Callback

supermael

08-10-2010 21:23:02

Is there any tutorial about how works the callback in NxOgre ?

jarwulf

09-10-2010 23:42:10

Is there any tutorial about how works the callback in NxOgre ?

There is some discussion about callback on the character controller thread. Unfortunately betajaen is currently working on some other projects and all the other people who post here seem to have taken a siesta so browsing through the code itself is your best option unfortunately. Thats what I do when nobody is around to give an answer.

betajaen

10-10-2010 08:56:58

I'm still around, and do read the forums once a day. I used to use all my programming time on NxOgre, now it's with other projects, I still plan to finalize Detritus by Christmas. It's just Orangutan and Sugar are more important to me right now.

Anyway, back to the question.

These are the tutorials written by myself for Detritus:

http://github.com/betajaen/nxogretutorials/

The tutorial numbers are the same ones as the PhysX Lessons, except rewritten to use NxOgre instead.

How callbacks works is, you create a class yourself and inherit NxOgre::Callback from it, from then you take the functions you want to use from Callback and make them in your class. Then pass on a pointer to your class to the appropriate thing that wants a Callback.

Sleeping:
http://github.com/betajaen/nxogretutori ... 06/106.cpp

How to do Collision reporting:
/**

NxOgre Tutorials - 303 - Collision Reporting

Copyright (c) 2009 Robin Southern, http://www.nxogre.org

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

*/

#include "OGRE/SdkSample.h"
#include "OGRE/SamplePlugin.h"
#include "NxOgre.h"
#include "critter.h"

using namespace Ogre;
using namespace OgreBites;
using namespace NxOgre;
using namespace Critter;

class _OgreSampleClassExport NxOgre303 : public SdkSample, public Callback // <<<< Notice we inherit from Callback.
{

public:

NxOgre::World* mWorld;
NxOgre::Scene* mScene;
Critter::RenderSystem* mRenderSystem;

Body* mBodyA;
Body* mBodyB;


void setupPhysics()
{

createWorldSceneEtc();

mBodyA = makeBox(Vec3(0,3,0));
mBodyA->setContactCallback(this);

mBodyB = makeBox(Vec3(0,7,0));
mBodyB->setContactCallback(this);

mScene->setActorFlags(mBodyA, mBodyB, NxOgre::Enums::ContactPairFlags_All);

}

void onContact(const ContactPair& pair)
{
// mBodyA->addForce(NxOgre::Vec3(0,600,0));
std::cout << pair.mEvents << std::endl;
}

Body* makeBox(const Matrix44& globalPose, const Vec3& initialVelocity = Vec3::ZERO)
{

Critter::BodyDescription bodyDescription;
bodyDescription.mMass = 40.0f;
bodyDescription.mLinearVelocity = initialVelocity;

BoxDescription box_desc;
box_desc.mSize.set(1,1,1);

Body* box = mRenderSystem->createBody(box_desc, globalPose, "cube.1m.mesh", bodyDescription);

return box;
}


void createWorldSceneEtc()
{
// The usual suspects.
mWorld = NxOgre::World::createWorld();
NxOgre::ResourceSystem::getSingleton()->openProtocol(new Critter::OgreResourceProtocol());
mWorld->getRemoteDebugger()->connect();
NxOgre::SceneDescription scene_description;
scene_description.mGravity = Constants::MEAN_EARTH_GRAVITY;
scene_description.mUseHardware = false;
mScene = mWorld->createScene(scene_description);
mScene->createSceneGeometry(NxOgre::PlaneGeometryDescription());
mRenderSystem = new Critter::RenderSystem(mScene, mSceneMgr);
mScene->getMaterial(0)->setAll(0.1, 0.5,0.5);
}

bool keyPressed(const OIS::KeyEvent& evt)
{
return SdkSample::keyPressed(evt);
}
void stopPhysics()
{
NxOgre::World::destroyWorld();
}

void setupContent()
{

ColourValue background = ColourValue(16.f/255.f, 16.f/255.f, 16.f/255.f);
mViewport->setBackgroundColour(background);
mSceneMgr->setFog(Ogre::FOG_EXP, background, 0.001, 800, 1000);

// set shadow properties
mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE);
mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
mSceneMgr->setShadowTextureSize(1024);
mSceneMgr->setShadowTextureCount(1);

// create a floor mesh resource
Ogre::MeshManager::getSingleton().createPlane("floor", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Plane(Vector3::UNIT_Y, 0), 1000, 1000, 1,1 , true, 1, 1, 1, Vector3::UNIT_Z);

// create a floor entity, give it a material, and place it at the origin
Entity* floor = mSceneMgr->createEntity("Floor", "floor");
floor->setMaterialName("ground-from-nxogre.org");
floor->setCastShadows(false);
mSceneMgr->getRootSceneNode()->attachObject(floor);

// use a small amount of ambient lighting
mSceneMgr->setAmbientLight(ColourValue(0.3, 0.3, 0.3));

// add a bright light above the scene
Light* light = mSceneMgr->createLight();
light->setType(Light::LT_POINT);
light->setPosition(-10, 40, 20);
light->setSpecularColour(ColourValue::White);

mCamera->setPosition(20,40,20);
mCamera->lookAt(0,15,0);
mCamera->setNearClipDistance(0.02f);
mCamera->setFarClipDistance(1000.0f);
mCameraMan->setTopSpeed(7.5);

setupPhysics();
}

void cleanupContent()
{
stopPhysics();
}


bool frameRenderingQueued(const FrameEvent& evt)
{

// Advance NxOgre.
mWorld->advance(evt.timeSinceLastFrame);

// Don't let the camera go underground.
if (mCamera->getPosition().y < 0.5f)
{
Ogre::Vector3 pos = mCamera->getPosition();
pos.y = 0.5f;
mCamera->setPosition(pos);
}

return SdkSample::frameRenderingQueued(evt);
}

NxOgre303()
{
mInfo["Title"] = "NxOgre 303";
mInfo["Description"] = "NxOgre 303 - Collision Reporting";
mInfo["Thumbnail"] = "thumb_skybox.png";
mInfo["Category"] = "Physics";
mInfo["Help"] = "Filtering collisions.";
}

};

SamplePlugin* sp;
Sample* s;

extern "C" _OgreSampleExport void dllStartPlugin()
{
s = new NxOgre303;
sp = OGRE_NEW OgreBites::SamplePlugin(s->getInfo()["Title"] + " Sample");
sp->addSample(s);
Ogre::Root::getSingleton().installPlugin(sp);
}

extern "C" _OgreSampleExport void dllStopPlugin()
{
Ogre::Root::getSingleton().uninstallPlugin(sp);
OGRE_DELETE sp;
delete s;
}


I've noticed, I've written some more tutorials that are on my harddrive than on the Github repository, so I'll try and put those up soon. Although, I can't remember if they work or not, or how far I completed them.

Anyway that should answer your question about callbacks. ;)

spacegaier

10-10-2010 17:01:39

I'm still around, and do read the forums once a day.
Same here :) . But I haven't used NxOgre in a while, so I am not too familiar with what's going on right now, hence the rare posts and answers from my side.