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17
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Crystal Space Development / Support / Orientation vector
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on: April 29, 2006, 12:23:15 am
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Hi there,
I want to know how I can get the vector which points in the direction that an object is pointing, so that I can apply a force in that direction.
I have tried : car->GetTransform()*CS_VEC_FORWARD;
and car->GetOrientation()*CS_VEC_FORWARD;
and car->GetTransform().Other2This(CS_VEC_FORWARD);
but none of these seem to work, the force seems to be applied along the world axes, not in the direction that the car faces!
can you help?
regards, Kate Mallichan
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18
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Crystal Space Development / General Crystal Space Discussion / Orientation vector
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on: April 28, 2006, 11:46:59 pm
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Hi there,
I want to know how I can get the vector which points in the direction that an object is pointing, so that I can apply a force in that direction.
I have tried : car->GetTransform()*CS_VEC_FORWARD;
and car->GetOrientation()*CS_VEC_FORWARD;
and car->GetTransform().Other2This(CS_VEC_FORWARD);
but none of these seem to work, the force seems to be applied along the world axes, not in the direction that the car faces!
can you help?
regards, Kate Mallichan
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19
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Crystal Space Development / Support / Re: Problem initializing a csRef
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on: March 14, 2006, 11:14:40 pm
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The second code block i pasted shows where i initialise levelmeshes. I can use it within that function with no problems, it is when I try to use it after this outside that function that I get a segfault.
Any ideas?
Kate
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20
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Crystal Space Development / Support / Problem initializing a csRef
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on: March 14, 2006, 10:58:11 pm
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Hi there levelmeshes is a global declared as csRef<iMeshList> levelmeshes; The following function is supposed to initialise levelmeshes and perform some stuff on it. The function itself runs fine, but when I try to use levelmeshes later on in the code, I get a segfault as though it has not been initialised. Im guessing this is something to do with the fact that levelmeshes is initialised only within the scope of this function? I also tried to return the raw iMeshList pointer and assigning it to a csRef outside the function but this didnt work either. Your help with this would be much appreciated! void Game::InitialiseLevelColliders() { levelmeshes = engine->GetMeshes(); //initialise levelmeshes
for(int i=0;i<levelmeshes->GetCount();i++) { //Do stuff with meshes - works ok } }
regards, Kate
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23
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Crystal Space Development / Support / Re-compiling a single plugin
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on: March 09, 2006, 02:29:00 pm
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Hi there
I have made some changes to a plugin, and would like to recompile just that plugin without having to recompile the whole of CS again. Can I do this easily? If so could you tell me how?
Its the cs ODE plugin that I have changed, not ODE itself.
regards, Kate
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27
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Crystal Space Development / Support / Re: How to remove colliders and LCP error (ODE)
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on: March 02, 2006, 11:40:52 pm
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With regards to the colliders, your final line: m_app->GetDynSys ()->RemoveBody (m_body) ; will remove the iRigidBody, not just the collider. Im not sure that this is what you want to do? m_body->DestroyColliders (); should remove the collider box from the iRigidbody, you could try calling m_body->Update(); afterward. regards, Kate
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29
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Crystal Space Development / Support / Re: Position of collision effects
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on: March 02, 2006, 06:46:44 pm
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I understand how to position the particle mesh, what im not sure about is how to find out the point where the two iRigidBody objects actually collide?
Looking at the API I cant seem to see any methods that let me find this out for a pair of iRigidBody or iDynamicsSystemCollider objects.
regards, Kate
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30
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Crystal Space Development / Support / Position of collision effects
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on: March 01, 2006, 10:29:29 pm
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Hi there,
I have implemented some collision callbacks that generate a temporary particle effect when my car collides with another object.
Could you give me some idea as to how I can position the particle effect specifically at the point of collision?
regards, Kate Mallichan
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