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Re: ackphysx.dll community version [Re: ventilator] #387151
11/14/11 23:33
11/14/11 23:33
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
The NVIDIA forum and google confirm this.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: ackphysx.dll community version [Re: ventilator] #387152
11/14/11 23:40
11/14/11 23:40
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Created this long time ago with ODE for A/.

dont remember if the multiplayer source is included.

Multiplayer Physic

If the file doesnt exist, tell me and i'll search for it on my HDD


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

Re: ackphysx.dll community version [Re: WretchedSid] #387158
11/15/11 00:23
11/15/11 00:23
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: JustSid
The NVIDIA forum and google confirm this.
Gotcha ^^

Re: ackphysx.dll community version [Re: HeelX] #387159
11/15/11 00:48
11/15/11 00:48
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Eagerly waiting for your 6Djoint update! wink


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: ackphysx.dll community version [Re: Rackscha] #387172
11/15/11 11:37
11/15/11 11:37
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
Originally Posted By: Rackscha
If the file doesnt exist, tell me and i'll search for it on my HDD
file doesnt seem to exist ^^ so please give that HDD a look when you get time

Re: ackphysx.dll community version [Re: darkinferno] #387213
11/15/11 19:38
11/15/11 19:38
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
New update! Big new shape- and 6D-joint features!

shapes
  • NxShape datatype was introduced, old hull types were renamed (e.g. PH_BOX -> NX_SHAPE_BOX) to be in canon with PhysX
  • PH_MODIFIED was renamed to NX_SHAPE_RAW_MESH
  • new: pXentAddShape can be used to add a sphere, box, capsule, wheel or convex-shape (!!!) from the same entity, another entity, at the local position/orientation of the source/other entity; or a given global position and/or orientation
  • new: pXentAddBoxShapeByEnt, pXentAddCapsuleShapeByEnt, pXentAddConvexShapeByEnt, pXentAddSphereShapeByEnt, pXentAddWheelShapeByEnt can be used to add like with pXentAddShape a shape, but directly for the given shape type
  • new: pXentNumShapes returns the number of shapes an entity has
  • new: pXentGetShapeId returns the index of a given shape in the shape list of an entity
  • new: pXentShapeIsType returns true/false if a given shape is of a given type
  • new: pXentGetShape... returns a shape by its id, first or last
  • new: pXentGetTypedShape... returns the a shape of a given type, by its index, first, or last
  • new: pXentRemoveShape removes and deletes a given shape of an entity
  • new: pXentRemoveShapeById does the same as pXentRemoveShape, but with an index rather than with a passed shape


joints
  • for joint types, the NxJointType datatype was introduced
  • NxJointProjectionMode datatype and values were introduced for future functions using that
  • NxD6JointMotion, NxD6JointFlag and NxD6JointDriveType datatypes were introduced
  • all (!) characterizing 6D-joint parameters are now settable (except drive orientation), see below
  • pXconAddDistanceJoint creates a new distant joint, with a full parameter list


new 6D functions:
Click to reveal..
Code:
// defines the linear and angular degree of freedom, default: NX_D6JOINT_MOTION_FREE
NxJoint* pXconSetD6JointLinearMotion (NxJoint*, NxD6JointMotion x, NxD6JointMotion y, NxD6JointMotion z);
NxJoint* pXconSetD6JointAngularMotion (NxJoint*, NxD6JointMotion swing1, NxD6JointMotion swing2, NxD6JointMotion twist);

// Sets the characteristics of linear limit (if some linear DOF is limited)
NxJoint* pXconSetD6JointLinearLimit (NxJoint*, float quants, float restitution, float spring, float damping);

// Sets the characteristics of the angular limit of swing1/2 (if swing1/2Motion is NX_D6JOINT_MOTION_LIMITED)
NxJoint* pXconSetD6JointSwing1Limit (NxJoint*, float degree, float restitution, float spring, float damping);
NxJoint* pXconSetD6JointSwing2Limit (NxJoint*, float degree, float restitution, float spring, float damping);

