FunCollision v1.0 Source + Bin + Tutorials

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Postby PI » Sun Dec 13, 2009 8:48 pm

Oh, shoot. Really. I'm uploading it to megafileupload.

Here you go:
http://www.megafileupload.com/en/file/166967/FunCollision-v1-0-zip.html
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Postby shadowslair » Sun Dec 13, 2009 10:29 pm

Hey, I see some serious progress here! Thanks for releasing this, pal! Cheers! :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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Postby MikeDee » Mon Dec 14, 2009 12:44 am

Wow really impressive and useful !

I really hope you keep on updating this and fix the known issues, in the meanwhile I'll surely use this for my incoming projects ! :D
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Postby PI » Mon Dec 14, 2009 1:32 pm

Thank you guys!

Yeah and I'd like to see how it works in some other projects! :D
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Postby B@z » Wed Jun 30, 2010 6:07 am

hey
can u help me a bit please?

if i add a terrain, set its position (not initially, but after creating, and before creating the selector), the selector isnt made in the new position, but the old. same happens to the scale too.

i need this, because im using deserializeAttributes, what makes an empty terrain, then load the datas into this.

So i need to somehow, update the LOD maybe?

thanks
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Re:

Postby PI » Wed Jun 30, 2010 1:47 pm

Hey,

Call ->reset() on the object!

That will reset it's matrices from the current position / rotation / scale.

Cheers
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Postby detvog » Wed Jun 30, 2010 3:33 pm

Hi, i like this.

I am searching a code to move an entity as player. Not the camera.
Can anyone help me with a code snippet?





Sorry for my bad english..
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Postby shadowslair » Wed Jun 30, 2010 4:21 pm

Well, you simply pass your character node to the entity, not the camera node and you have a character model to get updated by the entity. Sth like:
Code: Select all
scene::IAnimatedMeshSceneNode* myNode = smgr->CREATE YOUR NODE HERE AS USUAL
ent = cmgr->addEntity(core::vector3df(0, 0, 40), sphereSampler, myNode);


Then set the position of your camera accordingly to myNode position and you`re done. :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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Postby detvog » Wed Jun 30, 2010 4:35 pm

shadowslair wrote:Well, you simply pass your character node to the entity, not the camera node and you have a character model to get updated by the entity. Sth like:
Code: Select all
scene::IAnimatedMeshSceneNode* myNode = smgr->CREATE YOUR NODE HERE AS USUAL
ent = cmgr->addEntity(core::vector3df(0, 0, 40), sphereSampler, myNode);


Then set the position of your camera accordingly to myNode position and you`re done. :wink:



That' s ok.
But to move the entity i must use Entity->addForce(VectForward * Speed)
I have no plan for VectForward.Sorry I'am not a Profi.
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Postby shadowslair » Wed Jun 30, 2010 5:58 pm

the addForce() just takes a direction vector in world space. It is say a normalized vector multiplied by some speed value. If you wanna your character to move on the X axis only, you set camForward to (1,0,0) *speed etc.

You probably want to rotate your character using the keys and move in his facing direction. Then you simply do:

Code: Select all
// in CGameCamera.h or whatever you name it
f32 charPanAngle; // your character angle around Y axis in WS


// in CGameCamera constructor:
charPanAngle = 0; // init var to some value -> your initial rotation

// in CGameCamera::updateMovement() on the correct place:

f32 rotationSpeed = 0.6f;
charPanAngle += (game->getInput()->getKeyDown(irr::KEY_KEY_D) - game->getInput()->getKeyDown(irr::KEY_KEY_A) ) * rotationSpeed;


// way-to-do-it 1:
core::vector3df camForward = core::vector3df(0,0,1);
camForward.rotateXZBy(charPanAngle);

// way-to-do-it 2:
core::vector3df rotPan(0, charPanAngle, 0);
core::vector3df camForward = rotPan.rotationToDirection();

// now you have a direction vector (normalized)
float runSpeed = 0.1f // depends on your game world scale

// do sth to move it in the needed direction:
if (game->getInput()->getKeyDown(irr::KEY_KEY_W) || game->getInput()->getKeyDown(irr::KEY_UP))      ent->addForce(camForward * runSpeed);
    if (game->getInput()->getKeyDown(irr::KEY_KEY_S) || game->getInput()->getKeyDown(irr::KEY_DOWN))    ent->addForce(-camForward * runSpeed);


or sth alike. Too lazy to test itr right now, but it should be working as expected with minor tweaks. :)
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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Re:

Postby PI » Wed Jun 30, 2010 6:21 pm

Thanks shadowslair :D

Just to make it clear, I'm no longer continuing the project due to lack of interest. To get the latest sources contact me at: pi24<dot>contact<at>gmail<dot>com

Have a nice day
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Postby tecan » Sat Jul 03, 2010 2:05 am

i'm interested in the source for this still, please update it. i got the old one running on linux and it was great.
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Postby shadowslair » Sat Jul 03, 2010 9:17 am

tecan wrote:i'm interested in the source for this still, please update it. i got the old one running on linux and it was great.

I`m not authorized for such an answer, but as he said you email him for the latest source. Problem with updating the first post is, that version 1.1 is not ready for official release- with demos, docs, tuts, examples and on. It contains a few API changes and bugfixes...
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Postby PI » Sat Jul 03, 2010 8:27 pm

Hi,

@tecan: I guess it was your email, I've sent it to you :)

@shadowslair: You're 100% authorized :) Also, I've told him you've got a working version of it, and to contact you if he wants it, I hope you don't mind! :)

Cheers
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Postby shadowslair » Sat Jul 03, 2010 9:08 pm

PI wrote:@shadowslair: You're 100% authorized :) Also, I've told him you've got a working version of it, and to contact you if he wants it, I hope you don't mind! :)
No, not at all. I can always dig it from "da-dusty-shelf". :D
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