Ok I update OgreNewt to SDK_2.25
http://www.newtondynamics.com/downloads/UpdateToNewton25_VS9.patchyou need to download 2.25 from this download, before you apply the patch
http://www.newtondynamics.com/downloads/NewtonWin-2.25.rarSDK 2.25 is not in the download yet because there a bunch of demo that at no ported to use the new file format yet.
Basically you apply the patch and the you can call a new function in OgreNewt
- Code: Select all
class World {
…
void SaveAlchemediaPhysics (Ogre::String name);
}
Later I will add more funtionality, bu this is sufficient to exports and simple scenes made out of rigid bodies and simple collision shapes.
This will be the new way the Newton will be debugged, by modeling scene in a data drive way.
To see if you scene look right there is also a Blender Plug-in you can try loading the scene in blended before you posted.
Then we can find out what is wrong if there is anything wrong that is.
SaveAlchemediaPhysics does no export the visual mesh, just the physics and use collision shape as visual proxies,
There will be a function to save the complete scene, Graphics and Physics.
The idea is the people can import, scene into the Newton Editor, and model the Physics and graphics world like a Level editor.
The editor is in early stage still, but the basic functionality is there.
This week I am adding the LUA integrations as all of the functionality of the editor will be Script driven.
It will also support C++ or other languages but I believe the interpreted scrip is a better way to extend it.
Also Kella SDK 2.25 come with a high quallity convex aproximation function,
Basically you cna crate compoul collision from an comples mesh in one call.
Later I will add and Ogre demo of this new feature I wanet to get in for long time.