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Anonymous Guest
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Posted: Thu Jan 29, 2004 12:11 pm Post subject: un kaa tad ar... |
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un kaa tad ar convex -> mesh conversion? |
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Vecais_Dumais_Laacis Guest
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Posted: Thu Jan 29, 2004 6:23 pm Post subject: |
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??
man no mesha uz convex gabaliem jaapaariet lai ivp iebakstiitu iekshaa meshu. tjip taakaa ir worldcraft editoram... viss vienaadojas uz convex gabshiem. a man 3d maxis miiljaaks un patiikamaax. anyway. es palieku pie tokamaka. vismaz nebuus probleemas ar licenceem ;D |
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Mon Feb 02, 2004 6:29 pm Post subject: help |
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Varbuut kaadam ir kaada ideja kaa tokamakaa var konstateet kad divi objekti ir saduurusies? Vajag preksh skriptu ainaam (mol, pogu spiezu, bet dirvis ta neveras). Protams variants ir uzkabinaat triigerim sensoru un cekot kas notiek, bet ar lielaakiem objektiem tas neder (vai piem, saujot pa durviim).
anyway - varbuut ir kaads variants kaa dabuut no tomaka koliizijas infu? |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Tue Feb 03, 2004 10:43 am Post subject: |
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callbacki
uzseto callbacku un shamais tix izsaukts katru reizi kad objekti sadursies
void SetCollisionCallback(neCollisionCallback * cb);
typedef void (neCollisionCallback)(neCollisionInfo & collisionInfo);
struct neCollisionInfo
{
neByte * bodyA;
neByte * bodyB;
neBodyType typeA;
neBodyType typeB;
neGeometry * geometryA;
neGeometry * geometryB;
s32 materialIdA;
s32 materialIdB;
neV3 bodyContactPointA; // contact point A in body space of A
neV3 bodyContactPointB; // contact point B in body space of B
neV3 worldContactPointA; // contact point A in world space
neV3 worldContactPointB; // contact point B in world space
neV3 relativeVelocity;
neV3 collisionNormal;
}; _________________ ...un ja bites buutu laachi... |
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gazz
Joined: 03 Jan 2004 Posts: 355 Location: Teika
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Posted: Tue Feb 03, 2004 1:56 pm Post subject: |
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kaads mosh zin kaadus tuts(bez dawe adams) tokamakam a to man briizhiem piebesii infas truukums. Manas sources ir wairaak komenteetas(piekam esmu slinks uz komentiem) nekaa tokamaka dokumentaacija. |
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Tue Feb 03, 2004 7:07 pm Post subject: |
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GazZ wrote: | Manas sources ir wairaak komenteetas nekaa tokamaka dokumentaacija. |
Labi teikts...tokamakam ar infu tieshaam ir svaki un pieetam arii normaali tuti. nau daudz.
@ _laaci_
Es skiet iisti neesmu paziistams ar callbakiem , nevari izvest kaadu iisu pemeeru? Thanks! |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Tue Feb 03, 2004 7:44 pm Post subject: |
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uff.. nepretendeeju uz preciizu kodu bet naff laika taisiit testa piemeeru
nodefineejam funkciju kas sanjems izsaukumu briidii kad saduraas divi obketi
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void CollisionCallback(neCollisionInfo & collisionInfo){
//principaa sheti no collisionInfo var dabuut infu par objektiem kuri ir saduurushies
MessageBox(0, "Objekti saduuraas", "Ar adataam ;)", MB_OK);
};
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peec tokamaka inicializaacijas
bet veelams pirms objektu radiishanas pasakaam tokamakam ka briidii kad objekti saduraas ir jaaizsauc dotaa funkcija
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SetCollisionCallback((neCollisionCallback)CollisionCallback);
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principaa ja shitaa izdariisi tad vajadzeetu izlekt messageboxim katru reizi kad objekti saduraas. _________________ ...un ja bites buutu laachi... |
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gazz
Joined: 03 Jan 2004 Posts: 355 Location: Teika
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Posted: Wed Feb 04, 2004 9:47 am Post subject: |
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a tur ir tipa ir Default_Callback(...)? lai tipa panjemtu tikai taas koliizijas kas ir starp diwiem nepiecieshamajiem objektiem un paareejos lai tokamaks pats tiek galaa. |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Feb 04, 2004 4:11 pm Post subject: |
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pasties dokumentaacijaa [tajaa pashaa uz paaris lapaam ;] par collision table... plus veel forumaa var pamekleet uz tiem pashiem stringiem. _________________ ...un ja bites buutu laachi... |
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Wed Feb 04, 2004 7:02 pm Post subject: |
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ok, pameginashu...
