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Author Topic: Hazy Mind Scene Editor  (Read 4608 times)
mikeschuld
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« on: 2006/07/22 15:02:29 »

Post all of your questions about the Hazy Mind Scene Editor in this forum. If you have feature or tutorial requests, please post them in the Hazy Requests group so that I may find them easily.
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Hunefalk
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« Reply #1 on: 2006/08/17 04:25:14 »

Hey, I was working yesterday on a system with danish regional settings, and then one with swedish, which made the editor not work completely. The thing not working was when putting dots "." as decimal separator (using a string for the dot), instead of commas "," as we do in the scandinavian countries (and also a few other countries, like for example France). I therefore made the following change for the editors UpdateObject(), so it should work also with settings not using dots for decimals  :Smiley

Quote
            .......
            System.Globalization.NumberFormatInfo numFormat = System.Globalization.NumberFormatInfo.CurrentInfo;
            string ds = numFormat.NumberDecimalSeparator;
           
            if (changed.Text != "" && changed.Text != "-" &&
                changed.Text != ds && changed.Text != "-" + ds)
            {
                  ......


Better for international users to have something like that in the tutorials imho  Smiley
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mikeschuld
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« Reply #2 on: 2006/08/17 11:01:31 »

Thanks, I'll add that in the tutorial later tonight when I'm doing more 2.0 conversion work and leave a note in the important changes as well. I do get quite a bit of my traffic from non U.S. countries, and I definately have no qualms about including some internationalization in where it fits.
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AndroiD
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« Reply #3 on: 2006/11/09 06:45:18 »

Helo... Can`t you, if this not break the copyrith, tell me how you pick the object in the scene???

PS: Soryy for my bad English,? i`m from Ukraine, and begin study MDX with your tutorial...? Thanks.
« Last Edit: 2006/11/09 06:56:40 by AndroiD » Logged
mikeschuld
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« Reply #4 on: 2006/11/09 23:16:43 »

The picking is accomplished by projecting a 2D point into the 3d world and having each mesh check for intersection. The first thing is simply to invert the world*view*projection matrix that we used to create the scene and multiply the point of the mouse coordinate by it. This creates a 3D vector that corresponds to the ray the mouse would have made being shot into the screen. This ray is passed (with its end point at the near plane) and the direction to each mesh where they check for intersection. The final intersection check is built in to the API. Prior to sending to each mesh, the ray must also again be invertly transformed by the mesh's own world matrix to make sure it is in the same relative coordinates as the mesh. The mesh returns the intersection as true or false up the tree and the final chosen object is sent back out of the pick function.

That is the best I can explain it. Sorry if it is difficult to convey in English to you. Maybe I can ask my friend Andrew (who is Ukrainian) to translate sometime?
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AndroiD
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« Reply #5 on: 2006/11/10 23:34:51 »

That is the best I can explain it.
Thanks, it is a real good explanation...
Sorry if it is difficult to convey in English to you. Maybe I can ask my friend Andrew (who is Ukrainian) to translate sometime?
My name Andrew too..? Wink and translation for me is not problema... My problema is "English grammar", if you understand my writen, then we are understand each other Smiley... and thanks again....

(to Ukranian interpretation this name lookalike Andrey - Андрей)
If you anything need, call me... My I-C-Q: 27 and 44 and 780 and 68 (little antispam protect). OK? I be glad to help you.
« Last Edit: 2006/11/11 02:19:59 by AndroiD » Logged
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