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 > >>>>>> > >>>>>> -------------------------------------------------------------------- > >>>>>>-- -- - > >>>>>> > >>>>>>> Take Surveys. Earn Cash. 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