IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Hello,
I downloaded your irr file and set up a project to play around with it. It seems (strange thing) that ODE does not set the position of the heightfield, it always asumes that it is located at (0,0,0), even if a different location is passed. I'll have to dig deeper into it. If you transform your scene so that the terrain is at (0,0,0) it should work. If it doesn't I can upload the project I created within the next days. I hope this helps.
I downloaded your irr file and set up a project to play around with it. It seems (strange thing) that ODE does not set the position of the heightfield, it always asumes that it is located at (0,0,0), even if a different location is passed. I'll have to dig deeper into it. If you transform your scene so that the terrain is at (0,0,0) it should work. If it doesn't I can upload the project I created within the next days. I hope this helps.
Yes that does work, I would be very interest in seeing tins resolved as moving my terrain brakes my code. Let me know if I can help in any way. Also if you dont have the time to look in to this please let me know. I could also find something else to work on.. thx!
I wonder is it all static objects or just terrains.
I wonder is it all static objects or just terrains.
@ulao: I got it. The terrain does now work even if it isn't located at (0,0,0). The problem was not in the terrain generation (where I searched the past days) but in the getHeight callback. You can download a demo with your .irr file and some other media at bulletbyte.de/download/ulao.zip, and I just updated and uploaded the irrOde package.
NICE!!! But I dont need the ulao.zip, right? Nothing special there just prof of concept? As long as I get the latest it should work? Will I still need to do a build, or do you have the lib in there now, ok either way for me I can rebuild.Brainsaw wrote:@ulao: I got it. The terrain does now work even if it isn't located at (0,0,0). The problem was not in the terrain generation (where I searched the past days) but in the getHeight callback. You can download a demo with your .irr file and some other media at bulletbyte.de/download/ulao.zip, and I just updated and uploaded the irrOde package.
new terrain code works well
heya, thanks for the updates brainsaw, the new terrain code works nicely.
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
Hmm ok ,thats fixed!!!
but there is also a problem with scale.. er, I think ?
See file here.
http://spawnlinux.dyndns.org/DoCz/me_d/ ... roid64.irr.
I drop from way above and it hits in a strange place. Certainly no mesh there.
Again, i dont expect you to get to this any time soon, just giving feedback
Nice job on the position.
but there is also a problem with scale.. er, I think ?
See file here.
http://spawnlinux.dyndns.org/DoCz/me_d/ ... roid64.irr.
I drop from way above and it hits in a strange place. Certainly no mesh there.
Again, i dont expect you to get to this any time soon, just giving feedback
![Wink ;)](./images/smilies/icon_wink.gif)
the only difference is the terrains size. If you feel so, I may try to rar it up for you. The source would be a bad idea its 20 some files and for the phys part, all it does is loads the irr. The media is 300 some, but I may be able to remove some of it you dont need. Although you dont need any of it, the terrain is just scaled mush bigger. If you dont see a problem scaling a terrain then it may be another type of problem. Maybe I linked you the same file, or it loaded from cache I'll double check on that.
Excelent wrapper...!!!!
i am a newbie..
how use BSP maps with ODE?
thanks
,
i am a newbie..
how use BSP maps with ODE?
thanks
,
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Bennu3D(3D Libs for bennu)
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Colombian Developers - Blog:
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I just took a look at the online API reference. I think it might already work: the "IQ3LevelMesh" is a subclass of the "IAnimatedMesh", and loading an Octtree scene node just returns an Animated Scene Node. IrrODE uses AnimatedMesh and AnimatedMeshSceneNodes to create the data necessary for the CIrrOdeGeomTrimesh class, so you could give it a try. I'll definetly try to test it next weekend.