Custom joints vehicle and weak joints

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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Fri Dec 25, 2009 1:56 pm

Urray!! now I can just focus on the Player demo.

make sure you get the last OgreNewt, I added another version with Demo_4 with more funtionality this morning.
after you check in I will update from SVN to make sure is is uptoday
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Re: Custom joints vehicle and weak joints

Postby PJani » Fri Dec 25, 2009 6:20 pm

Julio Jerez wrote:Ok I modifier the Ray cast demo.
Now it use the Kinematic Joint to do the Picking, (Pjani here is your sign)


Thank you sir :P
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Sat Dec 26, 2009 6:55 am

Updated SVN :)
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Sat Dec 26, 2009 12:23 pm

I added my minimal OgreNewt project as a demo, that is entirely stand-alone and does not use the example framework. More information is available at http://newtondynamics.com/wiki/index.ph ... on_Project.

Please try it and tell me what do you think :P
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Sat Dec 26, 2009 1:11 pm

when I try to run teh minimal install it I get this error "
"This is embarrasing an dogre expection d3dx9_42.dll"

I thing that is will be better if you make using OpenGL because no ever one have d3d SDK install in the system.

I also update OgreNewt from SVN and they are in sinc now, I iwll work on the plate today so tah we have a more Game play represenative demo.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Sat Dec 26, 2009 1:34 pm

Before any new development, be sure to update SVN so you have the latest version :)

And as for the demo, can't you choose OpenGL from the configuration dialog?
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Sat Dec 26, 2009 1:39 pm

Oh I downloaded the zip file maybe, I try the SVN them
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Sun Dec 27, 2009 5:52 am

I don't update the zip, always update from SVN :)
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Sun Dec 27, 2009 5:05 pm

Are you sure you updated your minimal build, I get it from here http://minimal-ogrenewt.googlecode.com/svn/trunk
and I get thi error

1>.\source\Picker.cpp(109) : error C2039: 'getForceTorqueCallback' : is not a member of 'OgreNewt::Body'
1> c:\ogrenewt\inc\OgreNewt_Body.h(38) : see declaration of 'OgreNewt::Body'
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Mon Dec 28, 2009 5:44 am

This is a function I have added, be sure to get the latest OgreNewt from SVN (the minimal ogrenewt application is also present there as a demo) :wink:

When you get this to work, tell me what do you think about application design (my target was actually the lack of any design, everything interesting is in Application.cpp), the camera (simple FPS camera, hold down CTRL to enter picking mode) and the primitive factory (enables to create all of the primitive shapes programmaticly in a single line of code, either using the primitive shapes or an existing Ogre node).

If you like the camera and the PrimitiveFactory, perhaps we could use them in the demos also :)
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Mon Dec 28, 2009 11:54 am

I just update ogrenewt

an dteh good new is teh teh minimalOgreNewt is part of teh wraper, good idea, tha will prevenet teh proliferation of spiin off.
the bad news is that I still get these error

2>Build log was saved at "file://c:\OgreNewt\demos\obj\Debug\Demo02_Joints\BuildLog.htm"
2>Demo02_Joints - 0 error(s), 0 warning(s)
1>c:\ogrenewt\demos\minimalogrenewtapplication\include\picker.h(4) : fatal error C1083: Cannot open include file: 'OgreNewt.h': No such file or directory
1>main.cpp
1>c:\ogrenewt\demos\minimalogrenewtapplication\include\picker.h(4) : fatal error C1083: Cannot open include file: 'OgreNewt.h': No such file or directory
1>Picker.cpp
1>c:\ogrenewt\demos\minimalogrenewtapplication\include\picker.h(4) : fatal error C1083: Cannot open include file: 'OgreNewt.h': No such file or directory
1>PrimitiveFactory.cpp
1>c:\ogrenewt\demos\minimalogrenewtapplication\include\primitivefactory.h(4) : fatal error C1083: Cannot open include file: 'OgreNewt.h': No such file or directory
1>Generating Code...
1>Project : warning PRJ0018 : The following environment variables were not found:
1>$(OGRENEWT_HOME)
1>Build log was saved at "file://c:\OgreNewt\demos\MinimalOgreNewtApplication\obj\debug\BuildLog.htm"
1>MinimalOgreNewt - 4 error(s), 0 warning(s)
========== Build: 1 succeeded, 1 failed, 7 up-to-date, 0 skipped ==========
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Mon Dec 28, 2009 12:38 pm

