Re: CSbias improvement [GSoC]

"Christian Van Brussel" <[email protected]> Wed, 1 May 2013 16:12:16 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
> I was skimming through the bias source code. Christian had mentioned that
> the arrow is attached to the crossbow mesh using a socket. In player.cpp,
> the Loadmesh() function loads only the crossbow model. Does this mean that
> the arrow model is also automatically loaded since its attached to the
> crossbow model?

So a socket is a mechanism that allows to attach a mesh to another one, in
order to have the attached mesh following the motion that is applied on
the parent mesh. See here:
http://www.crystalspace3d.org/docs/online/manual/Socket-Animation.html

Currently, the arrow and the crossbow are part of the same mesh. We need
to split them in the Blender file and define the socket there (I can do
that).

> And how many sockets are available in the NPC mesh? How do I edit/view
> information about this? I saw a GUI tool for editing sockets in the unreal
> development kit.

We should create the socket dynamically at the precise position where the
NPC is hit. We may have to improve a bit the functionalities of animeshes
in order to be able to do that (but I'll handle that by myself too).

> And in my proposal, I had suggested to use an ellipsoid
> model to detect collisions. Do you think this will be sufficient?

Instead of ellipsoids, you can use iSector::HitBeamPortal() or
iCollisionSector::HitBeamPortal(), that way you would have the precise
information on the position that is hit.

> I went through the CEGUI FAQ and it seems crystal space is not among the
> supported renderers. But it says its "fairly simple to write your own
> renderer module for CEGUI". Is this already done or should I include it
> into my GSoC proposal?
> http://www.google-melange.com/gsoc/proposal/review/google/gsoc2013/lonesword/1

CEGUI is integrated in CS since long ago and many apps in CS do use it
(csbias being one of them for its inventory, press 'i').



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