Dave Gravel's raycast car questions

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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Sat Feb 14, 2009 7:12 pm

The tire depend from the chassis matrix just to rotate your chassis.
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Re: Dave Gravel's raycast car questions

Postby VeT » Sat Mar 07, 2009 10:37 am

hm...
you were wrote that syntaxis is
DGRaycastVehicleCreate (int maxTireCount, int chassisAxis, int tractionAxis, int steerAxis, int frictionAxis, const dFloat* cordenateSytem, NewtonBody* carBody, const dFloat* gravity);


but in latest Newton's beta (i re-downloaded 2 minutes ago) its
JOINTLIBRARY_API NewtonCustomJoint *DGRaycastVehicleCreate (int maxTireCount, const dFloat* cordenateSytem, NewtonBody* carBody);



so, i tried
Code: Select all
 D3DXMATRIX body_matrix;
 NewtonBodyGetMatrix(car_body,body_matrix);

 NewtonCustomJoint * car =DGRaycastVehicleCreate(4,body_matrix,car_body);


compiler tell nothing but crashes

what is wrong?
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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Sat Mar 07, 2009 10:56 am

This is how I use it from c++, http://evadlevarg.googlepages.com/DGVCode.zip
I think your error is because your forget to pass the matrix like a pointer at the creation and maybe when you get it too.
It surely create and push a NULL matrix and generate a error.

Good luck.
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Re: Dave Gravel's raycast car questions

Postby VeT » Sat Mar 07, 2009 11:07 am

no-no, lite-c works with pointers automatically
anyway, i tried with pointers... i think that trouble in function call, syntaxis of parameters(like i wrote in the begining of previous post)

i'd look through your c++ code, maybe this would help
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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Sat Mar 07, 2009 11:12 am

I'm pretty sure this function request a matrix pointer
rv_Joint = DGRaycastVehicleCreate(rv_TiresCount,&tmp[0][0],rv_Mesh->ob_Body);
Maybe it is different because it is a call direct to the dll no idea.
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Re: Dave Gravel's raycast car questions

Postby VeT » Sat Mar 07, 2009 11:56 am

DGRaycastVehicleCreate(4,body_matrix,car_body);
crashes like
DGRaycastVehicleCreate(4,1,2,3,body_matrix,car_body);
so its looking like trouble with parameters

i tried another(older) version of dll, the similar crash...
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Re: Dave Gravel's raycast car questions

Postby VeT » Sun Mar 08, 2009 4:04 pm

there were one of the GameStudio's "feature" :))
Vehicle is still not works for me, but now at least i know, where to move
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Re: Dave Gravel's raycast car questions

Postby VeT » Mon Mar 09, 2009 6:53 am

//DGRaycastVehicleAddTire (NewtonCustomJoint *car, void *userData,

what userData is? pointer to graphical entity(just model) or to newton body?
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Re: Dave Gravel's raycast car questions

Postby VeT » Mon Mar 09, 2009 11:28 am

damned... looking like i'm totaly lost in your versions...

in your delphi's example there is oxDGRaycastVehicleSetVar(FData,FChassisOmegaCorrection,FChassisEngineForce,FChassisSteerForce); , do i need this ?
your c++ example is looking like that there isnt that function(i think its more modern), but my example dont work properly

Code: Select all
action Newton_Car()
{
   int rv_TiresCount = 1;
   int i;
   D3DXMATRIX tire_offset;
   VECTOR tirepos;   
   
   //   set(my,INVISIBLE);//hide the physical proxy

   while(!newton_running){wait(1);}
   wait(3);
   
   NewtonBody* CarBody = newton_addentity(me, 100, NEWTON_CONVEXHULL, onforceandtorque);
   NewtonBodySetAutoSleep(CarBody, 0);
   //   ent_create("kasa1.mdl",my.x,Visual_Car);//car model
   
   D3DXMATRIX body_matrix;
   NewtonBodyGetMatrix(CarBody, body_matrix);
   NewtonCustomJoint* car_joint = DGRaycastVehicleCreate(4,body_matrix,CarBody);
   
   
   // 1
   vec_for_bone(tirepos,me,"osag");
   D3DXMatrixTranslation(&tire_offset, tirepos.x * QUANTTOMETER,tirepos.y * QUANTTOMETER,tirepos.z * QUANTTOMETER);   
   
   you = ent_create("wheel.mdl",tirepos,NULL);
   NewtonBody* WheelBody = newton_addentity(you, (float)75, NEWTON_CONVEXHULL, onforceandtorque);

   DGRaycastVehicleAddTire(car_joint,
      WheelBody, //&rv_Tires[i],
      tire_offset,   // tpos
      20,    //   rv_Tires[i].rt_Mass,
      0.035,// rv_Tires[i].rt_Radius,
      0.3,  //   rv_Tires[i].rt_Width,
      1.1,    //   rv_Tires[i].rt_Friction,
      0.2,    //   rv_Tires[i].rt_SuspensionLenght,
      70,   // rv_Tires[i].rt_SuspensionConst,
      4,    //   rv_Tires[i].rt_SuspensionDamping,
      1);      //   rv_CastMode);
// and so on for every wheel


car is created; wheels are created on the position, where they are need; wheels and car fall down as expected; but there is no connection between them and car
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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Mon Mar 09, 2009 11:35 am

The delphi code is a old version, and the c++ code is the most recent version.
The tire don't need any physic body, you just push the userdata visual representation no more...
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Re: Dave Gravel's raycast car questions

Postby JernejL » Mon Mar 09, 2009 1:38 pm

tylerp9p wrote:In the present version of the Leadwerks Engine and Newton implementation, the tires are rotating around the Z Axis.

From what I hear Dave is the only one who can fix this? It is honestly ruining about 5 projects I am working on right now, 3 of which are commercial and time sensitive. :?


Why don't you just rotate the cars? create them on the proper Z axis and set the matrix to place them on ground properly
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Re: Dave Gravel's raycast car questions

Postby VeT » Mon Mar 09, 2009 3:14 pm

//The tire don't need any physic body, you just push the userdata visual representation no more...
hm... when i passed just the name of model, it creates the wheel, but without any physic :(

where i can see the latest example of your car and get dll, that would work with that example? :)
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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Mon Mar 09, 2009 5:36 pm

This demo use the c++ code that I have post just before.
http://evadlevarg.googlepages.com/oxAlphaTest6.zip
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Re: Dave Gravel's raycast car questions

Postby VeT » Mon Mar 09, 2009 5:57 pm

okay, thanks, i'll look this one

thats good, but what about sorces?
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Re: Dave Gravel's raycast car questions

Postby Dave Gravel » Mon Mar 09, 2009 6:10 pm

You search a nice physics solution, if you can read this message you're at the good place :wink:
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