...principaa lai callbacks darbotos vajag to uzsetot caur neCollisionTable ->Set(a, b, neCollisionTable::RESPONSE_IMPULSE_CALLBACK);
kur a un b objektu ID.
Peec defaulta tur staav tikai neCollisionTable::RESPONSE_IMPULSE
taa kaa callbaks nedarbojas.... |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Feb 04, 2004 9:29 pm Post subject: |
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a sanaaca beigaas? _________________ ...un ja bites buutu laachi... |
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Sat Feb 14, 2004 1:25 pm Post subject: |
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Sanaaaca, tikai ne paaraak eerti ir cekot kurs objekts iisti ir saduuries no vissiem uzsetotajiem, iespeejams naaksies taisiit kaut kaadu atsevisku registru kur atrodas tie objekti kam buutu jaaatbild uz koliizijaam un jaameklee tikai starp tiem nevis starp vissiem sceenas objektiem. |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Sun Feb 15, 2004 11:40 am Post subject: |
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a kaa tu meklee?
btw neGeometry var uzsetot userdata pointeri un tad izmantot vinju collision callbackaa _________________ ...un ja bites buutu laachi... |
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Mon Feb 16, 2004 6:16 pm Post subject: |
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hei, laba ideja.
te ir princips kaa tas darbojas:
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//geometrijas classe (to var saukt arii par entiitiju vai piem. par GO (game object), whucares)
class GameObject
{
public:
//notikums kas tiek izsaukts koliizijas briidii
void OnCollision()
{
MessageBox(NULL,"GO has collided with something.","Yahoo...",MB_OK);
}
//Init object
void Init()
{
//izveido body un geometrijas;
//....
//uzseto pointeri uz so passhu klassi
body->SetUserData((unsigned int)this);
}
neRigidBody* body;
};
//tagad kaut kur kodaa (velns vin zin kur?!)
//defineejam collision callbacku
void myCollisionCallback(neCollisionInfo & ci)
{
//piemeera vienkaarsiibas noluukos es pienemu ka intereseejosais
//objekts ir tiesi bodyB, te buutu jaaceko abi (bodyA un bodyB)
if(ci.typeB == NE_RIGID_BODY)
{
neRigidBody* rb = (neRigidBody*)ci.bodyB;
if(rb)
{
GameObject* obj = (GameObject*)rb->GetUserData();
if(obj)
{
//nu luuk pilniigi neatkariigi no GameObject atrassanaas vietas ir iespeejams iedarbinaat taa
// koliizijas eventu //galvenais ir tikai to initieet!
obj->OnCollision(/*seit buutu jaanodod infa par koliiziju*/);
}
}
}
}
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nu kat kaa taa!
thanx _laaci |
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Anonymous Guest
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Posted: Tue Feb 17, 2004 11:04 am Post subject: |
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ideja jau neslikta, bet ir arii citi, nedaudz aatraaki risinaajumi
un, btw, tokamak taapat nav vieniigais solution, vienalga visam paari staav havok/ipion, nesakiet tikai, ka nav iespeejams to nekur dabuut :lol:
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vispaar vai nu shodien vai riit es iepostoshu savu variantu koliizijas noteikshanai, kuru es izmantoju arii TZP. vnk varbuut kaut kur noder |
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