Two problems (fullscreen and animated mountable dts viewer)
by Justin Woodman · in Torque Game Engine · 11/30/2004 (12:55 pm) · 3 replies
I am having two current problems. One has to do with fullscreening the game. The other has to do with the Animated Mountable DTS viewer. Two pictures are linked below:
home.comcast.net/~justinwoodman/problems.JPG
that one just shows the screen with the two problems present
home.comcast.net/~justinwoodman/problemshighlt.JPG
that one highlights the problems in yellow.
The first and most crucial problem is when I fullscreen the game. It shows the blue toolbar thingie at the bottom, and doesnt appear to cover the whole screen (some desktop showing on the right side). This one I am most concerned about, so If anyones got a hint, I would love to hear it.
The second problem is still annoying but not deadly.
it has to do with the animated DTS viewer . as you can see, the wheels, when mounted, are sideways :(. Any help on that would be great as well.
Thanks,
Justin
home.comcast.net/~justinwoodman/problems.JPG
that one just shows the screen with the two problems present
home.comcast.net/~justinwoodman/problemshighlt.JPG
that one highlights the problems in yellow.
The first and most crucial problem is when I fullscreen the game. It shows the blue toolbar thingie at the bottom, and doesnt appear to cover the whole screen (some desktop showing on the right side). This one I am most concerned about, so If anyones got a hint, I would love to hear it.
The second problem is still annoying but not deadly.
it has to do with the animated DTS viewer . as you can see, the wheels, when mounted, are sideways :(. Any help on that would be great as well.
Thanks,
Justin
#2
void GuiObjectView::onMouseDown( const GuiEvent &event )
{
static U32 nLastShot = 0;
char szMountName[16];
char szModelName[16];
if ( !mActive || !mVisible || !mAwake )
return;
mMouseState = None;
mLastMousePoint = event.mousePoint;
Gui3DMouseEvent mouse3DEvent;
// convert the 2d click to a vector pointing at the 3d object under the cursor ;)
make3DMouseEvent(mouse3DEvent, event);
static char vecBuf[32];
Point3F upVec(0, 0, 1);
Point3F XVec = mCross(mouse3DEvent.vec, upVec);
XVec.normalize();
Point3F ZVec = mCross(XVec, mouse3DEvent.vec);
ZVec.normalize();
nLastShot++;
dSprintf(szMountName, 16, "mount%u", (nLastShot % 24) + 6);
dSprintf(szModelName, 16, "beam%u", (nLastShot % 24) + 6);
S32 nNode = mMeshObjects.mMainObject->getShape()->findNode(szMountName);
if(nNode != -1)
{
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(0, XVec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(1, mouse3DEvent.vec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(2, ZVec);
Point3F newPos = smCamPos + (mouse3DEvent.vec * mOrbitDist);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(3, newPos);
loadObject(szModelName, "anatomy/data/shapes/anatomy/beam.dts", "", szMountName, 0);
}
}
11/30/2004 (1:12 pm)
Here is some code of me altering a mountpoint on a model in the objectviewer thingyvoid GuiObjectView::onMouseDown( const GuiEvent &event )
{
static U32 nLastShot = 0;
char szMountName[16];
char szModelName[16];
if ( !mActive || !mVisible || !mAwake )
return;
mMouseState = None;
mLastMousePoint = event.mousePoint;
Gui3DMouseEvent mouse3DEvent;
// convert the 2d click to a vector pointing at the 3d object under the cursor ;)
make3DMouseEvent(mouse3DEvent, event);
static char vecBuf[32];
Point3F upVec(0, 0, 1);
Point3F XVec = mCross(mouse3DEvent.vec, upVec);
XVec.normalize();
Point3F ZVec = mCross(XVec, mouse3DEvent.vec);
ZVec.normalize();
nLastShot++;
dSprintf(szMountName, 16, "mount%u", (nLastShot % 24) + 6);
dSprintf(szModelName, 16, "beam%u", (nLastShot % 24) + 6);
S32 nNode = mMeshObjects.mMainObject->getShape()->findNode(szMountName);
if(nNode != -1)
{
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(0, XVec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(1, mouse3DEvent.vec);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(2, ZVec);
Point3F newPos = smCamPos + (mouse3DEvent.vec * mOrbitDist);
mMeshObjects.mMainObject->mNodeTransforms[nNode].setColumn(3, newPos);
loadObject(szModelName, "anatomy/data/shapes/anatomy/beam.dts", "", szMountName, 0);
}
}
Associate Anthony Rosenbaum