Official Pascal-Header (SDK 2.0)

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Re: Official Pascal-Header (SDK 2.0)

Postby ledahut » Mon Dec 06, 2010 10:33 am

Ok.

But with Kdiff between 2.25 and 2.26 for newton.h
at 350 NewtonGetMaxThreadsCount is new for 2.26
So Julio mistake?

Since July archemedia date has been release in 2210


I don't care, newton is working great. :P
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Re: Official Pascal-Header (SDK 2.0)

Postby Sascha Willems » Mon Dec 06, 2010 10:35 am

Yes, that's possible. Maybe he just forgot to update the defines, but they're pretty useless anyway. If you want to know the version, just use the proper functions to retrieve it ;)
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Re: Official Pascal-Header (SDK 2.0)

Postby ledahut » Mon Dec 06, 2010 10:37 am

Oups I forgot,
in NewtonImport_JointLibrary
pinsAndPivoChildFrame is now pinsAndPivotChildFrame
pinsAndPivotParentFrame is now pinsAndPivotParentFrame

But I don't know if it's really important when coding.
Thank you.
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Re: Official Pascal-Header (SDK 2.0)

Postby Stucuk » Wed Dec 08, 2010 5:16 pm

@Sascha Willems: is your 2.26 based on my 2.24 or one of your earlier versions? (There were bug fixes between your last release and 2.26)
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Re: Official Pascal-Header (SDK 2.0)

Postby Sascha Willems » Wed Dec 08, 2010 5:18 pm

It's based on the last header I uploaded, which shoudl be 2.23 if I remember correct. So it's possible that there are still errors in it, but I sadly don't have much time to test everything.
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Re: Official Pascal-Header (SDK 2.0)

Postby Sascha Willems » Thu Dec 09, 2010 8:55 am

I just checked the last pages in here, and it seems all the bugfixes are in the header, and some several new ones I've been pointed too. The only thing I seem to have forgotten was to change the reference of the joint library to dJointLibary.dll, that's what I did and reuploaded the headers.

So I hope they're correct now.

@ledahut :
Thanks again for pointing all the misc things out. I also fixed the latest spelling errors you pointed me at!
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Re: Official Pascal-Header (SDK 2.0)

Postby ledahut » Thu Dec 09, 2010 12:18 pm

Just downloaded your last version and found
Code: Select all
{$IFDEF __GPC__}name 'NewtonAddBodyImpulse'

instead of
Code: Select all
{$IFDEF __GPC__}name 'NewtonBodyAddImpulse'
line 983

Another thing about typed pointer.
Stucuk's headers use typed pointer for mesh function like
Code: Select all
  PNewtonMeshVertex = Pointer;
  PNewtonMeshEdge = Pointer;
  PNewtonMeshFace = Pointer;
  PNewtonMeshPoint = Pointer;

And yours just use 'Pointer'. I am little confuse because I can't judge which is the best (typed or nor typed).

I know I am punctilious. Whatever I don't think there is lot of people using these news mesh function for the moment because of blank wiki about them.
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Re: Official Pascal-Header (SDK 2.0)

Postby Stucuk » Mon Dec 13, 2010 1:24 pm

ledahut wrote:I am little confuse because I can't judge which is the best (typed or nor typed).

Pointer is bad as people then don't know what procedures/functions you can use it with. If it has NewtonWhatever then you know what stuff requires a NewtonWhatever.

Sascha Willems wrote:It's based on the last header I uploaded

:( I'll have to update the latest headers i worked on then. Hoped i could just upload it to my site. Don't know when ill get round to it.
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Re: Official Pascal-Header (SDK 2.0)

Postby ledahut » Thu Dec 16, 2010 6:33 am

Arguments syntax correspondence with Newton.h
NewtonMeshGetVertexStreams

From wiki
Code: Select all
 void NewtonMeshGetVertexStreams (const NewtonMesh *mesh,
                                  int vertexStrideInByte, dFloat* vertex,
                                  int normalStrideInByte, dFloat* normal,
                                  int uvStrideInByte, dFloat* uv);

From SW
Code: Select all
procedure NewtonMeshGetVertexStreams(const mesh : PNewtonMesh;
                                 vertexStrideInByte : int; vertex : PFloat;
                                 normalStrideInByte : int; normal : PFloat;
                                 uvStrideInByte : int; uv0 : PFloat;
                                 uv1 : PFloat);
cdecl; external{$IFDEF __GPC__}name 'NewtonMeshGetVertexStreams'{$ELSE}NewtonDLL{$ENDIF __GPC__};


