Box
core::aabbox3d<f32> box;
vector3df size;
box = this->meshscenenode->getBoundingBox();
size = box.getExtent ...
I´m trying to integrate irrlicht with newton, and then I did this:
IrrToNewton = 1/32
//creating the Box
core::aabbox3d<f32> box;
vector3df size;
box = this->meshscenenode->getBoundingBox();
size = box.getExtent ...
- Tue May 23, 2006 4:40 pm
- Forum: Beginners Help
- Topic: Moving body with Newton
- Replies: 1
- Views: 388
Moving body with Newton
Hello,
I don´t know if this is the right place to ask for this help, but anyway...
I´m using Newton engine with Irrlicht.
I have a question about the movement of the player.
When I click the button to move forward, for example, what is the right way to move:
1. Apply a force on newton body and ...
I don´t know if this is the right place to ask for this help, but anyway...
I´m using Newton engine with Irrlicht.
I have a question about the movement of the player.
When I click the button to move forward, for example, what is the right way to move:
1. Apply a force on newton body and ...
- Sat Mar 25, 2006 8:48 pm
- Forum: Beginners Help
- Topic: Collision - Detecting the Node Size
- Replies: 1
- Views: 413
Collision - Detecting the Node Size
Hello,
I have loaded two models here, and I want to make their collision.
The collision is ok, but the models looks more fat than what they really are.
I tried what is shown at API:
core::aabbox3d<f32> box = yourSceneNode->getBoundingBox();
core::vector3df radius = box.MaxEdge - box.getCenter ...
I have loaded two models here, and I want to make their collision.
The collision is ok, but the models looks more fat than what they really are.
I tried what is shown at API:
core::aabbox3d<f32> box = yourSceneNode->getBoundingBox();
core::vector3df radius = box.MaxEdge - box.getCenter ...
- Mon Mar 20, 2006 2:46 pm
- Forum: Beginners Help
- Topic: Detecting if the person is touching the ground
- Replies: 3
- Views: 526
- Mon Mar 20, 2006 2:10 pm
- Forum: Beginners Help
- Topic: Detecting if the person is touching the ground
- Replies: 3
- Views: 526
- Mon Mar 20, 2006 2:02 pm
- Forum: Beginners Help
- Topic: Can I do games with this?
- Replies: 9
- Views: 912
- Mon Mar 20, 2006 12:50 pm
- Forum: Beginners Help
- Topic: Detecting if the person is touching the ground
- Replies: 3
- Views: 526
Detecting if the person is touching the ground
Hello,
i´ve created an IAnimatedMeshSceneNode* to point to my person and an ITerrainSceneNode* to point to the terrain.
I want to create a function that returns me if the person is touching the ground or if he´s jumping.
How is the easier way to do it?
Thanks!
i´ve created an IAnimatedMeshSceneNode* to point to my person and an ITerrainSceneNode* to point to the terrain.
I want to create a function that returns me if the person is touching the ground or if he´s jumping.
How is the easier way to do it?
Thanks!