Point3F
by suddysud aka mrclean · in Torque Game Engine · 01/23/2006 (8:25 am) · 6 replies
I notice that there are some methods like AIPlayer.setImpulse(); which takes as its paramater Point3F.
Now from my experience with java Point3F would have to be an Point3F object that one would have to pass into it.
And I don't seem to be able to find a reference to Point3F to know what type of information to create.
Does anyone know the answer to this ? is it simply 3 numbers like "1 0 0" for x y z or is this a special Object ?
And is there a reference for other such descriptions -
I just want to know so I'll be able to supply the information these functions and methods are referring to.
Thanks in Advance
STephen
Now from my experience with java Point3F would have to be an Point3F object that one would have to pass into it.
And I don't seem to be able to find a reference to Point3F to know what type of information to create.
Does anyone know the answer to this ? is it simply 3 numbers like "1 0 0" for x y z or is this a special Object ?
And is there a reference for other such descriptions -
I just want to know so I'll be able to supply the information these functions and methods are referring to.
Thanks in Advance
STephen
#3
However, there does not appear to be a reference in the .chm file to Point3F
01/23/2006 (5:07 pm)
Thanks; However, there does not appear to be a reference in the .chm file to Point3F
#4
but if you're looking for a Definition of Point3F, then yeah, you're probably right.
as far as torquescript, any value-triple is the same as another.
so you can treat these 'classes' pretty interchangably: Point3F, Point, Vector3F, Vector.
i think part of the issue is that torquescript isn't actually Typed,
so the argument definitions in that file are just programmer comments basically, and unchecked by the compiler.
01/23/2006 (5:44 pm)
Sure there is - Quote:
bool ShapeBase::applyImpulse ( Point3F Pos, VectorF vel )
but if you're looking for a Definition of Point3F, then yeah, you're probably right.
as far as torquescript, any value-triple is the same as another.
so you can treat these 'classes' pretty interchangably: Point3F, Point, Vector3F, Vector.
i think part of the issue is that torquescript isn't actually Typed,
so the argument definitions in that file are just programmer comments basically, and unchecked by the compiler.
#5
Are you saying VectorF vel also a triple number?
What would I pass to VectorF vel?
And by the way what in the world does applyImpulse do ?
Thanks again
01/23/2006 (6:20 pm)
Double checking.Are you saying VectorF vel also a triple number?
What would I pass to VectorF vel?
And by the way what in the world does applyImpulse do ?
Thanks again
#6
that's "impulse" as in "Impulse Engines". heh.
It gives the player a shove.
vel is the vector of the shove,
and pos i believe is the location it's applied at.
and yes, you're correct, both those values are "x y z" triples.
- In the engine C++ source there's a good reason to distinguish between Vectors and Points,
but in script it makes very little difference.
in practice that Vel value has to be pretty large for applyImpulse().
try this:
01/23/2006 (6:27 pm)
Apply impulse um... aplies an impulse to an object like a player.that's "impulse" as in "Impulse Engines". heh.
It gives the player a shove.
vel is the vector of the shove,
and pos i believe is the location it's applied at.
and yes, you're correct, both those values are "x y z" triples.
- In the engine C++ source there's a good reason to distinguish between Vectors and Points,
but in script it makes very little difference.
in practice that Vel value has to be pretty large for applyImpulse().
try this:
%someServerSidePlayer.applyImpulse("0 0 0", "0 0 10000");
Associate Orion Elenzil
Real Life Plus
In script, Point3F is as you guess, just three numbers seperated by spaces: "x y z".
In C++ it's a proper object with methods etc.
Here is a useful windows help file which is the torquescript docs:
home.parse.nl/~daan/torque/TorqueScript_1_3_0_v1_2.zip