i'm wondering if it's possible to hide a list of objects from a camera (used to build a reflaction map over a plan, simulating the water).
So basicly i'd want to hide a list of objects from the water reflaction.
The Object3D.visible property will of course hide the object for the main camera too so it's useless.
Any idea?
before you update the reflection camera, hide the objects, when the reflection map is rendered, make them visible again.
without your current code i wouldnt be able to provide you with example code since there are several ways to accomplish reflection.
Related
I'm working on a multiplayer horror game in Godot and I want to make it so you can't see your own body but others can. I heard about culling masks for this but I have no idea how they work and if what I'm trying to achieve is possible using them. The body is a Skeleton node and others should be able to see it but my camera (a sibling of the skeleton node) shouldn't be able to. Could someone explain how I might be able to do this?
The Skeleton is not visible. However, you must have some children VisualInstances (usually MeshInstance) which are actually visible.
In the usual setup, you have a Skeleton node, with multiple MeshInstance as children, which also have their skeleton property set to the Skeleton node.
I don't know how you are setting up your multiplayer, but if it is not split-screen you probably can swap or remove the player character but not those of the other players. If removing the Skeleton is not viable, you should still be able to remove or hide its children VisualInstances.
Anyway, if you do need to setup multiple cameras, you can se the layers on the MeshInstance (or whatever VisualInstance you are using) and the cull_mask on the Camera. If they overlap (they have common bit flags) then the Camera will render that MeshInstance, otherwise it wont.
See also Hide an object for a specific camera.
I am working with MapKit on MacOS and trying to enable a draggable annotation that uses a custom image. I can successfully get the annotation to be draggable but it requires the user to be quite accurate with where they click and drag as the annotation image is larger than a conventional pin. Is there a simple way to expand the area so that any part of the image is draggable? Otherwise I imagine I will have to use some kind of NSGesture on the view to manually set the dragstate, but was hoping there might be an easier way!
Okay, I never managed to sort this to my satisfaction using Annotations. I’m not saying it can’t be done, maybe someone else can comment and leave pointers to help. But I eventually achieved what I wanted using overlays instead. So if someone stumbles on this question and has the same issue, you can make it work with a custom overlay rather than an annotation and you implement the dragging using a NSPanGestureRecognizer with translation for the movement.
I'm using Animate CC 2015 and publishing to Canvas.
Can anyone tell me how to apply a tint to an object on my timeline?
The object has been placed there manually and has an instance name. I simply want to change it from white to red using code that runs in the first frame.
On a related note, do you know of a good JS language reference for Animate CC? I always seem to end up on Actionscript references or the CreateJS site which doesn't cater well for stuff that is created manually on the timeline.
Cheers
Have you applied a tint already in Animate? Filters in Canvas are particularly expensive, so by default, Animate will cache items that have filters applied. You have a few options:
Every frame, cache the symbol again. This can be very expensive, but it will work.
Instead of transitioning a single filter, cross-fade between a filtered and non-filtered object. This looks very similar (especially with a tint), and has no performance concerns.
As for JavaScript reference, what exactly are you looking for? Mozilla's MDN reference tends to be the goto place for our team when it comes to raw JavaScript. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
Cheers.
I am currently working on my biggest project and I am having trouble figuring out how to structure my code. I'm looking for some guidance.
I have 2 objects a Tile and Container. Each Tile has a 2D coordinate and are all children of the Container. The Container has methods that return tile for location, switch tiles, add tiles, and remove tiles.
Now when you click on a tile it disappears, that was easy because it was self contained. The problem comes when I created different types of tiles that inherit from the base Tile. Each different type of tile does a different action when you click on it. Some destroy surrounding tiles some switch with other tiles and others add new tiles. For simplicity we will call these 3 subclasses Tile-destroy, Tile-swap, and Tile-add.
My problem is when I click on these tiles how can they act on other tiles in the Container. Should I just call functions in the parent class or is there a better way to do this? I am having trouble #including the Tile in the Container as well as the other way around. I feel like its not a proper pattern.
I have it set up so when a click takes place the Container handles it and checks the type of tile that is clicked and acts from there with a large else-if statement however this makes it very difficult to add new tile types. Ideally all the information for what happens when you click on a tile is contained within each tile subclass.
Any ideas?
I can suggest you the simpliest design:
Your Container will be a game controller
Each tile has Parent property which is refer to Container
When you click on tile it sends Command to Container (for example, DestroyTile(x, y) or AddTile(x, y)
Container handle this commands and destroys, adds or swap tiles.
If you want really good and more decoupled design you can also create handlers for all operation types DestroyTileHandler, AddTileHandler. In Container on different commands you will just pass them [commands] to appropriate handler. Also you need to pass context object (like Field with tiles) to handler. This allows you to add and modify new operations without even changing Container code.
See related patterns: Command, Observer
Feel free to ask questions and good luck!
I am a physics teacher in London and I am trying to learn processing.js
To make teaching resources a very important technique is to be able to drag shapes around. Although I know how to do this in PJS, I have found that the code for having several draggable objects quickly gets messy. (especially if the object is "locked", so that it does not matter if the cursor goes off the object)
Does anybody know how to run the dragging spript from a separate file? i.e. so that the main script calls the dragging script for objects? The idea is that you would draw shapes and simply make them draggable, with the dragging code in a separate file? This would make the creation of teacher resources a lot easier.
It would be great if people could provide some ideas on this. I have seen the drag demos on the main PJS website, but I am looking for something quicker/easier.
Many thanks
Matt Klein
ruby_murray1[AT]hotmail.com
Well, I do processing.js in pure javascript code without bothering with the Processing syntax but it should go something similar:
Make the objects that you want draggable adhere to a Draggable interface, the draggable interface indicates what is draggable and provides a method to move an object
When drag starts, see if there is a Draggable object under the mouse that you want to drag, store it locally and use the Draggable interface method to move the object around. This way your local dragging code is generic to any Draggable object and objects handle their own movement.
On drag end, remove the Draggable object from your local store (and stop calling its move method).
You could pull out this entire dragging logic into an external file as well, as long as you hook it into the correct mouse events.
About Interfaces: http://forum.processing.org/topic/class-interface-block-example