Game Development Community

Function setTransform()

by JesseL · in Torque 3D Professional · 05/06/2009 (2:44 pm) · 2 replies

What object types will update realtime for Torque 3D. Right now stuff like Dif's update realtime but Collada's don't. ShapebasedImages update realtime but Particle nodes don't. I was just curious if you guys planned on it working on all of these object types or not. Thank you for your time!

About the author

I just realized that if I wanted to create a cat that caught on fire and ran up a telephone pole and then burst into a blue waterfall. That wouldn't be to hard!


#1
05/07/2009 (3:05 pm)
Ok. I decided since the InteriorInstance::packUpdate works and the object actually moves in the game world that I would use it to compare against the TSStatic::packUpdate and see if thats where it is not updateing in a timely manner at.

in the interiorInstance.cpp at line 951
U32 InteriorInstance::packUpdate(NetConnection* c, U32 mask, BitStream* stream)
{
   U32 retMask = Parent::packUpdate(c, mask, stream);
...
//at lines 966 and 967
      mathWrite(*stream, mObjToWorld);  //setTransform in sceneObject
      mathWrite(*stream, mObjScale);    //setScale in sceneObject
...
}

In the tsStatic.cpp it does something different.
about line 354
U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
   U32 retMask = Parent::packUpdate(con, mask, stream);
...
// at line 358 and 359 it calls this instead why I do not know
   mathWrite(*stream, getTransform()); // I guess transform
   mathWrite(*stream, getScale());     // I would guess scale
...
}

Other then that it looks friking exactly the same. It takes like 45min to compile this so I really hate making engine code changes without some exact yes's going around. What do you guys think would this solve my problem?

#2
05/07/2009 (4:28 pm)
as for collada etc not refreshing.
I think it might be related to the ResourceManager and the file formats it always crcs