Now the mesh itself is set up to work with bullet physics simulation, and when I start the program, the simulation works fine, and the camera seems to be moving right along with the mesh/node like it is supposed to, but it doesn't follow orientation at all.
Here is the code that I use to create an instance of a camera and to parent it to the scene node of the mesh:
Code: Select all
ISceneNode* camera = smgr->addCameraSceneNode(0, vector3df(0,0,-10));
camera->setParent(node);
I wondered if I was using the wrong kind of constructor which was creating a camera with the wrong kind of behavior, so I went with this line to create the camera instance in stead:
Code: Select all
ICameraSceneNode* camera = ICameraSceneNode(node, smgr, 0, vector3df(0, 0, -10), vector3df(0, 0, 0), vector3df(1.0f, 1.0f, 1.0f));
I've looked for this kind of error online, however most of the solutions I have found to the problem involve changing the code of the original class itself, which I shouldn't have to do.
|149|error: cannot allocate an object of abstract type 'irr::scene::ICameraSceneNode'|
I am pretty sure I implemented the code correctly based upon what the Irrlicht API documentation said, but perhaps it is out of date?
Anyway, can anyone help me out with this?
Thanks much in advance.