IrrNewt irrlicht\newton framework >> SVN access

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white tiger
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Post by white tiger »

changes committed to SVN. fixed compilation under 1.5, applied matgaw's fixes, fixed some warnings and other stuff

thanks to matgaw for the fixes :wink:

i'll upload the media folder for the examples

EDIT:

here you are

https://sourceforge.net/project/showfil ... _id=655757
irrFu
Posts: 2
Joined: Sat Mar 14, 2009 1:40 pm

Post by irrFu »

I discovered IrrNewt yesterday and it seems awesome !
That's exactly what i was searching for.

But i just have a little problem :
I get some memory leaks when the program ends, even with the memleaks example or character controlling example. Do anyone else had memory leaks problems ?

I'm under linux and compiled IrrNewt from source using codeblocks.

Here is the trace :
Quit message received.
*** glibc detected *** ./program: double free or corruption (!prev): 0x08c4a480 ***
======= Backtrace: =========
/lib/tls/i686/cmov/libc.so.6[0xb7a41a85]
/lib/tls/i686/cmov/libc.so.6(cfree+0x90)[0xb7a454f0]
/usr/local/lib/libIrrNewt.so(_ZN6dgListI16dgSortArrayEntryE10dgListNodeD0Ev+0x1c)[0xb7eb648a]
white tiger
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Post by white tiger »

it does not seems to happen under win. need to investigate it more ;)
Prott
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Post by Prott »

Hello,
Thanks for that great project. It`s very useful, but I have one (big) problem with it:
I have Irrlich 1.5 with IrrNewt 0.4 + 1.5 compiled DLLs (page no. 24 of this thread). I`ve got "Application Error" - Wrong Inicialization of application (0xc0150002). It is ok when I remove the IrrNewt.
Is this some kind of bad-dll or something else (if I stick to original 0.4 dlls, application falls immediately after start) ?
Thanks.
white tiger
Posts: 269
Joined: Tue Oct 31, 2006 3:24 pm
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Post by white tiger »

Prott wrote:Hello,
Thanks for that great project. It`s very useful, but I have one (big) problem with it:
I have Irrlich 1.5 with IrrNewt 0.4 + 1.5 compiled DLLs (page no. 24 of this thread). I`ve got "Application Error" - Wrong Inicialization of application (0xc0150002). It is ok when I remove the IrrNewt.
Is this some kind of bad-dll or something else (if I stick to original 0.4 dlls, application falls immediately after start) ?
Thanks.
hi, this is generally caused by wron compiled dlls (for example dll compiled with 1.5 used in an application compiled with 1.4)

please download the svn version of irrnewt from

https://aresfps.svn.sourceforge.net/svn ... ps/IrrNewt

using a SVN client, compile it (you need Newton SDK) and then link against your program :wink:
Prott
Posts: 104
Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Thanks.
But .. is there any tutorial or guide how to compile it? I never compiled DLL before, so I`m kind of a beginner. :)
white tiger
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Post by white tiger »

there is a code::blocks project :wink:
Prott
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Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Ah..thanks. It`m my first time with code::blocks. How can I add include directories with Newton SDK, Irrlicht, etc. please? :oops:
Sylence
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Post by Sylence »

Software documentation is like sex. If it's good you want more. If it's bad it's better than nothing.
Prott
Posts: 104
Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Ok, thanks. It`s compiled.
It has 332 kb and the situation is still very same (wrong inicialization of application (0xc000007b)). Any ideas?
Prott
Posts: 104
Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

I`m probably doing it wrong. Is there anyone, who can share compiled lib+dll for Irrlicht 1.5 ? :)
I know it`s in this thread, but it also doesn`t work for me.
Malebolge
Posts: 19
Joined: Sun Aug 31, 2008 8:24 pm

Post by Malebolge »

I have problems finding a function to tell Newton that a Scene node is an static body and dosent need to move at all, just have to collide.

Im getting all node from a .irr and give them high mass, but that pretty dumb and slow.

Code: Select all

core::array<irr::scene::ISceneNode*> listProps;
		  pScene->getSceneNodesFromType(ESNT_MESH,listProps);

		  for(unsigned int i =0; i<listProps.size(); i++){

			    irr::newton::SBodyFromNode props_data;

				props_data.Type=newton::E_BODY_TYPE::EBT_PRIMITIVE_BOX;
				props_data.Node= listProps[i];

				scene::IMeshSceneNode* msn = (scene::IMeshSceneNode*)listProps[i];
				props_data.Mesh=msn->getMesh();			
				props_data.BodyOffsetFromNode.setScale(core::vector3df(listProps[i]->getScale()));
				props_data.Mass=10000000.f;

				p_world->createBody(props_data);
				
		  }
		  listProps.clear(); 
Is there a function to tell them to not move?

Thanks
Prott
Posts: 104
Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Did you try to set the node only for collision. I can`t use irrnewt now (because I don`t have proper DLLs for Irrlicht 1.5), but I remember something like that (for level collision, etc.).

Do you have those DLLs? Then I could give you exact name of this function.
Malebolge
Posts: 19
Joined: Sun Aug 31, 2008 8:24 pm

Post by Malebolge »

http://rapidshare.com/files/214198206/d ... t.rar.html

Sure, here they are. I still cant find the function. Not even in the documentation
Prott
Posts: 104
Joined: Sun Jan 14, 2007 12:01 pm

Post by Prott »

Thanks,
I found this:

Code: Select all

world_material = p_world->createMaterial();
scene::IMesh* world_mesh = smgr->getMesh("media/level/20kdm2.bsp")->getMesh(0);
scene::ISceneNode* world_node = smgr->addOctTreeSceneNode(world_mesh);
p_world->createBodyAuto(world_node,world_mesh)->setMaterial(world_material);
To set a collision with bsp map (in ragdoll example). I`m not sure if it`s what you want, but seems there isn`t set any mass value.
Also, I remember something about setting mass value to zero. Did you try that?

And ... I`m sorry, but could you also share with me your compiled .lib file? :oops:
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