How move entity in version 1.10 ?

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Rybunial
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How move entity in version 1.10 ?

Post by Rybunial » Fri Feb 09, 2018 11:27 pm

Hello,

How in Ogre 1.10 move entity ?
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Fri Feb 09, 2018 11:52 pm

hi! you are not suppose to move entities, entities just hold rendering information, SceneNodes are the ones that holds transform information hence you can move it. So, attach your entity to the sceneNode and the call sceneNode->setPosition(x,y,z)
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Sun Feb 11, 2018 1:06 am

Ok, thanks man, now i have problem, how to move camera and ninja.mesh

This is my code , i would move key up, down, left, right :

Code: Select all

Root* root;
SceneManager* scnMgr;
SceneNode* camNode;
Camera* cam;
Entity* ninja;
SceneNode* ninjaNode;

void TutorialApplication::setup()
{
	

	RTShader::ShaderGenerator* shadergen;
	

	// do not forget to call the base first
	ApplicationContext::setup();
	addInputListener(this);

	// get a pointer to the already created root
	root = getRoot();
	scnMgr = root->createSceneManager();

	// register our scene with the RTSS
	shadergen = RTShader::ShaderGenerator::getSingletonPtr();
	shadergen->addSceneManager(scnMgr);

	// -- tutorial section start --
	//! [cameracreate]
	camNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	cam = scnMgr->createCamera("myCam");
	//! [cameracreate]

	//! [cameraposition]
	camNode->setPosition(0, 200, 200); // 200, 300, 400
	camNode->lookAt(Vector3(0, 150, 0), Node::TransformSpace::TS_WORLD);
	//! [cameraposition]

	//! [cameralaststep]
	cam->setNearClipDistance(5);
	camNode->attachObject(cam);
	//! [cameralaststep]

	//! [addviewport]
	Viewport* vp = getRenderWindow()->addViewport(cam);
	//! [addviewport]

	//! [viewportback]
	vp->setBackgroundColour(ColourValue(0, 0, 0));
	//! [viewportback]

	//! [cameraratio]
	cam->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
	//! [cameraratio]

	//! [ninja]
	ninja = scnMgr->createEntity("ninja.mesh");
	ninja->setCastShadows(true);

	ninjaNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	ninjaNode ->attachObject(ninja);
	
	

	//! [ninja]

	//! [plane]
	Plane plane(Vector3::UNIT_Y, 0);
	//! [plane]

	//! [planedefine]
	MeshManager::getSingleton().createPlane(
		"ground",
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
		plane,
		1500, 1500, 20, 20,
		true,
		1, 5, 5,
		Vector3::UNIT_Z);
	//! [planedefine]

	//! [planecreate]
	Entity* groundEntity = scnMgr->createEntity("ground");
	scnMgr->getRootSceneNode()->createChildSceneNode()->attachObject(groundEntity);
	//! [planecreate]

	//! [planenoshadow]
	groundEntity->setCastShadows(false);
	//! [planenoshadow]

	//! [planesetmat]
	groundEntity->setMaterialName("Examples/Rockwall");
	//! [planesetmat]

	//! [lightingsset]
	scnMgr->setAmbientLight(ColourValue(0, 0, 0));
	scnMgr->setShadowTechnique(ShadowTechnique::SHADOWTYPE_STENCIL_MODULATIVE);
	//! [lightingsset]

	//! [spotlight]
	Light* spotLight = scnMgr->createLight("SpotLight");
	//! [spotlight]

	//! [spotlightcolor]
	spotLight->setDiffuseColour(0, 0, 1.0);
	spotLight->setSpecularColour(0, 0, 1.0);
	//! [spotlightcolor]

	//! [spotlighttype]
	spotLight->setType(Light::LT_SPOTLIGHT);
	//! [spotlighttype]

	//! [spotlightposrot]
	spotLight->setDirection(Vector3::NEGATIVE_UNIT_Z);

	SceneNode* spotLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	spotLightNode->attachObject(spotLight);
	spotLightNode->setDirection(-1, -1, 0);
	spotLightNode->setPosition(Vector3(200, 200, 0));
	//! [spotlightposrot]

	//! [spotlightrange]
	spotLight->setSpotlightRange(Degree(35), Degree(50));
	//! [spotlightrange]

