Page 1 of 1

3D wishlist (last update 06/01/16)

Posted: Thu Jan 01, 2015 3:27 pm
by DK_PETER
Hey team

Particles:
Since we got LightLookAt(), EntityLookAt(), NodeLookAt(), CameraLookAt() - why not:

Code: Select all

ParticleEmitterLookAt(EmitterID, posX.f, posY.f, posZ.f)

Automatically calculate and change the particleEmitterdirection() towards the defined point in 3D space.

Code: Select all

NodeDirection(Node.i, x.f, y.f, z.f)
;param values -1 to 1

Code: Select all

EntityDirection(EntityID, x.f, y.f, z.f
;param values -1 to 1

Code: Select all

*Done*
Torusmesh = CreateTorus(#pb_any, InnerRadius.f, OuterRadius.f, NumOfSegments.i) 

*not done*
RectangleMesh = CreateRectangle(#pb_any, WidthSegmentNum.i, HeightSegmentNum.i, LengthSegmentNum.i)  ;Would look much nicer than always having to scale a cube.
Cut and slice mesh

Code: Select all

ResultMesh = CompoundMesh(#PB_Any, MeshID1.i, MeshID2.i)
Text3D: (Adding 'depth' to 3D text)

Code: Select all

Text3DMaterial(Text3DID, MaterialID(Material)) ;Add a material to 3D text.
Rotation of 3D text - like LightDirection()

Code: Select all

RotateText3D(Text3DID.i, DirectionX.f, DirectionY.f, DirectionZ.f)
The ability to dynamically change the camera display field.
Hide/Show a camera

Code: Select all

CameraDisplayChange(CameraID.i, percentX.i, percentY.i, percentWidth.i, percentHeight.i)
HideCamera(CameraID.i, #True/#False)
Water:
Water limited area - just like a plane but with the same options as Createwater.

Code: Select all

Res = CreateWaterPlane(#MeshID, TileSizeX, TileSizeZ, TileCountX, TileCountZ, TextureRepeatCountX, TextureRepeatCountZ, Transparency, Flags)
 +
SetWaterAttribute(#MeshID, WaterAttribute, NewValue) ; waveHeight, foam, details...etc...
 +
ScaleWater(#MeshID, x.f, y.f, z.f)

For testing purposes and easy access - it would be nice to have these at hand and not only using scripts.

Particle Emitter types:

Code: Select all

’Cylinder’, ’Ellipsoid’, ’HollowEllipsoid’ and ’Ring’ 
Affector:

Code: Select all

ParticlesLiniarForce(id.i, x.f, y.f, z.f)

Affector:

Code: Select all

ParticlesScale(id.i, ScalefactorOverTime.f)
External Texture sources. (Ogre3D plugin)
http://www.ogre3d.org/docs/manual/manua ... re-Sources

An Ogre3D upgrade would be very nice.

Best regards

Re: 3D wishlist

Posted: Thu Jan 01, 2015 3:41 pm
by AndyLy
ParticleEmitterLookAt
I do not understand English very well, so I could be wrong, but
The particles are oriented to the camera. What is the meaning to direct them somewhere else?

Re: 3D wishlist

Posted: Thu Jan 01, 2015 4:44 pm
by DK_PETER
@AndyLy

Yes..The particles are always oriented towards the camera.
If the particles are of same size (width and height) everything looks great
even when you tilt your camera up.

Again...I already know, how to take care of it, but ParticleEmitterLookAt() would be a nice touch. :)

Re: 3D wishlist

Posted: Thu Jan 01, 2015 5:06 pm
by AndyLy
All of these things (the orientation of the particles) is realized in Ogre scripts.
I understand you just want to PB was extended functional commands to work with particles.

Re: 3D wishlist

Posted: Thu Jan 01, 2015 5:11 pm
by DK_PETER
All of these things (the orientation of the particles) is realized in Ogre scripts.
I know and I use particle script often myself.
I understand you just want to PB was extended functional commands to work with particles.
Exactly :wink:

Re: 3D wishlist

Posted: Fri Jan 02, 2015 4:08 am
by AndyLy
DK_PETER
Exactly
sorry, but 95% probability that they will say no :)

Re: 3D wishlist

Posted: Sat Mar 28, 2015 2:39 pm
by DK_PETER
AndyLy wrote:DK_PETER
Exactly
sorry, but 95% probability that they will say no :)
Maybe...But I have a strong confidence in the team. :-)

Added a couple of extra wishes to the list.

Re: 3D wishlist

Posted: Fri Apr 17, 2015 10:15 am
by Henry00
ParticleEmitterDirectionX(#ParticleEmitter[, mode])
ParticleEmitterDirectionY(#ParticleEmitter[, mode])
ParticleEmitterDirectionZ(#ParticleEmitter[, mode])
#PB_Absolute: get the absolute 'x' direction vector of the particle emitter in the world (default).
#PB_Relative: get the 'x' direction vector of the particle emitter relative to its parent.

Edit:
I agree with DK_PETER and would also like to see ParticleEmitterLookAt.

Re: 3D wishlist

Posted: Fri Apr 17, 2015 11:16 am
by IdeasVacuum
Generate 2D curve at intersection of plane and mesh....