amigo1970

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About amigo1970

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  1. Thanks again ApochPiQ, the thing is that this is a test.. they have give me a non working game that needs to be repair. I get stuck into this point... everything is working well till the m_Contact is call (that's what show in the watch), then all values comes wrong. So i was thiniking maybe there is a problem with that value.
  2. [CODE] #include "Entity.h" #include <wchar.h> #include "float.h" #include "Graphics/RenderItem.h" using Sfas::Game::Entity; Entity::Entity( int id ) : m_Position( 0.0f, 0.0f, 0.0f ), m_Velocity( 0.0f, 0.0f, 0.0f ), m_Acceleration( 0.0f, 0.0f, 0.0f ), m_LastFrameAcceleration( 0.0f, 0.0f, 0.0f ), m_ForceAccumulator( 0.0f, 0.0f, 0.0f ), m_Scale( 1.0f, 1.0f, 1.0f ), m_ContactNormal( 0.0f, 0.0f, 0.0f ), m_ContactPoint( 0.0f, 0.0f, 0.0f ), m_Movement( 0.0f, 0.0f, 0.0f ), m_Contact( 0 ), m_Radius( 0.0f ), m_Damping(0.99f), m_InverseMass(0.0f), m_TimeActive(0.0f), m_Restitution(0.0f), m_Penetration(0.0f), m_Friction(0.0f), m_Tolerance(0.0f), m_ID( id ), m_Active(false), m_Collision(false) { } Entity::Entity( int id, float scale, float damping ) : m_Position( 0.0f, 0.0f, 0.0f ), m_Velocity( 0.0f, 0.0f, 0.0f ), m_Acceleration( 0.0f, 0.0f, 0.0f ), m_LastFrameAcceleration( 0.0f, 0.0f, 0.0f ), m_ForceAccumulator( 0.0f, 0.0f, 0.0f ), m_Scale( scale, scale, scale ), m_ContactNormal( 0.0f, 0.0f, 0.0f ), m_ContactPoint( 0.0f, 0.0f, 0.0f ), m_Movement( 0.0f, 0.0f, 0.0f ), m_Contact( 0 ), m_Radius( 0.0f ), m_Damping(damping), m_InverseMass(0.0f), m_TimeActive(0.0f), m_Restitution(0.0f), m_Penetration(0.0f), m_Friction(0.0f), m_Tolerance(0.0f), m_ID( id ), m_Active(false), m_Collision(false) { } Entity::Entity( int id, const D3DXVECTOR3& pos, float scale, float damping ) : m_Position(pos), m_Velocity( 0.0f, 0.0f, 0.0f ), m_Acceleration( 0.0f, 0.0f, 0.0f ), m_LastFrameAcceleration( 0.0f, 0.0f, 0.0f ), m_ForceAccumulator( 0.0f, 0.0f, 0.0f ), m_Scale( scale, scale, scale ), m_ContactNormal( 0.0f, 0.0f, 0.0f ), m_ContactPoint( 0.0f, 0.0f, 0.0f ), m_Movement( 0.0f, 0.0f, 0.0f ), m_Contact( 0 ), m_Radius( 0.0f ), m_Damping(damping), m_InverseMass(0.0f), m_TimeActive(0.0f), m_Restitution(0.0f), m_Penetration(0.0f), m_Friction(0.0f), m_Tolerance(0.0f), m_ID( id ), m_Active(false), m_Collision(false) { } Entity::Entity( int id, const D3DXVECTOR3& pos, const D3DXVECTOR3& scale, float damping ) : m_Position(pos), m_Velocity( 0.0f, 0.0f, 0.0f ), m_Acceleration( 0.0f, 0.0f, 0.0f ), m_LastFrameAcceleration( 0.0f, 0.0f, 0.0f ), m_ForceAccumulator( 0.0f, 0.0f, 0.0f ), m_Scale( scale ), m_ContactNormal( 0.0f, 0.0f, 0.0f ), m_ContactPoint( 0.0f, 0.0f, 0.0f ), m_Movement( 0.0f, 0.0f, 0.0f ), m_Contact( 0 ), m_Radius( 0.0f ), m_Damping(damping), m_InverseMass(0.0f), m_TimeActive(0.0f), m_Restitution(0.0f), m_Penetration(0.0f), m_Friction(0.0f), m_Tolerance(0.0f), m_ID( id ), m_Active(false), m_Collision(false) { } Entity::~Entity(void) { } void Entity::Render( Engine::RenderItem * drw ) { if( m_Active ) { D3DXMATRIX world; D3DXMATRIX move; D3DXMATRIX scale; D3DXMatrixTranslation( &move, m_Position.x, m_Position.y, m_Position.z ); D3DXMatrixScaling( &scale, m_Scale.x, m_Scale.y, m_Scale.z ); world = scale * move; drw->Draw( &world ); } } void Entity::Update( float dt ) { if( m_Active ) { m_ForceAccumulator.y -= ( kGravity * GetMass() ); LinearIntegration( dt ); // Count this frame m_TimeActive += dt; } } bool Entity::CheckForCollision( const Entity& other ) { float left1 = m_Position.x - ( m_Scale.x * 0.5f ); float left2 = other.m_Position.x - ( other.m_Scale.x * 0.5f ); float right1 = left1 + m_Scale.x; float right2 = left2 + other.m_Scale.x; float top1 = m_Position.y + ( m_Scale.y * 0.5f ); float top2 = other.m_Position.y + ( other.m_Scale.y * 0.5f ); float bottom1 = top1 - m_Scale.y; float bottom2 = top2 - other.m_Scale.y; if (bottom1 > top2) return false; if (top1 < bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; // Create the contact information ready for resolution D3DXVECTOR3 direction = m_Position - other.m_Position; D3DXVec3Normalize( &direction, &direction ); m_ContactPoint = other.m_Position + ( direction * other.m_Radius ); if( other.m_Collision && top1 >top2 && bottom1 < top2 ) { m_Penetration = top2 - bottom1; m_ContactNormal = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); } return true; } void Entity::OnCollision( Entity& other ) { // Default behavour SetActive( false ); } void Entity::LinearIntegration( float dt ) { // Don't Integrate invalid particles if (m_InverseMass <= 0.0f) { return; } // Update current position with velocity m_Position += ( m_Velocity * dt ); // Calculate acceleration m_LastFrameAcceleration = m_Acceleration; m_LastFrameAcceleration += ( m_ForceAccumulator * m_InverseMass ); // Calculate velocity m_Velocity += ( m_LastFrameAcceleration * dt ); // Damp the velocity to slow the object over time m_Velocity *= pow(m_Damping, dt); // Save and clear forces m_ForceAccumulator.x = m_ForceAccumulator.y = m_ForceAccumulator.z = 0.0f; } void Entity::SetMass( float mass) { m_InverseMass = ( 1.0f / mass ); } float Entity::GetMass() const { if( m_InverseMass == 0 ) { return FLT_MAX; } else { return (1.0f / m_InverseMass ); } } float Entity::CalculateSeparatingVelocity( Entity& other ) { D3DXVECTOR3 relativeVelocity = m_Velocity; relativeVelocity -= other.GetVelocity(); return D3DXVec3Dot(&relativeVelocity, &m_ContactNormal); } void Entity::Resolve(Entity& other, float duration) { m_Contact = &other; ResolveVelocity(duration); ResolveInterpenetration(duration); } void Entity::ResolveVelocity(float duration) { float separatingVelocity = 0.1f; if( m_Contact != 0 ) { // Find the velocity in the direction of the contact separatingVelocity = CalculateSeparatingVelocity(*m_Contact); } // Check if it needs to be resolved if (separatingVelocity > 0) { // The contact is either separating, or stationary - there's // no impulse required. return; } // Calculate the new separating velocity float newSepVelocity = -separatingVelocity * m_Restitution; // Check the velocity build-up due to acceleration only D3DXVECTOR3 accCausedVelocity = m_LastFrameAcceleration; if (m_Contact != 0) { accCausedVelocity -= m_Contact->GetAcceleration(); } D3DXVECTOR3 normalThisFrame = m_ContactNormal * duration; float accCausedSepVelocity = D3DXVec3Dot( &accCausedVelocity, &normalThisFrame ); // If we've got a closing velocity due to acelleration build-up, // remove it from the new separating velocity if (accCausedSepVelocity < 0) { newSepVelocity += m_Restitution * accCausedSepVelocity; // Make sure we haven't removed more than was // there to remove. if (newSepVelocity < 0) { newSepVelocity = 0; } } float deltaVelocity = newSepVelocity - separatingVelocity; // We apply the change in velocity to each object in proportion to // their inverse mass (i.e. those with lower inverse mass [higher // actual mass] get less change in velocity).. float totalInverseMass = m_InverseMass; if (m_Contact != 0) { totalInverseMass += m_Contact->m_InverseMass; } // If all particles have infinite mass, then impulses have no effect if (totalInverseMass <= 0) { return; } // Calculate the impulse to apply float impulse = deltaVelocity / totalInverseMass; // Find the amount of impulse per unit of inverse mass D3DXVECTOR3 impulsePerIMass = m_ContactNormal * impulse; // Apply impulses: they are applied in the direction of the contact, // and are proportional to the inverse mass. m_Velocity = ( m_Velocity + impulsePerIMass * m_InverseMass ); if( m_Contact != 0 ) { // Particle 1 goes in the opposite direction m_Contact->m_Velocity = ( m_Contact->m_Velocity + impulsePerIMass * -m_Contact->m_InverseMass ); } } void Entity::ResolveInterpenetration(float duration) { // If we don't have any penetration, skip this step. if (m_Penetration <= 0) { return; } // The movement of each object is based on their inverse mass, so // total that. float totalInverseMass = m_InverseMass; if ( m_Contact != 0 ) { totalInverseMass += m_Contact->m_InverseMass; } // If all particles have infinite mass, then we do nothing if (totalInverseMass <= 0) { return; } // Find the amount of penetration resolution per unit of inverse mass D3DXVECTOR3 movePerIMass = m_ContactNormal * (m_Penetration / totalInverseMass); // Calculate the the movement amounts m_Movement = movePerIMass * m_InverseMass; if( m_Contact != 0 ) { m_Contact->m_Movement = movePerIMass * -m_Contact->m_InverseMass; } // Apply the penetration resolution m_Position = ( m_Position + m_Movement ); if( m_Contact != 0 ) { m_Contact->SetPosition(m_Contact->m_Position + m_Contact->m_Movement); } } [/CODE] Really, really appreciate all this help..
