Moderators: Sascha Willems, walaber
Julio Jerez wrote:45 mgs of headers file? and all of that for function pointer callbacks and smart pointes? wht the F%^k is that all abput?
it is there any other reason why using that with a thin wraper like OgreNewt?
To compile and install this library you need cmake > 2.6.2 (http://www.cmake.org/)
On Windows:
install cmake and then use cmake to create project files for Visual Studio
"OGRE EXCEPTION(6:FileNotFoundException): 'resources.cfg' file not found! in ConfigFile::load at c:\ogre\ogremain\src\ogreconfigfile.cpp (line 84)"
DynLib* DynLibManager::load( const String& filename)
{
DynLibList::iterator i = mLibList.find(filename);
if (i != mLibList.end())
{
return i->second;
}
else
{
DynLib* pLib = OGRE_NEW DynLib(filename);
//game crashe here
pLib->load();
mLibList[filename] = pLib;
return pLib;
}
}
+ pluginName "./RenderSystem_Direct3D9_d" const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
+ filename "./RenderSystem_Direct3D9_d" const std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
# Defines plugins to load
# Define plugin folder
PluginFolder=./
# Define plugins
Plugin=RenderSystem_Direct3D9_d
Plugin=RenderSystem_GL_d
void QuatPosToMatrix( const Ogre::Quaternion& quat, const Ogre::Vector3 &pos, float* matrix )
{
// this takes a Quaternion and a Vector3 and creates a float array
// which is more meaningful to Newton.
using namespace Ogre;
Real mag;
Matrix3 rot;
Vector3 xcol, ycol, zcol;
// Julio
// some time the rotation that come form Ogre is no a unit rotation
// the quaternion must be normalize to prevent scale build into the matrix
Ogre::Quaternion quat1 (quat);
mag = quat1.normalise();
quat1.ToRotationMatrix( rot ); // creates a 3x3 rotation matrix from the Quaternion.
Julio Jerez wrote:Ok here is my first changevoid QuatPosToMatrix( const Ogre::Quaternion& quat, const Ogre::Vector3 &pos, float* matrix )
{
// this takes a Quaternion and a Vector3 and creates a float array
// which is more meaningful to Newton.
using namespace Ogre;
Real mag;
Matrix3 rot;
Vector3 xcol, ycol, zcol;
// Julio
// some time the rotation that come form Ogre is no a unit rotation
// the quaternion must be normalize to prevent scale build into the matrix
Ogre::Quaternion quat1 (quat);
mag = quat1.normalise();
quat1.ToRotationMatrix( rot ); // creates a 3x3 rotation matrix from the Quaternion.
those are some of the litlle thing that are makes Netwon malfuntion.
some how bodei are create with not nit matrix and Netwon onle check for tha stuff in debug mode.
Anyway I will run teh demo one bu one until I make few corrention before moving to change the joint system.
Please tell me are we going to handle the source controll stuff,
Users browsing this forum: No registered users and 1 guest