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1  Java Game APIs & Engines / Xith3D Forums / What about skeleton animation? on: 2004-10-20 15:12:39
Hi, Guys!

What about skeleton animation on Xith3D ?
Do anybody have real sample application ?

I very interest for such model:
(3DMax skeleton animated model) -> (export) -> (Xith3D application)
2  Game Development / Game Mechanics / Re: ODEjava+Xith3D: how to begin on: 2004-09-04 08:38:12
Thanks for your answer! This is something useful...
3  Game Development / Game Mechanics / ODEjava+Xith3D: how to begin on: 2004-09-03 12:37:18
Hi William and All!
I'm rather strong in Xith3D and already have some commercial projects.
Then I want to add some phisics effects to some of my projects (walk, avatar object interacion etc.).
I did that:
1. Download odejava-0.1.1-full.zip (Is this latest? It is on the /old folder Smiley)
2. Download ODE API documentation from http://www.odejava.org/javadoc/
3. Closely read boxDemo and carDemo.

Unfortunately, this all are not useful to begin ODE integration with my projects, because of:
1. API documentation and examples have not explanation how I must init ODE world:

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world = new dWorld();
space = new dHashSpace(Ode.getPARENTSPACEID_ZERO());
contactGroup = new dJointGroup(0);
jointGroup = new dJointGroup(1);
world.setGravity(gravity.x, gravity.y, gravity.z);
// Setup callback function
Ode.setWorldID(world.id());
Ode.setContactGroupID(contactGroup.id());
Ode.setSurfaceMu(1f);
Ode.setSurfaceBounce(0.14f);
Ode.setSurfaceBounceVel(0.1f);
Ode.setSurfaceMode(Ode.dContactBounce | Ode.dContactApprox1);


Where I can read some little explanation about using ODE World, JointGroup, dHashSpace etc.?
Is tutorial anywhere?

2. In API documentation I see classes: World, Body. But in examples: dWorld, dBody. How I must understand this?

3. What difference between Body.addForce() and Boby.setForce() ?

And many more questions about many classes and method because of API documentation no explain how to use their.
4  Java Game APIs & Engines / Xith3D Forums / Re: Get Translation & Rotation from Transform3 on: 2004-02-23 09:55:09
1. If you set rotation as you explained:

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tf.rotX(xdegree); 
tf.rotY(ydegree);
tf.rotZ(zdegree);


you will get only last transfom action in result of your Transform3D implementation because of the method tf.rotZ(zdegree) overwrite any previous transform changes.

The result of tf.rotZ(zdegree) is in matrix (easy to extract):
       float f1 = (float)Math.sin(f);
       float f2 = (float)Math.cos(f);
       m00 = f2;
       m01 = -f1;
       m02 = 0.0F;
       m03 = 0.0F;
       m10 = f1;
       m11 = f2;
       m12 = 0.0F;
       m13 = 0.0F;
       m20 = 0.0F;
       m21 = 0.0F;
       m22 = 1.0F;
       m23 = 0.0F;
       m30 = 0.0F;
       m31 = 0.0F;
       m32 = 0.0F;
       m33 = 1.0F;

2. If you are using rotXYZ(float angleX, float angleY, float angleZ) method, the result matrix will contains result of multiplication of 3 rotation matrices (rotX, rotY and rotZ). There is no way to extract 3 multipliers from result :)
5  Java Game APIs & Engines / Xith3D Forums / Re: Billboarding example? on: 2004-02-04 07:13:24
There is no right working Billboard in Xith3D now:
only self generated Triangle array (rectangle textured shape);
only self TransformGroup checked to transform update. Its all is very inconveniently.
I hope we'll make good working BillboardTransformGroup soon.
6  Java Game APIs & Engines / Xith3D Forums / About ASE loader on: 2004-01-26 09:29:58
Does ASE loader support smoothing groups?
7  Java Game APIs & Engines / Xith3D Forums / Re: ASE group support completed - *beta available* on: 2003-12-10 12:21:02
Was normal indices parsing aded to new version? I'v realised it earlier forself but waited for ASE group finishig.
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