Filax, new EasyTok functions for you to include!
Blitz3D Forums/Blitz3D Userlibs/Filax, new EasyTok functions for you to include! 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?
Why does the function definition declare a floating point return value and then the return command returns an integer?
Ok ! No problem ! :)
Gabriel : The % sign return a int not a float !
if you want return a float you must do a #.
Gabriel : The % sign return a int not a float !
if you want return a float you must do a #.
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.
When is the next release planned by the way?
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?
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.
; ---------------------------------------------------- ; Get the rigidbody body from a name ; ---------------------------------------------------- Function TOK_GetRBToka(Name$) For G.TOK_ObjectStruct = Each TOK_ObjectStruct If G\BodyType%=TOK_TypeRigidBody% And Upper$(Name$)=Upper$(G\Name$) Then Return G\Body EndIf Next Return False End Function
?? :) For the update do you receive my beta with ragdoll ?
but don't panic the release coming.
Hi Fliax,
no I didn't see that - will use it. Perhaps the name of the function wasn't clear enough ;-)
But I would like these included too (best check they are correct first :-) )
Yes I did get your update. I'm not too interested in ragdoll stuff just yet. Will these 4 functions be included in the next release? Many thanks.
Just found this gravity stuff and will be VERY useful for me.
no I didn't see that - will use it. Perhaps the name of the function wasn't clear enough ;-)
But I would like these included too (best check they are correct first :-) )
; ----------------------------------------- ; Enable/display gravity to a Rigid Body ; ----------------------------------------- Function TOK_ApplyGravity(Name$,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$) Then Return TOKRB_IsGravityEnabled G\Body EndIf EndIf EndIf Next End Function
Yes I did get your update. I'm not too interested in ragdoll stuff just yet. Will these 4 functions be included in the next release? Many thanks.
Just found this gravity stuff and will be VERY useful for me.
It's ok your function are included :) if you have other's
don't hesitate :)
don't hesitate :)
Filax,
a couple of things, another new function ( that is very useful to me) and a small mod that is also very handy.
PLEASE include these updates!
could you please modify the 2 create sphere functions to allow the number of segments to be passed in, i.e.
then in that function...
Many thanks! This would save me having 3 different EasyTok libs!
For that matter please do the cylinder functions too. Oh and any idea when the next version is out?
a couple of things, another new function ( that is very useful to me) and a small mod that is also very handy.
PLEASE include these updates!
; ----------------------------------------- ; Enable/disable active to a Rigid Body ; ----------------------------------------- Function TOK_ApplyActive(Name$,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$="",Red=255,Green=255,Blue=255,View%=1,Life%=15, Segments%=16)
then in that function...
G\Mesh = CreateSphere(Segments)
Many thanks! This would save me having 3 different EasyTok libs!
For that matter please do the cylinder functions too. Oh and any idea when the next version is out?
No problem :) Fixed for the moment :
For the release just let me 2 days. There is changes at my
job :/
Version 1.4 : ------------- New function : TOK_ApplyVelocity(Name$,X#,Y#,Z#) (thanks Boiled Sweets) New function : TOK_ApplyAngularMomentum(Name$,X#,Y#,Z#) (thanks Boiled Sweets) New function : TOK_ApplyGravity(Name$,Gravity%) (thanks Boiled Sweets) New function : TOK_ApplyActive(Name$,Active%) (thanks Boiled Sweets) New function : TOK_IsGravityEnabled%(Name$) (thanks Boiled Sweets) New function : TOK_GetRBPitch#(Name$,Global_Value) New function : TOK_GetRBYaw#(Name$,Global_Value) New function : TOK_GetRBRoll#(Name$,Global_Value) New function : TOK_CreateBomb(Name$,Px#,Py#,Pz#,Radius#,Force#,Second,Launch_Sound$,Explode_Sound$) New function : TOK_DeleteBomb(Name$) New function : TOK_ActivateAllBomb()
For the release just let me 2 days. There is changes at my
job :/
Woah whats that bomb thing?
Surprise :)
:-) 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?
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?
No ! because you know the problem with blitz collisions and
animated/moving objects ... :( I'll release EasyTOK this
night.
animated/moving objects ... :( I'll release EasyTOK this
night.
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?
Would that then handle the dymanic collisions?
maybe ! i have try some test to control a physic
camera (attached RB sphere to camera) and it work !
camera (attached RB sphere to camera) and it work !
WOAH! Could you please send me the example?
Do you look the example : Beginning - Camera Move 01.bb
It's an example with camera moving with physic + collisions :)
It's an example with camera moving with physic + collisions :)
I have EasyTok 1.1 - it does not have that example