EntityRotate

Fragen zu Grafik- & Soundproblemen und zur Spieleprogrammierung haben hier ihren Platz.
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Quaxi
Beiträge: 66
Registriert: 11.09.2004 12:42

EntityRotate

Beitrag von Quaxi »

Hallo,
kann es sein das EntityRotate nicht richtig funktioniert? Ich hab es mit PB3.94 und der aktuellen Beta versucht komme aber immer zu dem gleichem Ergebnis.
Jedesmal wenn ich mein Entity damit rotieren will passiert nähmlich rein gar nichts. CameraRotate usw. funktioniert aber...
mfg
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Macros
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Registriert: 23.12.2005 15:00
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Beitrag von Macros »

Schau dir mal die Beispielcodes dazu an,
da funktionierts ;-)
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Quaxi
Beiträge: 66
Registriert: 11.09.2004 12:42

Beitrag von Quaxi »

Hmpf, so langsam glaub ich das mein Rechner spinnt... :cry:
Der Beispielcode funktioniert bei mir auch nicht.

Ich hab nu EntityRotate mit MouseDelta gekoppelt und habe bemerkt das sich das Entity schon dreht, nur hüpft es sofort wieder auf seine Ursprungsposition.
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Macros
Beiträge: 1365
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Beitrag von Macros »

Das ist schon sehr komisch,
vielleicht stellst du mal den Code hier rein?
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Quaxi
Beiträge: 66
Registriert: 11.09.2004 12:42

Beitrag von Quaxi »

Code: Alles auswählen

Procedure myProc_UI_MainMenue()
  PlaySound(#SND_AMBIENT02,1)
  AmbientColor(RGB(255,255,255))
  CreateCamera(#CAMERA1,0,0,100,100) : CameraLocate(#CAMERA1,120,60,150)
  HideEntity(#ENTITY_EARTH,0) : EntityLocate(#ENTITY_EARTH,0,0,0)
  Repeat
    ExamineKeyboard()
    ClearScreen(RGB(0,0,0))
    RotateEntity(#ENTITY_EARTH,2,0,0)
    RenderWorld()
    DisplayTransparentSprite(#SPRITE_BUTTON_EXIT, 374, 400)
    FlipBuffers()
  Until KeyboardPushed(#PB_Key_Escape)
EndProcedure
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Macros
Beiträge: 1365
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Beitrag von Macros »

Das scheint wirklich ein Fehler zu sein. vielleicht installierst du PB mal neu?
Skiller
Beiträge: 151
Registriert: 04.02.2005 22:26

RotateEntity

Beitrag von Skiller »

Habe ebenfals probleme mit "RotateEntity" Die alte Version 3.94 funzt im Beispiel "Light.pb"
Die neueren ab 4.20 funzen nicht mehr.
Liegt´s an meinem Rechner ?

Wer hat ne Antwort??!

DANKE!!!
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PureBuster
Beiträge: 40
Registriert: 30.05.2008 09:54
Computerausstattung: erbärmlich
Wohnort: Niedersachsen / Bremen

Beschreibung irreführend

Beitrag von PureBuster »

Mit dem selben Problem hab ich mich einige Zeit später rumgeschlagen und glaube, den Bösewicht erkannt zu haben:
Rotiert das Objekt '#Entity' entsprechend den angegebenen 'x,y,z' Werten. Dies ist eine relative Rotation, basierend auf der vorherigen Position des Entity Objekts.
Die Beschreibung von RotateEntity ist irreführend, denn die Rotation ist zwar eine relative, basierend auf der "vorherigen" Position, diese "vorherige" Position ist aber immer die gleiche, nämlich die an der das Entity erstellt wurde. Wenn ihr also ein Entity immer weiter drehen wollt, dann muss der Rotationswert immer grösser/kleiner werden, sonst dreht ihr das Entity jedesmal vom Ursprung an die selbe Stelle.
Als Ursache das ganzen vermute ich mal eine Referenz im Mesh, welches eine Position und Ausrichtung im Raum beschreibt und die bei jedem RotateEntity als Referenz herangezogen wird.

