Hi qwiks,
i don’t know if this is a possible solution, but
i think you need to use the “cycle mode” pin, on the mouse node.
and set it to “incrementcylce”. Then, you can use a map, and (if you want) a s+h with an if for detecting if you go behind the limits.
try this (i think this is not the best solution, but it works ;)
ahhh! the S+H solution is very smart approach! I was trying to map this but could not figure this part out.
This solution works but it has its limitations. I’m using this as an interface for the public. The problem is that if you roll the mouse too far then try to roll it back the quad does not move again immediately until it comes back into range. This will confuse people. They will think the mouse is no longer working since they always expect immediate reaction when moving a mouse.
I think we are getting close… but still needs work.
hello qwiks, you put the UniformScale in the transform tree at the wrong position, it scales the whole coordinate system and not only the size of the quad… also you are using the Mouse global node, which is relative to the whole screen. using the Mouse window node it will be relative to the renderer size… starting from there, you can map the range as you like…
@screamer Thanks alot! great work! it works perfectly now! This is exactly what I was looking for. I’ve turned your patch into a module. maybe it may be useful for others as well.
I’ll have to take some time to study how you did this. I need to improve my skills in this area.
@tonfilm: thanks for pointing out the uniform scale problem. I know about the global vs screen nodes. screamer has figured out how to keep the quad from disappearing.