IrrODE - an Irrlicht - ODE wrapper (now with SVN)

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Brainsaw
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Post by Brainsaw »

OK, rotating static objects is not directly supported in ODE, but there is a tutorial on how to do it in the ODE wiki (http://opende.sourceforge.net/wiki/inde ... g_platform). I want to add this to IrrODE when I find time to (not before my current project, Marbles2, is finished). But for something like in the video you could just not rotate the world but adjust the gravity and rotate what's displayed ... again not supported, but that's a way I think it would be possible.

If you don't want a body to be influenced by gravity there is the CIrrOdeBody::setGravityMode method. Pass "0" to it and the body won't be influenced.
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kaos
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Post by kaos »

hmm yes, I can set the gravity to 0 and aply one vertical force to specific object. I will try.

thanks
Brainsaw
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Post by Brainsaw »

I am just uploading a new version. Nothing special, I added a namespace irr::ode and put all the IrrOde stuff in there.

Download link can be found in the initial post.
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Brainsaw
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Post by Brainsaw »

I did another small update this weekend. I added the possibility to define which materials (aka meshbuffers) should be used to create the collision box for the box geom. I wanted to do this for quite some time because in my current project "Stunt Marble Racers" I have a lot of trees standing off the track and (for performance reasons) I use boxes for collision (normally the player shouldn't get near the trees anyways). Now it looks more realistic because I just use the trunk of the tree for collision only, not the leaves. It's not perfect (the trees also have branches), but - as I said before - the player shoudln't get near the trees anyways.
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Brainsaw
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Post by Brainsaw »

I just uploaded a new version. No changes except that I switched to Irrlicht 1.7.1.

Btw: it also compiles with previous versions without any major changes. If you use an old version of Irrlicht you just have to compile the lib yourself.
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digoxy
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Post by digoxy »

Hello Brainsaw (or/and group),

I downloaded this wrapper yesterday to play with and have a couple of questions. Is it possible to use this with the include files without having to do any compliling of the ODE? In other words, I would want to set the include files for ODE and then use the functions and have it compile within my project as irrlicht does. Anything more needed? I looked at the zip file containing all of the files and there are many, as it appears it looks like there is some pre-work to be done but I am not sure how to set up VSC++ to compile ODE on its own.

Any feedback would be appreciated.
Thanks!
Grandma-- / Grandpa --
Brainsaw
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Post by Brainsaw »

You have to compile an ODE lib yourself, but this is explained quite good on the ODE page at sourceforge. After you have done that you just need to link both your self-compiled ODE lib and the irrOde lib, and you're ready to go. I think You can check the IrrODE tutorials on http://bulletbyte.de/irrOde/tutorials/index.html where setting up a project with either VC or Code::Blocks is explained.
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digoxy
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Post by digoxy »

Thanks Brainsaw, I will surely look into it.
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Brainsaw
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Post by Brainsaw »

I put a new version online yesterday. The changes are in the event system to make it extensible for network and replay modes of my current project, Stunt Marble Racers:

- added (de)serialize functions to IIrrOdeEvent and all Events
- the world update was moved from the IrrOdeDevice to the IrrOdeWorld so that it doesn't matter where the events triggering the updates come from (ODE, network, replay)
- removed the CIrrOdeEventCollision event. Collision data is now encoded in the CIrrOdeEventBodyMoved event
- the IDs of all events have changed. I created an enum for the IDs instead of using Irrlicht macros
- the IrrOdeEventBodyMoved event is now more dynamic. It only contains data that has changed, so position, rotation, linear velocity, angular velocity and collision information are not sent when no change happens.
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Zurzaza
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Post by Zurzaza »

hi guys,
i've a little problem while compiling my source code with irrode.

I noticed that the problem happens when i add this line:

Code: Select all

CIrrOdeSceneNodeFactory cFactory(smgr);
Error:

Code: Select all

1>fatal error C1007: unrecognized flag '-typedil' in 'p2'
1>LINK : fatal error LNK1257: code generation failed
I read that is a problem releated to my version of visual studio (i'm using vs 2005)...is that true?
Darkcoder
Posts: 13
Joined: Fri Apr 02, 2010 7:15 am

Post by Darkcoder »

Could you rehost this wrapper somewhere else? I've tried to download it from your website twice now but it keeps timing out and your server annoyingly only allows one download per hour??? Most annoying. Also, is this the only actively maintained physics wrapper for Irrlicht? I've tried 3 others and none worked after 30 mins of tweaking(at which point I gave up).
Brainsaw
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Location: Bavaria

Post by Brainsaw »

@Zurzaza: The VC projects are created with Visual Studio Express 2008, I think a compiler switch was added for that. You could search the compiler options and disable the switch it's complaining about.

@Darkcoder: I added the download limit to my homepage a few weeks ago when I noticed that the same package was downloaded from the same IP adress 80 times ... with one minute between. PM me your eMail address and I'll send you the wrapper.
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Zurzaza
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Post by Zurzaza »

Brainsaw wrote:@Zurzaza: The VC projects are created with Visual Studio Express 2008, I think a compiler switch was added for that. You could search the compiler options and disable the switch it's complaining about
Ok, I searched and tryed everything but nothing happened..so i think there is a solution...recompile the library under Visual studio 2005. Can you give me the source code to recompile the library?!
I saw the "source" directory but i didn't find any .vcproj file...how can i recompile that?

Thank you again...
Brainsaw
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Location: Bavaria

Post by Brainsaw »

The .vcproj files are located in the "vc2008" folder, not in "source". Try to use those projects ("libIrrOde.vcproj" is for the lib). As an alternative you could also include all the source files in your project ("source/IrrOde" and "include/IrrOde"). You just have to tell the compiler to also for search includes in "include/IrrOde". You still have to add the ODE libs, but those are not included in IrrOde anyways, so you always have to link them as well.
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Zurzaza
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Post by Zurzaza »

Ok thank you very much for the help.
I compiled the library correctly under vs2005.

To anyone that needs the re-compiled version of Irrode library, you can download my version from Here (.zip version)
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