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 Post subject: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 1:18 pm 
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Posts: 196
Code:
;
;
;
; ------------------------------------------------------------
;
;   PureBasic - RagDoll
;
;    (c) 2002 - Fantaisie Software , bobobo
; OpenGL scheitert bei mir, das mag am Treiber liegen (Laptop)
; das Programm sollte im Verzeichnis  \Examples\3D liegen
; weil es auf den Screenrequester und andere Daten dort zugreift
; alles ohne Gewähr
; ------------------------------------------------------------
; ApplyEntityImpulse without ÜPostion (causes the 3dEngine to stop v5.70)


#CameraSpeed = 0.5

IncludeFile "Screen3DRequester.pb"

Define.f KeyX, KeyY, MouseX, MouseY ,rott, moveit

If InitEngine3D()
 
  Add3DArchive(#PB_Compiler_Home + "/Examples/3D/" +"Data/Textures", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "/Examples/3D/" +"Data/Packs/desert.zip", #PB_3DArchive_Zip)
  Parse3DScripts()
  InitSprite()
  InitKeyboard()
  InitMouse()
 
  If Screen3DRequester()
     EnableWorldPhysics(#True)
     EnableWorldCollisions(#True)
    WorldShadows(#PB_Shadow_Additive  )
    SkyBox("desert07.jpg")
   
    camera=CreateCamera(#PB_Any,0,0,100,100)
    MoveCamera(camera,0, 260 ,15, #PB_Absolute)
   
    texture1t=CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texture1t))
   
    Box(0, 0, 256, 256, RGBA(222,222,255, 200))
    For l=0 To 128
      Circle(Random(256),Random(256),Random(4)+1,RGBA(0,0,255,255))
    Next l
    StopDrawing()
   
    texture1=CreateMaterial(#PB_Any, TextureID(texture1t))
    ScaleMaterial(texture1,100,100)
   
    texture2= CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texture2))
    DrawingMode(#PB_2DDrawing_AllChannels )
    Box(0,0,256,256,RGBA(80,80,80,18))
   
    For l=0 To 400
      Circle(Random(256),Random(256),Random(3)+1,RGBA(Random(5)+100,Random(5)+100,Random(5)+100,180))
    Next l
   
    DrawText(0,0,"ragdoll ®",RGBA(255,0,0,255),RGBA(80,80,80,222))
    StopDrawing()
    texture2=CreateMaterial(#PB_Any, TextureID(texture2))
   
    Structure components
      ball.i
      limb.i
      texture.i
      Bodymesh.i
      Body.i
      HeadMesh.i
      Head.i
      arml.i
      armlu.i
      armr.i
      armru.i
      legl.i
      leglu.i
      legr.i
      legru.i
      ct_bodyhead.i
      ct_arml.i
      hinge_arml.i
      ct_armr.i
      hinge_armr.i
      hinge_legl.i
      hinge_leglu.i
      hinge_legr.i
      hinge_legru.i
      posx.i
      posy.i
      posz.i
    EndStructure
   
    Define ragdoll.components
   
    NewList ragdolls.components()
   
    For r=1 To 3 ;3 Dinger
     
      AddElement(ragdolls())
      ragdolls()\posx=r*2-2
      ragdolls()\posy=260
      ragdolls()\posz=0
     
      ragdolls()\texture=texture2;CreateMaterial(#PB_Any, TextureID(texture2))
     