  3. [CODE] Entity::Entity( int id ) : m_Position( 0.0f, 0.0f, 0.0f ), m_Velocity( 0.0f, 0.0f, 0.0f ), m_Acceleration( 0.0f, 0.0f, 0.0f ), m_LastFrameAcceleration( 0.0f, 0.0f, 0.0f ), m_ForceAccumulator( 0.0f, 0.0f, 0.0f ), m_Scale( 1.0f, 1.0f, 1.0f ), m_ContactNormal( 0.0f, 0.0f, 0.0f ), m_ContactPoint( 0.0f, 0.0f, 0.0f ), m_Movement( 0.0f, 0.0f, 0.0f ), m_Contact( 0 ), m_Radius( 0.0f ), m_Damping(0.99f), m_InverseMass(0.0f), m_TimeActive(0.0f), m_Restitution(0.0f), m_Penetration(0.0f), m_Friction(0.0f), m_Tolerance(0.0f), m_ID( id ), m_Active(false), m_Collision(false) { [/CODE] This the Entity.cpp Thanks very much..
  4. After new ways of usage the debugger explained by a friend and in here.. I think I found the problem, but i dunno yet the solution.. [attachment=8526:mContact.jpg] Any ideas, clues or expl., are more than welcome. Thanks for this
  5. What's wrong in here please help

    So the code looks ok? there is a way to find the problem from null pointer Thanks for super fast response
  6. Sorry i need fresh ideas I duno where to go, stuck in here for a big while. Is this expresion wrong? [attachment=8494:lives.jpg] or maybe this? [attachment=8495:matrix.jpg] any clue, ideas, or explanation will be very, very apreciated. Thanks for oyur time and always support.
  7. Sorry I just realize that it's better and simple to use windows msg instead of direct input.. Any good tutorial or reference Thanks
  8. Thanks, wrong size of the buffer, as u said. Really appreciate the super fast response.
  9. <code> void TextRenderer::DrawFormattedTextLine( const WCHAR* strMsg, int x, int y, D3DXCOLOR colour, ... ) { WCHAR strBuffer[512]; va_list args; va_start( args, strMsg ); swprintf_s( strBuffer, 512, strMsg, args ); strBuffer[511] = L'\0'; va_end( args ); DrawTextLine( strBuffer, x, y, colour ); } </code>
  10. Hi to alll Devs. Sorry i've been stuck for a few hours in here.... Ive got a not working little game that i must make it to work. There is no errors now but the one attached.. i'v been looking around but nothing clear. the last chage i made and maybe is that the problem. was in swprintf_s( strBuffer, 512, strMsg, args ); identifier not found for swprintf_s. so I add #include <wchar.h> in the header to make it work as seen that the little game use this instead of <stdio.h>. Please help!!. Any clue pointing or fresh ideas are more than welcome. Thanks in advance for all your time.
  11. Hello to all Dev's.. Just new around here, sorry for my lack of knowledge.. I've got a couple of questions here. stock for a while before posting. 1. I've implement a vrml loader and found that the normal index and coord index from Maya sometimes came with 4 values. The question is that i manage to read the 3 values when usually happens, but not load properly with the fourth one. i've done something like.. fscanf(fp,"%d %d %d %d %d",&(ind[i]), &(ind[i+1]), &ind[i+2], &ind[i+3],&temp); Read them but not in correct order. 2. How to load the Normals and the coordinates from a wrml loader from Max. I manage to load the mesh but not the normals and coordinates acording int i,j; for (j=0;j<noofshapes;j++) { for (i=0;i<noofpoly[j]*3;i=i+3) { glBegin(GL_TRIANGLES); //glNormal3f( &(norms[j][3*nindices[j][i])); I've try this glVertex3fv(&(coords[j][3*indices[j][i]])); //glTexCoord2f.. what in here? glVertex3fv(&(coords[j][3*indices[j][i+1]])); //glTexCoord2f.. what in here? glVertex3fv(&(coords[j][3*indices[j][i+2]])); //glTexCoord2f.. what in here? glEnd(); } } And if someone can point me to tutorials about OpenGl and games even paid ones? Thanks in advance and sorry for my In glish [img]http://www.opengl.org/discussion_boards/images/graemlins/default/wink.gif[/img]