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  [Odejava] March native build aborted  (Read 1219 times)
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Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Posted 2005-03-16 22:59:06 »

Hi,

I decided to do a native build today.

As I went though the motions, I ran
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diff -u --recursive ode ode-official/


where ode was a fresh check out of ODE from its sourceforge CVS, and ode-official was the last ODE sources used with Odejava (The file "ODE Sources" on this page)

The only diff results of note were as follows:

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-12/07/04 adam
-
-        * Important AMotors bugfix
-

<snip />

diff -u --recursive ode/ode/src/joint.cpp ode-official/ode/src/joint.cpp
--- ode/ode/src/joint.cpp       Wed Dec  8 01:30:51 2004
+++ ode-official/ode/src/joint.cpp      Thu Sep 30 05:20:27 2004
-2657,12 +2657,12 @@
   axes[0][2] *= torque1;
   if (joint->num >= 2) {
     axes[0][0] += axes[1][0] * torque2;
-    axes[0][1] += axes[1][1] * torque2;
-    axes[0][2] += axes[1][2] * torque2;
+    axes[0][1] += axes[1][0] * torque2;
+    axes[0][2] += axes[1][0] * torque2;
     if (joint->num >= 3) {
       axes[0][0] += axes[2][0] * torque3;
-      axes[0][1] += axes[2][1] * torque3;
-      axes[0][2] += axes[2][2] * torque3;
+      axes[0][1] += axes[2][0] * torque3;
+      axes[0][2] += axes[2][0] * torque3;
     }
   }


The HTML view of ODE's CVS confirms this.

So basically the only new fix in CVS is with angular motors.  I am subscribed to the ODE CVS mailing list and now I think of it, I havn't been getting any emails recently.

Unless there is sufficient demand, I am not going to rebuild the natives just for that as it requires considerable effort on my part.  I will next update the Odejava natives when changes are made to ODE that warrant it.

However, I will release a new build of the java code soon, along with updated docs for building the natives.

Cheers,

Will.

Offline ewills

Junior Member




Java skeletal animation systems rock!


« Reply #1 - Posted 2005-03-17 19:26:05 »

It doesn't look like the Ode class has a dJointAddAMotorTorques() method anyway...
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #2 - Posted 2005-03-17 21:01:16 »

good point, I didn't see that Smiley

In that case, we should add it in.

If anyone else has methods they need that arn't in Odejava, make sure you post in these forums before the next native build so they make it in.

Will.

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

Senior Newbie




Stone golems rock!


« Reply #3 - Posted 2005-03-18 08:08:01 »

how about... autodisabling? Smiley
Offline t_larkworthy

Senior Member


Medals: 1
Projects: 1


Google App Engine Rocks!


« Reply #4 - Posted 2005-08-21 13:30:56 »

have the addTorque methods been added to AMotor yet? I have just come to needing them

Runesketch: an Online CCG built on Google App Engine where players draw their cards and trade. Fight, draw or trade yourself to success.
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #5 - Posted 2005-08-22 08:38:59 »

No.  It's in the odejava.i but commented out for some reason:

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$ cat odejava.i | grep dJointAddAMotorTorques
//void dJointAddAMotorTorques (dJointID, dReal torque1, dReal torque2, dReal torque3);


I don't mind rebuilding, though it does take a bit of effort.  Best if can batch up any other changes.  So, before I do anything -- do you have anything else?

It would be nice to see those patches from the jme-physics project integrated in too.  Maybe I should ping them.

Will.

Offline t_larkworthy

Senior Member


Medals: 1
Projects: 1


Google App Engine Rocks!


« Reply #6 - Posted 2005-08-22 11:58:35 »

Ahh well I have actually got around the lack of AMotor stuff. So no worries if you don't wanna do a rebuild.

Runesketch: an Online CCG built on Google App Engine where players draw their cards and trade. Fight, draw or trade yourself to success.
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