From Stucuk
Code: Select all
procedure NewtonMeshGetVertexStreams(const mesh : PNewtonMesh;
                           vertexStrideInByte : int; vertex :
                           PFloat; normalStrideInByte : int; normal : PFloat;
                           uvStrideInByte1 : int; uv1 : PFloat;
                           uvStrideInByte2 : int; uv2 : PFloat);
cdecl; external{$IFDEF __GPC__}name 'NewtonMeshGetVertexStreams'{$ELSE}NewtonDLL{$ENDIF __GPC__};


From Newton.h
Code: Select all
   NEWTON_API void NewtonMeshGetVertexStreams (const NewtonMesh *mesh,
                                    int vertexStrideInByte, dFloat* vertex,
                                    int normalStrideInByte, dFloat* normal,
                                    int uvStrideInByte0, dFloat* uv0,
                                    int uvStrideInByte1, dFloat* uv1);


Wiki code is deprecated
SW code is wrong

Stucuk code is right but it would be better is index [0,1] where the same as newton.h
idem for NewtonMeshGetIndirectVertexStreams

In Stucuk code
NewtonMeshGetNextVertex
NewtonMeshGetVertexIndex
vertex argument is not 'const' where Newton.h says it is.

------------------------------------
Lot of Type are declared but not used
ex:

Code: Select all
  P__int8 = ^__int8;
  P__int16 = ^__int16;
  P__int32 = ^__int32;
  P__int64 = ^__int64;

  Long = LongInt;
  Unsigned_long = LongWord;


Maybe we could removed them no?

About type, I have refactored Float and PFloat to avoid confusion with other pascal 'uses' (NGDFloat and PNGDFloat)
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Re: Official Pascal-Header (SDK 2.0)

Postby Sascha Willems » Thu Dec 16, 2010 6:49 am

Thanks again for pointing me to that error. I must admit that I never did use the Mesh functions, as my time for coding is very limited and my current game isn't using Newton, so it's nice if other people point out these errors that otherwise would have slipped.

I just updated the header and uploaded it.

As for the refactoring of e.g. Float : Though it would be nicer to rename it to something like NewtonFloat / NGD-Float this would mean that people would have to change their declarationst to, if they e.g. use several callbacks (submit constraints e.g.). So I won't change Float to something else within the header, but since Refactoring is easily done automatically everyone is free to do it themselves.

Although it would be worth a thought for the final release. So when NGD 2.XX (or 3.XX) is released to the public, it could be a good idea to clean out the header and to refactor some types and declarations. I'll think about this for the next official release of NGD.

And again thanks for pointing me to all those bugs and errors, and if you find more, please let me know and I'll fix the headers ASAP.
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Re: Official Pascal-Header (SDK 2.0)

Postby Stucuk » Fri Dec 17, 2010 11:25 am

This is why it would be good to work off one version and update the latest released version each time, instead of working on multiple branches and having different errors in each.

ledahut wrote:vertex argument is not 'const' where Newton.h says it is.

As long as there is no var then const isn't needed as its the default.
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Re: Official Pascal-Header (SDK 2.0)

Postby Sascha Willems » Thu Dec 30, 2010 6:25 am

I've just updated my headers to the current 2.29 beta release. You can get them here : http://www.saschawillems.de/download/ne ... 9_beta.zip

@Stucuk :
Maybe it would be a wise idea to setup an account over at sourceforge in order to merge our slightly different headers? I think that would be the best way to unify development.
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Re: Official Pascal-Header (SDK 2.0)

Postby Stucuk » Wed Jan 05, 2011 7:08 pm

Isn't sourceforge a bit over the top for a header?
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Re: Official Pascal-Header (SDK 2.0)

Postby Carli » Sat Jan 08, 2011 5:41 am

Sourceforge also provides bugtracker functionality and the ability to offer patches.
So why don't use the infrastructure?
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Re: Official Pascal-Header (SDK 2.0)

Postby Kjow » Sat Jan 08, 2011 7:56 am

At the moment I can't help (not enough skill), but I also think that sourceforge could be a valid way. :)
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