Hi,
I'm fairly unfamiliar with this stuff :) But what type is mtbWrapper? I assume
its iMeshWrapper- try using the movable to move it. If this doesn't work then
try comment the for loop
for(int i=0 ; i<43 ; i++){ // runs through the array
and
this->mtbChildren[i]->QuerySceneNode()->SetParent(this->mtbWrapper->QuerySceneNode());
If you're able to move mtbWrapper, the re-enable the for loop. Tell me the
results here. Possibly I'm missing something that someone else may be able to
point out though.
On Wednesday 31 January 2007 16:10, Thomas Teufel wrote:
> Ok, this time with a bit more program code :)
>
> First about the object files:
> Yes, I scaled the objects but again .. all of them in the same way with
> this tags in each of the .spr files of the objects.
> <hardmove>
> <matrix>
> <scale x="0.14" y="0.14" z="0.14" />
> </matrix>
> </hardmove>
>
> Additionally each of the .spr files has the tags <zuse /> and
> <priority>object</priority>.
> The rest is just the normal stuff.
>
>
> Now about the program code:
>
> The following part is for loading the meshes:
> csString object_export_path = csString("/lib/thdata/");
>
> iBase* parentResult;
>
> if(!csp_loader->Load(object_export_path + this->parent_object_file +
> ".spr", parentResult))
> csApplicationFramework::ReportError("Error couldn't load object:
> " + this->parent_object_file + "!");
>
> csRef<iMeshFactoryWrapper> parent_factory =
> scfQueryInterface<iMeshFactoryWrapper>(parentResult);
> if(parent_factory){
> this->mtbWrapper = csp_engine->CreateMeshWrapper(parent_factory,
> this->parent_object_file, thTrack->room, csVector3 (0, 23, 0));
>
> this->parentState =
> SCF_QUERY_INTERFACE(this->mtbWrapper->GetMeshObject(), iSprite3DState);
> this->parentState->SetAction("stand", false);
> }
>
> for(int i=0 ; i<43 ; i++){ // runs through the array
> "object_files" which contains the .spr filenames
> iBase* result;
>
> csString obj_filepath = csString(object_export_path +
> this->object_files[i] +".spr"); // generates the VFS path of the
> .spr file
>
> if(!csp_loader->Load(obj_filepath, result))
> csApplicationFramework::ReportError("Error couldn't load
> object: "+obj_filepath+"!");
>
> csRef<iMeshFactoryWrapper> ff =
> scfQueryInterface<iMeshFactoryWrapper>(result);
> if(ff){
> this->mtbChildren[i] = csp_engine->CreateMeshWrapper(ff,
> this->object_files[i], thTrack->room, csVector3 (0, 0, 0));
> this->spstate[i] = SCF_QUERY_INTERFACE
> (this->mtbChildren[i]->GetMeshObject(), iSprite3DState);
> this->spstate[i]->SetAction("stand", false);
> }
>
>
> this->mtbChildren[i]->QuerySceneNode()->SetParent(this->mtbWrapper->QuerySc
>eneNode()); // sets the just loaded mesh as a child of this->mtbWrapper
> }
>
>
> Setting up the collision detection system:
> this->csp_cdsys = csQueryRegistry<iCollideSystem>(GetObjectRegistry());
> if(!this->csp_cdsys) return ReportError("Failed to locate CD system!");
>
> csColliderHelper::InitializeCollisionWrappers(this->csp_cdsys,
> this->csp_engine);
>
> this->collider_actor.SetCollideSystem(this->csp_cdsys);
> this->collider_actor.SetEngine(this->csp_engine);
>
> csVector3 legs(0.2f, 0.3f, 0.2f);
> csVector3 body(0.2f, 1.2f, 0.2f);
> csVector3 shift(0.0f, -0.4f, 0.0f);
> this->collider_actor.InitializeColliders(this->mtbWrapper, legs,
> body, shift);
>
>
> Moving the "parent mesh":
> this->collider_actor.Move(elapsed_time / 1000.0f, 1.0f, pos,
> csVector3(0));
>
>
> As mentioned before, loading the mesh objects works fine.
> They are also displayed by the engine.
>
> Just those six meshes make it somehow impossible to move the
> "collider_actor".
>
>
> I hope I didn't forget something.
>
> Thanks a million for your help!
>
> Jorrit Tyberghein wrote:
> > Are you scaling the meshes in any way? Is there anything you're doing
> > special? Care to show us a bit more relevant code? i.e. all code where
> > you setup the collider actors and the meshes?
> >
> > Greetings,
> >
> > On 1/31/07, Thomas Teufel <[EMAIL PROTECTED]> wrote:
> >> Those sprites are moved with Crystal Space C++ code by a collider actor.
> >>
> >> Here a more exact description:
> >> I just move one iMeshWrapper object by the collider actor.
> >> All the other sprites are set as children of this iMeshWrapper with
> >> this code:
> >> spriteObj->GetSceneNode()->SetParent(parentObj->GetSceneNode());
> >>
> >> There are six out of 43 sprites that shield the ability to move
> >> parentObj in world space.
> >> All of those 43 sprites are loaded within one loop. So the code is
> >> exactly the same.
> >>
> >> And also the sprites were modelled and exported the same way .. as I
> >> already wrote.
> >>
> >> So far, so good ;)
> >> Thanks
> >>
> >> Amir Taaki wrote:
> >> > Hello,
> >> >
> >> > How exactly are you trying to move the sprite objects? Using Crystal
> >> > Space C++ code or through 3DS Max?
> >> >
> >> >
> >> > On 1/31/07, *Thomas Teufel* <[EMAIL PROTECTED]
> >> > <mailto:[EMAIL PROTECTED]>> wrote:
> >> >
> >> > Hello!
> >> >
> >> > I have some kind of moving issue at some of my 3d sprites.
> >> > At various 3d sprites with each an individual shape some do
> >>
> >> move and
> >>
> >> > some don't.
> >> >
> >> > They all were exported the exact same way out of 3ds max.
> >> > Also the loading command is the same.
> >> > Loading works! .. no Errors or something like that are displayed.
> >> > I can even see all of them with texture.
> >> >
> >> > I move those sprites with a collider actor.
> >> >
> >> > Is there something special one has to watch out at modeling a
> >>
> >> sprite?
> >>
> >> > (There for example is one that is just a very simply shaped
> >> > cylinder and
> >> > it does not move.)
> >> >
> >> > Or does anyone of you knows where the issue might be?
> >> >
> >> >
> >> > Thanks a lot!
> >> > Thomas
> >>
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