Allow pointers in place of names

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ImpalerWrG
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Allow pointers in place of names

Post by ImpalerWrG » Wed Dec 22, 2010 5:07 am

I'm CONSTANTLY running into situations ware their is NOT OPTION other then to use string based names to create and reference common objects in OGRE. This whole string system for most of the key objects is nice and I can see how it lets you quickly get a simple application off the group or reference your resources easily. But it is a major pain when your forced to use it, especially if your procedurally generating most of your resources as I am. It should be trivial to provide both a Create(const String & name) and Create(objectPtr sourceObject), especially when the former is just going to pass the name argument into some search to get back the pointer anyways, have it call the later and we will have both options without having to write more then a few lines.

This has happened several times but my current mess is with creating Entities, I have no choice but to provide a Mesh name, their is no way to create from a MeshPtr. The docs graciously say that the Mesh will be loaded if it isn't already which is good just-in-time, but from what I can tell their is no way to check if a Mesh exists by name (why bother when its JIT). But no one seems to have considered how this screws Meshes procedurally generated from manualObjects. I'm having to generate every possible Mesh that might be needed at startup as I have no way to test for and do a just-in-time myself, at least not without reinventing the wheel and doing a whole system of hashing the Manual Object inputs into some ugly strings, and give that string to the SceneManager all just to get back the pointer that was returned when I made the Mesh but can't use!

This is far from the only instance of this problem, it's all through the code, a total over-reliance of this design for everything! It's nearly impossible to use pointers in an Ogre program, the code needs to be systematically gone through and have pointer argument functions added in the places ware they are missing so we have the option of using either type of argument.
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Kojack
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Re: Allow pointers in place of names

Post by Kojack » Wed Dec 22, 2010 6:06 pm

but from what I can tell their is no way to check if a Mesh exists by name
if(MeshManager::getSingleton().getByName("mymesh").isNull())
{
//the mesh doesn't exist
}

Removing the need for names in everything was going to be one of the features of Ogre 2.0 (as part of the scene manager redesign), although with Sinbad gone the roadmap for 2.0 could end up being different.
It's definitely something many of us would like.
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Re: Allow pointers in place of names

Post by PolyVox » Wed Dec 22, 2010 8:24 pm

Personally I just convert my pointer into a string :-)

Using Qt:

Code: Select all

std::string objAddressAsString = QString::number(reinterpret_cast<qulonglong>(pObj), 16).toStdString();
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Klaim
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Re: Allow pointers in place of names

Post by Klaim » Fri Dec 24, 2010 7:07 pm

Removing the need for names in everything was going to be one of the features of Ogre 2.0 (as part of the scene manager redesign), although with Sinbad gone the roadmap for 2.0 could end up being different.
It's definitely something many of us would like.
It wasn't for Ogre 1.8?
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Kojack
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Re: Allow pointers in place of names

Post by Kojack » Fri Dec 24, 2010 11:28 pm

Hmm, it might have been for 1.8. It's not in the wiki roadmap for 1.8 or 2.0.
I thought it was scheduled for 2.0 because that's when the new scene manager design was going to be implemented (scenenodes optional, async updates, large world, render one scene with multiple scenemanagers, etc).
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ImpalerWrG
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Re: Allow pointers in place of names

Post by ImpalerWrG » Sat Dec 25, 2010 8:14 am

Thanks for the help and I'm glad to hear this is at least planned (however nebulous it may be), If I ever start compiling OGRE for myself (I'm currently using SDK) I may try to send you some patches to add a few of these, though I'm not going to be able to be systematic about it.

I suspected the MeshManager was the place to check but I just assumed that asking it for a non-existent Mesh would cause it to go boom because that's generally the behavior I've come to expect from asking for any non-existent object by name, thus I was looking for something with a bool return which would clearly be safe, such as SceneManager::hasEntity.
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Re: Allow pointers in place of names

Post by Kojack » Mon Dec 27, 2010 5:20 pm

Yep, it's a little confusing. I didn't actually know getByName returned a null instead of throwing an exception like some other functions until your question, I went into the source to check if there was a hasMesh or similar query, but noticed the comments on the getByName instead. :)
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Re: Allow pointers in place of names

Post by CABAListic » Mon Dec 27, 2010 5:34 pm

For this particular instance you might want to submit a papercut ;)
On more general terms, yes, a string-less interface is on our agenda, but no concrete work has been done yet.
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ImpalerWrG
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Re: Allow pointers in place of names

Post by ImpalerWrG » Thu Dec 30, 2010 12:54 pm

Ok I hope I got the various settings correct for the Report, have a look see

http://www.ogre3d.org/mantis/view.php?id=368

Are you interested in more Pointer-vs-String type Functions which might be useful being submitted under this same Papercut class in order to chip away at the string-less interface goal?
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Re: Allow pointers in place of names

Post by CABAListic » Thu Dec 30, 2010 1:06 pm

By all means, go ahead. :)
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