Including ODE to Irrlicht.
Posted: Thu Sep 23, 2004 1:20 pm
Hi,
this is not an irrlicht specific question but i guess it fits here anyways.
I wanted to implement some ode physics like it is shown in the tutorial in the tutorial section. But i have a problem, everytime when a object collides with another the nearCollisionCallback() Function is called by ode. In this function the two colliding bodys are attached to a contact joint. This seems to work wonderful. Also until then everything works fine, the body falls down because of gravity, just great. But then something strage happens. When i call the function UpdateEntitiesAfterPhysics() to move and rotate the bodys like it was calculated by ode i get a strange Position after calling:
ode_pos=(dReal*)dGeomGetPosition(geom);
ode_pos has the following value:
-1.#IND000
What does this mean? This value surely cant really be converted in an irrlicht vector3df so the object just disapears somewhere in the deep spaces of my memory. Somebody had this problem before?
Ciao
Kande
this is not an irrlicht specific question but i guess it fits here anyways.
I wanted to implement some ode physics like it is shown in the tutorial in the tutorial section. But i have a problem, everytime when a object collides with another the nearCollisionCallback() Function is called by ode. In this function the two colliding bodys are attached to a contact joint. This seems to work wonderful. Also until then everything works fine, the body falls down because of gravity, just great. But then something strage happens. When i call the function UpdateEntitiesAfterPhysics() to move and rotate the bodys like it was calculated by ode i get a strange Position after calling:
ode_pos=(dReal*)dGeomGetPosition(geom);
ode_pos has the following value:
-1.#IND000
What does this mean? This value surely cant really be converted in an irrlicht vector3df so the object just disapears somewhere in the deep spaces of my memory. Somebody had this problem before?
Ciao
Kande