fedorov.ilya Posted January 30, 2019 Posted January 30, 2019 Is there any way to pass a PlayerPresecutor controls or a Player class itself to WidgetSpriteNode somehow in order to move around a node like in model viewer from 2.5?
silent Posted January 30, 2019 Posted January 30, 2019 Hi Ilya, Not sure that I completely understand what you really want to achieve? Is there any screenshots or more detailed description? How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
fedorov.ilya Posted January 30, 2019 Author Posted January 30, 2019 I am talking about a model viewer, that pops up after a mesh/node selection. I mentioned 2.5, because at that time the entire UI of the Editor was written by using UnigineWidgets, and I am basically trying to achieve the same functionality, but inside the WidgetSpriteNode.
ded Posted January 31, 2019 Posted January 31, 2019 Hi Ilya, The short answer is no. WidgetSpriteNode doesn't work with Player, it expects the instance of the Camera class, which, basically, consists of modelview and projection matrices. So, if you want interaction with the widget, you have to implement it yourself: accept user input and modify camera properties.
fedorov.ilya Posted January 31, 2019 Author Posted January 31, 2019 1 hour ago, ded said: Hi Ilya, The short answer is no. WidgetSpriteNode doesn't work with Player, it expects the instance of the Camera class, which, basically, consists of modelview and projection matrices. So, if you want interaction with the widget, you have to implement it yourself: accept user input and modify camera properties. What about WidgetSpriteViewport? Is it the same thing, except for the world view instead of a single node?
silent Posted February 1, 2019 Posted February 1, 2019 Ilya, Yes, basically the same thing. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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