Particle candy and jv-ode?

Blitz3D Forums/Blitz3D Userlibs/Particle candy and jv-ode?

Ok this should be easy but its giving me problems.

in my jv_ode driving game. Ive been trying to have particles of smoke get left behind my tyres when the car first pulls away or accelerates sharply. ive been trying to limit the emitter so that it only comes on when a force is applied then cut off when it passes a higher force value. it kind of works but its cutting the smoke off a bit early, whatever i try I cant seam to get it right.

also is there a way in JV-ODE of telling how fast a body is moving, i tried some of the commands from the docs but i dont think im using the right.

thanks Pete

If you cut uf the smoke early this sounds like you used stopemitter with forced end. You can as well just modify its lifetime so it does not spawn any further particles, this would most likely be what you desire, correct?

Its not that, if i hold the handbrake and then accerate,which hold the car to a really slow speed the smoke keeps emitting because it keeps the force from going above the limit where ive set it to turn off the emitter. without limiting the emitter the car would drive round with smoke trailing it. i know the Particle system is set right, but i need to be able to control emitters to give smoke just when you accerate and only for the first sec or so to make it look like wheel spin. id like to have smoke when the car skid round corners but i have no idea how to do it.

thanks for the really though. I have trouble expaining sometime im sorry

Hi Pete,

You can return the rotational velocity of the wheels in JV-ODE. Combine this with the overall velocity of the car and detect it is in contact with the ground to start/stop the emitter.

For example, if there is a high rotation velocity of the wheels and the car velocity is low, it indicates the wheel is slipping and would be emitting smoke if it was in contact with the ground.

Try the following code in the main loop of the car demos to detect the rotational velocity of wheel 3 (rear/left).
Text 0,100,"Rotation Velocity:"+dJointGetHinge2Angle2Rate(Joint(3))


Ok but which velocity command do i use for the car?

Plus in my game ive made a second car using the same code but changing the entity names. whats the handle for the car body?

thanks for your help this is really good fun

To get the velocity of the car, you use a pivot and EntityDistance(). Each frame you return the distance between the current car location and the previous car location, the faster the car moves, the further it travels each frame.

Here's a modified car demo which has the above method implemented...
; ###################################################################################################
; #										  JV-ODE Car Demo											#
; #									Code by Jim Williams (VIP3R)									#
; #								Devious Codeworks - Copyright © 2007								#
; ###################################################################################################

AppTitle "JV-ODE Car Demo"

Include "JV-ODE.bb"

Graphics3D 800,600,0,2

Global CMass#=200			; ### Car Mass
Global WMass#=14			; ### Wheel Mass

Global WorldERP#=1			; ### World Error Correction
Global WorldFriction#=70	; ### World Friction

Global Torque#=24			; ### Joint Torque
Global SuspensionHS#=0.01	; ### Suspension Hardness/Softness (Higher=Softer - Lower=Harder)

Global Force#=0
Global Steer#=0

Global Car
Global CGeom
Global CMesh

Global PrevPosPivot=CreatePivot()

Global PrevX#=0.0
Global PrevY#=0.0
Global PrevZ#=0.0

Global Velocity#=0.0

Global CarStartY=20

Dim Wheel(4)
Dim WGeom(4)
Dim Joint(4)

Type ODEGeom
	Field body
	Field geom
	Field mesh
End Type

; ###################################################################################################

; ### Setup ODE

Global World=dWorldCreate()
Global Space=dHashSpaceCreate(0)
Global ContactGroup=dJointGroupCreate(0)

dWorldSetAutoDisableFlag(World,1)
dWorldSetGravity(World,0,-0.98,0)
dWorldSetERP(World,WorldERP)

dContactSetMode(dContactSlip1)
dContactSetMu(WorldFriction)

; ### Create car body

ode.ODEGeom=New ODEGeom
ode\body=dBodyCreate(World)
Car=ode\body
dBodySetRotation(ode\body,0,0,0)
dBodySetPosition(ode\body,0,CarStartY,0)
mass=dMassCreate()
dMassSetBoxTotal(mass,CMass,3,1,4)
dBodySetMass(ode\body,mass)
dMassDestroy(mass)
ode\geom=dCreateBox(Space,3,1,4)
CGeom=ode\geom
dGeomSetBody(ode\geom,ode\body)
ode\mesh=CreateCube()
CMesh=ode\mesh
ScaleMesh ode\mesh,1.5,0.5,2
RotateMesh ode\mesh,0,0,0
PositionMesh ode\mesh,0,0,0
EntityColor ode\mesh,40,80,255
EntityAlpha ode\mesh,1

