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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