selector viewer by IParticleSystemSceneNode

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nobpn
Posts: 7
Joined: Wed Jun 14, 2006 3:56 pm
Location: France - Dijon

selector viewer by IParticleSystemSceneNode

Post by nobpn »

Hello all...

I'm back to ask you some questions about IParticleSystemSceneNode.

I want to make a "selector viewer" to show to the user what's node is selected.
More simple : when I click on a fairie node, I want to draw a fire circle around her legs. How can i do that with the less memory needed.

Nowadays I do a circle manually by adding 10-20 IParticleSystemSceneNode(s)

Code: Select all

while (loop 360°)
{
    scene::IParticleSystemSceneNode* ps = smgr->addParticleSystemSceneNode();
    ...
}
Is this solution the best or...

Secondly, how can I show / hide / delete / remove / drop all this IParticleSystemSceneNode ? The best I want is to show the fire circle if a fairie is selected, hide if nothing selected and moving it if an other fairie is selected.
I try drop() , remove() but... Segmentation Fault !!


Tertiary :lol:
When the irrlicht windows lost the focus, the animation is figed. When the focus come back, the circle of particules move upper than normally why ???

Here a screenshot to help the uderstand :P
Image

Thanks !
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
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Post by Acki »

Did you think about using a mesh instead of a particle system ???
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
nobpn
Posts: 7
Joined: Wed Jun 14, 2006 3:56 pm
Location: France - Dijon

Post by nobpn »

Yes it can be a good solution, less bautiful but less memory :D

Don't you have somes GOODs sites to find lots and lots of free md2... :oops:

thanks
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

nobpn wrote:Yes it can be a good solution, less bautiful but less memory :D
Well, this depands on how good you create the mesh... ;)
Maybe you can also do a compromize by using one or two particle systems with sutch a mesh...
Don't you have somes GOODs sites to find lots and lots of free md2... :oops:
There are 1000s of sites, but the most aren't verry good...
A google should help...
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
hybrid
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Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
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Post by hybrid »

Use Spintz' particle ring emitter (or mesh emitter with a simple mesh you want for your selector). Should be much more efficient. Patches for Irrlicht 1.0 on my webpage (expect some problems, though, the particle patches were not thoroughly tested).
nobpn
Posts: 7
Joined: Wed Jun 14, 2006 3:56 pm
Location: France - Dijon

Post by nobpn »

Hello.

First I don't understand how your patches works...
I didn't try deeper, I want that my "game" compile on all OS, if I patch irrlicht, my "gamers" to compile will need the patch I think...

Secondly.
I have bad taste to make some meshs, I'm a programmer (student skills :lol: ) not an artworker, did you think that blender is the best to begin and make great md2 meshs?

I have a problem (again!!!)

I want to select my faierie by clicking on it. Works great with :

Code: Select all

core::line3d<f32> line = 
    smgr->getSceneCollisionManager()->getRayFromScreenCoordinates(
        device->getCursorControl()->getPosition(),
        device->getSceneManager()->getActiveCamera()
    );

scene::ISceneNode* selectedSceneNode =
    smgr->getSceneCollisionManager()->getSceneNodeFromRayBB(line);
But when my mouse is over a button AND over a fairie, the 2 actions work, the click on button and the fairie selection... How can I change the code to unable the mesh selection ???


To conclude thanks to you !
hybrid
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Post by hybrid »

Well, there's an introductory page on patching found at the very beginning of the patch page. And the patches sources should compile on all platforms just as before. So just give the patches sources to your foreign-OS compilers. But you can also add the ring emitter to your sources, it's not necessary to put it into Irrlicht core. though you have to adapt the structures on your own, then. either way it will be much faster than the current solution. and it should be an easy job for a skilled programmer :wink:
nobpn
Posts: 7
Joined: Wed Jun 14, 2006 3:56 pm
Location: France - Dijon

Post by nobpn »

You're right shame on me... :oops:
I'll create a NobpnParticuleRingEmitter...

See you nearly I think !
stodge
Posts: 216
Joined: Fri Dec 05, 2003 5:57 pm

Post by stodge »

How about a particle that rotates around the base of the mesh?
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