	//! [directlight]
	Light* directionalLight = scnMgr->createLight("DirectionalLight");
	directionalLight->setType(Light::LT_DIRECTIONAL);
	//! [directlight]

	//! [directlightcolor]
	directionalLight->setDiffuseColour(ColourValue(0.4, 0, 0));
	directionalLight->setSpecularColour(ColourValue(0.4, 0, 0));
	//! [directlightcolor]

	//! [directlightdir]
	directionalLight->setDirection(Vector3::NEGATIVE_UNIT_Z);

	SceneNode* directionalLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	directionalLightNode->attachObject(directionalLight);
	directionalLightNode->setDirection(Vector3(0, -1, 1));
	//! [directlightdir]

	//! [pointlight]

please, help
	Light* pointLight = scnMgr->createLight("PointLight");
	pointLight->setType(Light::LT_POINT);
	//! [pointlight]

	//! [pointlightcolor]
	pointLight->setDiffuseColour(0.3, 0.3, 0.3);
	pointLight->setSpecularColour(0.3, 0.3, 0.3);
	//! [pointlightcolor]

	//! [pointlightpos]
	SceneNode* pointLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	pointLightNode->attachObject(pointLight);
	pointLightNode->setPosition(Vector3(0, 150, 250));
	//! [pointlightpos]
	// -- tutorial section end --

	


}


bool TutorialApplication::keyPressed(const KeyboardEvent& evt)
{
	if (evt.keysym.sym == SDLK_ESCAPE)
	{
		getRoot()->queueEndRendering();
	}

	if (evt.keysym.sym == SDLK_UP)
	{

		ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, 100));

	}

	if (evt.keysym.sym == SDLK_DOWN)
	{

		ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, -100));

	}

	return true;

	
}
Last edited by Rybunial on Sun Feb 11, 2018 11:30 pm, edited 1 time in total.
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Sun Feb 11, 2018 2:35 am

I don't get much your question, you already moving your ninja when you press some buttons... I think you are not getting what you expect because you're setting the position to a fixed one (rotated by the current orientation), what you want (I guess...) is to use

Code: Select all

ninjaNode->translate(0,0,value)
or something like

Code: Select all

ninjaNode->setPosition( ninjaNode->getOrientation() * ( ninjaNode->getPosition() + Vector3(0, 0, value) ) );
and for the camera, you can also set position or translate since camNode its also a node, you just might want to work a little in the behavior you want

Also: please use the [ code ] tag for codes :D , its really hard to read it that way
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Rybunial
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Posts: 16
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Re: How move entity in version 1.10 ?

Post by Rybunial » Sun Feb 11, 2018 11:57 am

Thanks,

ok, i move but i dont know how turn camera and ninja. Please help

Code: Select all

	if (evt.keysym.sym == SDLK_ESCAPE)
	{
		getRoot()->queueEndRendering();
	}

	if (evt.keysym.sym == SDLK_UP)
	{
		//value = value - 5.0f;
		// ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, 100));
		//ninjaNode->translate(0, 0, value);
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, -50)));
		camNode->translate(0, 0, -50);

	}

	if (evt.keysym.sym == SDLK_DOWN)
	{
		//value = value + 5.0f;
		// ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, 100));
		//ninjaNode->translate(0, 0, value);
		//ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, -100));
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, 50)));
		camNode->translate(0, 0, 50);

	}
	if (evt.keysym.sym == SDLK_LEFT)
	{
		camNode->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
			Ogre::Math::Sqrt(0.5f), 200, 200));
	}

	return true;
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Mon Feb 12, 2018 12:10 am

well, that really depends on what you want to achieve, there are many types of camera in games/3Dapps... assuming you want some kind of 3rd person, you can just attach the camera to the ninjaNode (make the camNode a child of the ninjaNode)

Code: Select all

camNode->getParentSceneNode()->removeChild( camNode );
ninjaNode ->addChild( camNode );
and then translate it someValue units behind the ninja, so it seems like the camera follows the ninja all the time

Code: Select all

ninjaNode->translate(0,0,someValue)
you have to do this just one time! like, right after you create all the nodes, you can also do setPosition()... if the position of a node is (0,0,0) and you call translate(0,0,someValue) just one time, its the same as if you call setPosition(0,0,someValue).
By making a node child of another node you change its coordinate system to be centered on its new parent instead of the world, so if the node is in position (0,0,someValue) it means its just someValue units i the Z axis in respect to its parent, so if you move the parent the child node will move with it and will have de same position as the parent in the world but offseted someValue units in the Z axis.

