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16  Crystal Space Development / General Crystal Space Discussion / Re: Orientation vector on: May 01, 2006, 01:12:34 pm
I am applying the force as follows:

car->AddForce(vector*force);

I have also tried car->AddRelForce(vector*force);

but the car either moves in funny directions, or towards the axes.

regards, Kate
17  Crystal Space Development / Support / Orientation vector on: April 29, 2006, 12:23:15 am
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
18  Crystal Space Development / General Crystal Space Discussion / Orientation vector on: April 28, 2006, 11:46:59 pm
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
19  Crystal Space Development / Support / Re: Problem initializing a csRef on: March 14, 2006, 11:14:40 pm
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

20  Crystal Space Development / Support / Problem initializing a csRef on: March 14, 2006, 10:58:11 pm
Hi there

levelmeshes is a global declared as
Code:
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!

Code:
void Game::InitialiseLevelColliders()
{
  levelmeshes = engine->GetMeshes(); //initialise levelmeshes

  for(int i=0;i<levelmeshes->GetCount();i++)
  {
     //Do stuff with meshes - works ok
  }
}

regards, Kate
21  Crystal Space Development / Support / docs available? on: March 10, 2006, 12:18:13 pm
Hi there,

I cant seem to access any of the bleeding edge docs at the moment. Could you tell me when this is likely to be resolved?

regards,
Kate
22  Crystal Space Development / Support / Re: Re-compiling a single plugin on: March 09, 2006, 05:46:22 pm
thanks Smiley
23  Crystal Space Development / Support / Re-compiling a single plugin on: March 09, 2006, 02:29:00 pm
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
24  Crystal Space Development / Support / Re: Position of collision effects on: March 04, 2006, 01:10:51 am
i take it this means no clues ? wink
25  Crystal Space Development / Support / Re: Position of collision effects on: March 02, 2006, 11:49:11 pm
any advice on this would be much appreciated,

regards,

Kate
26  Crystal Space Development / Support / Re: Maya on: March 02, 2006, 11:42:56 pm
that is correct.

regards,

Kate Mallichan
27  Crystal Space Development / Support / Re: How to remove colliders and LCP error (ODE) on: March 02, 2006, 11:40:52 pm
With regards to the colliders, your final line:

Code:
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?

Code:
m_body->DestroyColliders ();
should remove the collider box from the iRigidbody, you could try calling

Code:
m_body->Update();

afterward.

regards,
Kate
28  Crystal Space Development / Support / Re: How to remove colliders and LCP error (ODE) on: March 02, 2006, 11:34:37 pm
Hi there,

the LCP error is harmless but appears to be some kind of bug in ODE. I can get hold of a patch to fix the bug if you want it?

regards,
Kate
29  Crystal Space Development / Support / Re: Position of collision effects on: March 02, 2006, 06:46:44 pm
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
30  Crystal Space Development / Support / Position of collision effects on: March 01, 2006, 10:29:29 pm
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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