convex hull bodies haven't been implemented yet. You can use rigidTrimesh insteadiRobo wrote:I've another question. How can I create convex hull bodies for models that I load in irrlicht?
thanks.
![Wink ;)](./images/smilies/icon_wink.gif)
convex hull bodies haven't been implemented yet. You can use rigidTrimesh insteadiRobo wrote:I've another question. How can I create convex hull bodies for models that I load in irrlicht?
thanks.
Don't think so- Bullet Manager: You'll have a bullet-manager to use like a irrlicht' scene manager.
- Full (bullet) rigid body implementation
- Constraint implementation
- Rigid Body Animator's in irrlicht style (on collide, on collision release,...)
- No memory leaks. You don't need to manage bullet's object memory.
gravity and forces works good...iRobo wrote:I tried but it's like force/gravity doesnt work on trimeshes. Am I right?Zurzaza wrote:convex hull bodies haven't been implemented yet. You can use rigidTrimesh instead
No problem, i'm here to give you my helpiRobo wrote:Hi,
I'm using IrrBP in my project, so I might ask questions frequently, I hope it does'nt bother you
1. How can I set the position , rotation and scale of a trimesh after I create it?
2. How can I implement a debug drawer in IrrBP?
thanks.
Code: Select all
ISceneNode * myNode;
CIrrBPRigidBox * mybox;
[...] //Set Position and rotation methods after the creation
mybox->getMotionState()->setWorldTransform(bullet::getTransformFromIrrlichtNode(myNode));
Code: Select all
bulletmgr->getWorld()->createDebugDrawer();
bulletmgr->getWorld()->setDebugDrawerFlags(DBG_DrawAabb);
[...]
while(device->run())
{
driver->beginScene(true, true, video::SColor(255,200,200,200));
bulletmgr->stepSimulation();
bulletmgr->getWorld()->stepDebugDrawer();
smgr->drawAll();
driver->endScene();
}
[...]
Code: Select all
ISceneNode * myNode;
CIrrBPRigidBox * mybox;
[...] //Set Position and rotation methods after the creation
mybox->getMotionState()->setWorldTransform(bullet::getTransformFromIrrlichtNode(myNode));
I'm sorry about this, I made the video with an older version of irrBP (0.01), that had to be configured better.christianclavet wrote:I have a question, when you created your demo, have you intentionnally slowed the simulation time? Look almost look like bullet time.
I would really like to see something move and bounce realistically sometimes... If you do another demo, can you one with "normal" time? Looking at this, It made me feel like the system is slow. (Surely not).