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  [Odejava] *new* XML ODE format  (Read 2106 times)
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Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Posted 2004-03-07 00:10:45 »

I have proposed a new ODE XML format to the ODE mailing list

My post to the list is here: http://hook.org/pipermail/ode/2004-March/011546.html

And the draft spec is here: http://tankammo.com/xode/xode.txt

If you have any comments, please post them to the ode mailing list.

Cheers,

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #1 - Posted 2004-04-13 22:53:12 »

Update: The draft spec is now complete - you can view it here http://tankammo.com/xode/1.0r17/

I am currently adding XODE support to Odejava.

Cheers,

Will.

Offline matheng10

Senior Newbie




Java games rock!


« Reply #2 - Posted 2004-04-17 12:22:54 »

Impressive... that would be wonderful.
Do you have any landing time estimate for odejava?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #3 - Posted 2004-04-17 23:45:10 »

Body and GeomBox support is in Smiley and the foundations are laid for everything else.

It's only a matter of time really - no rocket science.  I'll keep you updated in this thread Smiley  I'd hope to have usuable XODE support maybe within a week (that is body, geom, and joint).

make sure you subscribe to the cvs mailing list Smiley

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #4 - Posted 2004-04-18 10:32:54 »

it now supports more geom formats Smiley

try:

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cd odejava-xith3d
java -ea -cp odejava-xith3d.jar:../odejava/odejava.jar:xith3d.jar:.:../odejava/ org.odejava.xith3d.test.RunDemo org.odejava.test.xode.XODEExample

(symlink or copy xith3d.jar to odejava-xith3d)


on the top of my list is XODE joint support and multi-geom body support.

Will.

Offline matheng10

Senior Newbie




Java games rock!


« Reply #5 - Posted 2004-04-18 15:37:01 »

Hi i just read the specification and a couple of things came into my head:

Why Body and Geoms are seen as containters in the specification?

Is there a way in the file to specify that a Geom is to be bound to a specified Body?
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #6 - Posted 2004-04-18 22:16:07 »

well Body is a container really - it can have geoms.

The reason is that child Bodies and Geom's have their transforms relitive to their parents.  You don't have to use the container features of geom if you don't want.  If you have a geom as the child of a geom - as far as ODE is concerened they are seperate.  XODE just defines some extra relationships which you can use if you like.

Will.

Offline Jani Laakso

Junior Devvie




Do it with Java!


« Reply #7 - Posted 2004-04-19 14:53:49 »

I looked at the XODE source code, top stuff! This is superb addition to Odejava. I'm very interested to see how it develops!
Offline matheng10

Senior Newbie




Java games rock!


« Reply #8 - Posted 2004-04-22 11:26:23 »

Hi Will!
Since I need to use xode in a very short term (within two days) I think i'm starting adding joint support to xode.

As soon as i have some code working i wold be glad to share a couple of classes ;-)
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #9 - Posted 2004-04-22 11:52:32 »

sure, I've laid the foundations so hopefully it won't be too hard.  I might do some more work in 24 hours or so and over the weekend (a long weekend for me).   Please keep me posted on any coding you do so I don't duplicate it...  

If you told me exactly what you need (i.e. what joints) I could probably add it within 48 hours.

Will.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #10 - Posted 2004-04-25 07:18:33 »

I've corrected the scema so that mass has to come after geoms.

Use this one: http://tankammo.com/xode/1.0r18/

(i.e.             xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://tankammo.com/xode/1.0r18/xode.xsd">)

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #11 - Posted 2004-04-25 11:33:56 »

http://tankammo.com/xode/1.0r18/

changes:

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    <transform>
        <tmatrix
            d_1_1="0" d_1_2="1" d_1_3="2" d_1_4="0"
            d_2_1="1" d_2_2="0" d_2_3="1" d_2_4="3"
            d_3_1="0" d_3_2="1" d_3_3="0" d_3_4="1"
            d_4_1="2" d_4_2="0" d_4_3="2" d_4_4="0"
      />
    </transform>


to

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    <transform>
        <matrix4f
            m00="0" m01="1" m02="2" m03="0"
            m10="1" m11="0" m12="1" m13="3"
            m20="0" m21="1" m22="0" m23="1"
            m30="2" m31="0" m32="2" m33="0"
      />
    </transform>


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   Three vectors representing the position, rotation and scale.
   
   Example:
 
    <transform>
        <position x="0" y="0" z="0" />
        <rotation x="0" y="90" z="0" aformat="degrees" />
        <scale x="1" y="1" z="1" />        
    </transform>


to

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  Vector Transform Style:
   
   Three vectors representing the position, rotation and scale.
   
   Examples:
 
    <transform scale="1">
        <position x="0" y="0" z="0" />
      <rotation>
              <euler x="0" y="90" z="0" aformat="degrees" />
      </rotation>
    </transform>
   
    <transform scale="1">
        <position x="0" y="0" z="0" />
      <rotation>
            <axisangle  x="0" y="0" z="1" angle="" aformat="degrees" />
      </rotation>
    </transform>
   
    <transform scale="1">
        <position x="0" y="0" z="0" />
      <rotation>
            <quaternion x="0" y="0" z="0" w="0" aformat="degrees"/>
      </rotation>
    </transform>
   
   The rotation element can either contain euler, exisangle or quaternions.


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   By default, the Matrix transform style is assumed.  To manually 
   specify either transform style, the "transformstyle" attribute of
   <world> must be specified.  It's value is either 'matrix' for the
   Matrix Transform Style, or '
vector' for the Vector Transform Style

removed - this was very annoying and not needed

As mentioned - the mass was moved to after the Geoms in body.


The code I am about to commit in is 1.0r18 compliant, as is the "boxsphere.xml" example.

The Transform class was renamed to XODETransform and is now fully implemented for both vector and matrix style transforms (both stored internally as matricies).


I apologise for changing the spec - but more changes will be made as I nut out problems with the implementation.

Cheers,

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #12 - Posted 2004-04-29 02:18:21 »

Thanks to Matteo, Joint support has been added Smiley

The foundation for the parser is now laid, we just need to clean it up and implement the remaining functions.

Will.

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