A place to discuss everything related to Newton Dynamics.
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by zecack » Mon Aug 25, 2008 7:31 pm
hello!
Im trying new player controller in beta 2.0 i can make it move on floor, but how I make it jump?
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zecack
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by zecack » Wed Aug 27, 2008 2:16 pm
anybody know? I'm stuck with this.
And if i put the character in air it doesn't fall. how to afect character with gravity?
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zecack
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by JernejL » Wed Aug 27, 2008 3:02 pm
zecack wrote:anybody know? I'm stuck with this.
And if i put the character in air it doesn't fall. how to afect character with gravity?
add gravity in the forcetorque callback.
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JernejL
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by Julio Jerez » Wed Aug 27, 2008 3:03 pm
just set the jump velociy
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Julio Jerez
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by zecack » Wed Aug 27, 2008 3:20 pm
hi, thanks for the help!
Delfi wrote:add gravity in the forcetorque callback.
when i use the character joint, the force/torque callback seems not working. If i remove joint, then the character falls.
Julio Jerez wrote:just set the jump velociy
how I do it? I'm using this functions, is that ok or I must use something else? I don't find one to set jump.
- Code: Select all
JOINTLIBRARY_API CustomJoint *CreateCustomPlayerController (const dFloat* pins, const NewtonBody* player, dFloat maxStairStepFactor);
JOINTLIBRARY_API void CustomPlayerControllerSetPushActorCallback (CustomJoint* playerController, PlayerCanPuchThisBodyCalback callback);
JOINTLIBRARY_API void CustomPlayerControllerSetVelocity (CustomJoint* playerController, dFloat forwardSpeed, dFloat sideSpeed, dFloat heading);
JOINTLIBRARY_API void CustomPlayerControllerSetMaxSlope (CustomJoint* playerController, dFloat maxSlopeAngleIndRadian);
JOINTLIBRARY_API dFloat CustomPlayerControllerGetMaxSlope (CustomJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetVerticalSensorShape (CustomJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetHorizontalSensorShape (CustomJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetDynamicsSensorShape (CustomJoint* playerController);
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zecack
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by Julio Jerez » Wed Aug 27, 2008 6:05 pm
it is in the player controller joint
CustomPlayerController::SetVelocity (dFloat forwardSpeed, dFloat sideSpeed, dFloat heading); the funtionality fo rjumpimh is n the joint, Bu I never added and inteface for it.
The player controller is comming in the Beta. But if can quickly add the jump interface if you need it.
In the mean time can you using try using SetVelocity and see of teh playe moves like you want.
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Julio Jerez
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by zecack » Wed Aug 27, 2008 6:56 pm
hi julio, thanks for your help, but I cant get it working
There is a function like that you say in jointlibrary.h:
- Code: Select all
CustomPlayerControllerSetVelocity (CustomJoint* playerController, dFloat forwardSpeed, dFloat sideSpeed, dFloat heading);
I understand this:
* heading is the angle of the movement of the character
* forwardSpeed is the speed in the angle of heading
* sideSpeed is the speed in 90º of the angle
But there is no "upSpeed"? how do I do it?
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zecack
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by Julio Jerez » Wed Aug 27, 2008 7:50 pm
I said I forgot to add the inteface to set the jump speed.
it the player moving?
if so try wallking over and edge and see iof it fall by gravity.
then you need to waight unti I add the jump interface.
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Julio Jerez
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by zecack » Wed Aug 27, 2008 8:02 pm
no, it doesn't fall if the joint is created
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zecack
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by zecack » Thu Aug 28, 2008 8:08 pm
is there anything i have to do to make it fall?
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zecack
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by zecack » Fri Aug 29, 2008 6:34 pm
sorry, julio. Now i put the character higher and i see it falls. But it stops in the air (about 1 meter). If i don't create the joint, it reach the floor. what is the problem? is there some parameter to set? thanks.
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zecack
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by VeT » Sat Feb 28, 2009 1:59 pm
Julio, what about Character Control in last version of demo?
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