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Re: ackphysx.dll community version
[Re: ventilator]
#387151
11/14/11 23:33
11/14/11 23:33
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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The NVIDIA forum and google confirm this.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: ackphysx.dll community version
[Re: ventilator]
#387152
11/14/11 23:40
11/14/11 23:40
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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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
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Re: ackphysx.dll community version
[Re: WretchedSid]
#387158
11/15/11 00:23
11/15/11 00:23
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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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The NVIDIA forum and google confirm this. Gotcha ^^
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Re: ackphysx.dll community version
[Re: Rackscha]
#387172
11/15/11 11:37
11/15/11 11:37
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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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
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Re: ackphysx.dll community version
[Re: darkinferno]
#387213
11/15/11 19:38
11/15/11 19:38
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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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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:
// 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.rarCheckout on SVN as always. Cheers, -Christian
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Re: ackphysx.dll community version
[Re: HeelX]
#387582
11/21/11 00:56
11/21/11 00:56
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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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Update! New math stuff! New revolute joint functions! Fixed 6D-joint bugs Lite-C:- new: complete PhysX math library is now available for scalar operations. Here are the new functions:
// 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
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Re: ackphysx.dll community version
[Re: PadMalcom]
#387598
11/21/11 11:18
11/21/11 11:18
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Joined: Jun 2011
Posts: 11
Nighthawk
Newbie
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Newbie
Joined: Jun 2011
Posts: 11
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Hi HeelX, danke fürs teilen. Wäre es noch möglich die lib-Datei dem Download hinzuzufügen?
Gruß Nighthawk
A8 pro
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Re: ackphysx.dll community version
[Re: Nighthawk]
#387603
11/21/11 12:23
11/21/11 12:23
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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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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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