You can compare floats if you just round them first. I'm not sure if its
more efficient or not than querying eg. the distance from c++ math lib.
Here is what I have been using for situations like this and work well for
distances, just use 2-4 decimal precision.
function RoundFloat(num, decimals)
{
var pow = Math.pow(10,decimals);
return Math.round(num*pow)/pow;
}
Best regards,
Jonne Nauha
Adminotech developer
On Sat, Dec 17, 2011 at 4:20 PM, 赵柏萱 <[email protected]> wrote:
> Thank you for your hints~~ :)
>
>
> On Sat, Dec 17, 2011 at 5:50 AM, Jukka Jylänki <[email protected]> wrote:
>
>> Two (non-Tundra-specific) hints for the code:
>>
>> 1. Never compare floats using the built-in equality operator. Due to how
>> IEEE-754 operates, it is possible that the equality operator is never true.
>> Instead, use float3::Distance(float3), or float3::DistanceSq(float3).
>> 2. Instead of accumulating the coordinates per-component, you should
>> vectorize your code to make it more compact (and faster as well). float3
>> has a member function .Add(float3).
>>
>> 2011/12/17 赵柏萱 <[email protected]>
>>
>>> Great! I'll try this, thank you Jonne!
>>>
>>> On Fri, Dec 16, 2011 at 6:42 PM, Jonne Nauha <[email protected]>wrote:
>>>
>>>> Fun to see you are learning Tundra scripting fast. And to answer your
>>>> question yes this is one way of doing movement if we are talking about pos,
>>>> rot, scale. You can make it a bit cleaner by just using the transform to
>>>> assing new values and assign it back to the placeable like so:
>>>>
>>>> function updates()
>>>> {
>>>> var t = me.placeable.transform;
>>>>
>>>> if (tarpos.x != t.pos.x)
>>>> t.pos.x = tarpos.x > t.pos.x ? t.pos.x + moveSpeed : t.pos.x -
>>>> moveSpeed;
>>>> if (tarpos.y != t.pos.y)
>>>> t.pos.y = tarpos.y > t.pos.y ? t.pos.y + moveSpeed : t.pos.y -
>>>> moveSpeed;
>>>> if (tarpos.z != t.pos.z)
>>>> t.pos.z = tarpos.z > t.pos.z ? t.pos.z + moveSpeed : t.pos.z -
>>>> moveSpeed;
>>>>
>>>> <same for rot, just use t.rot>
>>>>
>>>> <whatever else logic you need>
>>>>
>>>> // Assign back to the full trasnform attribute, no need for new
>>>> Transform(..)
>>>> me.placeable.transform = t;
>>>> }
>>>>
>>>> Other option is to use the math library lerp and slerp functions, I
>>>> have made some camera transition movement animations with them. float3 and
>>>> Quat for example has them
>>>> http://clb.demon.fi/MathGeoLib/docs/float3_Lerp.php For the t you can
>>>> use eg. QTimeLine http://doc.trolltech.com/4.7/qtimeline.html with
>>>> setting duration and range from 0.0 to 1.0 and connecting to the proper
>>>> signal.
>>>>
>>>> For animations you need to have a EC_Mesh with a .mesh ref and a
>>>> .skeleton ref set. Then you need EC_AnimationController component in the
>>>> same entity. This will "snoop" the available animations from the .skeleton
>>>> file in the EC_Mesh and you have various playback and stop functions for
>>>> the animations, eg. me.animationcontroller.EnableExclusiveAnimation("walk",
>>>> true); See doxygen for
>>>> more<http://realxtend.org/doxygen/class_e_c___animation_controller.html>
>>>> .
>>>>
>>>> Hope that helps.
>>>>
>>>> Best regards,
>>>> Jonne Nauha
>>>> Adminotech developer
>>>>
>>>>
>>>>
>>>> On Fri, Dec 16, 2011 at 11:58 PM, Zhao Boxuan <[email protected]>wrote:
>>>>
>>>>> Great presentation! It's very interesting when I see some animals
>>>>> walk around. It seems like blender makes the animation of animals, but
>>>>> can we use javascript to generate animation in real time(just
>>>>> movement)? Currently, I just connect an function using "
>>>>> frame.Updated.connect(updates);" and define the updates function like
>>>>> below:
>>>>>
>>>>> function updates()
>>>>> {
>>>>> var rot = me.placeable.transform.rot;
>>>>> var scale = me.placeable.transform.scale;
>>>>> var pos = me.placeable.transform.pos;
>>>>>
>>>>> if (tarpos.x > pos.x)
>>>>> pos.x = pos.x + moveSpeed;
>>>>> else if(tarpos.x < pos.x)
>>>>> pos.x = pos.x - moveSpeed;
>>>>> if (tarpos.y > pos.y)
>>>>> pos.y = pos.y + moveSpeed;
>>>>> else if(tarpos.y < pos.y)
>>>>> pos.y = pos.y - moveSpeed;
>>>>> if (tarpos.z > pos.z)
>>>>> pos.z = pos.z + moveSpeed;
>>>>> else if(tarpos.z < pos.z)
>>>>> pos.z = pos.z - moveSpeed;
>>>>>
>>>>> if (tarRot.x > rot.x)
>>>>> rot.x = rot.x + rotSpeed;
>>>>> else if(tarRot.x < rot.x)
>>>>> rot.x = rot.x - rotSpeed;
>>>>> else if (tarRot.y > rot.y)
>>>>> rot.y = rot.y + rotSpeed;
>>>>> else if(tarRot.y < rot.y)
>>>>> rot.y = rot.y - rotSpeed;
>>>>> else if (tarRot.z > rot.z)
>>>>> rot.z = rot.z + rotSpeed;
>>>>> else if(tarRot.z < rot.z)
>>>>> rot.z = rot.z - rotSpeed;
>>>>>
>>>>> me.placeable.transform = new Transform(pos, rot, scale);
>>>>>
>>>>> if(tarpos.Sub(pos).Length() <= 0.1 && tarRot.Sub(rot).Length() <=
>>>>> 0.3)
>>>>> {
>>>>> entity.placeable.transform = new Transform(tarpos, tarRot,
>>>>> scale);
>>>>> }
>>>>> }
>>>>>
>>>>> Reset the object's transform every frame. seems not a good way to do
>>>>> that. :) So, do we have some better way to make an movement?
>>>>>
>>>>> Thank you!
>>>>>
>>>>> Zhao
>>>>>
>>>>> On Dec 16, 6:07 am, Toni Alatalo <[email protected]> wrote:
>>>>> > is up on youtube, thanks for the bconf folks - i posted about it to
>>>>> thehttp://www.realxtend.org/blog ..
>>>>> http://realxtend.wordpress.com/2011/12/16/tundra-and-blender-integrat.
>>>>> ..
>>>>> >
>>>>> > will need to install blender2ogre on more computers and configure it
>>>>> fully for the nice integration to work etc., has been really nice to have
>>>>> at hand -- thanks Brett for the work, and help with preparing the demo
>>>>> too!
>>>>> >
>>>>> > ~Toni
>>>>>
>>>>> --
>>>>> http://groups.google.com/group/realxtend
>>>>> http://www.realxtend.org
>>>>>
>>>>
>>>> --
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>>>> http://www.realxtend.org
>>>>
>>>
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>>> http://www.realxtend.org
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