Getting Shape Object
by Mike Kuklinski · in Torque Game Engine Advanced · 07/13/2005 (12:03 pm) · 0 replies
TSShapeInstance* si = new TSShapeInstance(shape,false);
TSShape* dummy = si->getShape();
S32 OCI = dummy->findObject("OpCode");
if (OCI != -1) {
TSShape::Object OpCodeob = dummy->objects[OCI];
TSMesh* RealMesh = dummy->meshes[OpCodeob.startMeshIndex];
if (RealMesh) {
Con::errorf(ConsoleLogEntry::General, "Collision Mesh Loaded. Polys: %i", RealMesh->getNumPolys());
}
}
delete si;
That code crashes TSE quite cleanly.
What I am trying to do is get the TSMesh of a vertex group in a DTS, that was originally exported from MilkShape. The group was named OpCode-1 (-1 LOD, so it doesn't render). I must admit I am not completely aware of how TSE handles this section.
Any ideas?
TSShape* dummy = si->getShape();
S32 OCI = dummy->findObject("OpCode");
if (OCI != -1) {
TSShape::Object OpCodeob = dummy->objects[OCI];
TSMesh* RealMesh = dummy->meshes[OpCodeob.startMeshIndex];
if (RealMesh) {
Con::errorf(ConsoleLogEntry::General, "Collision Mesh Loaded. Polys: %i", RealMesh->getNumPolys());
}
}
delete si;
That code crashes TSE quite cleanly.
What I am trying to do is get the TSMesh of a vertex group in a DTS, that was originally exported from MilkShape. The group was named OpCode-1 (-1 LOD, so it doesn't render). I must admit I am not completely aware of how TSE handles this section.
Any ideas?
About the author
http://dev.stackheap.com/