Ok I figure out and fix it, I will make a recommendation, I see you like to use environment variables to set path in project, and I believe this si a very good idea, but I belie you guy try to over use it.
For example you use environment variable to set path is the same project you are working with, that forces the project to be locked in on folder and you cannot have multiple versions on the same machine.
The way I use environment variable is that I use then for dependency libraries but for the project I use relative paths,

For example in SDK it is good to use
$(NEWTON_HOME)\sdk and $(OGRE_HOME)\OgreMain\include
But it is a bad idea using $(OGRENEWT_HOME)\inc

I fixed it and not it works fine.
Let me get the [playe controller demo to a stable state so that I can post a new archive
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Mon Dec 28, 2009 1:41 pm

Ok before I continue I put another archive with the project file.
http://www.newtondynamics.com/downloads/OgreNewt.rar
I do not know why the MinimalOgreNew exe fail to find the file cursor.png

When I build it the first time is worked, and it is very cool, I like the fact that it does such straight info by just display the test on the screen.

After I make change s to the project file is build right but when I run it, I get that dreadful Ogre Exception tha doe no let you see when the program crashed.
I even cut the file to the media/texture folder but I do not know what is wrong, I am sure you can figure out easy.

Anyway this update is jut so the you can add the new assets and the project integration to SNV,

I am still working on the player demo,
For the I added tow nice level meshes and I spend the time fix few bug in the plater joint, now I have working very stable and I am ready to make the change to the demo, hopfully I get it by the end o fteh day today.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Mon Dec 28, 2009 3:39 pm

I was using the environment variable OGRENEWT_HOME, because MinimalOgreNewt was not meant to be distributed alongside OgreNewt. I will change that for the OgreNewt distribution.

You have changed MinimalOgreNewt project configuration so the executable is placed in demos/bin/Release but the application has set up its resources so it is expected to be in the folder demos/MinimalOgreNewtApplication:
Code: Select all
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("media/gui", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("media/materials/scripts", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("media/fonts", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("media/primitives", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("media/meshes", "FileSystem", "General");

To make it work in the demos/bin folder, you could replace that in Application.cpp with:
Code: Select all
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("../../MinimalOgreNewtApplication/media/gui", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("../../MinimalOgreNewtApplication/media/materials/scripts", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("../../MinimalOgreNewtApplication/media/fonts", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("../../MinimalOgreNewtApplication/media/primitives", "FileSystem", "General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("../../MinimalOgreNewtApplication/media/meshes", "FileSystem", "General");

This should fix the problem of not finding cursor.png, but I think it would be better to keep the executable in demos/MinimalOgreNewtApplication, because it is meant to be standalone from all the rest of the demos as it does not use the same codebase nor media. Also, the resources part of the code should be different in general googlecode project and in OgreNewt distribution. I am not using the configuration file for resources for the sake of simplicity and so it would be clear what comes from where.

Do you agree to keep MinimalOgreNewt executables in its own folder in demos/MinimalOgreNewtApplication? Lets create batch scripts (.bat) in demos/bin/Release and demos/bin/Debug, that would execute the binaries in demos/MinimalOgreNewtApplication. Something like Demo_MinimalOgreNewt.bat:
Code: Select all
cd ..\..\MinimalOgreNewtApplication
release.exe


Also, material scripts (.material) do not belong in media/primitives but in media/materials/scripts. I put box.material and ellipsoid.material in a single media/materials/scripts/primitives.material.
Last edited by kallaspriit on Mon Dec 28, 2009 4:07 pm, edited 2 times in total.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Mon Dec 28, 2009 4:06 pm

kallaspriit wrote:Do you agree to keep MinimalOgreNewt executables in its own folder in demos/MinimalOgreNewtApplication? Lets create batch scripts (.bat) in demos/bin/Release and demos/bin/Debug, that would execute the binaries in demos/MinimalOgreNewtApplication. Something like Demo_MinimalOgreNewt.bat:

That will work

I have a question. I notice that in Ogre the speed at with the mouse control is read is a function of how fast the render is going. I am having huge problems because of that.
for example if I use the Playgrond.mesh in the player controler the the mouse imput keep up with the rendering,
but if I use a much more dense level like the catle of the BSP level in ogre the the mouse imput is very jerky, and when I run from the command line the verally get any mouse imput.
do you knwo why is that? Have you seen similar problems?
I think it is realetd to the IOS library.

I almost have the Player controller going. just a few more tweaks and I will poste it,
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