You can later do more fancy camera stuffs with some creativity.

you can control rotation via the methods setOrientation, which accepts a quaternion (look for videos about this in youtube, I like this one: https://www.youtube.com/watch?v=tzx_jHtPId4) and the methods yaw pitch and roll
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Mon Feb 12, 2018 12:59 am

Thanks :)
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Rybunial
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Posts: 16
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Re: How move entity in version 1.10 ?

Post by Rybunial » Tue Feb 13, 2018 1:19 pm

And now i have new problem

I write this:

Code: Select all

if (evt.keysym.sym == SDLK_LEFT)
	{
	
		ninjaNode->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f), Ogre::Math::Sqrt(0.5f), 200, 0));
		
	}
i must give 200 , because ninja is too low, then i gave this code , my ninja rotate but now i cant move ninja when i press left.

i watched this film but i think im too new , do you write how routate ninja, please help :)

Best Regards
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Tue Feb 13, 2018 4:37 pm

the problem is that you are not considering the current orientation when pressing the button, right now whats happening is that you press left and you set the orientation in to a certain quaternion value, then when you press left again, you set the orientation to that same value again, but since its already with that value, it does nothing.

you need to do something like this (If i recall correctly..):

Code: Select all

if (evt.keysym.sym == SDLK_LEFT)
{
	ninjaNode->setOrientation( ninjaNode->getOrientation() * Ogre::Quaternion(Ogre::Math::Sqrt(0.5f), Ogre::Math::Sqrt(0.5f), 200, 0) );	
}
(multiplication si *like* summation in quaternions, well at least the effect )

so now, when you press left again you will consider the current orientation value and "add" some more rotation in to it

and btw, an easy way to create good quaternions are like this:

Code: Select all

    Ogre::Quaternion newQuat  = Ogre::Quaternion( Ogre::Radian( Ogre::Degree(15).valueRadians() ), Ogre::Vector3::UNIT_Y );
    ninjaNode->setOrientation( ninjaNode->getOrientation() * newQuat  );
    
with that you should get a 15 degree rotation around the Y axis
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Tue Feb 13, 2018 9:09 pm

|Thanks,

Ok i can rotate but now i dont move , ninja go forward and back and press up , ninja go around.
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Wed Feb 14, 2018 2:39 pm

that's strange, movement was working before? you should be able to apply both orientation and position/translation at the same time. Dan you explain a bit more the problem? maybe show more code or a video
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Wed Feb 14, 2018 9:07 pm

Ok this my code:

Code: Select all

class TutorialApplication
	: public ApplicationContext
	, public InputListener
{
public:
	TutorialApplication();
	virtual ~TutorialApplication();

	void setup();
	bool keyPressed(const KeyboardEvent& evt);
};


TutorialApplication::TutorialApplication()
	: ApplicationContext("OgreTutorialApp")
{
}


TutorialApplication::~TutorialApplication()
{

	

}

Root* root;
SceneManager* scnMgr;
SceneNode* camNode;
Camera* cam;
Entity* ninja;
SceneNode* ninjaNode;

void TutorialApplication::setup()
{
	

	RTShader::ShaderGenerator* shadergen;
	

	// do not forget to call the base first
	ApplicationContext::setup();
	addInputListener(this);

	// get a pointer to the already created root
	root = getRoot();
	scnMgr = root->createSceneManager();

	// register our scene with the RTSS
	shadergen = RTShader::ShaderGenerator::getSingletonPtr();
	shadergen->addSceneManager(scnMgr);

	// -- tutorial section start --
	//! [cameracreate]
	camNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	cam = scnMgr->createCamera("myCam");
	//! [cameracreate]

	//! [cameraposition]
	camNode->setPosition(0, 200, 200); // 200, 300, 400
	camNode->lookAt(Vector3(0, 150, 0), Node::TransformSpace::TS_WORLD);
	//! [cameraposition]

	//! [cameralaststep]
	cam->setNearClipDistance(5);
	camNode->attachObject(cam);
	//! [cameralaststep]

