Re: [Vrmlengine-main] compiling issues
Game engine supporting many 3D/2D formats and graphic effects
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From: Michalis K. <mic...@gm...> - 2009-01-20 00:29:09
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da...@la... wrote: > > it would be very useful if there was a way to move this in the program > (insert/delete let you move vertically with gravity turned off) Hm, good idea. I added this as Ctrl+Insert, Ctrl+Delete. (At first I wondered whether to just redefine insert/delete for this when gravity is off, but this doesn't feel good on models where you're often outside the bbox of the scene.) I also added "Avatar height", "current height above the ground" on status text in Walk mode, this should be helpful now. Note that current height above the ground varies compared to "Avatar height", due to head bobbing and sometimes due to camera radius (colliding of steep stairs). "Avatar height" (this is exactly what was set by NavigationInfo.avatarSize[1]) is usually slightly larger than "current height" when standing still, as then head bobbing makes you go a little down then. (I think I'll make some extentions to NavigationInfo to control the amount of head-bobbing; but I'm getting off-topic..). > > in playing around with this and the kadota-land.3ds file (now on my site) > I sometimes end up with the camera eye level a foot or so above ground > level and sometimes around 9 feet above ground level When there's no NavigationInfo.avatarSize (or when the file is not VRML/X3D) then default height above the scene is calculated, based on scene bounding box size. (But it should of course stay constant for the same scene --- if it's not, you got a bug, please say on which viewpoints you get different levels above the ground, I'll investigate). > > it would also be useful if there was a way to change the units in the > display from meters to feet for the on-screen displays. I'm unsure about this feature --- I mean, once I start thinking different units of distance, all hell breaks loose and interface gets cluttered, as far as I'm concerned... My current approach is to never talk about "meters" or anything --- what we display are just units within the 3D file. You can always scale your whole model, to make your 3D model "unit" correspond to meter, feet or whatever you like... BTW, one important thing: in previous mail I forgot that you can do the trick with adding NavigationInfo and Viewpoint much easier, without explicitly converting your 3ds file to VRML. You can inline 3ds files inside VRML, which means that you can write VRML file like attached (also an example how you can scale your model), place it in the same dir as kadota.3ds and you're done. The nice thing about this is that you can freely re-export your 3ds file, and it stays separate from VRML-specific features you write. Michalis |