// Sets the characteristics of the lower and upper limit of the twist (if twistMotion is NX_D6JOINT_MOTION_LIMITED)
NxJoint* pXconSetD6JointTwistLowLimit (NxJoint*, float low, float restitution, float spring, float damping);
NxJoint* pXconSetD6JointTwistHighLimit (NxJoint*, float high, float restitution, float spring, float damping);

// Sets the drive properties of the three linear DOF's 
NxJoint* pXconSetD6JointXDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);
NxJoint* pXconSetD6JointYDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);
NxJoint* pXconSetD6JointZDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);

// Sets the drive types of the three linear DOF's
NxJoint* pXconSetD6JointLinearDriveType (NxJoint* joint, NxD6JointDriveType x, NxD6JointDriveType y, NxD6JointDriveType z);

// Sets the swing/twist drive, which is used, if flag NX_D6JOINT_SLERP_DRIVE is not set
NxJoint* pXconSetD6JointSwingDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);
NxJoint* pXconSetD6JointTwistDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);

// Sets the slerp drive, if the flag NX_D6JOINT_SLERP_DRIVE is set
NxJoint* pXconSetD6JointSlerpDrive (NxJoint*, NxD6JointDriveType type, float spring, float damping, float forceLimit);

// Sets the swing, twist and slerp drive type
NxJoint* pXconSetD6JointAngularDriveType (NxJoint* joint, NxD6JointDriveType swing, NxD6JointDriveType twist, NxD6JointDriveType slerp);

// If the x,y, and/or z linear drive type is NX_D6JOINT_DRIVE_POSITION, pos defines the
// goal position, in local entity coordinates
NxJoint* pXconSetD6JointDrivePosition (NxJoint*, VECTOR* pos);

//NxJoint* pXconSetD6JointDriveOrientation (NxJoint*, ...); // TODO

// If the x,y, and/or z linear drive type is NX_D6JOINT_DRIVE_VELOCITY, vel/ang defines
// the goal linear velocity / angular velocity
NxJoint* pXconSetD6JointDriveLinearVelocity (NxJoint*, VECTOR* vel);
NxJoint* pXconSetD6JointDriveAngularVelocity (NxJoint*, VECTOR* vel);

// If mode is NX_JPM_NONE, projection is disabled. If NX_JPM_POINT_MINDIST, bodies are
// projected to limits leaving an linear error of the projection distance and an angular
// error of the projection angle.
NxJoint* pXconSetD6JointProjection (NxJoint*, NxJointProjectionMode mode, float dist, float angle);

// When the flag NX_D6JOINT_GEAR_ENABLED is set, the angular velocity of the second actor
// is driven towards the angular velocity of the first actor times gearRatio (both w.r.t.
// their primary axis) 
NxJoint* pXconSetD6JointGearRatio (NxJoint*, float ratio);

// Sets flags, which control the general behavior of D6 joints
NxJoint* pXconSetD6JointFlags (NxJoint*, NxD6JointFlag flags);



internal
  • new "pXent" and "pXcon" filter added to VS project
  • pXentShape.cpp/.h will be the new future home of all shape-related functions
  • pXconD6.cpp/.h will be the new future home of all D6 joint related functions
  • NxMat33ForAngle returns the rotation matrix for an ANGLE*
  • NxForEntScale returns the scale of an entity as NxVec3
  • NxForEntPos returns the transformed position of a given entity
  • NxMat33ForEntAngle returns the rotation matrix of a given entity
  • InvNxMat33ForEntAngle like NxMat33ForEntAngle, but the inverse


Remarks:
The new 6D-joints features were kindly sponsored by Superku. Thank you!

Download the new dll for A8 (and the header) here: ackphysx.20111115.dll.h.rar

Checkout on SVN as always.

