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Camera teleportation
Posted: Wed May 27, 2009 7:16 pm
by HackLeX
The question is:
How to teleport the camera bound by collision responce system?
When I try to set its position, it moves to the closest possible point
on the scene (the scene is a single BSP) and gets stucked...
Could anyone come up with an example of teleporting a collision responce-bound camera?
Posted: Wed May 27, 2009 7:58 pm
by Acki
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=18062
there are probably more threads about this, just search the forum...
![Wink ;)](./images/smilies/icon_wink.gif)
Posted: Wed May 27, 2009 8:31 pm
by HackLeX
Thanks for your answer and for your search, but there is no solution in
the topic mentioned above, just a discussion about how bad the situation is.
![Sad :(](./images/smilies/icon_sad.gif)
Posted: Wed May 27, 2009 9:03 pm
by Acki
Acki wrote:I found no switch for enable/disable the collision response animator, but you can remove and add it !!!
So if you want to move the node use removeAnimator(ISceneNodeAnimator *animator) to remove the animator...
this is the solution mentioned in the thread...
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
in short terms:
1. remove the animator from the camera
2. move the camera
3. add a new animator to the camera
this is (currently) the only way to do it (AFAIK)...
![Wink ;)](./images/smilies/icon_wink.gif)
A dirty way is also a way, eh?
Posted: Mon Jun 01, 2009 5:01 pm
by HackLeX
Oh...
![Confused :?](./images/smilies/icon_confused.gif)
My excuses.
I never mind that method as a proper solution.
Okay... But anyway, these points must be set up properly in the later
versions of irrLicht IMHO...
Thanks for your answer and your time
![Smile :)](./images/smilies/icon_smile.gif)
Posted: Mon Jun 01, 2009 5:07 pm
by JP
I suppose you could add a bool parameter to setPosition which could be used to override the animator... Feel free to make the change and submit a patch
![Wink ;)](./images/smilies/icon_wink.gif)
Posted: Tue Jun 02, 2009 2:47 am
by vitek
In 1.5, the animator has a setNode() method that allows this to work without modifying or rebuilding the library.
Travis