Code: Alles auswählen

;seitliche drehung des Entitys
 If KeyboardPushed(#PB_Key_Left)
 x_rotation = 1
 EndIf
 If KeyboardPushed(#PB_Key_Right)
 x_rotation = -1
 EndIf
 If Not KeyboardPushed(#PB_Key_Left) And Not KeyboardPushed(#PB_Key_Right)
 x_rotation = 0
 EndIf
 x_rotation_absolut = x_rotation_absolut + x_rotation
 If x_rotation_absolut = 180
 x_rotation_absolut = -180
 EndIf
 RotateEntity(0,x_rotation_absolut,0,0)
...coden ist wie zum Psychoklempner gehn...manchmal muss man einfach drüber reden..
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NicTheQuick
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Beitrag von NicTheQuick »

Ich habe damit noch nie etwas gemacht, aber ich glaube mich zu erinnern,
dass es da mal eine Änderung gab von relativen auf absolute Drehungen.

Vielleicht mal in der History nachschauen.

Kann nämlich auch sein, dass ich Blödsinn rede. :wink:
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mpz
Beiträge: 505
Registriert: 14.06.2005 15:53
Computerausstattung: Win 11 Pro, 48 GB Ram, Intel I7 CPU und RX4070 Grafikkarte, PB (4/5) 6.12LT
Wohnort: Berlin, Tempelhof

Beitrag von mpz »

Hi,

hier ein kleiner Beispielcode mit Purebasic 4.30 beta 4 und Ogre. Dreht eine Mesh der "on the fly" generiert wird. Ist Bestandteil meines Directx to mesh konverters den ich in den nächsten Tagen veröffendlichen will. Ich kämpfe gerade gegen ein "Speicherleck". Muss ich "nur" noch finden..

RotateEntity (#Mesh, x, y, z, #PB_Relative)
#PB_Relative = Verändernde Drehwinkel von vorhergender Objektposition aus
#PB_Absolute = Standard = "Festerdrehwinkel"

x,y,z = 0-360 Grad

Gruß Michael

Code: Alles auswählen


#Mesh = 0 
If InitEngine3D() And InitSprite() And InitKeyboard() 
  OpenWindow(0,0,0,640,480,"3D Mesh Test; Taste A Objekt vergrössern und Y verkleinern",#PB_Window_SystemMenu|#PB_Window_ScreenCentered) 
  OpenWindowedScreen(WindowID(0),0,0,640,480,0,0,0) 

    CreateLight(0, RGB(0,0,255), 100.0, 0, 0)   ; Blue light
    CreateLight(1, RGB(255,0,0), -100.0, 0, 0)  ; Red light
    CreateLight(2, RGB(255,255,0), 0.0, 100, 0)  ; Yellow light

    CreateMesh(#Mesh, 100) 
    
    Restore NumericalData
    Read.l Vert
    Read.l Tria
    
    SetMeshData(#Mesh, #PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate, ?Vertice, Vert);3) 
    SetMeshData(#Mesh, #PB_Mesh_Face, ?Triangle, Tria); 1) 

    CreateEntity(#Mesh, MeshID(0),#PB_Material_None)
    CreateCamera(0, 0, 0, 100, 100)
    z+20  
    CameraLocate(0,0,0,z) 
    
    Repeat 
      ExamineKeyboard() 
      Select WindowEvent() 
        Case #PB_Event_CloseWindow 
          Quit = #True 
      EndSelect
      
      If KeyboardPushed(#PB_Key_A) ; Taste a = näher am Objekt
         z-1    
         CameraLocate(0,0,0,z) 
      EndIf
  
      If KeyboardPushed(#PB_Key_Z)
         z+1
         CameraLocate(0,0,0,z) 
      EndIf

      
      
      RotateEntity(#Mesh, 1, 1, 1, #PB_Relative) 
      
      ClearScreen(RGB(0,0,0))
      RenderWorld() 
      FlipBuffers()
       
    Until KeyboardPushed(#PB_Key_Escape) Or Quit 
Else 
  MessageRequester("Error", "Cant init DirectX 3D Engine",0) 
EndIf 
  
End 

DataSection
   NumericalData:
   Data.l 148,144

   Vertice:  ;x,y,z,nx,ny,nz,u,v = Vertex + Normal + UV Koordinaten
   Data.f 0.01,0.00,5.19,0.00,0.00,1.00,1.00,1.00
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   Data.f 3.77,0.00,-0.60,-0.98,0.00,0.17,0.72,0.72
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   Data.f 0.01,1.16,5.19,0.00,0.00,1.00,-0.00,-0.00
   Data.f 0.01,1.16,3.89,-0.00,0.00,-1.00,-0.00,-0.00
   Data.f 0.01,0.00,3.89,-0.00,0.00,-1.00,-0.00,-0.00

