IrrODE - an Irrlicht - ODE wrapper (now with SVN)
I did some research yesterday, and I don't think that it's easy. I'm afraid I won't find the time to add it soon, so you should try to stick to smaller maps. I got an idea why nothing happened with your app: creating a trimesh for a terrain *really* takes a long time. But after that it works. I see it in my IrrOdePlayground example, when compiling with VC it's OK.
You are right after a long time is works. It looks like I get stuck though. I put my character way up above. And the screen finally decides to show he is stuck in some invisible object spinning.
I guess I will unscale it for now as that seemed to work best and see how far I can get with a few other things.
I guess I will unscale it for now as that seemed to work best and see how far I can get with a few other things.
I don't have your .irr examples files here in the moment (at work, you know
), but from some questions on the german forum I know that obviously I have to make it clear to everyone that it is best to have all the objects of an IrrOde subtree, e.g. a body-animated mesh-geom, at position (0,0,0), except for the body of course. That way it will work, an offset for the geom and the animated mesh is imho not necessary. Maybe I should change some things in the IrrOdEdit plugin so that (0,0,0) is the dafault position when a child is added (or a node is added as child).
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Funny I had this thought also. I check and my TriMesh is at 0,0,0 and my terrain is where it should be, is that reversed?Brainsaw wrote:I don't have your .irr examples files here in the moment (at work, you know), but from some questions on the german forum I know that obviously I have to make it clear to everyone that it is best to have all the objects of an IrrOde subtree, e.g. a body-animated mesh-geom, at position (0,0,0), except for the body of course. That way it will work, an offset for the geom and the animated mesh is imho not necessary. Maybe I should change some things in the IrrOdEdit plugin so that (0,0,0) is the dafault position when a child is added (or a node is added as child).
confused about something here, or I'm just missing something..
If I wanted to turn my character 90 deg, I would apply that rotation to me CIrrOdeBody right?
Based on previous conversation this is true. And if I do this the value of the CIrrOdeBody Y ( in this case ) has in fact change to 90. However my model didnt not reflect the change. Seems as though the bodys rotation was applied but not the models. I know its set up right because the physics pulls my body down (gravity) and the model follows.
I get a handle with
and then I can do a setPhysicalBody()->DoSomthing.. Nothing fancy here, but my changes only effect my body, not what the body contains?
If I wanted to turn my character 90 deg, I would apply that rotation to me CIrrOdeBody right?
Based on previous conversation this is true. And if I do this the value of the CIrrOdeBody Y ( in this case ) has in fact change to 90. However my model didnt not reflect the change. Seems as though the bodys rotation was applied but not the models. I know its set up right because the physics pulls my body down (gravity) and the model follows.
I get a handle with
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pManager->getPlayer()->setPhysicalBody( reinterpret_cast<CIrrOdeBody *>(pManager->getSceneManager()->getSceneNodeFromName("samus_phys_body")) );