A place to discuss everything related to Newton Dynamics.
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by jcfalcone1 » Wed Dec 03, 2008 7:35 am
I'm seaching a way to change the position of the Mesh position on Newton, because i need to use many terrains on irrlicht and all of the terrain is trimesh in my game...
Have Some function to change the initial position of them?
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jcfalcone1
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by JernejL » Wed Dec 03, 2008 10:40 am
Use NewtonBodySetMatrix
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JernejL
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by jcfalcone1 » Wed Dec 03, 2008 12:14 pm
i try this my code is this and don't move the trimesh physic position(i'm trying to copy the Irrlicht node position to Newton Physic Body) the Trimesh Stay on 0,0,0 position:
- Code: Select all
this->Collision$ = NewtonCreateTreeCollision(physicWorld$, NULL);
NewtonTreeCollisionBeginBuild(Collision$);
this->makeTriMeshData(); // Create the Indices and Vertices
NewtonTreeCollisionEndBuild(this->Collision$, 0);
this->Body$ = NewtonCreateBody(physicWorld$, this->Collision$);
core::matrix4 matrix = this->Node$->getRelativeTransformation();
core::vector3df origin = matrix.getTranslation() * IrrToNewton;
matrix.setTranslation (origin);
NewtonBodySetMatrix(this->Body$, matrix.pointer());
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jcfalcone1
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by adam450 » Fri Jan 16, 2009 11:27 pm
You can only modify stuff in a callback function I believe.
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adam450
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by agi_shi » Fri Jan 16, 2009 11:43 pm
^ no, you can modify it anywhere.
And setting the matrix of a tree-collision body works fine for me, what version of Newton are you using?
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agi_shi
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by adam450 » Fri Jan 16, 2009 11:49 pm
Well then matrix.pointer(), I would check those values to make sure they arent all zero or that the correct matrix entries are set (12,13,14) == (Tx,Ty, Tz)
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adam450
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