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Re: Newton 2 wrapper
[Re: Tai]
#301841
12/14/09 15:55
12/14/09 15:55
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Joined: Mar 2007
Posts: 197
yorisimo
Member
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Member
Joined: Mar 2007
Posts: 197
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VeT, I noticed you had a post on the NGD forum about this. Post In NewtonJointLibraryMain.c, i believe you should replace the commented out lines with the uncommented lines. That works for me.
//typedef void NewtonUserJointDestructorCallback;
//typedef long NewtonUserJointSubmitConstraintCallback;
typedef void *NewtonUserJointDestructorCallback;
typedef void *NewtonUserJointSubmitConstraintCallback;
Also, Julio has added some functions for the CustomHinge in the latest version 2.13. I made the following additions in your wrapper: in NewtonJointLibraryMain.c:
// generic joint functions
...
JOINTLIBRARY_API NewtonJoint* CustomGetNewtonJoint (const NewtonUserJoint *joint);
...
// Interface for a custom Hinge joint with Limits
JOINTLIBRARY_API dFloat HingeGetJointAngle (const NewtonUserJoint* hingeJoint);
JOINTLIBRARY_API void HingeGetPinAxis (const NewtonUserJoint* hingeJoint, dFloat* pin);
JOINTLIBRARY_API dFloat HingeCalculateJointOmega (const NewtonUserJoint* hingeJoint);
and in NewtonJointLibraryAPI.c:
// genetic joint functions
...
API (CustomGetNewtonJoint, jointlibrary)
...
// Interface for a custom Hinge joint with Limits
...
API (HingeGetJointAngle, jointlibrary)
API (HingeGetPinAxis, jointlibrary)
API (HingeCalculateJointOmega, jointlibrary)
I'd also like to say thanks for all your work on this! I find this wrapper very useful.
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Re: Newton 2 wrapper
[Re: yorisimo]
#303529
12/29/09 18:20
12/29/09 18:20
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Great improvements to your plugin. I noticed that the movement is faster than the movement of older versions. The older versions always seems to look like slowmo(my pc is fast enough^^). This now looks realtime and is an eye-candy. Hey someone already found the "vote for Vet as god" button ? Ok to be serious again: I really like your contribution and that you put so much time into it. Keep it up, i count on you Greets Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Newton 2 wrapper
[Re: VeT]
#316246
03/22/10 17:23
03/22/10 17:23
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Question about joints: Static joints are working? If YES i could try to make some Bad Company 2 Building with collapse effect (hey it's using just joints nothing special in BC2, no realtime breakdown like Readfaction Guerilla and still neds a hell of a CPU o.O)
Greets Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Newton 2 wrapper
[Re: BigM]
#321241
04/27/10 18:44
04/27/10 18:44
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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I did some tests with the Newton wrapper and A8. The changes to get it to run are not so difficult and quickly done. 1.) open newton_main.c 2.) drop the _VERTEX_ struct and whenever it is used in the code, use D3DVERTEX instead. 3.) in your main script, currently you need to use #define A8 before including acknex.h. This won't be necessary with future A8 releases 4.) if you remove the #define A8 from your code, it should work with A7 again. Have fun
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