Irrlicht, Bullet and Quake 3 maps.... The bane of my existen

Post your questions, suggestions and experiences regarding game design, integration of external libraries here. For irrEdit, irrXML and irrKlang, see the
ambiera forums
Post Reply
Metalhead33
Posts: 13
Joined: Sat Jan 25, 2014 1:31 pm
Location: Budapest, Hungary
Contact:

Irrlicht, Bullet and Quake 3 maps.... The bane of my existen

Post by Metalhead33 »

I use Irrlicht 1.8.1 and Bullet Physics 2.82...
So what is the problem? I can't get them them to work with a Quake 3 map.
Getting it to work with Irrlicht works fine and dandy. But Bullett?
Nope.
I can't even compile Bullet's BspDemo, since I don't have GLUT. I tried to add BspConverter as a header, but it complains how " 'm_dynamicsWorld' was not declared in this scope|", and how many other stuff were not declared. It's driving me crazy.
This happens when I simply copy everything from the .cpp files into the .h files.
But when I try to use the original, unedited files, it just complains about undefined references - which is funny, since I compiled the Bullet library, and linked it to my program.

Isn't there a way to get Bullet Physics to work with BSP files? A way where I can just include the header into my main.cpp, and it'll work like Irrlicht?
Every demo that Bullet has relies on something called GLUT which I don't even know what is.
By the way, I use CodeBlocks 12.11, Windows XP, MinGW compiler.

Why is using Bullet so freaking difficult? Why can't I have something compiles without complaining, and does what it's supposed to at a magical "Physics->InitPhysics("20kdm2.bsp")", like Irrlicht?
I'm starting to lose my faith in Bullet Physics.

Maybe I should post this to the Bullet Forums though.
I found this before, but all links on it seem dead.
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Seven »

I have written wrappers for multiple physics engines and keep coming back to PhysX (3.## now). Easy to use and very powerful. In addition, it is one I can help you with when you have questions :)

Let me look around for an old bullet wrapper to see if it had the quake world written for it.......
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Seven »

found one and copying it from the network (15 minutes) so i think that I will blabber for a minute.

in my wrappers, I create a base object class CSObject that can contain nodes, AI, attributes etc.... including a physics object. during the movement phase, the CSObject instance polls the CSPhysXObject for position and rotation.

I create physics objects by filling out a physics description and then using it to create the object (which is stored in the CSObject);
something like this.......

Code: Select all

 
// include this file only once
#pragma once
 
// include the needed header files
#include "CSO_Generic.h"
#include "CSObject.h"
#include "CSLevel.h"
 
namespace CS
{
    // This class is exported from the dll
    class CSO_Cube : public CSObject
    {
    public:
        // all objects must define this so that the normal CSObject::Frame()
        // call can update the position of the node based on the physicsobject
        virtual ISceneNode* getPrimarySceneNode() { return m_Node; }
 
        // the primarys cenenode for this object
        ADD_PUBLIC_VARIABLE_SETGET(ISceneNode*, Node);
 
        virtual bool cleanup()
        {
            // log this event
            CS_LOG("CSO_Cube::cleanup()");
 
            // safely remove the scenenode
            CS_SAFE_REMOVE(m_Node);
 
            // let the base class cleanup too
            return CSObject::cleanup();
        }
 
        virtual void initialize()
        {
            // log this event
            CS_LOG("CSO_Cube::Initialize()");
 
            // initialize the base class
            CSObject::initialize();
 
            // set variables to a known value
            CS_INIT(m_Node);
            CS_INIT_VECTOR3DF(m_Scale, 20, 20, 20);
            CS_INIT_FLOAT(m_Mass, 10.0f);
            CS_INIT_STRING(m_TextureFileName, "wall.jpg");
        }
 
        virtual bool create(CSLevel* level, int id)
        {
            // log this event
            CS_LOG("CSO_Cube::create()");
 
            // create the base class
            CSObject::create(level, id);
 
            // create the information structure for this object
            getInfo()->create(1, "CSO_Cube", "a box with physics attached", 1.00, "Seven");
 
