I was wondering if there is a fix to this problem, but anyway any other way of achieving the same result would do.
What I want is to make a climbing feature, so I added a collision animator in front of the old one, but then figured out that multiply collision animators will not work.
How can I have the same result without using these?
Multiply Collision Animators
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I mean that I would like to put two elipsoids as Collision Animators, but if you add a collision animator to sth that already has a collision animator the engine screws everything and the result is I am sinking slowly into the ground.grumpymonkey wrote:more information please. What do you mean by multiply collision animator?
Re: Multiply Collision Animators
Yes, irrlicht doesn't support multi collision, the collision animators are executed one by one. The previous animator changes position/location, thus the latter one has wrong information so it will not have right behavior.
I think the solution is to implement a custom collision animator derived from CSceneNodeAnimatorCollisionResponse, which executes a group of collision together instead of one by one.
Another solution is to use third party physics lib, newton/bullet, they both have irrlicht wrapper for easier usage.
I think the solution is to implement a custom collision animator derived from CSceneNodeAnimatorCollisionResponse, which executes a group of collision together instead of one by one.
Another solution is to use third party physics lib, newton/bullet, they both have irrlicht wrapper for easier usage.