Hello!
It works now!
I just upgraded from CS 1.0pre2 to CS 1.0!
Thanks for your effort!
Greetings,
Thomas
Amir Taaki wrote:
> Scanning the code it looks like moving collider actor doesn't update children
> submeshes, whereas the iMovable does. Maybe this is a bug or I'm wrong-
> someone else care to comment?
>
> On Thursday 01 February 2007 00:28, Thomas Teufel wrote:
>
>> 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->Que
>>>>> ry 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->Qu
>>>>>> er 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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>
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