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1  Crystal Space Development / Support / Wheels and physics on: August 09, 2005, 08:06:29 pm
Hi,

I play around with the physics in CS, I get my spring works (not exact but almost). Now I want my wheels to rotate, how do I do that?


// wheeljoints for wheel 1
  csRef<iJoint> joint5 = dynSys->CreateJoint ();
  joint5->Attach (rb2, rb2s);
  joint5->SetMinimumDistance (csVector3 (0, 0, 0));
  joint5->SetMaximumDistance (csVector3 (0, 0, 0));
  joint5->SetTransConstraints (true, true, true);
  joint5->SetMinimumAngle (csVector3 (0, 0, 0));
  joint5->SetMaximumAngle (csVector3 (0, 0, 0));
  joint5->SetRotConstraints (true, true, true);


If I set "SetRotConstraints" my wheel will go off and get weird connections to the springs. What am I doing wrong here?

/TurboGlider
2  Crystal Space Development / Support / Re: Problem with physics and world files / terrain meshen on: August 07, 2005, 09:14:49 pm
I found one error, should be "Terrain", not "terrain". Now it won't crash.  (it took at least 1 day to solve that)

But I'm still have some trouble, I get no collisionsdetection to terrain.

3  Crystal Space Development / Support / Problem with physics and world files / terrain meshen on: August 07, 2005, 02:29:47 pm
If I open phystut and want to add a worldfile instead of the room created by 6 walls.

How do I get the world meshes like terrainmesh to work with the other physical objects?
If I connected a terrainmesh in world file and use this code, then my application crash.
Does anyone have a solution to this problem?

Code:
  csRef<iMeshWrapper> flyttobj = engine->FindMeshObject ("terrain");
 
  csRef<iRigidBody> rb = dynSys->CreateBody ();
  rb->SetMoveCallback(0);
  rb->SetPosition (csVector3 (0));
  rb->MakeStatic ();
 
  csOrthoTransform tf;
  rb->AttachColliderMesh (flyttobj, tf, 10, 1, 0.8f);

It's the last row above that makes ODEDYNAM.cpp crash at this row :

Code:
iPolygonMesh* p = mesh->GetMeshObject()->GetObjectModel()
  ->GetPolygonMeshColldet();

in this function

Code:
bool csODERigidBody::AttachColliderMesh (iMeshWrapper *mesh,
    const csOrthoTransform &trans, float friction, float density,
    float elasticity, float softness)

Greetings TurboGlider
4  Crystal Space Development / Game Content Creation / How would you do a level (terrain) like this? on: July 22, 2005, 03:37:20 pm
Hi,

How would you do a gamelevel (terrain) like this one in CS

http://xr.techland.pl/en/show.php?003  (row 6, col 2)

I can't draw sidelines at texture, or texture like thin snow over road and so on. How would you do if you should do things like this in CS?

Greetings
TurboGlider

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