Thank you for the quick reply. So much of my code depends on this that I was
going to be stuck until someone answered. Now I have a direction in which to
learn.
Thanks again
,Jim
Jorrit Tyberghein <[EMAIL PROTECTED]> wrote: 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 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 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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