[WIP] Ogre Toolbox
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- Halfling
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[WIP] Ogre Toolbox
[ Goto http://ogretoolbox.sourceforge.net for the latest version and info! ]
My goal with Ogre Toolbox is to create an editor for the dot scene format and maybe integrate some physics.
Current features:
* Create, Open, Save a scene
* Add and delete nodes
* Rotate, move, scale nodes manually and with controls
* Create and attach entities to a node
* Create and attach lights to a node
* Detach objects from a node
* Edit properties of lights and entities (basic)
* Command line (Open with in Windows)
Screenshot:
Download:
Binary: Download zip
Source: Download source zip
Notes:
* Controls: r for rotate, m for move and s for scale
* Movement: drag left mousebutton for x and y axes drag with both mousebuttons for the z axis
* You can attach/detach by doubleclicking on a node in the tree.
* To add/delete a node right click on a item in the tree.
* You have to copy all the directories from ogrenew/samples/Media to the Media directory in the zip. I excluded it to save you guys some bandwidth.
I've posted it to get some feedback on the design.
Thanks for looking at it.
Mr. Turner
My goal with Ogre Toolbox is to create an editor for the dot scene format and maybe integrate some physics.
Current features:
* Create, Open, Save a scene
* Add and delete nodes
* Rotate, move, scale nodes manually and with controls
* Create and attach entities to a node
* Create and attach lights to a node
* Detach objects from a node
* Edit properties of lights and entities (basic)
* Command line (Open with in Windows)
Screenshot:
Download:
Binary: Download zip
Source: Download source zip
Notes:
* Controls: r for rotate, m for move and s for scale
* Movement: drag left mousebutton for x and y axes drag with both mousebuttons for the z axis
* You can attach/detach by doubleclicking on a node in the tree.
* To add/delete a node right click on a item in the tree.
* You have to copy all the directories from ogrenew/samples/Media to the Media directory in the zip. I excluded it to save you guys some bandwidth.
I've posted it to get some feedback on the design.
Thanks for looking at it.
Mr. Turner
Last edited by Mr. Turner on Sun Mar 13, 2005 6:04 pm, edited 5 times in total.
- LordMyth
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- Halfling
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Thanks.But ehh, looks C00L! It really does!
I know, one of my goals is to be crossplatform so I used only crossplatform libraries (Ogre & wxWidgets). So I guess the code should be crossplatform.And again no Linux versions........... I HATE IT.
But I don't have a clue how to get it compiled on linux.
If someone wants to do the port, PM me.
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- Gnoblar
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Good job !
But in your .zip file you don't have include all file require to start application
At first I have been an execption OgreCore.zip no found so fix by copy Media directory of Ogrenew
But now I have this error and don't have any possibility to find solution...
But in your .zip file you don't have include all file require to start application
At first I have been an execption OgreCore.zip no found so fix by copy Media directory of Ogrenew
But now I have this error and don't have any possibility to find solution...
-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: ZipArchive::checkZzipError
Description: Media/packs/se.zip - error whilst opening archive: Unable to read zip file..
File: \Mijn documenten\Peter\Projecten\ogrenew\OgreMain\src\OgreZip.cpp
Line: 254
Stack unwinding: <<beginning of stack>>
17:46:56: OgreApp::Init() - Exception:
An exception has been thrown!
- pjcast
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Nice work!
The user interface feels like it needs some more polishing.. but, an awesome start at a Ogre .scene editor! Keep up the good work.
The user interface feels like it needs some more polishing.. but, an awesome start at a Ogre .scene editor! Keep up the good work.
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
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- Halfling
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To fix this:
Open up the resources.cfg and remove the last line:
se.zip is something I made.
NOTE: I've updated this in the new version.
Open up the resources.cfg and remove the last line:
Code: Select all
Zip=Media/packs/ogretestmap.zip
Zip=Media/packs/skybox.zip
Zip=Media/packs/se.zip <<<<< REMOVE THIS!
NOTE: I've updated this in the new version.
- LordMyth
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- Halfling
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- Halfling
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Hi,
I've updated the editor with:
* support for lights.
* a Movable Objects tab for creating and editing entities and lights without attaching them to a node.
* a proper about screen
* integration with MeshViewer (note: see question below)
Next on the list are:
* quick entity and light creation (point and click) for users that just want to put an object on the screen.
* add all properties to light object.
* fixing the controls (especially scale) Done
* bug fixing
BTW1: don't forget to drag the Ogre Media dir over the Media dir in the zip.
BTW2: the developer position is still open.
Does anyone know how to get the path of an Ogre::Mesh ?
Mr. Turner
I've updated the editor with:
* support for lights.
* a Movable Objects tab for creating and editing entities and lights without attaching them to a node.
* a proper about screen
* integration with MeshViewer (note: see question below)
Next on the list are:
* quick entity and light creation (point and click) for users that just want to put an object on the screen.
* add all properties to light object.
* fixing the controls (especially scale) Done
* bug fixing
BTW1: don't forget to drag the Ogre Media dir over the Media dir in the zip.
