A place to discuss everything related to Newton Dynamics.
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by carli2 » Wed Aug 22, 2012 2:40 pm
Hey Julio,
what did you do the last months?
I have this summary:
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r2438 | jerezjulio@sbcglobal.net | 2012-08-22 17:42:53 +0200 (Mi, 22 Aug 2012) | 1 line
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r2437 | jerezjulio@sbcglobal.net | 2012-08-22 17:41:39 +0200 (Mi, 22 Aug 2012) | 1 line
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r2436 | jerezjulio@sbcglobal.net | 2012-08-22 16:56:37 +0200 (Mi, 22 Aug 2012) | 1 line
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r2435 | jerezjulio@sbcglobal.net | 2012-08-22 16:13:58 +0200 (Mi, 22 Aug 2012) | 1 line
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r2434 | jerezjulio@sbcglobal.net | 2012-08-21 18:09:43 +0200 (Di, 21 Aug 2012) | 1 line
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r2433 | jerezjulio@sbcglobal.net | 2012-08-21 15:16:31 +0200 (Di, 21 Aug 2012) | 1 line
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r2432 | jerezjulio@sbcglobal.net | 2012-08-20 19:43:46 +0200 (Mo, 20 Aug 2012) | 1 line
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r2431 | jerezjulio@sbcglobal.net | 2012-08-20 19:40:36 +0200 (Mo, 20 Aug 2012) | 1 line
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r2430 | jerezjulio@sbcglobal.net | 2012-08-20 19:37:01 +0200 (Mo, 20 Aug 2012) | 1 line
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r2429 | jerezjulio@sbcglobal.net | 2012-08-20 19:04:07 +0200 (Mo, 20 Aug 2012) | 1 line
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r2428 | jerezjulio@sbcglobal.net | 2012-08-20 17:52:35 +0200 (Mo, 20 Aug 2012) | 1 line
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r2427 | jerezjulio@sbcglobal.net | 2012-08-20 17:49:51 +0200 (Mo, 20 Aug 2012) | 1 line
The question is: Did you implement trigger volumes in one of these commits?
And can you please write a commit message vor
every commit? That's better because I can see what exactly you did
not.
Newton3 is still unusable for me and Newton2 is dead and deleted from the SVN. The latest 2.xx version has some memory lecks and computes with some uninitialized data. Things sometimes happen and sometimes not, Objects sometimes fall through the ground.
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carli2
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by Julio Jerez » Thu Aug 23, 2012 8:40 am
I did not knwo that teh where memoery leak an dunitilized variable ion any version of teh engine. As far as I know that is not true.
I am workingh on bringing back the continue collision path of the engine.
how do to you want collision triggers to work?
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Julio Jerez
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by carli2 » Fri Aug 24, 2012 2:57 am
Julio Jerez wrote:how do to you want collision triggers to work?
The objects with a trigger collision should not have impact to the world. They should call all Hit-callbacks (NewtonMaterialSetCollisionCallback), but they should not collide with the bodies in a physical way.
I always set the mass of trigger collisions to 0, else they would fall through the ground.
So: when I walk against a trigger volume, I should get a Hit-event once, but I should be able to run through it.
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carli2
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by Julio Jerez » Sun Sep 02, 2012 12:05 pm
Ok I am doing the triggers now. Is isnot just a trigget is a lot more than that
Basically I will add a root body which is the base abstract of all sub bodies.
for there the normal body will be the Dynamic body, and ther will be Kinematoc and deformable bodies
teh first pass will only refecator eteh code so that teh dymacic body wor as it is now,
them after I check that in I will add the kinematoc body.
A kinamatoix body is a body teh will have all of the proertie of a dynamics body, by force to not acct on them, so is si much smalles.
als kinamtoc body create contact joints just like dynamic sbodies but teh do no interact with any other body on the scene.
Kynematic body have velocity and angulat velocity so and can be integrated, or position by teh application.
to make a trigger all you nee to do is make a kinamtic body, and it you do not and add a callback to collect the collision.