      ;bodyparts
      ragdolls()\Bodymesh=CreateCube(#PB_Any,1)
      ragdolls()\Body=CreateEntity(#PB_Any,MeshID(ragdolls()\Bodymesh),MaterialID(ragdolls()\texture),ragdolls()\posx,ragdolls()\posy,ragdolls()\posz)
      ScaleEntity(ragdolls()\Body,1.0,1,0.25)
     
      ragdolls()\HeadMesh = CreateSphere(#PB_Any,0.5)
      ragdolls()\limb   = CreateCylinder(#PB_Any,0.1,0.80)
      ragdolls()\Head = CreateEntity(#PB_Any,MeshID(ragdolls()\HeadMesh),MaterialID(ragdolls()\texture),  ragdolls()\posx,ragdolls()\posy+1,ragdolls()\posz)
     
      ragdolls()\arml  = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture)  ,ragdolls()\posx-0.6,ragdolls()\posy,ragdolls()\posz)
      ragdolls()\armlu = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture) ,ragdolls()\posx-0.6,ragdolls()\posy-1,ragdolls()\posz)
     
      ragdolls()\armr  = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture)  ,ragdolls()\posx+0.6,ragdolls()\posy,ragdolls()\posz)
      ragdolls()\armru = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture) ,ragdolls()\posx+ 0.6,ragdolls()\posy-1,ragdolls()\posz)
     
      ragdolls()\legl = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture) ,ragdolls()\posx-0.3,ragdolls()\posy-1,ragdolls()\posz)
      ragdolls()\legr = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture) ,ragdolls()\posx+ 0.3,ragdolls()\posy-1,ragdolls()\posz)
     
      ragdolls()\leglu = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture),ragdolls()\posx-0.3,ragdolls()\posy-2,ragdolls()\posz)
      ragdolls()\legru = CreateEntity(#PB_Any,MeshID(ragdolls()\limb),MaterialID(ragdolls()\texture),ragdolls()\posx+ 0.3,ragdolls()\posy-2,ragdolls()\posz)
      ;bodyPhysics
      CreateEntityBody(ragdolls()\Body,#PB_Entity_BoxBody  ,10, 0,1)
      EntityRenderMode(ragdolls()\Body, #PB_Entity_CastShadow)
     
      EntityRenderMode(ragdolls()\Head, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\Head, #PB_Entity_SphereBody, 5, 0.25, 1)
     
      EntityRenderMode(ragdolls()\arml, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\arml, #PB_Entity_CylinderBody,  1, 0 ,1)
      EntityRenderMode(ragdolls()\armlu, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armlu, #PB_Entity_CylinderBody, 1, 0, 1)
     
      EntityRenderMode(ragdolls()\armr, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armr, #PB_Entity_CylinderBody,  1, 0, 1)
      EntityRenderMode(ragdolls()\armru, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armru, #PB_Entity_CylinderBody, 1, 0,1)
     
      EntityRenderMode(ragdolls()\legl, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legl, #PB_Entity_CylinderBody, 1, 0,1)
      EntityRenderMode(ragdolls()\leglu, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\leglu, #PB_Entity_CylinderBody,1, 0,1)
     
      EntityRenderMode(ragdolls()\legr, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legr, #PB_Entity_CylinderBody, 1, 0,1)
      EntityRenderMode(ragdolls()\legru, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legru, #PB_Entity_CylinderBody,1, 0,1)
     
      ;joints
      ragdolls()\ct_bodyhead=ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body)  , 0, 0.7,0,EntityID(ragdolls()\Head) ,0,-0.4,0)
     
      ragdolls()\ct_arml     = ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body),-0.6,  0.5 ,0,EntityID(ragdolls()\arml)       , 0, 0.4,0)
      ragdolls()\hinge_arml  = HingeJoint(#PB_Any,EntityID(ragdolls()\arml)    ,   0, -0.45,0,1,0,0,EntityID(ragdolls()\armlu), 0,0.45,0,1,0,0)
     
      ragdolls()\ct_armr     = ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body), 0.6, 0.5,0,EntityID(ragdolls()\armr),        0, 0.4,0)
      ragdolls()\hinge_armr  = HingeJoint(#PB_Any,EntityID(ragdolls()\armr)    , 0  ,-0.45,0,1,0,0,EntityID(ragdolls()\armru), 0,0.45,0,1,0,0)
     
