m00se
08-09-2011 15:07:46
Hey everyone!
I'm new to the forum, but have read a lot here which made me able to get Mogre running in combination with MogreNewt.
The CreateScene method is called first, followed by an infinite loop of UpdateScene (makes sense I think).
So, I can see my "bone", rotate around it using some keyboard input, but it does not fall down.
Anyone knows why my "bone" takes Newton's first law a bit to literally?
P.S. sorry for the C#; I'm a bit to lazy to do C++
I'm new to the forum, but have read a lot here which made me able to get Mogre running in combination with MogreNewt.
The CreateScene method is called first, followed by an infinite loop of UpdateScene (makes sense I think).
public void CreateScene()
{
mEngine.SceneMgr.AmbientLight = new ColourValue(0.8f, 0.8f, 0.8f);
SceneNode boneNode = mEngine.SceneMgr.RootSceneNode.CreateChildSceneNode();
boneNode.Position = new Vector3(0f, 10f, 0f);
Entity bone = mEngine.SceneMgr.CreateEntity("bone", "bone.mesh");
boneNode.AttachObject(bone);
boneNode.ShowBoundingBox = true;
world = new World();
world.SetWorldSize(new Vector3(-50, 0, -50), new Vector3(50, 50, 50));
world.SetFrictionModel(World.FrictionModelMode.FM_EXACT);
ConvexCollision boneColi = new MogreNewt.CollisionPrimitives.Cylinder(world, 3, 5, 1);
Body boneBody = new Body(world, boneColi);
boneBody.AttachNode(boneNode);
boneBody.SetMassMatrix(5, new Vector3(1,1,1));
boneBody.IsGravityEnabled = true;
}
public void UpdateScene()
{
world.CollisionUpdate();
mEngine.Update();
}
So, I can see my "bone", rotate around it using some keyboard input, but it does not fall down.
Anyone knows why my "bone" takes Newton's first law a bit to literally?
P.S. sorry for the C#; I'm a bit to lazy to do C++