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Re: ackphysx.dll community version
[Re: HeelX]
#386314
11/01/11 15:13
11/01/11 15:13
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Yay! New version! Major new features: - PH_FIXED joints
- support of NxJoint* pointers in Lite-C, so that you can store and pass them instead of using the entity - this is required from now on, if you establish more than one joint per entity. Of course, there are legacy functions that work always on the first joint; and all GS functions were modified to this behavior
- you can set the default number of iterations globally via pXSetDefaultSolverIterationCount
- typed access to joints (e.g. "give me the second ball joint of the my entity") and various helper functions
- fixed a memory leak when calling pXcon_add more than once on entities
changelog: - bugfix: the userData member of actors wasn't resetted to NULL, so, it was not possible to detect if an actor already has an associated JointUserData object or not
- change: the functions pXconGetLimits, pXconGetAxis were changed, so that they work as described for the first joint
- change: pXconGetPrismaticLimits works now for the -first- prismatic (!) joint
- change: pXconGetType returns the type of the first joint, otherwise PH_WHEEL if it is a wheel, otherwise 0 if it has no constraints at all, otherwise -1 if it has no joints, but wheels, otherwise -2 when an error occurs
- new: pXconGetJointLimits returns the limits of a joint
- new: pXconGetJointType returns the type of a joint
- new: pXconGetJointAxis returns the axis of a joint
- new: pXconGetTypedJoint... returns the joint with a given type by index, first, or last
- new: pXconNumTypedJoints returns the number of joints of a given type, associated with an entity
- new: pXconGetPrismaticJointLimits works like pXconGetPrismaticLimits, but for a specific prismatic (!) joint
- new: pXcon_add support now the PH_FIXED joint constraint; a second entity is always required
- new: pXentGetSolverIterationCount(Ref) retrieves the number of solver iterations of an entity
- change: pXent_setiterations is deprecated now; use pXentSetSolverIterationCount instead
- new: new pX.cpp/.h for all upcoming system-related functions (internal)
- new: pXGetDefaultSolverIterationCount returns the default value for solver iterations, assigned to a new physics entity
- new: pXSetDefaultSolverIterationCount can be used to change the default value for solver iterations, assigned to new physics entities
Fixes lots of bugs compared to the prior version, please use this now; link for dll and header: ackphysx.20111101.dll.h.rar; source to be checked out as always.
Last edited by HeelX; 11/01/11 15:18.
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Re: ackphysx.dll community version
[Re: HeelX]
#386507
11/03/11 23:33
11/03/11 23:33
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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- change: all joint types have been renamed, and defined again, to match the PhysX names and values (!!!) - change: due to the joint type value changes, pXconGetType got a slighty different return - new: spring parameters for revolute joints, either via pXcon_setparams2 or the new functions (see below) - change: pXcon_setparams2 receives for revolute joints on vecParam5 x: spring force, y: damping, z: target in degrees - bugfix: pXcon_setparams2 didn't processed the restitution factor properly new general joint functions - pXconSet(Joint)GlobalAnchor sets the point where the two actors are attached in global coordinates - pXconSet(Joint)GlobalAxis sets the direction of the joint's primary axis, specified in global coordinates - pXconSet(Joint)Breakable sets the maximum force magnitude that the joint is able to withstand without breaking - pXconSet(Joint)SolverExtrapolationFactor sets the solver extrapolation factor - pXconSet(Joint)UseAccelerationSpring switches between acceleration and force based spring - pXconSet(Joint)Name sets a (referenced) name string for a joint - pXconSet(Joint)LimitPoint(Ex) sets the limit point new revolute joint functions - pXconSetRevolute(Joint)Limits sets the limits of revolute joints - pXconAddRevoluteJoint adds a revolute joint, with an unified, almost complete parameter list - pXconSetRevoluteSpring sets spring parameters new prismatic joint functions - pXconSetPrismatic(Joint)Limits sets the limits of prismatic joints - pXconAddPrismaticJoint adds a prismatic joint, with an unified, almost complete parameter list - new: ackphysxHelloWorld() can be used to check, if the dll is connected to the engine (for debugging) internal - PercentToFloat & FloatToPercent can be used to convert GS percentages to PhysX percentages - isPercentValid can be used to check if a percentage is valid - NxForVecNormal converts a GS normal into a normalized PhysX normal - NxForQuant, NxForVarQuant, NxToQuant and NxToVarQuant can be used to transfer quant measures into physx Here you go: ackphysx.20111104.dll.h.rar or source in SVN.
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Re: ackphysx.dll community version
[Re: HeelX]
#387055
11/13/11 20:03
11/13/11 20:03
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Joined: Jul 2008
Posts: 894
TechMuc
User
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User
Joined: Jul 2008
Posts: 894
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One of the best projects here  to bad almost noone cares. if there were more active 3dgs users i would help you out a little bit with the svn, but sadly I'm pretty sure almost noone will be able to use this great plugin.. Nevertheless, thanks a lot christian.
Last edited by TechMuc; 11/13/11 20:06.
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Re: ackphysx.dll community version
[Re: 3run]
#387063
11/13/11 21:46
11/13/11 21:46
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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One of the best projects here  to bad almost noone cares Thanks! I'm pretty sure almost noone will be able to use this great plugin Well, I hope clicking on a download link to download the dll and header is not "too much"... almost all new features are described here and I try to document the header as much as possible, so "not being able" to use that is a bit.. well.. I hope that is not true, because that means my documentation abilities are like junk 
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Re: ackphysx.dll community version
[Re: ventilator]
#387066
11/13/11 21:57
11/13/11 21:57
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Joined: Jul 2008
Posts: 894
TechMuc
User
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User
Joined: Jul 2008
Posts: 894
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"not to be able" in a sense of: the common user: 1) does not understand physics 2) does not understand what you are posting at all (joints? what the fuck?  ) 3) thinks "waaa download sth. without a fantastic demo-- no" Is there any existing project left here, which still needs complex physics - or even more harsh: If you are not using the contribution yourself, i highly doubt that there will be anyone left using your enhancements (really seriously using) besides a maximum of maybe 5 people  PS: 1st: Your documentations are probably the best docs i've ever read (especially for an open source product). PS: 2nd: Actually as this is pretty senseless you can just ignore this post. It is not relevant to your enhancements, and i do NOT want to start a dumb discussion here.
Last edited by TechMuc; 11/13/11 22:02.
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Re: ackphysx.dll community version
[Re: TechMuc]
#387070
11/13/11 22:56
11/13/11 22:56
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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OK, sorry, I was confused  you are welcome  Well, I think that physics can enhance a game more than fancy shaders, they are the future (if done properly, of course)! So I am considering to keep on working on this after I finished my client work, well.. since I want to work again on some own games/tech stuff again in 2012, I especially want to have some fluid particles, wind, soft bodies and fracturing. So, after fixing the gaps in joints (which are VERY important imho), I will see what I can do.
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Re: ackphysx.dll community version
[Re: HeelX]
#387074
11/13/11 23:33
11/13/11 23:33
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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I did not look into the code, but when i do and if i see i can, i will help here and there. I got something more like an physics util library sort of thing in mind, but that's another plugin/library.
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