      ragdolls()\hinge_legl  = HingeJoint(#PB_Any,EntityID(ragdolls()\Body)    ,-0.3,-0.60,0,1,0,0,EntityID(ragdolls()\legl) , 0,0.40,0,1,0,0)
      ragdolls()\hinge_legr  = HingeJoint(#PB_Any,EntityID(ragdolls()\Body)    , 0.3,-0.60,0,1,0,0,EntityID(ragdolls()\legr) , 0,0.40,0,1,0,0)
      ragdolls()\hinge_leglu = HingeJoint(#PB_Any,EntityID(ragdolls()\legl)    ,   0,-0.45,0,1,0,0,EntityID(ragdolls()\leglu), 0,0.45,0,1,0,0)
      ragdolls()\hinge_legru = HingeJoint(#PB_Any,EntityID(ragdolls()\legr)    ,   0,-0.45,0,1,0,0,EntityID(ragdolls()\legru), 0,0.45,0,1,0,0)
     
      ;joints attributes       
      SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_SwingSpan,0.25)
      SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_SwingSpan2,0)
      SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_TwistSpan,0.25)
      ;       ;         
      SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_SwingSpan ,0.2);seitl
      SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_SwingSpan2,1);dreh
      SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_TwistSpan ,2);vorzurück
      ;       ;         
      SetJointAttribute(ragdolls()\hinge_arml,#PB_HingeJoint_LowerLimit,0)
      SetJointAttribute(ragdolls()\hinge_arml,#PB_HingeJoint_UpperLimit,120)
      SetJointAttribute(ragdolls()\hinge_armr,#PB_HingeJoint_LowerLimit,0)
      SetJointAttribute(ragdolls()\hinge_armr,#PB_HingeJoint_UpperLimit,120)
     
      SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_SwingSpan,0.2);seitlich
      SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_SwingSpan2,1);dreh
      SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_TwistSpan,2);vorzurück
     
      SetJointAttribute(ragdolls()\hinge_legl,#PB_HingeJoint_LowerLimit,-1)
      SetJointAttribute(ragdolls()\hinge_legl,#PB_HingeJoint_UpperLimit,120)
      SetJointAttribute(ragdolls()\hinge_legr,#PB_HingeJoint_LowerLimit,-1)
      SetJointAttribute(ragdolls()\hinge_legr,#PB_HingeJoint_UpperLimit,120)
     
      SetJointAttribute(ragdolls()\hinge_leglu,#PB_HingeJoint_LowerLimit,-120)
      SetJointAttribute(ragdolls()\hinge_leglu,#PB_HingeJoint_UpperLimit,1)
      SetJointAttribute(ragdolls()\hinge_legru,#PB_HingeJoint_LowerLimit,-120)
      SetJointAttribute(ragdolls()\hinge_legru,#PB_HingeJoint_UpperLimit,1)
    Next
    ;
   
   
   
    plate=CreateCube(#PB_Any,1)
    ScaleMaterial(texture1,0.5,0.5)
    ;Kartons (50kg)
;     NewList plates()
;     For xp=0 To 10
;       For yp=0 To 10
;         AddElement(plates())
;         plates()=CreateEntity(#PB_Any,MeshID(plate),MaterialID(texture1),35+0.25*Random(100)-50,290,35+0.25*Random(100)-50)
;         ScaleEntity(plates(),1,0.5+Random(1)/4,1)
;         EntityRenderMode(plates(), #PB_Entity_CastShadow)
;         EntityPhysicBody(plates(),#PB_Entity_BoxBody,50,0.3,0.5)
;       Next yp
;     Next xp
   
    platte=CreateEntity(#PB_Any,MeshID(plate),MaterialID(texture1),0,0,0)
    ScaleEntity(platte,50,0.01,50)
    MoveEntity(platte,0,256,0)
    EntityRenderMode(platte, #PB_Entity_CastShadow)
    CreateEntityBody(platte,#PB_Entity_StaticBody,1000,1,0.5)
   
    sun=CreateLight(#PB_Any,RGB(238, 173, 148),17830,12860,10930,#PB_Light_Point)
   
