Custom joints vehicle and weak joints

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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Tue Dec 01, 2009 4:27 pm

Julio Jerez wrote:that is what I did on these lines

Ogre::Quaternion quat1 (quat);
mag = quat1.normalise();

you would not want to change the argument in any way, the right solution if to make a local copy.


I somehow misread what you wrote, that's how it is now :)
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Wed Dec 02, 2009 3:01 pm

I just got access to OgreNewt SVN so I will be able to submit changes. Will add the improved project files soon :)
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Dec 02, 2009 3:12 pm

Ha very nice. Plase let me know when you have a project that I can only need to connect to source controll like the Newto20
as It is now I have to make too make hooks, because the Newton20 is a litle different that the archive you sent me.

I am very reluctnat to work on anything thing that is not the lastest current Ogrenewt version because my experience
is that the moment a change is made outside the current source controll versionm, taht teh momenet a new spinoff version is borned.

when you do that can you alse rerganize the directry structure so that the lastest Playercontroller is under the demos subfolder and not at the same level the demos
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Sun Dec 06, 2009 3:26 pm

Added my first updates to SVN:

New Visual Studio 9 project files that include the demos and are set up using the following enviroment variables:
"OGRE_HOME" - ogre home directory (I compiled Ogre myself, the directories may not be correct with pre-compiled version)
"BOOST_HOME" - boost directory (get the latest from http://boost.org)
"NEWTON_HOME" - NGD install directory
"OGRENEWT_HOME" - OgreNewt root directory

With these set correctly, everything should compile and run out of the box without changing anything. The directories are set up relative to self-compiled Ogre 1.6. and was tested with NGD 2.11.

Also fixed BasicFrameListener to compile in debug mode (was missing logging includes) and got rid of some warnings.

See the updated INSTALL.TXT.

Try it and see whether it compiles and works :)
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Mon Dec 07, 2009 12:28 pm

Ok, sence Ogre 1.6.4 is such a bad project I decide to srat over with Ogre 1.7
I followe thsi intrution
http://blog.tidalware.com/2009/08/build ... trunk-1-7/

and I build fine for scratch. Bu It still I have to edit the config file to make it run. It try to load a dll tha is not there
#Plugin=RenderSystem_GLES_d

anyway the debug buidl nwo works, I will intall OgerNewt now and see if we can kick off this.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Tue Dec 08, 2009 8:53 am

Ok I have it working bu I have to make some change these changes project file:
In the lib path for link if change the $(OGRE_HOME)/lib to $(OGRE_HOME)/lib/$(ConfigurationName)/
In the Debug panel I added the working directory $(TargetDir)

In Ogre 1.7 the path for the llibrary is no longer the sample $(OGRE_HOME)\Samples\Common\bin\$(ConfigurationName),
it is $(OGRE_HOME)\bin\$(ConfigurationName) so I change the post build events to this

    copy $(OutDir)\OgreNewt_d.dll demos\bin\Debug\OgreNewt_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\OgreMain_d.dll demos\bin\$(ConfigurationName)\OgreMain_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\OIS_d.dll demos\bin\$(ConfigurationName)\OIS_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\Plugin_CgProgramManager_d.dll demos\bin\$(ConfigurationName)\Plugin_CgProgramManager_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\RenderSystem_Direct3D9_d.dll demos\bin\$(ConfigurationName)\RenderSystem_Direct3D9_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\RenderSystem_GL_d.dll demos\bin\$(ConfigurationName)\RenderSystem_GL_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\OgreGUIRenderer_d.dll demos\bin\$(ConfigurationName)\OgreGUIRenderer_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\CEGUIBase_d.dll demos\bin\$(ConfigurationName)\CEGUIBase_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\CEGUIExpatParser_d.dll demos\bin\$(ConfigurationName)\CEGUIExpatParser_d.dll
    copy $(OGRE_HOME)\bin\$(ConfigurationName)\cg.dll demos\bin\$(ConfigurationName)\cg.dll
    copy $(NEWTON_HOME)\sdk\x32\dll_vs9\newton.dll demos\bin\$(ConfigurationName)\newton.dll

