Wednesday, 24 July 2013
Minifig Factory
The new progress today was a minifig factory. It diverged from my common factory pattern of having a pre-populated database of creatable objects that are requested by ID. Instead, a MinifigParameters object contains a description of each element and which bone it attaches too.
The MinifigParameters object is passed to the factory, which returns a fully constructed and configured minifig including a render component that can be added to the scene.
For ease of use the MinifigFactory creates a Minifig skeleton that describes the physics hierarchy. It creates all of the mesh instances with a MeshRenderComponent and ties everything together based on the MinifigParameters passed in.
Lastly, and as a temporary measure, the MinifigFactory also constructs an example MinifigParameters object that I can use. I'll probably end up with a MinifigParametersDatabase that can retrieve parameters objects that describe specific Minifigs by unique ID, or wrap that process in the MinifigFactory so you can request minfigs by unique ID or by passing in a parameters object.
Solving the minifig construction task was a good self-contained process. The next step is probably adding the WalkRun controller with camera and then the animation controller after that.
Until next time, stay square!
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