   Triangle: ; Vertice x,y,z verbinden
   Data.w 0,4,5
   Data.w 0,5,1
   Data.w 72,73,6
   Data.w 72,6,2
   Data.w 74,75,7
   Data.w 74,7,3
   Data.w 76,77,78
   Data.w 76,78,79
   Data.w 4,8,9
   Data.w 4,9,5
   Data.w 73,80,10
   Data.w 73,10,6
   Data.w 75,81,11
   Data.w 75,11,7
   Data.w 77,82,83
   Data.w 77,83,78
   Data.w 8,12,13
   Data.w 8,13,9
   Data.w 80,84,14
   Data.w 80,14,10
   Data.w 81,85,15
   Data.w 81,15,11
   Data.w 82,86,87
   Data.w 82,87,83
   Data.w 12,16,17
   Data.w 12,17,13
   Data.w 84,88,18
   Data.w 84,18,14
   Data.w 85,89,19
   Data.w 85,19,15
   Data.w 86,90,91
   Data.w 86,91,87
   Data.w 16,20,21
   Data.w 16,21,17
   Data.w 88,92,22
   Data.w 88,22,18
   Data.w 89,93,23
   Data.w 89,23,19
   Data.w 90,94,95
   Data.w 90,95,91
   Data.w 20,24,25
   Data.w 20,25,21
   Data.w 92,96,26
   Data.w 92,26,22
   Data.w 93,97,27
   Data.w 93,27,23
   Data.w 94,98,99
   Data.w 94,99,95
   Data.w 24,28,29
   Data.w 24,29,25
   Data.w 96,100,30
   Data.w 96,30,26
   Data.w 97,101,31
   Data.w 97,31,27
   Data.w 98,102,103
   Data.w 98,103,99
   Data.w 28,32,33
   Data.w 28,33,29
   Data.w 100,104,34
   Data.w 100,34,30
   Data.w 101,105,35
   Data.w 101,35,31
   Data.w 102,106,107
   Data.w 102,107,103
   Data.w 32,36,37
   Data.w 32,37,33
   Data.w 104,108,38
   Data.w 104,38,34
   Data.w 105,109,39
   Data.w 105,39,35
   Data.w 106,110,111
   Data.w 106,111,107
   Data.w 36,40,41
   Data.w 36,41,37
   Data.w 108,112,42
   Data.w 108,42,38
   Data.w 109,113,43
   Data.w 109,43,39
   Data.w 110,114,115
   Data.w 110,115,111
   Data.w 40,44,45
   Data.w 40,45,41
   Data.w 112,116,46
   Data.w 112,46,42
   Data.w 113,117,47
   Data.w 113,47,43
   Data.w 114,118,119
   Data.w 114,119,115
   Data.w 44,48,49
   Data.w 44,49,45
   Data.w 116,120,50
   Data.w 116,50,46
   Data.w 117,121,51
   Data.w 117,51,47
   Data.w 118,122,123
   Data.w 118,123,119
   Data.w 48,52,53
   Data.w 48,53,49
   Data.w 120,124,54
   Data.w 120,54,50
   Data.w 121,125,55
   Data.w 121,55,51
   Data.w 122,126,127
   Data.w 122,127,123
   Data.w 52,56,57
   Data.w 52,57,53
   Data.w 124,128,58
   Data.w 124,58,54
   Data.w 125,129,59
   Data.w 125,59,55
   Data.w 126,130,131
   Data.w 126,131,127
   Data.w 56,60,61
   Data.w 56,61,57
   Data.w 128,132,62
   Data.w 128,62,58
   Data.w 129,133,63
   Data.w 129,63,59
   Data.w 130,134,135
   Data.w 130,135,131
   Data.w 60,64,65
   Data.w 60,65,61
   Data.w 132,136,66
   Data.w 132,66,62
   Data.w 133,137,67
   Data.w 133,67,63
   Data.w 134,138,139
   Data.w 134,139,135
   Data.w 64,68,69
   Data.w 64,69,65
   Data.w 136,140,70
   Data.w 136,70,66
   Data.w 137,141,71
   Data.w 137,71,67
   Data.w 138,142,143
   Data.w 138,143,139
   Data.w 68,144,145
   Data.w 68,145,69
   Data.w 140,72,2
   Data.w 140,2,70
   Data.w 141,146,147
   Data.w 141,147,71
   Data.w 142,76,79
   Data.w 142,79,143
EndDataSection
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