wxywxy.ji Posted November 20, 2012 Share Posted November 20, 2012 look at first picture. PR_EZ_BL_02 Node Position IS 0 , 0 , 0 when Child Node Position is changed. Parent Node position is changed. repeat Child Node Pos is Changed. more errors. i can't detail position change. how to solved problem? Link to comment
silent Posted November 20, 2012 Share Posted November 20, 2012 Hi, I've tried to reproduce this behavior, but it seems that all working correct. Parent node didn't change its position. Could you please provide simple test scene to our developers? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
wxywxy.ji Posted November 20, 2012 Author Share Posted November 20, 2012 please try again test in referenceNode Editor. Link to comment
silent Posted November 20, 2012 Share Posted November 20, 2012 Which version of SDK do you use? Latest is 2012-11-16. So, my steps to reproduce this issue is: Launch editor. Create new world (and save it). Add an Object -> Dummy Object. Add a node -> Reference to Node. Open Nodes window (N). Alt+drag NodeReference to Dummy Object node. So now NodeReference is became a child of Dummy Object. Copy-paste 2 times NodeReference. Edit NodeReference for all nodes in Node Reference editor. Edit each NodeReference coordinates separetely. Dummy Object position coordinates is always stays at zero. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
wxywxy.ji Posted November 21, 2012 Author Share Posted November 21, 2012 (edited) i have use Old Ver Engine. my world is worldReference NodeObjectDummy ( 2. Position is Change )ObjectMesh ObjectMesh ( 1. Position is Changed ) have you solve this problem in Old Ver Engine? Edited November 21, 2012 by wxywxy.ji Link to comment
silent Posted November 21, 2012 Share Posted November 21, 2012 Can't reproduce on latest SDK version. Please, update your SDK and check again. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
wxywxy.ji Posted November 21, 2012 Author Share Posted November 21, 2012 thank you for reply i will check , different between old engine and now engine. Link to comment
wxywxy.ji Posted November 21, 2012 Author Share Posted November 21, 2012 last question. are you changed this code? editor_reference.h void update(Node node) { // save node node.setWorldTransform(reference.getIWorldTransform() * dummy.getWorldTransform() * node.getWorldTransform()); engine.world.saveNode(name,node); node.setWorldTransform(reference.getWorldTransform() * dummy.getIWorldTransform() * node.getWorldTransform()); // reload nodes foreach(NodeReference reference; references) { reference.setNodeName(name); } } code is changed in updated sdk version void update(Node node) { int num_root_nodes = 0; int num_free_nodes = 0; forloop(int i = 0; engine.editor.getNumNodes()) { Node node = engine.editor.getNode(i); if(node.getParent() == dummy) num_root_nodes++; if(node.getParent() == NULL) num_free_nodes++; } if(num_root_nodes == 0 && num_free_nodes == 1) { forloop(int i = 0; engine.editor.getNumNodes()) { Node node = engine.editor.getNode(i); if(node.getParent() == NULL) { node.setWorldParent(dummy); break; } } } } Link to comment
silent Posted November 21, 2012 Share Posted November 21, 2012 Our developers constantly work to improve our SDK, so the code was changed :) Is there any problems with this code? How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
wxywxy.ji Posted November 21, 2012 Author Share Posted November 21, 2012 we have custemize old ver. we can't change update sdk. i want know that why code was changed? void update(Node node) { // save node node.setWorldTransform(reference.getIWorldTransform() * dummy.getWorldTransform() * node.getWorldTransform()); engine.world.saveNode(name,node); node.setWorldTransform(reference.getWorldTransform() * dummy.getIWorldTransform() * node.getWorldTransform()); // reload nodes foreach(NodeReference reference; references) { reference.setNodeName(name); } } Link to comment
manguste Posted November 27, 2012 Share Posted November 27, 2012 It's not clear what exactly is the engine version you use. Basically, it could be any improvement due to the added functionality or a fixed bug. Link to comment
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