dynamically changing camera radius

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dynamically changing camera radius

Postby pez » Sun Jun 07, 2009 10:50 am

hey all, just a quick question, im making a game on the irrlicht engine that will make your brain fall off when you play it, and id like to create another strange effect for it.

say for instance you are in a plain room, and there is a small door about half the size of the cameras bounding ellipsoid. id like to create a point on the level that as you approach it the ellipsoid shrinks so you can fit through the door, and of course as you look back the original room looks bigger becaseu the camera is lower down.

coding the camera to react to a 'dynamic scale' node should be no problem. my question is (please forgive me if i havent looked hard enough :P) is there any way to alter the original bounding volume you pass to the collision responce animator at runtime?

thanks!
METOOOOOOOOOOOOOOOOAAAAAAAAAHL!
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Postby Malgodur » Sun Jun 07, 2009 12:57 pm

Read the documentation! You can add/remove the animators from camera, or change cameras, etc
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Postby Seven » Sun Jun 07, 2009 1:13 pm

answer his question instead of just saying read the documentation!


You can add/remove the animators from camera, or change cameras, etc has nothing to do with his question, which is..

is there any way to alter the original bounding volume you pass to the collision responce animator at runtime?

he already knows that he can kill the animator and then add another one, what he wants to know is if he can edit the existing animator instead. why even answer the post if all you are going to say is read the documentation?
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Postby DeM0nFiRe » Sun Jun 07, 2009 2:01 pm

http://irrlicht.sourceforge.net/docu/cl ... 9467690d3f

You can use animator->setRadius(core::vector3df)
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Postby pez » Sun Jun 07, 2009 2:10 pm

awesome thanks, i could see that you can attach and remove the collision response to the camera but i overlooked setEllipsoidRadius, just the function i need ty!
METOOOOOOOOOOOOOOOOAAAAAAAAAHL!
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Postby trivtn » Mon Jun 08, 2009 6:48 am

Don't drop the Animator if you want to change it in realtime.
(See the ISceneNodeAnimatorCollisionResponse in Doc)
There's something is fantastic, there's nothing is absolute.
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