Edit: Looks like it doesn't work in the "Libraries" section. This should really be easy to fix. Come on guys!
Other issues:
*Post timeout. Has it been fixed yet?
*Code re-formatting. Please give us the option to use another code tag that doesn't do this, or disable it altogether.
Code: Select all
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The Car's code from the libraries section:
Code: Select all
void DLL_EXPORT IrrGetCollisionResultPosition(
ITriangleSelector *selector,
IRR_VECTOR &ellipsoidPosition,
IRR_VECTOR &ellipsoidRadius,
IRR_VECTOR &velocity,
IRR_VECTOR &gravity,
float slideSpeed,
IRR_VECTOR &outPosition,
IRR_VECTOR &outHitPosition,
Int* outFalling
)
{
core::triangle3df triout;
core::vector3df hitPosition;
bool falling;
Const ISceneNode* sceneNode;
core::vector3df newPosition = smgr->getSceneCollisionManager()->getCollisionResultPosition(
selector,
core::vector3df(ellipsoidPosition.x, ellipsoidPosition.y, ellipsoidPosition.z),
core::vector3df(ellipsoidRadius.x, ellipsoidRadius.y, ellipsoidRadius.z),
core::vector3df(velocity.x, velocity.y, velocity.z),
triout, hitPosition, falling, sceneNode,slideSpeed,
core::vector3df(gravity.x, gravity.y, gravity.z));
outPosition.x = newPosition.X;
outPosition.y = newPosition.Y;
outPosition.z = newPosition.Z;
outHitPosition.x = hitPosition.X;
outHitPosition.y = hitPosition.Y;
outHitPosition.z = hitPosition.Z;
*outFalling = falling ? 1 : 0;
}