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Subclassed from Game.Obj >> No Update
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xzessmedia Offline
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Post: #1
Subclassed from Game.Obj >> No Update
Hello,
maybe this is something lame, but i can't find where the problem is..

i subclassed Game.obj but my actor don't show any movement..
do you see where the problem is?

Code:
class GameObject : public Game.Obj
{
    
     GameObject();
    ~GameObject();
    

    virtual void create(Game::ObjParams &obj);
    virtual Bool update(); // update, return false when object wants to be deleted, and true if wants to exist


    uint drawPrepare();
    void drawShadow();
    
    SkelPoint GetMeshSlot( cchar8 *name);
    Vec GetMeshSlotVec(cchar8 *name);
    Vec CorrectSlotPosition(Matrix m,Vec slotpos);
  
    Vec    pos         (                )   {     return _matrix.pos      ;}    // get position
    Matrix matrix      (                )   {     return _matrix          ;}    // get matrix
    Matrix matrixscaled(                )   {     return _matrixscaled    ;}    // get matrix
    void   pos   (C Vec    &pos   )         { _matrix.pos = pos; _matrixscaled.pos = pos; } // set position
    void   matrix(C Matrix &matrix)         { _matrix     = matrix; _matrixscaled = _matrix; _matrixscaled.scaleOrn(scale); } // set matrix, for most classes 'matrix' should be normalized
    
    int    GetObjectID()                    {     return objectid;                           }
    
    bool   Alive()                          {     return isAlive;                            }
    bool   Visible()                        {     return isVisible;                          }
  
   Actor*       GetActor()                  {     return  &actor;                            }
   PhysBodyPtr* GetPhysBody()               {     return  &phys;                             }
   MeshPtr*     GetMesh()                   {     return  &mesh;                             }
   Game::ObjParams* GetObjParams()          {     return  &objdata;                          }
protected:
  
    int         objectid;
    byte        objectstate;
    
    Matrix      _matrix;
    Matrix      _matrixscaled;
    
    Vec         scale;
    MeshPtr     mesh;
    MaterialPtr material;
    PhysBodyPtr phys;
    Actor       actor;
    flt         angle;
    flt         speed;
    
    Game::ObjParams  objdata;
    
    bool        isAlive;
    bool        isVisible;
    bool        isShadow;
    bool        isGravity;
    
}

GameObject::GameObject()
{

    isAlive     = true;
    isVisible   = true;
    isShadow    = true;
    isGravity   = true;
}

GameObject::~GameObject()
{
    
}


   void GameObject::create(Game::ObjParams &obj)
   {
      
    //super.create(obj);
    T.objectid = 0;
    objdata = obj;
    scale          =  obj.scale3();
    mesh           =  obj.mesh();
    material       =  obj.material();
    phys           =  obj.phys();
    
    _matrix        =  obj.matrixFinal().normalize();
    _matrixscaled  =  _matrix;
    _matrixscaled.scaleOrn(scale);
    
    angle          = Angle(obj.matrixFinal().z.xz())-PI_2;
    speed          = 0;
    
    if(phys)
    {
        actor.create(*phys, 0, scale).matrix(_matrix);
        actor.obj(this);
    }

   }
  
   bool GameObject::update()
   {
      
    actor.addTorque(Vec(5, 0, 0));
    return isAlive;
   }


uint GameObject::drawPrepare()
{
    if(mesh && isVisible==true && Frustum(mesh->box, _matrixscaled))
    {
        MaterialLock = material();
        mesh->draw(_matrixscaled);
        MaterialLock = NULL;
    }
    return NULL;
}

void GameObject::drawShadow()
{
    if(mesh && isShadow==true && Frustum(mesh->box, _matrixscaled))
    {
        MaterialLock = material();
        mesh->drawShadow(_matrixscaled);
        MaterialLock = NULL;
    }
}


Vec GameObject::GetMeshSlotVec(cchar8 *name)
{
  
   return CorrectSlotPosition(matrix(),mesh->skeleton()->getPoint(name).pos);
}
SkelPoint GameObject::GetMeshSlot( cchar8 *name)
{
   return mesh->skeleton()->getPoint(name);
}

Vec GameObject::CorrectSlotPosition(Matrix m,Vec slotpos)
{
   Vec    ofs=Cam.matrix.z*(D.particlesSoft() ? 0 : -0.1);
   return slotpos*m+ofs;
}

The GameObject::Update gets called, so the problem must be with the actor or something..
(This post was last modified: 02-12-2014 08:40 AM by xzessmedia.)
02-12-2014 08:22 AM
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rstralberg Offline
Member

Post: #2
RE: Subclassed from Game.Obj >> No Update
I have no experience (yet) with the Esenthel API, but looking at your class declaration one thing strucks me.
Your constructor, destructor and some other methods below are private. Without knowing the special Esenthel things , this would make it impossible to create an instance of the GameObject. You could try with adding the public keyword before the constructor.
(This post was last modified: 02-12-2014 09:35 AM by rstralberg.)
02-12-2014 08:44 AM
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cat555 Offline
Member

Post: #3
RE: Subclassed from Game.Obj >> No Update
Hi, try to get the position from actor.. for example:

Code:
UInt drawPrepare ()
   {
      Matrix m = MatrixIdentity;
      m.pos = this.actor.pos();
      
      if(this.mesh && Frustum(mesh->box, m))
      {
         this.mesh->draw(m);
      }
      
      return NULL;
   }
02-12-2014 11:27 AM
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xzessmedia Offline
Member

