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Author Topic: RotationAxis as Mesh  (Read 245 times)
StakFallT
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« on: June 26, 2008, 11:57:26 AM »

Quick question (But probably not a quick answer). I'm looking to duplicate the traditional half-circle's with arrows in my World Builder. I'm using them to allow the user to rotate objects and spin them around on those axises. But the problem is, I see no real way of displaying half-circles with an arrow on the end without doing them as a mesh. And I'm ok with that, but the problem is, it wreaks havoc with my mesh selection stuff and I'm not sure how to "trap"/hook when the start of the click-drag was overtop of a rotational mesh. Any thoughts would be appreciated as always, thanks Smiley

-- StakFallT
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Hypnotron
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« Reply #1 on: June 26, 2008, 02:26:22 PM »

when in your editor, treat the rotational mesh gizmo as a legitimate scene object.  Keep just one instance and move it where needed.  There's no reason any editing gizmo you have shouldnt be treated like any other scene element.  The gizmos just have their own special entity controller.  So when you pick, you can select the gizmo the same way.
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StakFallT
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« Reply #2 on: June 26, 2008, 03:55:05 PM »

hmmm that's an interesting thought.. So you're saying don't worry about it affecting which mesh I have selected, just go along with it? I suppose that could actually work.. Though, what about if a mesh is in the line of sight with the gizmo? Then I guess the user shouldn't be modifying the rotation of the mesh than if they can't click to it "cleanly" huh?  hmm... Now to figure how to implement, catching the mouse button being held down and rotate if the button started being held down overtop of a rotation gizmo.. Think I might have to remove my window manager unit file from the project (otherwise it could get quite messy), especially since the editor doesn't use things like in-game chat windows, etc  Thanks btw Smiley

-- StakFallT
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pizzayoyo
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« Reply #3 on: June 26, 2008, 10:20:35 PM »

Just check mousepicking on the rotation widget mesh every frame or so to see if the user has clicked on it. If so, let your user rotate the object until the mouse is released.
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