In fact you not not even need the callback because Kinamtic bodies generates contact joints, so all you need to do si to get the contact joint that link any body to a kynematic body, from anywhere in the code.
so attachment is traparent and efficient. you can even get connetion between kenematic bodies, whis is cool for kenematoic player controlles.
does that sound liek a good plan to you? afte teh kenematoc body I will add the pure kenematic player controller demo usin that feature and the new convex cast feature.
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Julio Jerez
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by carli2 » Mon Sep 03, 2012 3:09 am
That sounds good.
What happens to NewtonCollisionIsTriggerVolume and NewtonCollisionSetAsTriggerVolume? Will triggers be a body or a collision property?
I'm very interested in a good character controller that is able to push objects. My current controller does ConvexCast and SetMatrix.
Can you please fix the posix makefiles when you think I should try it?
The most important fact about the triggers is that the callback of NewtonMaterialSetCollisionCallback is called when a object enters the trigger volume. This is how my script handles triggers.
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carli2
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by Julio Jerez » Mon Sep 03, 2012 11:33 am
Ok I just check in teh first pass of teh Kinematic body
I leave a memory leak , bu tshi si because I did no have time to delete the object on temonation, I simpled hacke in a test demo to tes teh new objects.
Bascally this is a body that difreence forme teh dynamcis body on teh the do no have mass proprerty. you can pick and drag, it i sreally coll
I will amke a demo when a show few kinematoc bodies.
one where a simple body tha you can drag and can show collision contact points but that will not interact with dynamics bodies or oteh kinematic bodies.
one when the kinematic body acc as a force field that apply forces to bodiess that penetrate the trigger.
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by noals » Thu Sep 13, 2012 11:38 am
hi,
well i would like to use core 300...
viewtopic.php?f=11&t=7408Newton3 is still unusable for me and Newton2 is dead and deleted from the SVN
should i wait another version of the core 300 ?
i just would like to start coding my stuff you know and that with core 300 so i dont have to update my whole code later or something...
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by Julio Jerez » Thu Sep 13, 2012 12:22 pm
just sync to svn, core 300 is fuctional
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Julio Jerez
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by noals » Thu Sep 13, 2012 3:48 pm
could you please upload a compiled and functional version of .lib files and .dll files ?
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by Julio Jerez » Thu Sep 13, 2012 4:55 pm
if yo uopen thsi solution in visual studion, it will build libraries and dll.
..\coreLibrary_300\projects\windows\project_vs2008\newton.sln
has you tryied that?
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Julio Jerez
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by noals » Thu Sep 13, 2012 5:27 pm
no since i use vc++2010 express so basicaly i tryed the project file from ..\coreLibrary_300\projets\windows\project_vs2010 that come from the svn with my source updated and so, i encounter the pthreadid problem and since im kinda sick of encountering problem through i didnt even started to code with newton, i ask you to upload some working files so i can start coding using newton core 300.
you have some right ?
i just ask you 2 minute of your time to upload some compiled and working core 300 files for me or whoever that could need them anyway.
is it possible ?
oh and happy 6000th post lol.
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noals
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by Julio Jerez » Fri Sep 14, 2012 10:32 am
I can not put a bina file in Google source, it does not allowed to do that, I can put an archived but noi tbinaries
there is a visual studio 2010 express solution in teh SVn archive: ..\applications\demosSandbox\projects\visualStudio_2010\ demosSandbox_VSExpress.sln
can't you use that?
later this weekend I will make archive alpha2 and added to the download, all the compiled libraries will be there maybe you can use those then.
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Julio Jerez
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by noals » Fri Sep 14, 2012 1:07 pm
later this weekend I will make archive alpha2 and added to the download, all the compiled libraries will be there maybe you can use those then.
yes, i will wait for those.
thx.
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by Julio Jerez » Sun Sep 16, 2012 3:14 pm
Ok, I just uploaded alpha 3.01 wit teh binaries dlls
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by noals » Sun Sep 16, 2012 6:18 pm
edit : it compile fine and my .exe dont crash.
thx again.
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