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11991 Posts in 1587 Topics- by 3508 Members - Latest Member: NevilleKemp

26. May 2012, 06:28:22 pm
Xith3D CommunityGeneral CategorySupport (Moderator: Marvin Fröhlich)Getting started with joode
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clemix [FDL]
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« on: 08. December 2006, 01:38:27 pm »

Hi,
i switcht to here, i think this more the right place....

Is there any getting started guide using joode with Xith?
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'n ddrylliog
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« Reply #1 on: 08. December 2006, 02:06:52 pm »

Hi clemix,

I suggest you take a look at joode's examples : they use Xith3D.

If you have any questions, just ask (I know joode).
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clemix [FDL]
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« Reply #2 on: 08. December 2006, 06:19:48 pm »

I wrote this little test prog.
its an bouncing ball but the ball just bounce once and never comes down again!?! Huh
Can u tell me whats my mistake? I'm realy new to joode.
« Last Edit: 08. December 2006, 06:21:40 pm by clemix [FDL] » Logged

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clemix [FDL]
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« Reply #3 on: 09. December 2006, 03:33:53 pm »

Hi here is my second version.
Two importent things changed.
1. First the step size of 1f was extreamly to hight 0.1f much better (thx Amos)
2. The JoinContacts didn't clean up. U need a
Code:
private JointGroupID jointGroup = new JointGroupID();
add all generated JointContacts to it
Code:
public void applyContacts() {
  ...
  JointContact cj = new JointContact(this.world, new Contact(
                        this.contactBuffer[i], parameters, null));
  jointGroup.add(cj);
  ...
}

and in front of every step distroy the JointGroupId !!
Code:
jointGroup.destroy();


I attached the new source it works now like it have to....
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'n ddrylliog
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« Reply #4 on: 12. December 2006, 04:42:10 pm »

Good.

It seems to me really not convenient to have to manage all that JointContacts stuff by hand... Are there helper classes/methods and if not could we implement them ? (Note : I have write acess on JOODE so if you have code/fixes...)
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clemix [FDL]
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« Reply #5 on: 12. December 2006, 05:50:58 pm »

It exist the net.java.dev.joode.test.CollisionManager wich does it, to easy it up.

Code:
mng = new CollisionManager(world,  new SurfaceParameters());

Then u just have to do this in the loop

Code:
mng.reset();
space.collide(null, mng);
mng.applyContacts();
world.quickStep(0.05f);

If I become more skills in joode, I will figgure out how usefull something like that coud be.

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'n ddrylliog
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« Reply #6 on: 12. December 2006, 07:48:43 pm »

Ah I see.

Maybe those physics classes could be made ScheduledOperation.. that would be nice..
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Marvin Fröhlich
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« Reply #7 on: 12. December 2006, 07:52:31 pm »

Ah I see.

Maybe those physics classes could be made ScheduledOperation.. that would be nice..

Would be cool Smiley.

Do we need to import a joode JAR in this case?

Marvin
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clemix [FDL]
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« Reply #8 on: 12. December 2006, 09:00:29 pm »

Do we need to import a joode JAR in this case?

yes we do.

By the way I think all that stuff like XithBining, XithBindingManager, XithConverter woud be greater in in a the xith-tk repsitority, because then the Xith developer can take care about updates etc.
In this moment this classes will not work without a CTRL+SHIFT+O and the xith SVN version.
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Marvin Fröhlich
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« Reply #9 on: 12. December 2006, 09:17:22 pm »

Do we need to import a joode JAR in this case?

yes we do.

By the way I think all that stuff like XithBining, XithBindingManager, XithConverter woud be greater in in a the xith-tk repsitority, because then the Xith developer can take care about updates etc.
In this moment this classes will not work without a CTRL+SHIFT+O and the xith SVN version.

I totally agree. And further...

I have never worked with JOODE (I will do in the future), so I don't know if this is possible: Wouldn't it be great to have an abstraction layer provided by JOODE to allow arbitrary projects to write a linkage against JOODE without redistributing the whole JOODE project? This way the JOODE developers don't need to care about the specific scenegraphs and don't need to hardlink their project to one scenegraph. And we (Xith devs) only need to take care of this abstraction layer's interface to make our project able to use the latest JOODE.

Amos, could you maybe ask the JOODE team, if/how this is possible?

Marvin
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'n ddrylliog
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« Reply #10 on: 14. December 2006, 06:20:27 pm »

"JOODE Team" is much to say.. but I'll try and see what I can do.
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Marvin Fröhlich
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« Reply #11 on: 14. December 2006, 07:07:54 pm »

"JOODE Team" is much to say.. but I'll try and see what I can do.

Thanks. Would be great, if we were able to post on xith.org, that Xith3D 1.0 "had" a (working and) fast collision system... and physics Smiley.

Marvin
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starscream
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« Reply #12 on: 14. December 2006, 09:30:08 pm »

I need a little help:
if i connect to the JOODE-Project-Site i can not find the "getting started".
The Documentationpage is empty for my Konqueror. Firefox does not show anything too.
Is the Site under construction?
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'n ddrylliog
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« Reply #13 on: 15. December 2006, 10:43:56 am »

yes it is
you'd better have a look at joode tests classes
ask clemix
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clemix [FDL]
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« Reply #14 on: 15. December 2006, 02:40:16 pm »

By now we have to use the manual of www.ode.org.
I think a good place to understand and see what ode can do is http://opende.sourceforge.net/wiki/index.php/Manual_%28Collision_Detection%29

not all is implementet in joode right know (as i can see) for example the Trimesh Collision.  Cry

Getting started with Joode, best thing u can do is check out the SVN and take a look in the src/test Folder.

If u have questions, i will try to help u!!
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