Create fixed joint like two bricks

limdor

11-03-2008 11:36:55

Hi people, I try to create a fixed joint between two cubs like two bricks but when I create a fixed joint actors joint with springs.
Does any people know how to joint to cubs like two bricks?

Thank you

betajaen

11-03-2008 11:49:46

brick1->joinWith(brick2);

limdor

11-03-2008 12:01:14

Well, I do the same with createFixedJoint but I don't know wich parameter I should put because if I do this the house is like a flubber.

betajaen

11-03-2008 12:06:32

There isn't any parameters with fixedJoint.

If you want the house to be completely solid, and no destruction of it. Then just use all the shapes for the house in a single Actor.

limdor

11-03-2008 12:07:28

I want a solid house but i want destruct it

betajaen

11-03-2008 12:08:47

Then fixedJoint with a high force and torque.

limdor

11-03-2008 12:14:52

Thank you, but if I use this the house is like gelatin, I will search more and I will post a solution.

betajaen

11-03-2008 12:19:02

It may be down to the mass/weight of the house. But I've built a destructible house in NxOgre before, and I built in the same way FarCry did - Sheets of wood with joists, no bricks. It was fairly stable plonked down, and even stood up to a fall from a small height.

limdor

11-03-2008 16:58:30

I have used the same implementation in training programs with ageia and it works but with NxOgre doesn't work. Is it a bug? Have anybody done a construction without seems gelatin?

betajaen

11-03-2008 16:59:29

limdor PM'd me asking if I could post my code for the shed. I'll post it here, so everyone can see it.

http://pastie.caboo.se/164465

Use "cube.1m.mesh" scaled based on the Shape if you want to try it out in Cake.

How did I make the shed without pulling my hair out, you may ask? I modelled it in a 3D modeler using primitives, then copied down the orientations and positions onto paper. It also helps if you reuse things.

dbrock

11-03-2008 17:39:14

limdor PM'd me asking if I could post my code for the shed. I'll post it here, so everyone can see it.

http://pastie.caboo.se/164465

Use "cube.1m.mesh" scaled based on the Shape if you want to try it out in Cake.

How did I make the shed without pulling my hair out, you may ask? I modelled it in a 3D modeler using primitives, then copied down the orientations and positions onto paper. It also helps if you reuse things.


Booo, this link is filtered by my school. "social networking" :/

limdor

11-03-2008 22:24:02

Thank you, a very good and complete example, I try it tomorrow. Now it's too late.
Good night

limdor

14-03-2008 09:34:23

I have just tried this example but it's like gelatin.
Wich version of NxOgre do you use? Bledding is diferent in joints? I use 0.9-38

betajaen

14-03-2008 10:18:34

As far as I can tell. The Joint system in "Bleeding" is exactly the same as in 0.9. So that code should work for you.

limdor

14-03-2008 12:40:50

I have this code and the house is like a flubber, which is the error, i don't know what happens


Body *cos1, *cos2;
int maxForce = 30;
int maxTorque = 30;
JointParams param;
param.setToDefault();
param.mBreakableMaxForce = 30;
FixedJoint *joint;
for(x=0; x<N; x++)
{
for(y=0; y<N; y++)
{
for(z=0; z<N; z++)
{
if(plantilla[x][y][z])
{
if(z>0)
{
if(plantilla[x][y][z-1])
{
cos1 = caseta[x][y][z];
cos2 = caseta[x][y][z-1];

joint = mScene->createFixedJoint(cos1,cos2,param);

}
}
if(y>0)
{
if(plantilla[x][y-1][z])
{
cos1 = caseta[x][y][z];
cos2 = caseta[x][y-1][z];

mScene->createFixedJoint(cos1,cos2,param);

}
}
if(x>0)
{
if(plantilla[x-1][y][z])
{
cos1 = caseta[x][y][z];
cos2 = caseta[x-1][y][z];

mScene->createFixedJoint(cos1,cos2,param);

}
}
}
}
}
}

limdor

03-04-2008 17:16:26

I try it and don't work, could you give me the rest of the code to see if I do somthing wrong in sdk inicialization please?

limdor

07-04-2008 10:37:28

Could you give me the InitNx code please? I am very block

betajaen

07-04-2008 11:07:57

What "InitNx" code?

limdor

07-04-2008 11:13:43

You gime me this kind of code but don't work well and it's like a floppy too.
I think the error could be in the sdk inicialisation. Could you give me the rest of code please?


limdor PM'd me asking if I could post my code for the shed. I'll post it here, so everyone can see it.

http://pastie.caboo.se/164465

Use "cube.1m.mesh" scaled based on the Shape if you want to try it out in Cake.

How did I make the shed without pulling my hair out, you may ask? I modelled it in a 3D modeler using primitives, then copied down the orientations and positions onto paper. It also helps if you reuse things.

betajaen

07-04-2008 11:16:36

That IS the entire code. It runs in Cake and there is nothing special about the initialisation.

If you want to make it less "floppy" increase the damping on the actors and/or joints.

limdor

07-04-2008 11:20:56

I know how to increase damping in actor but how can I increese damping in joints?

Thank you very much, soon I solve the problem.
When I finish my project I upload some videos.