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[Newton] gleiter-bewegung/glider-movement #49352
07/17/05 12:33
07/17/05 12:33
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
hallo,

kann mir jemand anhand eines beispiels erklären, wie ich mit newton ein bewegungsscript für nen gleiter mache? (Mit gleiter meine ich sowas wie nen pod-racer aus STARWARS) Ich hab mir das newton 1.51 oder so grad installiert, aber das handbuch zeigt nur, wie ich ner entity eine vorgefertigte aktion zuweise....ich blick überhaupt nicht durch, was ich jetzt machen soll....kann mir jemand bitte von grund auf erklären, wie ich son bewegungsscript für nen gleiter machen kann?
Ich hoffe, mir kann das jemand erklären

MfG Efrint

ok...in english:
could somebody explain, how to do a movement-script for a glider (with glider, I mean something like a pod-racer in StarWars). I don´t know, how i could do this....and...in the newton-manual is nothing written about self-programming of newton-physic-scripts....It would be great, if somebody could help me....

Regards Efrint

Last edited by Efrint; 07/17/05 15:13.
Re: [Newton] gleiter-bewegung/glider-movement [Re: Efrint] #49353
07/17/05 18:36
07/17/05 18:36
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
ist nen gleiter nicht bissl viel für nen absoluter newton neuling?

Re: [Newton] gleiter-bewegung/glider-movement [Re: Efrint] #49354
07/18/05 08:07
07/18/05 08:07
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
well, just a small suggestion...
make a newton car, make the car body a glider model, and normall attach the wheels, then make the wheels invisble, and it looks like it's floating, just like a pod would do.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: [Newton] gleiter-bewegung/glider-movement [Re: Helghast] #49355
07/18/05 17:52
07/18/05 17:52
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
@ dennis fantasy thx...i´l try it...
@ samb wieso? Was soll ich denn sonst probieren? Außerdem brauch ich das script....

Regards Efrint

Edit:

ok...i did with the premade newton-vehicle-script a new one. but i receive two errors:
movement.wdl 55:0 Error(0) Bad or missing parameter unknown function
movement.wdl 68:0 Error(63)Parameter unknown tyrebegin

here is the code:
Code:
 //define mass, skill1;
define steer_Angle, skill2;
define suspension_Span, skill3;
define suspension_Dashpot, skill4;
define suspension_Stiffness, skill5;
define rolling_dry_Friction, skill6;
define is_LeftWheel, flag1;
define is_PoweredWheel, flag2;

//define steering_param, skill11;
define myVehicleConstraint, skill20;

define roverEngineTorque, skill21;
define roverSteerTorque, skill22;

define car_topSpeed, skill8;
define car_maxToque, skill9;
define carEngineTorque, skill21;
define carSteerTorque, skill22;


VAR gli;

function NewtogliderTyreEvent(vehicleConst, tyreIndex)
{
var omega;
var torque;
var resistance;

// my id the vehicle entity
// you is the wheel entity

// this vehicle move in the low to medium speed range. therefore the tyre slip is neglegibe
NewtonSetTyreLateralFrictionCoef (vehicleConst, tyreIndex, 0.7);
NewtonSetTyreLongituFrictionCoef (vehicleConst, tyreIndex, 1.0);


if (you.is_PoweredWheel) {
torque = my.carEngineTorque;
if (torque != 0) {
resistance = my.car_maxToque * NewtonGetTyreRadius (vehicleConst, tyreIndex) / my.car_topSpeed;
} else {
resistance = 0.015 * NewtonGetTyreInertia (vehicleConst, tyreIndex);
}

omega = NewtonGetTyreOmega (vehicleConst, tyreIndex);
torque = torque - resistance * omega;
NewtonSetTyreTorque (vehicleConst, tyreIndex, torque);

} else {
torque = 0.0;
NewtonSetTyreTorque (vehicleConst, tyreIndex, torque);
}
function NewtonCreateVehicle (wood_material, tyreEvent, tyreBegin, tyreEnd)
{ //somwhere here is the first error
var vehicleBody;
var vehicleConst;

// create the rigid body
dll_handle = newtonHandle;
NewtonCreateGravityEntity (wood_material);

// create the vehicle rigid body
dll_handle = newtonHandle;
vehicleBody = NewtonGetBody (my);

// create the vehicle constraint
vehicleConst = NewtonCreateVehicleConstraint (vehicleBody, tyreBegin, tyreEvent, tyreEnd); //in this line is the second error

// save the vihicle contraint with the vehicle entity
my.myVehicleConstraint = vehicleConst;

// wait until all tyre are created, then balance the tyres suspension
wait (2);
dll_handle = newtonHandle;
NewtonVehicleBalanceTyres (vehicleConst, my.mass * newtonGravity);
}

function NewtogliderForceEvent(body)
{
ApplyGravityForceEvent(body);

// vehiecle are alwways active
NewtonSetBodyAutoActiveState (body, 0);
}

function NewtogliderTyreBeginEvent(vehicleConst)
{
var p;
p = 0;
}


function NewtogliderTyreEndEvent(vehicleConst)
{
var p;
p = 0;
}







ACTION glider
{
newtoncreatevehicle(wood_material,NewtogliderTyreEvent,NewtogliderTyreBeginEvent,NewtogliderTyreEndEvent);

dll_handle = newtonHandle;
gli = NewtonGetBody (my);

NewtonSetBodyAutoActiveState (gli, 0);
NewtonSetBodyActiveState (gli, 1);
NewtonSetBodyForceAndTorque (gli, NewtogliderForceEvent);

while(1)
{
my.carEngineTorque = 0.0;
my.carSteerTorque = 0.0;

if(key_cul==1)
{
my.carSteerTorque = 100.0;
}
if(key_cur==1)
{
my.carSteerTorque = -100.0;
}
if(key_cuu==1)
{
my.carEngineTorque = 2600.0;
}
if(key_cud==1)
{
my.carEngineTorque = -400.0;
}
wait(1);
}
}



i hope, you can help me

Regards Efrint

Last edited by Efrint; 07/18/05 18:40.
Re: [Newton] gleiter-bewegung/glider-movement [Re: Efrint] #49356
07/18/05 19:51
07/18/05 19:51
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
probier es mit c-script
und warte auf die neue newton version die ventilator macht
die autos in newton haben nen bösen bug der dann behoben ist

Re: [Newton] gleiter-bewegung/glider-movement [Re: Samb] #49357
07/19/05 15:54
07/19/05 15:54
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
ok...wie mache ich es, dass die karre immer "korrekt" auf der straße liegt? Zum Beispiel in nem looping?


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