My current code looks like...
Basically I parse my LoadAnimMesh and easily link stuff up and turn it into rigid bodies. Eventually I'll sort the mass and other stuff too...
;creates a rigid body Sphere from a source entity's dimensions and link them together Function ODESphere(ent) ;EntityParent ent,0 ;get transform x#=EntityX(ent,1) y#=EntityY(ent,1) z#=EntityZ(ent,1) sx#=MeshWidth(ent)/2 sy#=MeshHeight(ent)/2 sz#=MeshDepth(ent)/2 ;get radius (radius is biggest scale) radius#=0 If radius<=sx radius=sx If radius<=sy radius=sy If radius<=sz radius=sz ;create ode rigid body o.odebody = New odebody o\body = dBodyCreate(ODEWorld) ;create the rigid body geometry for ode o\geom = dCreateSphere(ODESpace,radius) dGeomSetBody o\geom,o\body ;set position and rotation dBodySetPosition o\body,x,y,z dBodySetRotation o\body,0,0,0 ;link o\ent=ent Return o\body End Function
Basically I parse my LoadAnimMesh and easily link stuff up and turn it into rigid bodies. Eventually I'll sort the mass and other stuff too...