sx, sy, sz

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sx, sy, sz // Archive: Tech Forum

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Post by bill // Feb 14, 2006, 7:44pm

bill
Total Posts: 114
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I was fiddling around with the LE and noticed that the sizes indicated in the Expanded matrix is 1/2 the size indicated in the Object Info box in the Modeler. Is this by design? If so, this will be quite confusing. To create a cube of 2x2x2 you have to enter 1,1,1, or for a 3x3x6 cube you have to enter 1.5,1.5,3. This just seems really odd.

Post by Bobbins // Feb 14, 2006, 10:52pm

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Total Posts: 506
Yes, this is by design.


The Object Info dialogue in Modeller shows the object's bounding box size. The LE matrix (sx, sy, sz values) show the object's transformation scale.


If you have an object of 15x12x10 units, the object info will show 15, 12, 10 while the LE matrix will show 1, 1, 1. If you scale the object to be twice as big, the Object Info will now show 30x24x20 units, while the LE matrix will show 2, 2, 2 because the original object is scaled to be twice as large (2x15=30, 2x12=24 and 2x10=20). They are not the same thing and it's like comparing apples and oranges.


I'd expect the Object Info to get added to the Player side (and/or the LE) later.

Post by bill // Feb 15, 2006, 4:28am

bill
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Thanks for the explanation :)

Post by ProfessorKhaos // Feb 15, 2006, 4:37am

ProfessorKhaos
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hmmm.... I wonder if revealing the axis and normalizing scale puts sx,sy, sz back to 1,1,1...

Post by stan // Feb 15, 2006, 4:47am

stan
Total Posts: 1240
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why was the object info panel not one of the first things in player side? :confused:

Post by Alien // Feb 15, 2006, 4:54am

Alien
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I think that's what's referred to as "1 of life's great mysteries". :(

Post by Norm // Feb 15, 2006, 6:15am

Norm
Total Posts: 862
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why was the object info panel not one of the first things in player side? :confused:


Sort of a confusing post Stan. In the Objects/Script Objects library, is a version of the Object Information Panel I created early on in beta process. It is essentially script driven and was created becasue there was no Object Info Panel for the Link Editor. Have a look at the inner workings of the object to get an idea of how it works and was created.


As time goes by and folks begin to realize and utilize the power of scripting available in trueSpace7, many script objects will arrive.

Post by stan // Feb 15, 2006, 7:16am

stan
Total Posts: 1240
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yes Norm I know of that object info panel....it's not a confusing post..I'm glad you made it...thanks...but you can't enter numbers in it..I've looked at the script too..what I see is that you can't have one edit control to do both input and output ..or you would surely have made your work that way to show us it's possible...so to me there is no object info panel that works like the one we have on the model side..

Post by stan // Feb 15, 2006, 7:49am

stan
Total Posts: 1240
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Norm, also the size values in yours are half of what is in the original object panel....

Post by Norm // Feb 15, 2006, 8:05am

Norm
Total Posts: 862
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Norm, also the size values in yours are half of what is in the original object panel....


Well the size/scale scenario was addressed by Anthony; bounding box scenario.

The script obj I created is just that, a creation of myself. It goes part way I agree. I also agree that a proper Player side Obj Info Panel is warranted. I am told one is slated to be constructed by developers proper, which will of course put my little creation to shame. Not sure exactly when we will see it but I know it will come. In mean time, the idea is to get folks into the waters of scripting. There are currently examples where sliders are used to manipulate the size etc of objects. How about a little friendly competition to see who can come up with a scenario for Object Info Panel that can change object matrix?

Post by stan // Feb 15, 2006, 8:14am

stan
Total Posts: 1240
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Norm, great to hear one is in the works..


I only know c++ and only at a greenhorn level..but SURE..that would be a fun script competition..I see that java is similar..sorta..it will be my first taste of digital java..mine usually takes cream..:D

Post by stan // Feb 15, 2006, 10:16am

stan
Total Posts: 1240
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here is a slight tweak to the panel, it now reads proper size..excuse the two digits behind zero ..the combo control single only lets you have two..I want white edit boxes..import the RsObj found in zipfile below to your object library [script objects section]:D

Post by Norm // Feb 15, 2006, 2:03pm

Norm
Total Posts: 862
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Hmm .. same thing I originally did as well Stan.

Problem is the rebel in me took over and I removed that. Actually it is wrong size if you take into consideration that no bounding box is in the player side. But the tweak works to make size agree with Model side so good work in that respect. :) :banana:

Post by stan // Feb 15, 2006, 2:26pm

stan
Total Posts: 1240
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Norm..did you make the size node? it's not really easy to understand the code without comments or the developers guide;)


It doesn't hide the 2 until you select something..but did give the same measurements as modeler object info panel..also the modeler object info panel measurements jive with cad programs when exported with conversionpak2.[haven't tried it using ts7]


oh no more bounding box? or it can be added. I was measuring a cube so it should be the same in player, bounding box or not...I also found a selectionbox node in libraries..tried in vain to hook it up so I can have one in player..or how to get the axis to a new position..:confused:
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