Cheers,
-Christian

Re: ackphysx.dll community version [Re: HeelX] #387582
11/21/11 00:56
11/21/11 00:56
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Update! New math stuff! New revolute joint functions! Fixed 6D-joint bugs smile

Lite-C:
  • new: complete PhysX math library is now available for scalar operations. Here are the new functions:
    Click to reveal..
    // Returns true if the two numbers are within eps of each other
    BOOL pXequals (float a, float b, float eps);

    // The floor/ceil function returns a value representing the largest/smallest integer that
    // is less than or equal to x
    float pXfloor (float a);
    float pXceil (float a);

    // Truncates the float to an integer
    int pXtrunc (float a);

    // abs returns the absolute value of its argument
    float pXabs (float a);

    // sign returns the sign of its argument. The sign of zero is undefined
    float pXsign (float a);

    // The return value is the greater/lesser of the two specified values
    float pXmax (float a, float b);
    float pXmin (float a, float b);

    // mod returns the floating-point remainder of x / y
    float pXmod (float x, float y);

    // Clamps v to the range [hi,lo]
    float pXclamp (float v, float hi, float low);

    // Square root = x^(1/2) and reciprocal square root = x^(-1/2)
    float pXsqrt (float a);
    float pXrecipSqrt (float a);

    // Calculates x^y (x raised to the power of y)
    float pXpow (float x, float y);

    // Calculates e^n
    float pXexp (float a);

    // Calculates logarithm to base = e, 2, 10
    float pXlogE (float a);
    float pXlog2 (float a);
    float pXlog10 (float a);

    // Converts degrees into radians and radians to degrees
    float pXdegToRad (float deg);
    float pXradToDeg (float rad);

    // Sine, cosine, sin & cosine or tangent of an angle in degrees
    float pXsin (float a);
    float pXcos (float a);
    void pXsinCos (float a, float* s, float* c);
    float pXtan (float a);

    // Arcsine, arccosine, arctangent ot arctangen o (x/y) with correct sign
    float pXasin (float a);
    float pXacos (float a);
    float pXatan (float);
    float pXatan2 (float x, float y);

    // Uniform random number in [a,b]
    float pXrand (float a, float b);

    // Hashes an array of n 32 bit values to a 32 bit value
    int pXhash (int* arr, int n);

    // Returns true if the number is a finite floating point number as opposed to INF, NAN, etc.
    BOOL pXisFinite (float a);
  • new: all remaining specific functions for revolute joints were enabled, like
    • pXconSet/GetRevolute(Joint)Motor
    • pXconSet/GetRevolute(Joint)Spring
    • pXconGetRevolute(Joint)Angle
    • pXconGetRevolute(Joint)Velocity
    • pXconGet/SetRevolute(Joint)Flags
    • pXconGet/SetRevolute(Joint)ProjectionMode
  • bugfix: there are two restitution factors for revolute joints. This was overlooked all the time, also in the original GS plugin. The new functions were changed, so that they became a second restitution factor.
  • new: all 6D-joints functions, which were added in the last release, were enhanced by version with ENTITY* parameter like the revolute joint functions, so that they work on the first (!) 6D-Joint of an entity
  • bugfix: pXconSetD6LinearMotion and pXconSetD6AngularMotion had no effect
  • bugfix/change: pXconSetD6Swing1Limit, pXconSetD6Swing2Limit had no effect. Now, if called, they also enforce NX_D6JOINT_MOTION_LIMITED on swing1/2
  • new: pXconGetJointEntities returns the two entities constrained with a given joint


Internally:
  • pXconRevolute.h/.cpp is the new home of all functions related to revolute joints


Download the new dll for A8 (and the header) here: ackphysx.20111121.dll.h.rar, checkout on SVN as always. Upcoming: direct support for essential (and native) PhysX datatypes like NxMat33, NxVec3, NxQuat, etc. from within Lite-C ^^

Cheers,
-Christian

Re: ackphysx.dll community version [Re: HeelX] #387589
11/21/11 08:59
11/21/11 08:59
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Thanks for the effort HeelX! laugh

Re: ackphysx.dll community version [Re: PadMalcom] #387598
11/21/11 11:18
11/21/11 11:18
Joined: Jun 2011
Posts: 11
N
Nighthawk Offline
Newbie
Nighthawk  Offline
Newbie
N

Joined: Jun 2011
Posts: 11
Hi HeelX,
danke fürs teilen.
Wäre es noch möglich die lib-Datei dem Download hinzuzufügen?

Gruß
Nighthawk


A8 pro

Re: ackphysx.dll community version [Re: Nighthawk] #387603
11/21/11 12:23
11/21/11 12:23
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: Nighthawk
Wäre es noch möglich die lib-Datei dem Download hinzuzufügen?


Of course I can add the lib. So, let's go...

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