Hi All,
I'm just cutting my teeth on some C++, Newton and DGSDK - I'm trying to convert the first Newton tutorial from GLUT to the DG graphic engine.
Got my head round all the include files, linkers and the like - haven't programmed in C++ for years. Bit slow but hey.
Anyway - my questions:
1) How to get the transformation matrix from a DB object that can be used to push into Newton to set the body's starting position, angle etc. Here's the original -
dMatrix matrix (box.GetMatrix());
matrix.m_posit.m_x = 0.0f;
matrix.m_posit.m_y = 1.0f;
matrix.m_posit.m_z = 0.0f;
NewtonBodySetMatrix (ribidBodyBox, &matrix[0][0]);
2) How to pull the matrix from the Newton body to update the db object. Again, here's the original -
// get the matrix from the rigid body
dMatrix matrix;
NewtonBodyGetMatrix(ribidBodyBox, &matrix[0][0]);
// set the matrix of the visual body
box.SetMatrix (matrix);
Basically, is there an equivalent in the DGSDK or is that covered by the EZAngle plugin thingy. If so - is there a way of using that in my C++ programs.
I know I should cut my teeth on something a bit more straightforward, but if I can crack this, then I should be able to get quite far with the physics engine.
I hope someone it's something simple so that someone can help.
Thanks in advance.
check out www.bookandstay.com for some non-game related work of mine.