Filax, new EasyTok functions for you to include!
Blitz3D Forums/Blitz3D Userlibs/Filax, new EasyTok functions for you to include!
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Please add these to the next official release (I'll be posting a few...)Function TOK_GetRBBody%(Name$) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% And Upper$(Name$)=Upper$(G\Name$) Then Return G\Body% EndIf Next Return False End Function |
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I don't use EasyTok, never have, but.. Why does the function definition declare a floating point return value and then the return command returns an integer? |
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Ok ! No problem ! :) Gabriel : The % sign return a int not a float ! if you want return a float you must do a #. |
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Sorry for the confusion - Gabriel was 100% correct. I amended the original post to match what he said. Filax, A couple more, please add these to the official lib - many thanks. ; ----------------------------------------- ; Apply a velocity to a direction ; ----------------------------------------- Function TOK_ApplyVelocity(Name$,X#,Y#,Z#) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% If Name$="" Then TOKRB_SetVelocity G\Body,X#,Y#,Z# Else If Upper$(Name$)=Upper$(G\Name$) Then TOKRB_SetVelocity G\Body,X#,Y#,Z# EndIf EndIf EndIf Next End Function ; ----------------------------------------- ; Apply angular momentum to a direction ; ----------------------------------------- Function TOK_ApplyAngularMomentum(Name$,X#,Y#,Z#) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% If Name$="" Then TOKRB_SetAngularMomentum G\Body,X#,Y#,Z# Else If Upper$(Name$)=Upper$(G\Name$) Then TOKRB_SetAngularMomentum G\Body,X#,Y#,Z# EndIf EndIf EndIf Next End Function When is the next release planned by the way? |
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Euh boiled :) do you see under EasyTOK include the function : ?? :) For the update do you receive my beta with ragdoll ? but don't panic the release coming. |
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Hi Fliax, no I didn't see that - will use it. Perhaps the name of the function wasn't clear enough ;-) But I would like these included too (best check they are correct first :-) ) ; ----------------------------------------- ; Enable/display gravity to a Rigid Body ; ----------------------------------------- Function TOK_ApplyGravity(Name$,Gravity%) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% If Name$="" Then TOKRB_GravityEnable G\Body, Gravity% Else If Upper$(Name$)=Upper$(G\Name$) Then TOKRB_GravityEnable G\Body, Gravity% EndIf EndIf EndIf Next End Function ; ----------------------------------------- ; is gravity enabled for this Rigid Body? ; ----------------------------------------- Function TOK_IsGravityEnabled%(Name$) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% If Name$="" Then Return TOKRB_IsGravityEnabled G\Body Else If Upper$(Name$)=Upper$(G\Name$) Then Return TOKRB_IsGravityEnabled G\Body EndIf EndIf EndIf Next End Function Yes I did get your update. I'm not too interested in ragdoll stuff just yet. Will these 4 functions be included in the next release? Many thanks. Just found this gravity stuff and will be VERY useful for me. |
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It's ok your function are included :) if you have other's don't hesitate :) |
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Filax, a couple of things, another new function ( that is very useful to me) and a small mod that is also very handy. PLEASE include these updates! ; ----------------------------------------- ; Enable/disable active to a Rigid Body ; ----------------------------------------- Function TOK_ApplyActive(Name$,Active%) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% If Name$="" Then TOKRB_Active G\Body, Active% Else If Upper$(Name$)=Upper$(G\Name$) Then TOKRB_Active G\Body, Active% EndIf EndIf EndIf Next End Function could you please modify the 2 create sphere functions to allow the number of segments to be passed in, i.e. TOK_CreateRBSphere(Name$,Mesh%=False,Px#=0,Py#=0,Pz#=0,Pitch#=0,Yaw#=0,Roll#=0,Scale#=1,Mass#=1,Sound$="",Red=255,Green=255,Blue=255,View%=1,Life%=15, Segments%=16) then in that function... G\Mesh = CreateSphere(Segments) Many thanks! This would save me having 3 different EasyTok libs! For that matter please do the cylinder functions too. Oh and any idea when the next version is out? |
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No problem :) Fixed for the moment : For the release just let me 2 days. There is changes at my job :/ |
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Woah whats that bomb thing? |
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Surprise :) |
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:-) I guess that'll be the 'explode' function. I tried it but didn't work as expected. I trust you will be adding a bomb demo bb to show it in action? No worries regards a few days for the release. I've made the changes to my EasyTok here so I'm up and running I just wanted an 'official' release for piece of mind. A question : there seems to be a problem with entities passing through one another. I think this might be down to the fact that Blitz does do dymanic collisions very well. Try the push object 1.bb, if a cube is moving it's possible for the camera to pass straight through it. Is there a cunning way to prevent this? |
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No ! because you know the problem with blitz collisions and animated/moving objects ... :( I'll release EasyTOK this night. |
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Then is it possible to get round this by using a Tokamak sphere as the 'player' and Tokamak cubes? Would that then handle the dymanic collisions? |
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maybe ! i have try some test to control a physic camera (attached RB sphere to camera) and it work ! |
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WOAH! Could you please send me the example? |
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Do you look the example : Beginning - Camera Move 01.bb It's an example with camera moving with physic + collisions :) |
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I have EasyTok 1.1 - it does not have that example |