Hello
I used the collider actor to move the iMeshWrapper object and thus all
of its children iMeshWrapper objects.
But as I told you. If I load on of those six mesh objects that face the
problem it is suddenly impossible to move the iMeshWrapper by the
collider actor.
If I don't load any of those six mesh objects then there is no problem
and I can move the iMeshWrapper.
So if I now use the iMovable of iMeshWrapper to move mtbWrapper then
there is no collision detection any more.
And I guess I need a collision detection in order to slide the mesh on
an uneven ground.
Was that clear enough?
I know my english is not the best :/
Amir Taaki wrote:
> On Wednesday 31 January 2007 22:32, Thomas Teufel wrote:
>
>> Hi!
>>
>> Yes, you are right that mtbWrapper is the type iMeshWrapper!
>>
>> Well, moving mtbWrapper by MovePosition and SetPosition of the iMovable
>> of mtbWrapper both work with all of the mesh objects as children.
>>
>
> ------------
>
>> But in that case I unfortunately loose the functionality that the
>> collider actor represents.
>>
>
> Hi, Could you elaborate on this please? I'm not sure what you mean.
>
>
>> I don't catch the meaning of why it didn't work with moving the collider
>> actor.
>>
>> Any idea?
>>
>> Amir Taaki wrote:
>>
>>> 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->Query
>>> SceneNode());
>>>
>>> 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->Quer
>>>> ySc 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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