Hello,
am I right, that an addAnimator() resets the rotation of a node to 0,0,0, or is it my fault? I suppose that isn't the way it should work.
What i am trying to do is:
Click on a node (a door), add an animator which does the rotation (open door). After a specific amount of rotation (door is open), remove the animator.
This works so far.
Then on a second click, add a new animator with a reversed rotation (close door). This breaks, because after adding this second animator (the first animator is already removed), the rotation of the node is 0,0,0. This resetting of the node's rotation doesn't happen immediately, but after the next beginScene() or DrawAll().
Best Regards,
Holger
addAnimator() resets the rotation of a node to 0,0,0
Only rotation animator does that, not all of them. That reminds me, that i planned to fix it
Well, time to get to work. Stay tune.
Tomasz Nowakowski
Openoko - www.openoko.pl
Openoko - www.openoko.pl
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holgerkl
Tomasz Nowakowski
Openoko - www.openoko.pl
Openoko - www.openoko.pl
-
holgerkl
> Will this bugfix be included in a subsequent Irrlicht update
I don't know. Ask Niko, he's the boss
> because i didn't want to change the source code of the irrlcht engine before 1.0.
You can just add CSceneNodeAnimatorRotation.h and CSceneNodeAnimatorRotation.cpp to your project. Change class name to something else to avoid problems. It should work.
I don't know. Ask Niko, he's the boss
> because i didn't want to change the source code of the irrlcht engine before 1.0.
You can just add CSceneNodeAnimatorRotation.h and CSceneNodeAnimatorRotation.cpp to your project. Change class name to something else to avoid problems. It should work.
Tomasz Nowakowski
Openoko - www.openoko.pl
Openoko - www.openoko.pl