xtreampb Posted June 27, 2013 Share Posted June 27, 2013 To continue the thread located here attached is the project that demonstrates the error in the constructor of cobblestone, if you change the "setmass" from 1 to 0 for models P1 through P8 then the problem is resolved. Just make sure to un-comment "setmass(1);" in the break function for models P1 through P8. Press 'enter' to throw a stone once they have collided a few time the full model disappears. when you set the mass to 0 in the constructor and in the break function set the mass to 1, it behaves as expected. ~Xtreampb~ bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
beo6 Posted June 27, 2013 Share Posted June 27, 2013 i don't see anything attached. Link to comment Share on other sites More sharing options...
xtreampb Posted June 27, 2013 Author Share Posted June 27, 2013 apparently my zip file didn't make it. Attempt to attach again... Edit: Oh there is an "Attach This File" button i forgot to press i removed the executables so you are going to have to build this yourself... bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
beo6 Posted June 27, 2013 Share Posted June 27, 2013 still nothing. Maybe only Josh sees your attachment? Or maybe you need to wait longer to finish the uploading. btw. you can also attach files later on to your posts if you edit it with the full Editor. Link to comment Share on other sites More sharing options...
xtreampb Posted July 1, 2013 Author Share Posted July 1, 2013 i edited my last post, it is attached now bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
Admin Posted July 2, 2013 Share Posted July 2, 2013 Thank you. Link to comment Share on other sites More sharing options...
Admin Posted July 8, 2013 Share Posted July 8, 2013 Ah, there it is. Link to comment Share on other sites More sharing options...
Josh Posted July 14, 2013 Share Posted July 14, 2013 Testing now... My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted July 14, 2013 Share Posted July 14, 2013 I don't know what I am supposed to be looking for in this example. If I change your commented code in the cobblestone constructor, or if I leave it the same, all that happens is I see 6 blocks stacked up. I set a breakpoint in your function CSColl() and it never gets hit. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Admin Posted July 14, 2013 Share Posted July 14, 2013 Okay, seeing some weird behavior now. Hidden models do seem to be colliding...no idea how this can be happening yet. I don't think there's any error in my code. I am contacting the author of the physics library. Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 Unfortunately I cannot tell what is supposed to be happening in this program and cannot spend any more time on it. According to the posts above I had a handle on it at one point, but I have forgotten what I did, and can't spend dissecting the program again. If you can provide an example that clearly demonstrates the issue I will be happy to look at it. Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 This example shows that hidden models do not collide: #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Entity* entity = NULL; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetRotation(35,0,0); camera->Move(0,0,-6); Light* light = DirectionalLight::Create(); light->SetRotation(35,35,0); //Create the ground Model* ground = Model::Box(10,1,10); ground->SetPosition(0,0,-0.5); ground->SetColor(0.0,1.0,0.0); //Create a shape Shape* shape = Shape::Box(0,0,0, 0,0,0, 10,1,10); ground->SetShape(shape); shape->Release(); //Create a model entity = Model::Box(); entity->SetColor(0.0,0.0,1.0); entity->SetPosition(0,3,0); entity->SetMass(1); entity->Hide(); //Create a shape shape = Shape::Box(); entity->SetShape(shape); shape->Release(); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->SetBlendMode(Blend::Alpha); context->DrawText(entity->GetPosition().ToString(),2,2); context->Sync(); return true; } Link to comment Share on other sites More sharing options...
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