with those minor change the project works out of the box
if you want the setting be copy with the distribution you need to add file OgreNewt.suo to the download

the file .suo is where visual studio save the some default setting like the path, the initial projects and stuff like that, VS generated each time you save the project but some reason some genius a Microsoft though that it was a good ideas to make hidden.
If you want to see it you have to make it visible, or if you use CVS of any tool than show the non committed file just add that one, and it will save lot of aggravation to people how just want to open the project and runs file.

Let us get started
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Tue Dec 08, 2009 9:56 am

The more I try this the more confuse I get wit the way of Ogre programming
you guy keep saying that this thing work out f teh Box whan it really does not, I am still trying to configure projects just so that I can compile them
I did a global search in my entire compuerte and I can not find these files

#include <OgreCEGUIRenderer.h>
#include <OgreCEGUIResourceProvider.h>

where are they because is is use by all demos startion form demo_04?
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Tue Dec 08, 2009 1:27 pm

In 1.6, they are in Ogre3D\Samples\Common\CEGUIRenderer\include, maybe it has changed in 1.7?

CEGUI stuff is seperate from Ogre, because its just a Gui library (and not a very good one in my mind), that is not part of Ogre, it is just used for the demos.

Different Ogre distributions have different layouts, what would be the best way to cope with that? Could I not just add both "$(OGRE_HOME)/lib" and "$(OGRE_HOME)/lib/$(ConfigurationName)/" to library directories and VS would take the lib from the directory that has it - exists? I would like it to compile out-of-the box for as many configurations as possible.

I will check the configuration details soon, unfortunately don't have time today.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Tue Dec 08, 2009 2:21 pm

well I just want a set of demos tah work with eth corrent version.
I over all the chnge to get 1.64 going and then I was tall that teh was no teh current version,
so I dowaload it 1.7 and whish seems better organized than 1.6.4 but nwo Ogre New does not intefraget well with it.
Only demo 1, 2, and 3 run fin all other fail searching for thsoe files,
someone when experience in Ogre should be able work eassily to make it.

BTW Ogre 1.7 in fact is much better than 1.6.4 and run out of teh Box, so thats is a win already.
No we only nee to get OgreNewt working with it.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Dec 09, 2009 2:58 pm

Hi Kella are you going to fix that missing file thong? I am guessing there most be a solution if people are using Ogrenewt with Ogre 1.7
I like to start this project this week end.
I have suffcient work to get started with demo 1, 2, and 3 but the joints and more interesting thiongs happen start after those demos.

I really want to wokr on three things in my first review: the Player controller, the Multibody car, and the Rag doll
but we need to get Ogrenewt straight up first.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Wed Dec 09, 2009 7:32 pm

Ogre 1.6.4 is the latest stable, 1.7 has not been released yet though it is functional. I don't think we should switch OgreNewt to 1.7 before that is the official latest release.

I updated project files to work with both self-compiled and pre-built Ogre 1.6.4 SDK, also added the suo file. Update from SVN :wink:
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Dec 09, 2009 7:38 pm

So should I get 1.6.4 again, them?
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Thu Dec 10, 2009 5:44 am

I think you should, 1.7 is not ready yet and I don't think too many have started using it. I think OgreNewt should support the latest stable release :P
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Sun Dec 13, 2009 11:47 pm

Ok I got all working an dI start making the changes today, I start with demo Demo02_Joints
this will allow me to make the general Joint and the I will modify all the necceesary demos.
as soon as I get stable results I will post archives so that you add it to SVN and that way we keep it sinc.
hopefully it will not take more than a night or two to make this fundamental changes before we can proceed with more interesting things.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Mon Dec 14, 2009 8:03 am

Great news, let us know when you got something :P
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