; ### Create wheels

For count=1 To 4
	ode.ODEGeom=New ODEGeom
	ode\body=dBodyCreate(World)
	Wheel(count)=ode\body
	dBodySetRotation(ode\body,0,0,0)
	dBodySetPosition(ode\body,0,0,0)
	mass=dMassCreate()
	dMassSetSphereTotal(mass,WMass,0.7)
	dBodySetMass(ode\body,mass)
	dMassDestroy(mass)
	ode\geom=dCreateSphere(Space,0.7)
	WGeom(count)=ode\geom
	dGeomSetBody(ode\geom,ode\body)
	ode\mesh=CreateCylinder(8)
	ScaleMesh ode\mesh,0.7,0.25,0.7
	RotateMesh ode\mesh,0,0,90
	PositionMesh ode\mesh,0,0,0
	EntityColor ode\mesh,255,255,255
Next

dBodySetPosition(Wheel(1),-2,CarStartY-0.5,+2)
dBodySetPosition(Wheel(2),+2,CarStartY-0.5,+2)
dBodySetPosition(Wheel(3),-2,CarStartY-0.5,-2)
dBodySetPosition(Wheel(4),+2,CarStartY-0.5,-2)

; ### Create some objects

SeedRnd MilliSecs()

For spheres=1 To 20
	ode.ODEGeom=New ODEGeom
	ode\body=dBodyCreate(World)
	dBodySetRotation(ode\body,0,0,0)
	dBodySetPosition(ode\body,Rnd(-100,100),30,Rnd(-100,100))
	ode\geom=dCreateSphere(Space,4)
	dGeomSetBody(ode\geom,ode\body)
	ode\mesh=CreateSphere()
	ScaleMesh ode\mesh,4,4,4
	RotateMesh ode\mesh,0,0,0
	PositionMesh ode\mesh,0,0,0
	EntityColor ode\mesh,Rnd(255),Rnd(255),Rnd(255)
	EntityAlpha ode\mesh,1
	EntityShininess ode\mesh,0.7
Next

For capsules=1 To 20
	ode.ODEGeom=New ODEGeom
	ode\body=dBodyCreate(World)
	dBodySetRotation(ode\body,90,0,0)
	dBodySetPosition(ode\body,Rnd(-100,100),30,Rnd(-100,100))
	ode\geom=dCreateCapsule(Space,1,8)
	dGeomSetBody(ode\geom,ode\body)
	ode\mesh=CreateCylinder(8)
	ScaleMesh ode\mesh,1,5,1
	RotateMesh ode\mesh,90,0,0	; <<< Mesh X-Axis must be rotated 90 degrees to fix cylinder alignment
	PositionMesh ode\mesh,0,0,0
	EntityColor ode\mesh,Rnd(255),Rnd(255),Rnd(255)
	EntityAlpha ode\mesh,1
	EntityShininess ode\mesh,0.7
Next

; ### Create light

Global Light=CreateLight()

RotateEntity Light,45,-90,0
LightColor Light,255,255,255
AmbientLight 130,130,130

; ### Create camera

Global CameraPivot=CreatePivot(CMesh)
PositionEntity CameraPivot,0,2,-7

Global Camera=CreateCamera()
CameraClsColor Camera,0,0,0
CameraRange Camera,1,1000

; ### Create plane

dCreatePlane(Space,0,1,0,0)

Plane=CreatePlane()

EntityAlpha Plane,0.8

PlaneTexture=CreateTexture(128,128,9)

ClsColor 0,200,80
Cls

Color 255,255,255

Rect 0,0,64,64,1
Rect 64,64,64,64,1

CopyRect 0,0,128,128,0,0,BackBuffer(),TextureBuffer(PlaneTexture)
ScaleTexture PlaneTexture,20,20
EntityTexture Plane,PlaneTexture,0,0

Mirror=CreateMirror()

; ###################################################################################################

; ### BLITZ STATIC OBJECT (White)

blitzobject=CreateCube()
ScaleMesh blitzobject,1,4,20
RotateMesh blitzobject,-10,8,4
PositionMesh blitzobject,10,5,40

EntityColor blitzobject,255,255,255
EntityAlpha blitzobject,1

; ### ODE STATIC OBJECT (Blue)

ode.ODEGeom=New ODEGeom
ode\geom=dCreateBox(Space,2,8,40)
dGeomSetRotation(ode\geom,-10,8,4)
dGeomSetPosition(ode\geom,20,5,40)
ode\mesh=CreateCube()
ScaleMesh ode\mesh,1,4,20
RotateMesh ode\mesh,0,0,0
PositionMesh ode\mesh,0,0,0

EntityColor ode\mesh,0,100,200
EntityAlpha ode\mesh,1

; ### ODE STATIC OBJECT (Red)

ode.ODEGeom=New ODEGeom
ode\geom=dCreateBox(Space,18,0.2,40)
dGeomSetRotation(ode\geom,-14,0,0)
dGeomSetPosition(ode\geom,-20,4.9,40)
ode\mesh=CreateCube()
ScaleMesh ode\mesh,9,0.1,20
RotateMesh ode\mesh,0,0,0
PositionMesh ode\mesh,0,0,0

EntityColor ode\mesh,200,0,100
EntityAlpha ode\mesh,1

; ###################################################################################################

SetupCar()

While Not KeyHit(1)

	UpdateKeys()

	PTime=MilliSecs()

	UpdateCar()

	UpdateGeoms()

	dSpaceCollide(Space,World,ContactGroup)
	dWorldQuickStep(World,0.1)
	dJointGroupEmpty(ContactGroup)

