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#1 12-Jun-2016 07:05:22

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

doors

how can I do with the physics of the door, the heavy press?

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#2 12-Jun-2016 07:10:54

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

and how i can make lift with roundtrip movement, with limited destination point

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#3 12-Jun-2016 08:41:48

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

hello

for a door you can use the physic hinge plugit

for the lift use the physic slider plugit

you have an example in the fps demo

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#4 12-Jun-2016 09:27:33

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

I'll try to do it. thanks

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#5 13-Jun-2016 07:22:53

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

Unfortunately nothing could understand, I needed easier - contact chamber and the door shell
any collision settings are required? with or without weight

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#6 13-Jun-2016 09:34:06

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

to make the physic joints working you must have at least 2 physic bodies

one the of body can have weight to 0 but the other one must have weight

you can check the examples\basics\physic_contraint sample


for a door you can set one or 2 dummy for hinges with a small box body of 0 weight
then define the door body with a correct weight.
the door weight will influence the door / joints behavior

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#7 13-Jun-2016 10:18:33

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

https://drive.google.com/open?id=0BxQ6o … W9lY3g3Y3c
not works, no ideas, open doors with camera shell contact

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#8 13-Jun-2016 14:13:59

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

first, define a mass on the doors objects

then do not use the camera shell as parent object. you do not define the collision here just where is the location of the hinge.
you can select the building as parent and define the position as "child position" the hinge pivot will be located on the door pivot

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#9 13-Jun-2016 16:14:05

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

I am not fully aware of how it works)))
I thought of as a ph. contact plugit - one influences the other object

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#10 13-Jun-2016 16:18:43

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

and lift?
he just goes from point A to point B and back

Last edited by el_motoblock (13-Jun-2016 16:21:40)

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#11 13-Jun-2016 18:42:36

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

use the physic slider and set the motor.

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#12 13-Jun-2016 19:43:03

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

i not understand your tip and and came up with its way... smile
but something is wrong here... mad mad mad
https://youtu.be/FQI7dI-0TuI

https://drive.google.com/open?id=0BxQ6o … W9lY3g3Y3c upd

Last edited by el_motoblock (13-Jun-2016 19:43:24)

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#13 14-Jun-2016 00:33:41

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

yes for the collision to work correctly the object must be move by physics

check the elevator in the physic FPS demo project (level01.xos)

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#14 14-Jun-2016 15:52:16

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

First of boredom, confusion and mistakes made it:
https://youtu.be/XaAjFvudykM
then continue watching the pattern and thinking how to do - and get the best
https://youtu.be/Z8uJrogoWU8

https://drive.google.com/open?id=0BxQ6o … W9lY3g3Y3c project upd
https://drive.google.com/open?id=0BxQ6o … XpEYWFocUU apk android upd

Last edited by el_motoblock (14-Jun-2016 15:56:29)

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#15 14-Jun-2016 16:09:26

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 270

Re: doors

***whether you plan to upgrade os3d to using new version of the ogre? 1.10, and why not 2 do not come together?

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#16 14-Jun-2016 17:58:28

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,091
Website

Re: doors

The first reason is Ogre 2 is not finish yet and do not have any support for mobile devices.
also Ogre 2 will simply be a huge work to port on if we want to use the material PBS system and add our own changes in it.

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