BTW2: the developer position is still open.
Does anyone know how to get the path of an Ogre::Mesh ?
Mr. Turner
Last edited by Mr. Turner on Wed Mar 02, 2005 7:55 pm, edited 1 time in total.
- Clay
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- Halfling
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- Clay
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- Gnoblar
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Mr Turner.. I'd just like to say great job so far.
I have found one bug though so far - when you add an addition scene node and forget to change it's name the program crashes out with an exception "Scene node aready exists with this name" (that is not the exact error as I didn't jot it down - but you get the drift).
Could be simply solved with a dialog box asking for a unique scene node name before the user can continue.
Also.. do you plan to implement any sort of terrain features.
(BTW... I'm am sorry to bother you if you already new about this bug.)
I have found one bug though so far - when you add an addition scene node and forget to change it's name the program crashes out with an exception "Scene node aready exists with this name" (that is not the exact error as I didn't jot it down - but you get the drift).
Could be simply solved with a dialog box asking for a unique scene node name before the user can continue.
Also.. do you plan to implement any sort of terrain features.
(BTW... I'm am sorry to bother you if you already new about this bug.)
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- Halfling
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Yes I'm aware of this. I'm working on it for the next version (0.1)I have found one bug though so far - when you add an addition scene node and forget to change it's name the program crashes out with an exception "Scene node aready exists with this name" (that is not the exact error as I didn't jot it down - but you get the drift).
Yes, but first I want some sort of a stable editor. I got it implanted in some version, but my Ray Scene Queries for quering which object has to be selected crash when using the terrain scene manager. Currently I don't have a solution on how to fix them, so it kind of moved to 0.2, but if someone can fix them I'm glad to include them 0.1.Also.. do you plan to implement any sort of terrain features.
I don't blame you. I know that chronos is currently in a much further development stage then Ogre Toolbox. I started working on this editor, because I'm able to use Ogre for rendering in the editor, so what you see is what you get and it offers me some more flexibility. It also allows me to use the great addon projects (like dotSceneInterface) that Ogre has and I'm learning new options every day.It's good but i prefer chronos (sorry )
I'm going to apply for an SF project, so I can get a basic dev page.
Thanks for looking at my editor.
Mr. Turner
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- Halfling
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Thanks, the current code is:
It seems to crash when no object is found. Any ideas?
Code: Select all
RaySceneQuery *raySceneQuery = mOgreApp->getSceneManager()->createRayQuery( cameraRay );
RaySceneQueryResult& res = raySceneQuery->execute();
RaySceneQueryResult::iterator it = res.begin();
Ogre::MovableObject *closestObject = NULL;
float closestDistance = LONG_MAX; //used to be real
if(it != res.end())
{
closestObject = it->movable;
if(closestObject->getMovableType()=="Entity"){
Ogre::Entity *TestEntity = (Entity *)closestObject;
if(TestEntity->getParentSceneNode()->getShowBoundingBox()==false){
String name = TestEntity->getParentSceneNode()->getName();
// Do stuff with name...
}
else
TestEntity->getParentSceneNode()->showBoundingBox(false);
}
}else{
SetStatusText("no object found");
}
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- Halfling
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If i remember right,
could be NULL.
I think this is because the ray intersects with the terrain.
But it is not a MoveableObject so NULL is returned.
You should use query flags/masks for the objects you want to select.
If i get the toolbox running on my linux box i could implement some code.
Code: Select all
closestObject = it->movable;
I think this is because the ray intersects with the terrain.
But it is not a MoveableObject so NULL is returned.
You should use query flags/masks for the objects you want to select.
If i get the toolbox running on my linux box i could implement some code.
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- Gnoblar
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suggest if you want :)
Ok , i f you want i have a suggest
* BETTER INTERFACE ( )
Because see chronos editor , he has a good interface i think
you editor is good , very good again , but the interface is capitally ^^
you use QT FREE VERSION ?
Thanks
Mickael
* BETTER INTERFACE ( )
Because see chronos editor , he has a good interface i think
you editor is good , very good again , but the interface is capitally ^^
you use QT FREE VERSION ?
Thanks
Mickael
Mickael
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- Halfling
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I'm well aware of that. I think what you are referring to are dockable windows, so a user can basically alter the whole interface to his/her needs. The current wxWidget for that is crap, but I just discovered a community contribution wxIFM. It has just gone beta-2. I'm going to look into this and see what I can do with it. Maybe I can get rid of the tab control that way.* BETTER INTERFACE
I can compile chronos stable 0.3 from the digital sentience site, but it doesn't do anything here. I can't open, save, ...
I use wxWidgets, not QT.
Mr. Turner
- Clay
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Re: suggest if you want :)
Mickael wrote:It's good but i prefer chronos
Sheesh, talk about some trolling. It's a highly experimental tool that's a couple of weeks old, you are comparing it to a much more mature tool. So, great. Why not suggest what should be changed instead of saying "chronos is better" and "BETTER INTERFACE"? That would actually be beneficial to the development.Mickael wrote:Ok , i f you want i have a suggest
* BETTER INTERFACE ( )