It would be great if every irr::scene::ISceneNode has its own velocity attribute. In my opinion it quite useful eg. you have some animators, and everyone needs to know that the scenenode is falling (only on animator has to set the parameter using collision detection) the remaining animators take the attribute and play a sound "ahhh", do some crazy movement to the mesh or whatever. Also a rotation attribute is useful the same way i just mentioned,
schick
scenenode attributes
play a sound "ahhh"? I think you mean play a sound "AAIIIAIAIIIIIIGGGGHHHHH!"
anyway, a rotation attribute already exists. ISceneNode*->getRotation. It returns the relative rotation as a vector3df.
http://irrlicht.sourceforge.net/docu/cl ... e.html#a28
anyway, a rotation attribute already exists. ISceneNode*->getRotation. It returns the relative rotation as a vector3df.
http://irrlicht.sourceforge.net/docu/cl ... e.html#a28
"relative rotation as a vector3df. "
im still not quite sure what this means.
is it the same as the 'forward' or 'facing' vector?
if not, how do you create one using the getRotation() vector?
currently, I am using this to do so:
irr::core::vector3df facing( sin( faerienode->getRotation().Y * PI/180.0f ), 0, cos( faerienode->getRotation().Y * PI/180.0f ) );
but that only gives me the X-Z rotation (which is fine for now). what would I do when I need the true XYZ facing?
im still not quite sure what this means.
is it the same as the 'forward' or 'facing' vector?
if not, how do you create one using the getRotation() vector?
currently, I am using this to do so:
irr::core::vector3df facing( sin( faerienode->getRotation().Y * PI/180.0f ), 0, cos( faerienode->getRotation().Y * PI/180.0f ) );
but that only gives me the X-Z rotation (which is fine for now). what would I do when I need the true XYZ facing?
a screen cap is worth 0x100000 DWORDS