	//! [addviewport]
	Viewport* vp = getRenderWindow()->addViewport(cam);
	//! [addviewport]

	//! [viewportback]
	vp->setBackgroundColour(ColourValue(0, 0, 0));
	//! [viewportback]

	//! [cameraratio]
	cam->setAspectRatio(Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
	//! [cameraratio]

	//! [ninja]
	ninja = scnMgr->createEntity("ninja.mesh");
	ninja->setCastShadows(true);

	ninjaNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	ninjaNode ->attachObject(ninja);
	
	

	//! [ninja]

	//! [plane]
	Plane plane(Vector3::UNIT_Y, 0);
	//! [plane]

	//! [planedefine]
	MeshManager::getSingleton().createPlane(
		"ground",
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
		plane,
		1500, 1500, 20, 20,
		true,
		1, 5, 5,
		Vector3::UNIT_Z);
	//! [planedefine]

	//! [planecreate]
	Entity* groundEntity = scnMgr->createEntity("ground");
	scnMgr->getRootSceneNode()->createChildSceneNode()->attachObject(groundEntity);
	//! [planecreate]

	//! [planenoshadow]
	groundEntity->setCastShadows(false);
	//! [planenoshadow]

	//! [planesetmat]
	groundEntity->setMaterialName("Examples/Rockwall");
	//! [planesetmat]

	//! [lightingsset]
	scnMgr->setAmbientLight(ColourValue(0, 0, 0));
	scnMgr->setShadowTechnique(ShadowTechnique::SHADOWTYPE_STENCIL_MODULATIVE);
	//! [lightingsset]

	//! [spotlight]
	Light* spotLight = scnMgr->createLight("SpotLight");
	//! [spotlight]

	//! [spotlightcolor]
	spotLight->setDiffuseColour(0, 0, 1.0);
	spotLight->setSpecularColour(0, 0, 1.0);
	//! [spotlightcolor]

	//! [spotlighttype]
	spotLight->setType(Light::LT_SPOTLIGHT);
	//! [spotlighttype]

	//! [spotlightposrot]
	spotLight->setDirection(Vector3::NEGATIVE_UNIT_Z);

	SceneNode* spotLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	spotLightNode->attachObject(spotLight);
	spotLightNode->setDirection(-1, -1, 0);
	spotLightNode->setPosition(Vector3(200, 200, 0));
	//! [spotlightposrot]

	//! [spotlightrange]
	spotLight->setSpotlightRange(Degree(35), Degree(50));
	//! [spotlightrange]

	//! [directlight]
	Light* directionalLight = scnMgr->createLight("DirectionalLight");
	directionalLight->setType(Light::LT_DIRECTIONAL);
	//! [directlight]

	//! [directlightcolor]
	directionalLight->setDiffuseColour(ColourValue(0.4, 0, 0));
	directionalLight->setSpecularColour(ColourValue(0.4, 0, 0));
	//! [directlightcolor]

	//! [directlightdir]
	directionalLight->setDirection(Vector3::NEGATIVE_UNIT_Z);

	SceneNode* directionalLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	directionalLightNode->attachObject(directionalLight);
	directionalLightNode->setDirection(Vector3(0, -1, 1));
	//! [directlightdir]

	//! [pointlight]
	Light* pointLight = scnMgr->createLight("PointLight");
	pointLight->setType(Light::LT_POINT);
	//! [pointlight]

	//! [pointlightcolor]
	pointLight->setDiffuseColour(0.3, 0.3, 0.3);
	pointLight->setSpecularColour(0.3, 0.3, 0.3);
	//! [pointlightcolor]

	//! [pointlightpos]
	SceneNode* pointLightNode = scnMgr->getRootSceneNode()->createChildSceneNode();
	pointLightNode->attachObject(pointLight);
	pointLightNode->setPosition(Vector3(0, 150, 250));
	//! [pointlightpos]
	// -- tutorial section end --

	camNode->getParentSceneNode()->removeChild(camNode);
	ninjaNode->addChild(camNode);


