[Bleeding] TriangleMeshShape broken?

TWO

05-02-2008 11:57:14



The box is ugly shaking at its position, because it's in the static worlds bounding box. But shouldnt this work? You wrote sth about "Convex, Triangle and Terrain" is this what you meant?

betajaen

05-02-2008 12:02:57

As far as I know the current Bleeding SVN triangle mesh shape code works perfectly, I haven't touched it in several months. I was referring to my code which doesn't have triangle mesh shape class at the moment, but it doesn't affect you.

Your cube would be in the bounding box of the static actor because of that ramp there which is higher than the positing of the cube. As for why it's shaking could be a number of things. Can we see some code? and/or if possible a movie?

TWO

05-02-2008 12:22:08

Ah damn it, it was my mistake. Some bug it the actors code while updating the ogre entity with the nxactos position, bah.

Anyway, thanks :)

btw I use your params class, it's awesome :)

TWO

05-02-2008 14:43:37

Question: I use the RayCaster and get the closest actor. Now, what's the best way to get the body/my own class owning the actor? Iterating though all bodys and getting the *actor 's ?

betajaen

05-02-2008 16:51:44

Params is awesome. I did manage improve the code a while back to use a lot of template and operator overloading to replace the string part;

myClass* _class = new myClass(("Freddy", (Param1(50), Param("Hello"));

But this "(Param1 = 40.0f, Param2 = "Hello")" is even harder, so it'll be a while before I implement it in NxOgre.


Yep. Bodies and your own class are Actors so it'll work that way. If your using Bleeding you can use the HashType to work out what type of actor it is, then cast it into one. Otherwise you'll have to guess. ;)