Collisions in irrEdit, how?

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trunks14
Posts: 45
Joined: Fri Dec 17, 2004 7:30 am
Location: America

Collisions in irrEdit, how?

Post by trunks14 »

How do you get collisions to work in irrEdit?, i see there's an collisionResponse animator but i don't figure how to make it work X_X
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rnhdk
Posts: 5
Joined: Sun Oct 10, 2004 7:37 am

Re: Collisions in irrEdit, how?

Post by rnhdk »

I would make an Metatriangleselector. and loop through each scenenode from the .irr and add triangleselector.

There does not seem to be a way to getmesh from allready loaded scenenode only a getmesh(filename). If this is the case this would be a problem in using irrEdit.

But however this could be solved by using the pretty nice xml format of the IrrEdit. Loop the .iir file and get the loaded mesh from each xml scene node.
PSEUDO:
getmesh (tmpNode->getMesh(xmlMeshFileScenenode.value);
MetaTriangleSelector.add(createTriangleSelector)


/Rob
trunks14 wrote:How do you get collisions to work in irrEdit?, i see there's an collisionResponse animator but i don't figure how to make it work X_X
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