}

float value = 0.0f;
Ogre::Quaternion newQuat = Ogre::Quaternion(Ogre::Radian(Ogre::Degree(15).valueRadians()), Ogre::Vector3::UNIT_Y);

bool TutorialApplication::keyPressed(const KeyboardEvent& evt)
{
	if (evt.keysym.sym == SDLK_ESCAPE)
	{
		getRoot()->queueEndRendering();
	}

	if (evt.keysym.sym == SDLK_UP)
	{
		//value = value - 5.0f;
		// ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, 100));
		//ninjaNode->translate(0, 0, value);
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, -50)));
		//camNode->translate(0, 0, -50);

	}

	if (evt.keysym.sym == SDLK_DOWN)
	{
		//value = value + 5.0f;
		// ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, 100));
		//ninjaNode->translate(0, 0, value);
		//ninjaNode->setPosition(ninjaNode->getOrientation() * Vector3(0, 0, -100));
		ninjaNode->setOrientation(ninjaNode->getOrientation());
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, 50)));
		//camNode->translate(0, 0, 50);

	}
	if (evt.keysym.sym == SDLK_LEFT)
	{
		//ninjaNode->setOrientation(Ogre::Quaternion(50, (ninjaNode->getOrientation() *ninjaNode->getPosition().x), (ninjaNode->getOrientation() *ninjaNode->getPosition().y), (ninjaNode->getOrientation() *ninjaNode->getPosition().z)));
		//ninjaNode->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
		//	0, 200, Ogre::Math::Sqrt(0.5f)));

		//ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, 0)));
		//ninjaNode->setOrientation(Quaternion(Degree(90), ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(1, 0, 0))));
		// ninjaNode->setOrientation(aroundPos.getRotationTo(targetPos));
		//	ninjaNode->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f), Ogre::Math::Sqrt(0.5f), 200, 0));
		// ninjaNode->rotate(Vector3::UNIT_Y, Degree(90```));
		
		ninjaNode->setOrientation(ninjaNode->getOrientation() * newQuat );
	}
	if (evt.keysym.sym == SDLK_RIGHT)
	{
		//	ninjaNode->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
		//	Ogre::Math::Sqrt(0.5f), 200, 0));
		//ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(-50, 0, 0)));

	}
	return true;
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Sat Feb 17, 2018 3:22 pm

(I removed the commented lines...)

Code: Select all

	if (evt.keysym.sym == SDLK_UP)
	{
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, -50)));

	}
pressing UP seems to be moving the ninja -50 units in the direction of the orientation of the node

Code: Select all

	if (evt.keysym.sym == SDLK_DOWN)
	{
		ninjaNode->setOrientation(ninjaNode->getOrientation()); <<<<<<<<THIS LINE DOES NOTHING, sets the orientation value from the current one
		ninjaNode->setPosition(ninjaNode->getOrientation() * (ninjaNode->getPosition() + Vector3(0, 0, 50)));

	}
pressing down seems to be doing the same but with 50 units

Code: Select all

	if (evt.keysym.sym == SDLK_LEFT)
	{
		ninjaNode->setOrientation(ninjaNode->getOrientation() * newQuat );
	}
pressing left seems to be rotating the node 15 degrees in the Y axis

Code: Select all

	if (evt.keysym.sym == SDLK_RIGHT)
	{

	}
and pressing right does nothing, should this do the oposite of left? rotate -15 in the Y axis (which would be the same as rotating 15 in the negative Y axis)

I am not sure what the problem is... might be that this events are called just one time.. when you just pressed the button? maybe you expect the node to move all the time you are holding the button, and stop moving when you release?
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Sun Feb 18, 2018 1:57 am

My problem is , when i press left and next press UP , ninja turns around.
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Rybunial
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Re: How move entity in version 1.10 ?

Post by Rybunial » Fri Jul 06, 2018 2:12 pm

hello, first thanks for your replay,

Simple, I started learn ogre.

i need simple code to run my ninja to left , right, up, down and rotate , I know is simple but i dont find this in yours documentation. Please give me full simple code to move my ninja. to continue learning.

Please help
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xrgo
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Re: How move entity in version 1.10 ?

Post by xrgo » Fri Jul 06, 2018 5:06 pm

Hello!
I already gave you some code, not sure what is wrong in your case, can you post your code and a video/gif showing your problem?.
Also check the Sinbad sample, in that sample you can move the character and also use the sword, use the code from that =D

cheers!
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