New Wrapper for the Ogre Engine

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New Wrapper for the Ogre Engine

Postby Julio Jerez » Mon Jul 15, 2013 2:59 pm

Hello,
I decided to update OgreNewt to the latest Newton 3.00

This is not just a port, this wrapper uses the dNewton class tool, which is an objected oriented encapsulation of the low level Newton API.
I took the best from the existing wrappers: OgreNewt and MinimalOgrenet and refactored it.

The wrapper is a 100% Ogre app, by this I mean it looks and feel just like an Ogre application, with not call to any external APIt include Newton.
I never had checkin access to the old OgreNewt therefore I made a new Google archive:

svn anonymous checkout.
http://ogrenewton.googlecode.com/svn/trunk/

latest stable releases:
ogreNewton-1.0.tar

The motivations for this are:
-I believe the current wrapper was abandoned, the last release was not even the latest Newton 2.xx release.
-The old wrapper could use some improvement code wise. On this, I hope people provide some feedback so that I can bring it to the Ogre standards as much as it can be.
-A move to promote the Newton core 300, I will also be making wrapper for other open source game and graphic engines like Open Scene Graph and Irrlicht.
-A respond to all of the misinformation about the Newton library that is floating around all over the Internet.

This first release contain three demos which in my opinion are the basics to get up and running with any physics library, they provide:
-Engine set up, how to create basic objects, and collisions,
-How to make a scene level mesh with Ogre BSP or static meshes
-Integration of the Ogre terrain system

These features are not mutually exclusive, but for clarity, I use then separate on each demo.
Note: the terrain demo is the first one that mixes both terrain and mesh geometry.

If you try this, please provide some feedback on anything you consider is right or wrong.

I still have more to do, I will be adding:
In the next week I will add: Player controller, Ragdolls and vehicles, destruction.

Also I will be making update as I add more features to the engine.

Julio
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Re: New Wrapper for the Ogre Engine

Postby Slick » Mon Jul 15, 2013 8:13 pm

Interesting. I just updated a version I had to 3.0 over the last few weeks and was about to integrate the vehicle joint. I'll take a look.

thanks
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Mon Jul 15, 2013 9:12 pm

do you use Ogre?

I have not added the vehicle yet, I am stimating that I will be doing the vehicles by this saturday.
I want to make a very, very nice.
The one thing I wna to do is a remake of Walaber Stunt Play graund, but I do no find teh source code anywhere

finally I do not know what is wrong over the Ogre forum, I made the post there twiced, and both time after the post shows, it delete it after a litle while.
It says that my post are adverticing or spam ay that a moderator has to approved it.
but that was about 4 hours ago and nothing happens.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Tue Jul 16, 2013 1:22 am

Yes I use Ogre and have done for years. I needed a swapper to simplify the coordinate system etc (Y up). Send me a pm if you need help testing. I will no doubt take a look and probably end up using yours. My update functions but for example cylinder doesn't point as expected due to coordinate system. I need to reexport the mesh model probably.
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Re: New Wrapper for the Ogre Engine

Postby Sweenie » Tue Jul 16, 2013 3:24 am

Julio Jerez wrote:do you use Ogre?

I have not added the vehicle yet, I am stimating that I will be doing the vehicles by this saturday.
I want to make a very, very nice.
The one thing I wna to do is a remake of Walaber Stunt Play graund, but I do no find teh source code anywhere

finally I do not know what is wrong over the Ogre forum, I made the post there twiced, and both time after the post shows, it delete it after a litle while.
It says that my post are adverticing or spam ay that a moderator has to approved it.
but that was about 4 hours ago and nothing happens.


There is a dedicated section for OgreNewt, maybe it works better to post there?
http://www.ogre3d.org/addonforums/viewforum.php?f=4
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Tue Jul 16, 2013 4:51 pm

Oh yes thank you, I forget about that.
They fixed the problems now, but you are correct I will made the post overthere, maybe it can reach more of the interested people.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Mon Jul 29, 2013 5:46 pm

Where are these header files located? They are referenced in the stdafx.h header.

Code: Select all
#include <dNewton.h>
#include <dNewtonMesh.h>
#include <dNewtonRayCast.h>
#include <dNewtonCollision.h>
#include <dNewtonDynamicBody.h>
#include <dNewtonScopeBuffer.h>
#include <dNewtonTranformLerp.h>
#include <dNewtonPlayerManager.h>
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Re: New Wrapper for the Ogre Engine

Postby Slick » Mon Jul 29, 2013 5:58 pm

Never mind I think they were missing from the 3.08 download. I see them in the 3.10 download.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Mon Jul 29, 2013 6:04 pm

Now it looks like all that is missing is:

Code: Select all
#include <dNewtonPlayerManager.h>
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Mon Jul 29, 2013 7:29 pm

there are on the forder that you umcpress the newton SDK.
I set a couple of enviroment variable to point ot all teh depencies.
you nee to get the latest version, they were created with version 3.10
but the engine is at 3.11 now.

OGRE_ENGINE=C:\tmp\ogre_src_v1-8-1
OGRE_ENGINE_BUILD=C:\tmp\ogre_src_v1-8-1\project
OGRE_ENGINE_DEPENDENCIES=C:\tmp\ogre_src_v1-8-1\Dependencies

For the Newton engine
NEWTON_DYNAMICS=..\newton-dynamics
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Re: New Wrapper for the Ogre Engine

Postby Slick » Tue Jul 30, 2013 12:04 pm

I am still not seeing where dNewtonPlayerManager.h is. Maybe I'll download 3.11.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Tue Jul 30, 2013 12:54 pm

Ok I see it was checked in after 3.10 so that is good now.

Next problem is CUSTOM_CONTROLLER_GLUE not defined.
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Tue Jul 30, 2013 2:01 pm

Oh yes, I was no happy with teh controller being impelnetd usin a Macro t omake a base class.
That's a neat trick, but is all scholl hack that really cause more problems that is really solve, and all for avoidin t have a base class with some abstact virtual funcons.
Now I made a template class of a derived base contoller class,
I mad all that change on the SDK, but I forget that wrapper, giem me for moniuet an I will fix it.

Thank for that report.
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Tue Jul 30, 2013 2:35 pm

Ok sync both Newton and Ogenewt
Tonigh I will add the next demo with is trigger controller.

I also have you PM, I thing all I nee is an email, so that I can added as a contributor.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 11:44 am

I think there are some #includes that I can't find the files for:

Code: Select all
#include <dNewtonJoint.h>
#include <dNewtonInputManager.h>
#include <dNewtonTransformLerp.h>
#include <dNewtonTriggerManager.h>
#include <dNewtonActuatorJoints.h>
#include <dNewtonHierarchyTransformManager.h>
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