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| custom parameters in xml http://www.horde3d.org/forums/viewtopic.php?f=1&t=420 | Page 1 of 1 | 
| Author: | jimbo [ 15.07.2008, 22:20 ] | 
| Post subject: | custom parameters in xml | 
| It would be nice if it's possible to have a simple method of accessing custom parameter in the xml files, for example: Code: <Model name="player" geometry="player.geo"> <Mesh name="player_mesh" material="player.material.xml" batchStart="0" batchCount="24843" vertRStart="0" vertREnd="5974" weight="100" /> </Model> Then get this "weight" parameter by doing something like: Code: Horde3D:getNodeCustomParami(node,"weight") | |
| Author: | swiftcoder [ 15.07.2008, 22:23 ] | 
| Post subject: | Re: custom parameters in xml | 
| This would be very tricky to implement in C++, because we would have to infer the type of the value (string, integer, float, etc.). | |
| Author: | DarkAngel [ 16.07.2008, 02:20 ] | 
| Post subject: | Re: custom parameters in xml | 
| swiftcoder wrote: This would be very tricky to implement in C++, because we would have to infer the type of the value (string, integer, float, etc.).You could always treat the data as a string (it is being read from a text file after all) and then let the application code convert the string into whatever value they want (I assume the application knows what the type should be). Code: int weight; weight = FromString<int>( Horde3D:getNodeCustomParam(node,"weight") ); | |
| Author: | Volker [ 16.07.2008, 07:36 ] | 
| Post subject: | Re: custom parameters in xml | 
| But I think that's nothing Horde3D should do. If you want custom attributes that are not supposed to be used by Horde3D you can either use Attachments or parse the code yourself. | |
| Author: | jimbo [ 16.07.2008, 18:03 ] | 
| Post subject: | Re: custom parameters in xml | 
| How to do this using attachments? Do you mean extensions? | |
| Author: | Volker [ 16.07.2008, 18:33 ] | 
| Post subject: | Re: custom parameters in xml | 
| You can store custom attributes and child nodes using an Attachment node. Just add to the node you want to store additional attributes a child node "Attachment": Code: <Mesh ... > <Attachment customAttribute = "1" /> </Mesh> You can then later get this node by using getNodeAttachmentString | |
| Author: | jimbo [ 16.07.2008, 19:16 ] | 
| Post subject: | Re: custom parameters in xml | 
| Thanks, just what I need   | |
| Author: | Volker [ 21.07.2008, 07:20 ] | 
| Post subject: | Re: custom parameters in xml | 
| After the last commit this method is now called Horde3D::getNodeParamstr( nodeHandle, SceneNodeParams::AttachmentString ) | |
| Author: | DarkAngel [ 22.02.2009, 06:04 ] | 
| Post subject: | Re: custom parameters in xml | 
| Volker wrote: You can store custom attributes and child nodes using an Attachment node. Just add to the node you want to store additional attributes a child node "Attachment": Code: <Mesh ... > <Attachment customAttribute = "1" /> </Mesh> You can then later get this node by using getNodeAttachmentString Sorry to dig up an old thread - I just wanted to ask if the Horde3D Editor supports the Attachment property, or do these have to be edited outside of the editor? I noticed that the editor has an "Attachment Settings" dialog, but it only contains a greyed-out tick-box named "Attachment PlugIn". | |
| Author: | Volker [ 22.02.2009, 08:57 ] | 
| Post subject: | Re: custom parameters in xml | 
| It supports it for the plugins. So if you want to use an Attachment Node, you have to write a plugin for the editor handling the attachment nodes. That's the way the GameEngine is integrated into the editor. | |
| Author: | DarkAngel [ 22.02.2009, 10:52 ] | 
| Post subject: | Re: custom parameters in xml | 
| Volker wrote: It supports it for the plugins. So if you want to use an Attachment Node, you have to write a plugin for the editor handling the attachment nodes. That's the way the GameEngine is integrated into the editor.That's good, thanks Volker. I guess I'll do them by hand for now, and in the long-run I can make a plug-in. | |
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