Whither shootBox()?

Post Reply
aardvark
Posts: 2
Joined: Tue Aug 18, 2015 12:59 am

Whither shootBox()?

Post by aardvark »

The api seems to have changed.

I tried re-adding the shootBox code to the BasicExample, and find that it doesn't work as such. I also noticed that a shootbox had been present in the fracture demo which was ifdef'ed out. Creating the object, giving it inertia and adding it to the dynamics world leaves an invisible object.

I can debug the problem, of course, but if there is a working example of something like a shoot box using bullet3 (dynamically added graphics and collision object), it would greatly accelerate what I'm doing, I suspect.

Thanks for any aid in advance.
aardvark
Posts: 2
Joined: Tue Aug 18, 2015 12:59 am

Re: Whither shootBox()?

Post by aardvark »

Sorted out the issue.

Most of the code (getRayTo, createRigidBody) have moved to the CommonRigidBodyBase and CommonCameraInterface objects and their subclasses. It appears that the way that the current rendering works, it would be better to make the shootbox when creating the rest of the collision objects, initialise it outside of the scene, then shoot it when the mouse or keyboard input requests it.

Anyway, thought I'd pass that on if anyone else is looking.
Post Reply