Horde3D

Next-Generation Graphics Engine
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PostPosted: 05.05.2008, 11:39 
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Joined: 05.05.2008, 07:48
Posts: 4
Location: Lower-Saxony, Germany
Hi Folks,

well i worked around and compiled the Horde3D 1.0 beta 1 by myself, no problems on that (using Xcode). But as i tried to compile the Physics Demonstration against this beta, i noticed that it was linked to an older version of the library. Due to the fact, that i cannot find any informations on where the class "NodeAttachment" is gone, i'm pretty stuck right now ... :(

The fact is: I knew your working hard on this Engine and i really appreciate what you're doing, but i can't find anything in the changelogs, when and where it was gone and i can't find anything in the wiki on topics like that. Well, i need you're help and a better documentation, if possible. More Tutorials would be nice.

One more thing i have on my mind is the big barrier with Blender imports, which keeps me creepin' in the moments i want to run - but i put all my hopes into Volker ! :wink:

Thanx in advance!


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PostPosted: 05.05.2008, 13:02 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Xident wrote:
well i worked around and compiled the Horde3D 1.0 beta 1 by myself, no problems on that (using Xcode). But as i tried to compile the Physics Demonstration against this beta, i noticed that it was linked to an older version of the library. Due to the fact, that i cannot find any informations on where the class "NodeAttachment" is gone, i'm pretty stuck right now ... :(
That class has been replaced by the getNodeAttachmentString and checkNodeTransformFlag functions (in the changelog under version 0.15). Unfortunately the physics demonstration hasn't been updated yet.

Quote:
One more thing i have on my mind is the big barrier with Blender imports, which keeps me creepin' in the moments i want to run - but i put all my hopes into Volker ! :wink:
Volker just posted some updates to the ColladaConverter (you need to get them from SVN), so you might give that a spin. Rest assured, we are working on Blender import, as it affects a lot of users.

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PostPosted: 05.05.2008, 13:23 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I hired a student who will take a look at the blender python api. Maybe we will develop a Horde3D exporter for blender without using collada. But we haven't started yet so don't expect this to be released soon.

Concerning the physics thing. I haven't updated the demo since I currently don't have time for that. Concerning the collada converter I don't think that it would be a good idea to integrate collada physics to it. The way of converting the physics data to an attachment is quite specific for the demo and certainly won't fit to the individual needs.

Instead of using the settings in the collada file, I wrote a plugin for the editor which allows me to configure the attachment settings for each scene node. Unfortunately it's not yet in a state where things will be made public.


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PostPosted: 05.05.2008, 15:34 
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Joined: 05.05.2008, 07:48
Posts: 4
Location: Lower-Saxony, Germany
@swiftcoder
Thank you for the reply, well at least i didn't real understood the bindings between that. I'll give that svn version a spin...

@Volker
I had a direct exporter through Blender's API on my mind, but though it would break the "collada-only" philosphy. Good that i asked, now it seems to me like the physics demo was a "little hack".

Thank you guys, spending so many time with the engine and its tools and at last with my questions.

I'm looking forward for the next versions, keep up with your great work!


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PostPosted: 05.05.2008, 15:51 
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Joined: 13.11.2007, 11:07
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Location: Germany
Xident wrote:
Good that i asked, now it seems to me like the physics demo was a "little hack".

That's exactly what it was! The purpose was to have a little demonstrator not a complete game engine :-)

Concerning the attachment data:

To query all attachment data for each node you can use the following code:
Code:
int nodes = Horde3D::findNodes( RootNode, "", SceneNodeTypes::Undefined );
for (int i = 0; i < nodes; ++i)
{
   NodeHandle node = Horde3D::getNodeFindResult(i);
   const char* attachmentData = Horde3D::getNodeAttachmentString(node);
   // ... process data
}


After calling Horde3D::render (updating your scene graph) you can check for changed transformation matrices using
Horde3D::checkNodeTransformFlag. It will return true if the world transformation has been changed (e.g. by a parent node).
This way you can synchronize the physical representation with the one from the scene graph.

To reset the internal flag that indicates the change you have to pass "true" to the function as a second parameter.

See also the documentation for a more detailed description of the function


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PostPosted: 05.05.2008, 19:03 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Of course, depending on what you are trying to accomplish, all of this may be completely superfluous ;)

In my setup, I impose the constraint that only nodes which are direct children of the RootNode (whose local transform is of course the same as their world transform) may be attached to PhysicsObjects, and all movement, interaction, etc. is done by the physics engine.

To my mind this makes more sense, as the scene graph has nothing to do with physics.

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