	PhysicsTime#=MilliSecs()-PTime

	UpdateCam()

	UpdateWorld

	RenderWorld

	CalcVelocity()

	Text 0,0,"JV-ODE Version "+dGetVersion()
	Text 0,15,"Physics Time:"+PhysicsTime
	Text 0,50,"Force:"+Force
	Text 0,65,"Torque:"+Torque
	Text 640,0,"A - Accelerate"
	Text 640,15,"Z - Brake/Reverse"
	Text 640,30,"Arrows - Steering"
	Text 640,45,"Space - Reset Car"

	Text 0,100,"Car Velocity:"+Velocity

	Text 0,130,"Rotation Velocity (W3):"+dJointGetHinge2Angle2Rate(Joint(3))

	Flip

Wend

dJointGroupDestroy(ContactGroup)
dSpaceDestroy(Space)
dWorldDestroy(World)
dCloseODE()

End

; ###################################################################################################

Function SetupCar()

For count=1 To 4
	Joint(count)=dJointCreateHinge2(World,0)
	dJointAttach(Joint(count),Car,Wheel(count))
	dJointSetHinge2Anchor(Joint(count),dBodyGetPositionX(Wheel(count)),dBodyGetPositionY(Wheel(count)),dBodyGetPositionZ(Wheel(count)))
	dJointSetHinge2Axis1(Joint(count),0,1,0)
	dJointSetHinge2Axis2(Joint(count),-1,0,0)
	dJointSetHinge2Param(Joint(count),dParamSuspensionERP,0.8)
	dJointSetHinge2Param(Joint(count),dParamSuspensionCFM,SuspensionHS)
	If count>2
		dJointSetHinge2Param(Joint(count),dParamLoStop,0)
		dJointSetHinge2Param(Joint(count),dParamHiStop,0)
		End If
Next

Force=0

End Function

; ###################################################################################################

Function CalcVelocity()

PositionEntity PrevPosPivot,PrevX,PrevY,PrevZ

Velocity#=EntityDistance(CMesh,PrevPosPivot)

PrevX#=EntityX(CMesh)
PrevY#=EntityY(CMesh)
PrevZ#=EntityZ(CMesh)

End Function

; ###################################################################################################

Function UpdateKeys()

If KeyDown(30)=1
	Force=Force+0.08
	If Force>30 Then Force=30
	End If

If KeyDown(44)=1
	Force=Force-0.1
	If Force<-10 Then Force=-10
	If Force>0 Then Force=Force*0.97
	End If

If KeyDown(30)=0 And KeyDown(44)=0 Then Force=Force*0.99

If KeyDown(203)=1 Or KeyDown(205)=1
	If KeyDown(203)=1
		Steer=0.5
		Else
		Steer=-0.5
		End If
	Else
	Steer=0
	End If

If KeyHit(57)=1
	Force=0
	dBodySetRotation(Car,dGeomGetPitch#(CGeom),dGeomGetYaw#(CGeom),0)
	End If

End Function

; ###################################################################################################

Function UpdateCar()

For count=1 To 4
	dBodyEnable(Wheel(count))
Next

dBodyEnable(Car)

For count=1 To 4
	dJointSetHinge2Param(Joint(count),dParamVel2,Force)
	dJointSetHinge2Param(Joint(count),dParamFMax2,Torque)
Next

For count=1 To 2
	angle#=Steer-dJointGetHinge2Angle1(Joint(count))
	dJointSetHinge2Param(Joint(count),dParamVel,angle)
	dJointSetHinge2Param(Joint(count),dParamFMax,400)
Next

End Function

; ###################################################################################################

Function UpdateCam()

PositionEntity CameraPivot,0,3,-12

camx#=EntityX(CameraPivot,1)-EntityX(Camera)
camy#=EntityY(CameraPivot,1)-EntityY(Camera)
camz#=EntityZ(CameraPivot,1)-EntityZ(Camera)

TranslateEntity Camera,camx*0.5,camy*0.5,camz*0.5

PointEntity Camera,CMesh

End Function

; ###################################################################################################

Function UpdateGeoms()

For ode.ODEGeom=Each ODEGeom
	RotateEntity ode\mesh,dGeomGetPitch#(ode\geom),dGeomGetYaw#(ode\geom),dGeomGetRoll#(ode\geom)
	PositionEntity ode\mesh,dGeomGetPositionX#(ode\geom),dGeomGetPositionY#(ode\geom),dGeomGetPositionZ#(ode\geom)
Next

End Function

; ###################################################################################################


To store the handles of each car body you can use an array, each time you create a car, store a copy of the ode/body handle...

Car(number)=ode\body

The ODE body handle for car number two will then be 'Car(2)'.

As an alternative to arrays you can extend the ODEGeom type to include a car ID number and then cycle through each type to get the ode\body handle.

thanks. The calcvelocity function is great I wouldnt have thought of doing it like that.

Ive been using the first one of your two options for getting the handle of the car, good to know im not doing it wrong.

Thanks for your quick replys and code example.

You're welcome :)

thanks for this additional piece of code VIP3R.