Check out the api of iThingFactoryState on how to do things now. It
has changed a bit. The iPolygon3DStatic interface is gone. Instead you
do everything through iThingFactoryState.

Greetings,

On 6/2/07, Jim Sager <[EMAIL PROTECTED]> wrote:
> in
> http://www.crystalspace3d.org/docs/online/manual/Api1_005f2-iPolygonMesh.php#0
> it says: "The iPolygonMesh interface and everything related to that
> interface has been deprecated"
>
> It says to use iTriangle instead.
>
> However, I used iPolygon3DStatic and I cannot find iTriangle3DStatic so I
> have no idea how to update my code.
>
>
> I made an iPolygon3DStatic out of verticies manually as you can see from my
> code.  All my code is doing is creating a cube to do "upper body collision
> detection", somewhere else is my "lower body collision detection".  Maybe
> since iPolygon3DStatic is no longer in CS 1.0, there is another way of
> constructing a cube for collision detection?
>
> csRef<iPolygon3DStatic> p;
>   csRef < iPolygonMesh > mesh;
>
>
> //  printf("%f,%f",OY,DY);
> //  printf("%f,%f\n",OYL,DYL);
>
>   csRef < iPluginManager >
>     plugin_mgr (CS_QUERY_REGISTRY (object_reg, iPluginManager));
>
>
> ThingType= (CS_QUERY_PLUGIN_CLASS
> (plugin_mgr,"crystalspace.mesh.object.thing",iMeshObjectType));
>
>
>   if (!ThingType)
>     ThingType = CS_LOAD_PLUGIN (plugin_mgr,
>     "crystalspace.mesh.object.thing",
>     iMeshObjectType);
>
>
>   csRef < iMeshObjectFactory > thing_fact (ThingType->NewFactory ());
>   csRef < iMeshObject > mesh_obj = thing_fact->NewInstance();
>
>   plbody1 = Engine->CreateMeshWrapper (mesh_obj, "Collide: Player's Body");
>
>   csRef < iThingState > ts = SCF_QUERY_INTERFACE(mesh_obj, iThingState);
>   csRef < iThingFactoryState> thing_state
>     = ts->GetFactory();
>
>   thing_state->CreateVertex (csVector3 (-DX_2, OY, -DZ_2));
>   thing_state->CreateVertex (csVector3 (-DX_2, OY, DZ_2));
>   thing_state->CreateVertex (csVector3 (-DX_2, OY + DY, DZ_2));
>   thing_state->CreateVertex (csVector3 (-DX_2, OY + DY, -DZ_2));
>   thing_state->CreateVertex (csVector3 (DX_2, OY, -DZ_2));
>   thing_state->CreateVertex (csVector3 (DX_2, OY, DZ_2));
>   thing_state->CreateVertex (csVector3 (DX_2, OY + DY, DZ_2));
>   thing_state->CreateVertex (csVector3 (DX_2, OY + DY, -DZ_2));
>
>   // Left
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (0);
>   p->CreateVertex (1);
>   p->CreateVertex (2);
>   p->CreateVertex (3);
>
>   // Right
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (4);
>   p->CreateVertex (5);
>   p->CreateVertex (6);
>   p->CreateVertex (7);
>
>   // Bottom
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (0);
>   p->CreateVertex (1);
>   p->CreateVertex (5);
>   p->CreateVertex (4);
>
>   // Top
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (3);
>   p->CreateVertex (2);
>   p->CreateVertex (6);
>   p->CreateVertex (7);
>
>   // Front
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (1);
>   p->CreateVertex (5);
>   p->CreateVertex (6);
>   p->CreateVertex (2);
>
>   // Back
>   p = thing_state->CreatePolygon ();
>   p->CreateVertex (0);
>   p->CreateVertex (4);
>   p->CreateVertex (7);
>   p->CreateVertex (3);
>
>
>
>
>   mesh = SCF_QUERY_INTERFACE (mesh_obj, iPolygonMesh);
>   body1 =
>     new csColliderWrapper (plbody1->QueryObject (), cdsys, mesh);
>
>
>
>  ________________________________
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>
>
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-- 
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and CEL (http://cel.crystalspace3d.org)
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