Problems with updateAbsolutePosition

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kompromis
Posts: 98
Joined: Mon Sep 11, 2006 2:36 pm
Location: sweden/stockholm

Post by kompromis »

scene::ISceneNode::updateAbsolutePosition();
doesn't effect anything i tested a code and this worked perfect in 1.2
but i didn't work in the svn or 1.3 version

the tested code:
/*This Tutorial shows how to move and animate SceneNodes. The
basic concept of SceneNodeAnimators is shown as well as manual
movement of nodes using the keyboard.

As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include <iostream>

using namespace irr;

#pragma comment(lib, "Irrlicht.lib")

/*
In this tutorial, one of our goals is to move a scene node using some
keys on the keyboard. We store a pointer to the scene node we want to
move with the keys here.
The other pointer is a pointer to the Irrlicht Device, which we need
int the EventReceiver to manipulate the scene node and to get the
active camera.
*/

scene::ISceneNode* node = 0;
IrrlichtDevice* device = 0;


/*
To get events like mouse and keyboard input, or GUI events like
"the OK button has been clicked", we need an object wich is derived from the
IEventReceiver object. There is only one method to override: OnEvent.
This method will be called by the engine when an event happened.
We will use this input to move the scene node with the keys W and S.
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(SEvent event)
{
/*
If the key 'W' or 'S' was left up, we get the position of the scene node,
and modify the Y coordinate a little bit. So if you press 'W', the node
moves up, and if you press 'S' it moves down.
*/

if (node != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT&&
!event.KeyInput.PressedDown)
{
switch(event.KeyInput.Key)
{
case KEY_KEY_W:
case KEY_KEY_S:
{
core::vector3df v = node->getPosition();
v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;
node->setPosition(v);
}
return true;
}
}

return false;
}
};


/*
The event receiver for moving a scene node is ready. So lets just create
an Irrlicht Device and the scene node we want to move. We also create some
other additional scene nodes, to show that there are also some different
possibilities to move and animate scene nodes.
*/
int main()
{
// let user select driver type

video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;

printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");

char i;
std::cin >> i;

switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;

case 'f': driverType = video::EDT_NULL; break;
default: return 0;
}

// create device
MyEventReceiver receiver;

IrrlichtDevice* device = createDevice( driverType, core::dimension2d<s32>(640, 480),
16, false, false, false, &receiver);

if (device == 0)
return 1; // could not create selected driver.


video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();


/*
Create the node for moving it with the 'W' and 'S' key. We create a
sphere node, which is a built in geometry primitive. We place the node
at (0,0,30) and assign a texture to it to let it look a little bit more
interesting. Because we have no dynamic lights in this scene we disable
lighting for each model (otherwise the models would be black).
*/
node = smgr->addSphereSceneNode();
node->setPosition(core::vector3df(0,0,30));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);


/*
Now we create another node, moving using a scene node animator. Scene node
animators modify scene nodes and can be attached to any scene node like
mesh scene nodes, billboards, lights and even camera scene nodes. Scene node
animators are not only able to modify the position of a scene node, they can
also animate the textures of an object for example.
We create a cube scene node and attach a 'fly circle' scene node to it, letting
this node fly around our sphere scene node.
*/
scene::ISceneNode* n = smgr->addCubeSceneNode();

if (n)
{
n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
n->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
n->addAnimator(anim);
anim->drop();
}

/*
The last scene node we add to show possibilities of scene node animators is
a md2 model, which uses a 'fly straight' animator to run between to points.
*/
scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/sydney.md2"));

if (anms)
{
scene::ISceneNodeAnimator* anim =
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
core::vector3df(-100,0,60), 2500, true);
anms->addAnimator(anim);
anim->drop();

/*
To make to model look right we set the frames between which the animation
should loop, rotate the model around 180 degrees, and adjust the animation speed
and the texture.
To set the right animation (frames and speed), we would also be able to just
call "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' animation
instead of "setFrameLoop" and "setAnimationSpeed",
but this only works with MD2 animations, and so you know how to start other animations.
but it a good advice to use not hardcoded frame-numbers...
*/
anms->setMaterialFlag(video::EMF_LIGHTING, false);

anms->setFrameLoop(160, 183);
anms->setAnimationSpeed(40);
anms->setMD2Animation(scene::EMAT_RUN);

anms->setRotation(core::vector3df(0,180.0f,0));
anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));

}


/*
To be able to look at and move around in this scene,
we create a first person shooter style camera and make the
mouse cursor invisible.
*/
scene::ICameraSceneNode * cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
device->getCursorControl()->setVisible(false);

/*
Add a colorful irrlicht logo
*/
device->getGUIEnvironment()->addImage(
driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,10));

/*
We have done everything, so lets draw it. We also write the current
frames per second and the name of the driver to the caption of the
window.
*/
int lastFPS = -1;

scene::ISceneNode* nui = smgr->addCubeSceneNode();
nui->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
nui->setMaterialFlag(video::EMF_LIGHTING, false);

cam->setVisible(true);
//cam->addChild(nui);
//nui->setPosition();
core::vector3df er = cam->getPosition();
er.X+=30;
nui->setPosition(er);



while(device->run())
{

//nui->setPosition(irr::core::vector3df(cam->getPosition().X+30,cam->getPosition().Y,cam->getPosition().Z));
//



driver->beginScene(true, true, video::SColor(255,113,113,133));



smgr->drawAll(); // draw the 3d scene
// cam->updateAbsolutePosition();
er = cam->getPosition();
er.X+=15;
nui->setRotation(cam->getRotation());
nui->setPosition(er);
nui->updateAbsolutePosition();
// device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)

driver->endScene();

int fps = driver->getFPS();

if (lastFPS != fps)
{
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
tmp += driver->getName();
tmp += L"] fps: ";
tmp += fps;

device->setWindowCaption(tmp.c_str());
lastFPS = fps;
}
}

/*
In the end, delete the Irrlicht device.
*/
device->drop();

return 0;
}
hybrid
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Location: Oldenburg(Oldb), Germany
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Post by hybrid »

What dou you expect this code to do and what do you encounter instead?! In most cases you won't need UpdateAbsolutePosition anymore due to a new architecture used in 1.3
kompromis
Posts: 98
Joined: Mon Sep 11, 2006 2:36 pm
Location: sweden/stockholm

Post by kompromis »

hybrid wrote:What dou you expect this code to do and what do you encounter instead?! In most cases you won't need UpdateAbsolutePosition anymore due to a new architecture used in 1.3
i expect the node to be in a fixed pos beside the camera kind of like if it was a child of the camera.
but now it is rendered were the camera used to be in the frame before
kompromis
Posts: 98
Joined: Mon Sep 11, 2006 2:36 pm
Location: sweden/stockholm

Post by kompromis »

well i it sertenly dosen't work, even do it might be some kind of new architecture
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

I split this from the SVN bugs because it is a problem with 1.3. Still, I don't get the difference to what one would expect. Maybe I'm too slow to see the first frame?
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