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Ogre3D list..

Posted: Sat Apr 15, 2017 12:37 pm
by DK_PETER
Most of my 3D work are done using 3D software, but the following functions would be really nice to have. :)

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MeshHandle = DeformMesh(MeshID.i = #PB_Any, HeightMap.i, Type.i) ; #PB_Mesh_Plane, #PB_Mesh_Sphere, #PB_Mesh_Box, #PB_Mesh_Cylinder, #PB_Mesh_Tube, #PB_Mesh_Torus

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MeshHandle = CompoundMesh(#PB_Any, MeshID_1, MeshID_2, CompoundFlag.i = #PB_Compound_SubStract) ; #PB_Compound_Add
Existing code to realize one part of the CompoundMesh: viewtopic.php?p=458028#p458028
The ability to create real 3D chars.

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FontMeshText = CreateFontMeshText(#PB_Any, FontID.i, Dept.f, Text.s = "Test") 
and/or

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FontMeshChar = CreateFontMeshChar(#PB_Any, FontID.i, Dept.f, Character.s = "A") 
I'm no math genious, but I'm trying to 'partly realize it myself using parts of applePi's example here: viewtopic.php?f=36&t=71120
The end goal is something like the image below, which is actually pretty hard to achieve. :-)
Final result example could be something like this:
Image
Edit: yes I know it says: "one the fly".. :)

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img = CopyTextureToImage(Texture, #PB_Any)

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Result = SaveTexture(texture, Filename.s, SaveImageFormat)
Particle related:

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Emitters: ’Cylinder’, ’Ellipsoid’, ’HollowEllipsoid’ and ’Ring’
Affectors: Scaler, DeflectorPlane, ColorInterpolator, Rotator, DirectionRandomizer 
billboard_origin: top_left|top_center|top_right|center_left|center|center_right|bottom_left|bottom_center|bottom_right
Material:
wave_xform, scale, assign point sprites w/o script

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WaveHandle = CreateWater(#PB_Any, Size.f, Size.f)
WaterScale(WaterHandle.i, size.f, size.f)
WaterWaveHeight(WaterHandle.i, MaxHeight.f, MinHeight.f)
WaterAddWaveMaterialLayer(WaterHandle.i, TextureID, BlendingMode.i)
WaterRemoveWaveMaterialLayer(WaterHandle.i, Layer.i)
WaterScrollWaveMaterial(WaterHandle, Fixed/Animated, Layer.i)
WaterRotateWaveMaterial(WaterHandle.i, Fixed/rotated, rotation.f, Layer.i)
WaterWaveInterval(WaterHandle.i, MinInterval.f, MaxInterval.f) : Interval between waves
WaterWaveSpeed(WaterHandle.i, Speed.f)
WaterColor(WaterHandle.i, RGBAColor)
Whether the wishes comes true or not.
I truly appreciate PureBasic and the Ogre3D implementation! :wink:

Re: Ogre3D list..

Posted: Sat Apr 15, 2017 12:51 pm
by djes
I would like to ask *more* file format loading, like .obj, .dae .lwo. or a good documentation on how to do.

Re: Ogre3D list..

Posted: Sat Apr 15, 2017 3:59 pm
by IndigoFuzz
Access to the pointer of the Ogre3D instance as well as in the SDK folder source (or the precompiled static libraries used in Engine3d.dll) and header files for the currently compiled Ogre3D version so that we can begin doing more advanced things, providing extended functionality (by creating DLLs in C++ that can be summoned inside PureBasic, passing the Ogre3D instance pointer to the DLL for instance)

(This way I can bring VR functionality to PB using SteamVR's API)

Re: Ogre3D list..

Posted: Sun Apr 14, 2019 1:45 pm
by DK_PETER
Updated the first post.