Post: #4
RE: Subclassed from Game.Obj >> No Update
thank you guys, i did as you preferred, but still no update.. anymore ideas?
02-12-2014 02:13 PM
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Rubeus Offline
Member

Post: #5
RE: Subclassed from Game.Obj >> No Update
You are drawing using _matrixScaled. You need to use the actor's matrix. The actor has it's own matrix that is updated by the physics engine. The one you are using in your class is never modified. cvieira was on the right track, but since you are only adding torque, it doesn't change the position.
02-12-2014 03:03 PM
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xzessmedia Offline
Member

Post: #6
RE: Subclassed from Game.Obj >> No Update
thanks for any help... still no luck... this is what i have actually:
Code:
class GameObject : public Game.Obj
{
public:
    
     GameObject();
    ~GameObject();
    

    virtual void create(Game::ObjParams &obj);
    virtual Bool update(); // update, return false when object wants to be deleted, and true if wants to exist


    uint drawPrepare();
    void drawShadow();
    
    SkelPoint GetMeshSlot( cchar8 *name);
    Vec GetMeshSlotVec(cchar8 *name);
    Vec CorrectSlotPosition(Matrix m,Vec slotpos);
  
    Vec    pos         (                )   {     return _matrix.pos      ;}    // get position
    Matrix matrix      (                )   {     return _matrix          ;}    // get matrix
    Matrix matrixscaled(                )   {     return _matrixscaled    ;}    // get matrix
    void   pos   (C Vec    &pos   )         { _matrix.pos = pos; _matrixscaled.pos = pos; } // set position
    void   matrix(C Matrix &matrix)         { _matrix     = matrix; _matrixscaled = _matrix; _matrixscaled.scaleOrn(scale); } // set matrix, for most classes 'matrix' should be normalized
    
    int    GetObjectID()                    {     return objectid;                           }
    
    bool   Alive()                          {     return isAlive;                            }
    bool   Visible()                        {     return isVisible;                          }
  
   Actor*       GetActor()                  {     return  &actor;                            }
   PhysBodyPtr* GetPhysBody()               {     return  &phys;                             }
   MeshPtr*     GetMesh()                   {     return  &mesh;                             }
   Game::ObjParams* GetObjParams()          {     return  &objdata;                          }
protected:
  
    int         objectid;
    byte        objectstate;
    
    Matrix      _matrix;
    Matrix      _matrixscaled;
    
    Vec         scale;
    MeshPtr     mesh;
    MaterialPtr material;
    PhysBodyPtr phys;
    Actor       actor;
    flt         angle;
    flt         speed;
    
    Game::ObjParams  objdata;
    
    bool        isAlive;
    bool        isVisible;
    bool        isShadow;
    bool        isGravity;
    
}

GameObject::GameObject()
{

    isAlive     = true;
    isVisible   = true;
    isShadow    = true;
    isGravity   = true;
}

GameObject::~GameObject()
{
    
}


   void GameObject::create(Game::ObjParams &obj)
   {
      
    //super.create(obj);
    T.objectid = 0;
    objdata = obj;
    scale          =  obj.scale3();
    mesh           =  obj.mesh();
    material       =  obj.material();
    phys           =  obj.phys();
    
    _matrix        =  obj.matrixFinal().normalize();
    _matrixscaled  =  _matrix;
    _matrixscaled.scaleOrn(scale);
    
    angle          = Angle(obj.matrixFinal().z.xz())-PI_2;
    speed          = 0;
    
    if(phys)
    {
        actor.create(*phys, 0, scale).matrix(_matrix);
        actor.obj(this);
        actor.group(AG_DEFAULT);
    }

   }
  
   bool GameObject::update()
   {
      
    actor.addTorque(Vec(0, 10, 0));
    return isAlive;
   }



  
uint GameObject::drawPrepare()
{
    if(mesh && isVisible==true && Frustum(mesh->box, actor.matrix()))
    {
        MaterialLock = material();
        mesh->draw(actor.matrix());
        MaterialLock = NULL;
    }
    return NULL;
}

void GameObject::drawShadow()
{
    if(mesh && isShadow==true && Frustum(mesh->box, actor.matrix()))
    {
        MaterialLock = material();
        mesh->drawShadow(actor.matrix());
        MaterialLock = NULL;
    }
}


Vec GameObject::GetMeshSlotVec(cchar8 *name)
{
  
   return CorrectSlotPosition(matrix(),mesh->skeleton()->getPoint(name).pos);
}
SkelPoint GameObject::GetMeshSlot( cchar8 *name)
{
   return mesh->skeleton()->getPoint(name);
}

Vec GameObject::CorrectSlotPosition(Matrix m,Vec slotpos)
{
   Vec    ofs=Cam.matrix.z*(D.particlesSoft() ? 0 : -0.1);
   return slotpos*m+ofs;
}
02-12-2014 04:14 PM
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cat555 Offline
Member

Post: #7
RE: Subclassed from Game.Obj >> No Update
Well, maybe it's a silly question, but are you sure that your physics object is dynamic (density > 0.0)?
02-12-2014 04:33 PM
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xzessmedia Offline
Member

Post: #8
RE: Subclassed from Game.Obj >> No Update
ok got the problem, you were right...

Code:
actor.create(*phys, 0, scale, true);

changed to

actor.create(*phys, 1, scale, false);

Thank you all for your nice support!
(This post was last modified: 02-12-2014 05:31 PM by xzessmedia.)
02-12-2014 04:50 PM
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