A place to discuss everything related to Newton Dynamics.
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by FSA » Fri Nov 09, 2012 3:10 pm
Yes. No change. Ahhhh I hate linker errors

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FSA
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by FSA » Fri Nov 09, 2012 3:14 pm
My idea is, that something is not been exported to JointLibary. If I add JOINTLIBRARY_API to CustomPlayerControllerManager.h:
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class JOINTLIBRARY_API CustomPlayerController
one error is gone. But the error with the m_rtti is still there.
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FSA
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by FSA » Fri Nov 09, 2012 3:50 pm
no idea?
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FSA
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by FSA » Fri Nov 09, 2012 4:49 pm
So, I double checked everything now. Still don't work. Julio please

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by Julio Jerez » Fri Nov 09, 2012 5:52 pm
are you using dynamics linking fo rteh joint library.
I have not added dynamics linking to the runtime time info, which it is used by the Joint library in core 300.
you can do two things:
-Use the joint library statically
-wait until I add the dynamics linking configuration to to the container library, I will try doing it tomorrow.
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Julio Jerez
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by FSA » Fri Nov 09, 2012 6:03 pm
Yes I use the JointLIbary as a DLL. OK can you post here when you're done? Thank you

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FSA
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by FSA » Sat Nov 10, 2012 10:05 am
I've tested using the JointLibary as lib. But then I get to Linker errors:
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unresolved external symbol ""__declspec(dllimport) public: class CustomPlayerControllerManager & __thiscall CustomPlayerControllerManager::operator=(class CustomPlayerControllerManager const &)" (__imp_??4CustomPlayerControllerManager@@QAEAAV0@ABV0@@Z)".
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unresolved external symbol ""__declspec(dllimport) public: __thiscall CustomPlayerControllerManager::CustomPlayerControllerManager(class CustomPlayerControllerManager const &)" (__imp_??0CustomPlayerControllerManager@@QAE@ABV0@@Z)".
SO this also don't work. I have to wait

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FSA
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by Julio Jerez » Sat Nov 10, 2012 10:42 am
if you use the library as static library, you need to define JOINTLIBRARY_LIB
It is not that simple. because you will also have to use Newton as ststic library.
It is better to wait until I made the joint library work as dynamics library.
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Julio Jerez
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by Julio Jerez » Sat Nov 10, 2012 11:45 am
Ok you can synk to svn, teh joint library now compile as DLL or as static library. there are also dll precompile dll as well.
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by FSA » Sat Nov 10, 2012 12:27 pm
Tank you! One error is gone but the error with "private: static class dRtti CustomControllerBase::m_rtti" (?m_rtti@CustomControllerBase@@0VdRtti@@A)". ist still there. I founded out, when I add the JointLibary project and make a reference to my engine(propertys->first entry I have german version but I think it named references) it links fine. But I dont't want that. Is there an other way?
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by Julio Jerez » Sat Nov 10, 2012 12:48 pm
I di no undernat that.
m_rtti will be udefine but it is no use.
I have no figure out hwo to make that definition not be project dependent, mayeb if I make teh rtti a template.
But I did manage to buidl the dll and It work, I also likne to tehsand bode demos and work, I do no undertnad what error you have now.
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by FSA » Sat Nov 10, 2012 12:56 pm
I explain it with pictures

The left red circle is the Jointlibary project from NGD. If i add that project to my project(ForceField) and make a reference(left red circle) to JointLibary it compiles fine. If I do not create a reference and do not add JointLibary to my project, I get the error with m_rtti, although i linked everything(newotn,Jointlibary, math, container)
Hope you understand this

(Yeahh I'm not the best in english

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- NGD.PNG (206.53 KiB) Viewed 3762 times
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FSA
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by Julio Jerez » Sat Nov 10, 2012 2:53 pm
I see, I did not try that, I will make a project black project and link the dll to find put why. mean while can you use like that. I have to go out now.
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by Julio Jerez » Sat Nov 10, 2012 10:29 pm
Ok I made the m_rtti an 100% macro base, so it does no requyires class linkage.
It should link fine for all cases now.
Did you try the player controllers? that was the most important part of all this.
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Julio Jerez
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by Neo » Sun Nov 11, 2012 5:58 am
Julio, I have a little question here. You said the kinamatic body doesn't interact with dynamic body, and the player controller is a kinamatic body...However, in my game player can controll the both tank and player. The tank is a complex dynamic body joint, so when the player walk to tank, he will be blocked, but in the maintime if the tank also move towords the player, they will overlap when they meet

.... Player stay where he is, while tank move forward...
How can I solve this problem?
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