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Set Shape with script


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How should I set a complete polymesh shape with a script on a model with 2 surfaces?

 

I construct the shape like this:

 

local surf1 = Model:GetSurface(0)

local surf2 = Model:GetSurface(1)

local Shape1 = PolyMesh(surf1)

local Shape2 = PolyMesh(surf2)

Model:SetShape(--- ??? ----)   

 

How to I set the two shapes on one model ?????

Thx for help

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mmh I don't get it to work.. Something must be wrong but I don't know what.

But I could get it running by creating 2 differents models, but maybe worse for performances.

Quote

    local roadModel = Model:Create()  

    --    roadModel:SetViewRange(Entity.FarViewRange)
        roadModel:SetShadowMode(0)
        roadModel:SetCollisionType(Collision.Scene)
 

        local surface = roadModel:AddSurface() 
        local surfaceB = roadModel:AddSurface() 
        local surfaceS = Surface:Create()

-- road:
        surface:AddVertex(v0, n, Vec2(0,0)) --0
        surface:AddVertex(v1, n, Vec2(1,0))     --1
        surface:AddVertex(v2, n, Vec2(1,1))     --2
        surface:AddVertex(v3, n, Vec2(0,1))     --3
        
        surface:AddTriangle(0,1,2)  
        surface:AddTriangle(0,2,3) 
        surface:Update()  

-- bankD 
        surfaceB:AddVertex(ve_1, n, Vec2(-1,0)) --0
        surfaceB:AddVertex(v0, n, Vec2(0,0))     --1
        surfaceB:AddVertex(v3, n, Vec2(0,1))     --2
        surfaceB:AddVertex(ve_2, n, Vec2(-1,1))     --3
        
        surfaceB:AddTriangle(0,1,2)  
        surfaceB:AddTriangle(0,2,3) 
        surfaceB:Update()  

-- bankG 
        surfaceB:AddVertex(v1, n, Vec2(1,0)) --4
        surfaceB:AddVertex(ve4, n, Vec2(2,0))     --5
        surfaceB:AddVertex(ve5, n, Vec2(2,1))     --6
        surfaceB:AddVertex(v2, n, Vec2(1,1))     --7
        
        surfaceB:AddTriangle(4,5,6)  
        surfaceB:AddTriangle(4,6,7) 
        surfaceB:Update()  

        surface:SetMaterial(self.RoadMaterial) 
        surfaceB:SetMaterial(self.BankMaterial)

--        roadModel:UpdateAABB(Entity.LocalAABB+Entity.GlobalAABB)

        local mat = Mat4()

        surfaceS:Add(surface, mat)
        surfaceS:Add(surfaceB, mat)
        surfaceS:Update()
        
         local shape = Shape:PolyMesh(surfaceS)        -- THIS RETURNS shape == nil      --  I don't know why
        roadModel:SetShape(shape)
        shape:Release()
 

 

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Just a few thoughts that may or may not help;

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roadModel:UpdateAABB(Entity.LocalAABB+Entity.GlobalAABB)

Shouldn't it be;

roadModel:UpdateAABB(Entity.LocalAABB | Entity.GlobalAABB)

Unless LUA is different to C++ in this aspect...  I see it's commented out here though..

Does surface:Update() update the vertex normals?  I'm not sure if that's needed to create a polymesh though...

Only other thing I can think if is too make sure the vertices aren't too close together?  I recall something ages ago where this caused a null polymesh for me.

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Just a few thoughts that may or may not help;

  Quote

roadModel:UpdateAABB(Entity.LocalAABB+Entity.GlobalAABB)

Shouldn't it be;


roadModel:UpdateAABB(Entity.LocalAABB | Entity.GlobalAABB)

> I got it from there: https://www.leadwerks.com/learn?page=API-Reference_Object_Surface_Add

Quote

 I'm not sure if that's needed to create a polymesh though...

> No it is not needed.

 

Thx for reply.

I don't know where is the problem. In the editor you can easily collapse models with different surfaces/materials and generate a polymesh shape.

But seems not possible in script. Because collapsing make the entire model with one unique material.

I got the shape to be right generated with this:

Quote

        surface:Add(surfaceB, mat)
        surface:Update()
        
         local shape = Shape:PolyMesh(surface)        -- THIS RETURNS the right shape for the 2 surfaces

So I created 2 different models with each one one surface and it runs ok.

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