            // everything went fine
            return true;
        }
 
        virtual bool reCreate()
        {
            // log this event
            CS_LOG("CSO_Cube::ReCreate()");
 
            // remove the node if it exists
            CS_SAFE_REMOVE(m_Node);
 
            // create the base class
            CS_CHECK_BOOL(CSObject::reCreate(), "CSO_Cube::ReCreate() -- base class create failed");
 
            // create the scenenode
            CS_CHECK_BOOL(createNode(),"Warning! node creation failed");
 
            // create the physx object
            createPhysXObject();
 
            // set the object's id after the node is created
            // this allows the editor to select the node properly
            setId(getId());
 
            // set the object type for the editors
            setObjectType(OBJECT_TYPE::CS_TYPE_OBJECT);
 
            // everything went fine
            return true;
        }
 
        virtual bool createNode()
        {
            // safely remove the node if it already exists
            CS_SAFE_REMOVE(m_Node);
 
            // create the node
            m_Node = getSmgr()->addCubeSceneNode(1, 0, -1, getPosition(), getRotation(), getScale());
 
            // make sure we have a vlid node
            CS_CHECK_BOOL(m_Node, "Warning! node creation failed!");
 
            // set the node variables
            m_Node->setMaterialTexture(0, getDriver()->getTexture(MEDIAPATH(getTextureFileName())));
 
            // everything went fine
            return true;
        }
 
        virtual void createPhysXObject()
        {
            CS_LOG("CSO_Cube::CreatePhysXObject()");
 
            // make sure the object is available
            CSObject::createPhysXObject();
 
            // make sure the node is valid
            CS_CHECK_RETURN(m_Node, "-- no node to create physics object from");
 
            // create a physics object to represent this node
            IPhysicsObjectData data;
            data.type       = POT_PRIMITIVE_BOX;
            data.node       = m_Node;
            data.position   = getPosition();
            data.rotation   = getRotation();
            data.scale      = getScale();
            data.mass       = getMass();
            data.gravity    = true;
            data.bboffset   = getBBOffset();
            data.userdata   = getId();
            data.dynamic    = true;
            setPhysXObject(getLevel()->getPhysXWorld()->createPhysXObject(data));
        }
    };
 
} // end namespace
 
 
When the createPhysXObject(data) call is resolved, it creates a physx object that relates to the data parameters that are passed in. In this case, a rectangular physx representation using position, rotation, scale, mass, and it is dynamic ( a plane would not be for example).

I tell you this so that you can understand the code I will post in a moment...........
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Seven »

sigh, the old code i found doesnt have the bsp laoder in it sorry........

it did have this at the header......

// Bullet/irrlicht demo by Alan Witkowski
// http://www.cs.utah.edu/~witkowsk
// http://code.google.com/p/irrlamb/

if I remember, irrlamb was pretty good and should have the examples you need.

if you change your mind and decide to use physX I can be of more help.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by hendu »

There's no need to open-code BSP loading. Load it in irr, pass the triangles to bullet as a bullet triangle mesh. If you can't code that conversion, there are several examples here on the forum.
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Seven »

if you are looking to change over to PhysX, let me know. I have quite a code base that I can share and I can answer questions better.
Metalhead33
Posts: 13
Joined: Sat Jan 25, 2014 1:31 pm
Location: Budapest, Hungary
Contact:

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Metalhead33 »

I think I'll give Bullet a last chance and look for ways to pass the triangles to bullet as a bullet triangle meshes.
If I fail, I'll convert to PhysX.
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Seven »

sounds good and good luck with your project!
Metalhead33
Posts: 13
Joined: Sat Jan 25, 2014 1:31 pm
Location: Budapest, Hungary
Contact:

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Metalhead33 »

Aaaand, thanks to this, I managed to do this!
Finally, working collision....
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Irrlicht, Bullet and Quake 3 maps.... The bane of my exi

Post by Granyte »

LOL when inis mona started I was like why is my music player on

anyway this is a nice start
Post Reply