Code Intro
From Moviesandbox
(Difference between revisions)
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<h2>Random blurbs that need structure</h2> | <h2>Random blurbs that need structure</h2> | ||
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+ | <h3>Particle Systems</h3> | ||
+ | * transparency right now is binary (transparent pixels get pushed to z=100000 in Pixelshader) | ||
+ | * ParticleScale is being transferred as particleLocation.w to save shader bandwidth | ||
<h3>Actor to Actor References</h3> | <h3>Actor to Actor References</h3> |
Revision as of 04:04, 26 June 2008
If you're looking for the old CodeIntro, that page has moved to UT2k4_CodeCentral.
Contents |
(important) classes
- Renderer - takes care of shadows, FrameBufferObjects, Overlays, textures, etc. Does not do a very good job in sorting, no real scenegraph yet. Holds a vector of all actors and buttons. Calls setup and update functions. Initialises all known objects for later lookup and type inspection
- Input - takes care of all Input and callback functions, also holds mouse functionality, save-directories, scene save/load.
- content - a convenient way of creating and initialising everything that's supposed to be created on startup.
- actor - base class of all objects (including buttons) saves/loads itself (called from Input, or other places. Draws itself (called from renderer).
Random blurbs that need structure
Particle Systems
- transparency right now is binary (transparent pixels get pushed to z=100000 in Pixelshader)
- ParticleScale is being transferred as particleLocation.w to save shader bandwidth
Actor to Actor References
Integer numbers that reference the location of an actor or button in the Renderer::actorList or Renderer::buttonList.
So far this is used for key-frames and attachments. This way they can be easily serialized to XML when saved. But we need to be careful when we change the actorList!
- when deleting, always call checkReferences on Actors!
- always be mindful of the function checkReferences when buttons/actors reference something!
--Fiezi 23:15, 5 June 2008 (MEST)
OSC message implementation
Did you know Moviesandbox can be remote controlled?
All you need to do is set up a UDP connection, get a Port and then post a valid OSC message.
The idea is to follow this sequence:
- request a new UDP connection on the main UDP channel/port
- receive all relevant object names, setup instructions, etc. /should these be updated regularly through the main UDP channel?)
- keep listening on the MSB broadcast port (this is where all clients are listening)
- setup a connection on the new port
- send a /select message to select an actor you would like to work with
- send a /set message together with the name of the property you would like to set
- send a /get message together with the name of the property you would like to get
- send a /function message to call a function on the object (still have to figure this one out...)