new mounted object
by Anthony Rosenbaum · in Torque Game Engine · 12/21/2002 (11:41 pm) · 1 replies
Ok, I am trying to replicate the mounting process in the shapeBase class. I am getting familiar with torque, and had some questions. I presume the BitMasks are high priority data. What is the limit to addimg masks?
example
Ass you can see I added the hide node code
and wanted to create a way to add new dts mesh onto nodes on a base model. Right now my view is to use shapebaseimage objects to make the body elements.
example
enum ShapeBaseMasks {
NameMask = Parent::NextFreeMask,
DamageMask = Parent::NextFreeMask << 1,
NoWarpMask = Parent::NextFreeMask << 2,
MountedMask = Parent::NextFreeMask << 3,
CloakMask = Parent::NextFreeMask << 4,
ShieldMask = Parent::NextFreeMask << 5,
InvincibleMask = Parent::NextFreeMask << 6,
SkinMask = Parent::NextFreeMask << 7,
HideNodeMask = Parent::NextFreeMask << 8,
SoundMaskN = Parent::NextFreeMask << 9,
// Extends + MaxSoundThreads bits
ThreadMaskN = SoundMaskN << MaxSoundThreads, // Extends + MaxScriptThreads bits
ImageMaskN = ThreadMaskN << MaxScriptThreads, // Extends + MaxMountedImage bits
NextFreeMask = ImageMaskN << MaxMountedImages
};
enum BaseMaskConstants {
SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN,
ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
ImageMask = (ImageMaskN << MaxMountedImages) - ImageMaskN
};I wanted to add another mask for bodyParts. Ass you can see I added the hide node code
and wanted to create a way to add new dts mesh onto nodes on a base model. Right now my view is to use shapebaseimage objects to make the body elements.
About the author
Torque 3D Owner Phil Carlisle
Anyway, take a look at the datatype that sends the bitmask info, I reckon its 32bit, so thats probably the number of masks you can safely use.
Phil.