Game Development Community

Node coordinates

by Vlad Ts · in Torque Game Engine · 12/14/2005 (7:56 am) · 4 replies

Hello all!
I've a small question.
Is there any way in a Torque shape model to calculate the node(some bone of the skeleton) position coords at runtime?

Big thanks.

#1
12/14/2005 (8:29 am)
Hmmm...


nodeIndex = shape->findNode("Mount0");
F32 *transformation = mShapeInstance->mNodeTransforms[nodeIndex];
#2
12/15/2005 (1:24 am)
Hi Chris!
Are you sure? We would get x, y, z coords of the Moun0 node instead of simple F32
#3
12/15/2005 (9:21 am)
Do You checked this thread?
www.garagegames.com/mg/forums/result.thread.php?qt=24275

function:
Point3F ShapeBase::getNodePoint(const char* nodeName);
have results Point3F(x,y,z);
#4
12/19/2005 (8:49 am)
Great Chris!!!
That's exactly i need! Many thanks.