    CameraLookAt(camera,EntityX(ragdolls()\Head),EntityY(ragdolls()\Head),EntityZ(ragdolls()\Head))
    dance=1
    hands=1
    Repeat
      Screen3DEvents()
      If ExamineMouse()
        MouseX = -MouseDeltaX() * #CameraSpeed * 0.05
        MouseY = -MouseDeltaY() * #CameraSpeed * 0.05
      EndIf
     
      If hands=1
        hands=2
        Debug hands 
        ;Händchenhalten   
        sp=-0.5
        tau.f=0
        damp.f=0.5
        SelectElement(ragdolls(),0)
        jx=EntityX(ragdolls()\armru)
       
        jy=EntityY(ragdolls()\armru)
        jz=EntityZ(ragdolls()\armru)
        id=EntityID(ragdolls()\armru)
        SelectElement(ragdolls(),1)
        jx1=EntityX(ragdolls()\armlu)
        jy1=EntityY(ragdolls()\armlu)
        jz1=EntityZ(ragdolls()\armlu)
        id1=EntityID(ragdolls()\armlu)
        knupf1=PointJoint(#PB_Any,id,0,sp,0,id1,0,sp,0)
        SetJointAttribute(knupf1,#PB_PointJoint_Damping,damp)
        SetJointAttribute(knupf1,#PB_PointJoint_Tau,tau)
       
        jx=EntityX(ragdolls()\armru)
        jy=EntityY(ragdolls()\armru)
        jz=EntityZ(ragdolls()\armru)
        id=EntityID(ragdolls()\armru)
        SelectElement(ragdolls(),2)
        jx1=EntityX(ragdolls()\armlu)
        jy1=EntityY(ragdolls()\armlu)
        jz1=EntityZ(ragdolls()\armlu)
        id1=EntityID(ragdolls()\armlu)
        knupf2=PointJoint(#PB_Any,id,0,sp,0,id1,0,sp,0)
        SetJointAttribute(knupf2,#PB_PointJoint_Damping,damp)
        SetJointAttribute(knupf2,#PB_PointJoint_Tau,tau)
       
       
      EndIf
      If hands=3
        Debug hands 
        hands=0
        If knupf1
          FreeJoint(knupf1)
          knupf1=0
        EndIf
        If knupf2
          FreeJoint(knupf2)
          knupf2=0
        EndIf
        If knupf3
          FreeJoint(knupf3)
          knupf3=0
        EndIf
       
      EndIf
     
      If dance=1
        ForEach ragdolls()
          If EntityY(ragdolls()\Head)<259.5
            ApplyEntityImpulse(ragdolls()\Head  ,0, 9,0)
            ApplyEntityImpulse(ragdolls()\legru  ,0, -5,0)
            ApplyEntityImpulse(ragdolls()\leglu  ,0, -5,0)
            If EntityY(ragdolls()\leglu)<256.8
              ApplyEntityImpulse(ragdolls()\leglu,Random(2)-1,Random(8),Random(2)-1)
            EndIf
            If EntityY(ragdolls()\legru)<256.8
              ApplyEntityImpulse(ragdolls()\legru,Random(2)-1,Random(8),Random(2)-1)
            EndIf
            ApplyEntityImpulse(ragdolls()\armlu,Random(2)-1,Random(2)-1,Random(2)-1)
            ApplyEntityImpulse(ragdolls()\armru,Random(2)-1,Random(2)-1,Random(2)-1)
          EndIf
        Next         
      EndIf
     
      If ExamineKeyboard()
       
        If KeyboardPushed(#PB_Key_P) Or KeyboardReleased(#PB_Key_R)
          px.f=0
          py.f=0
          pz.f=0
          ForEach ragdolls()
            px+EntityX(ragdolls()\Body)
            py+EntityY(ragdolls()\Body)
            pz+EntityZ(ragdolls()\Body)
          Next
          px=px/ListSize(ragdolls())
          py=py/ListSize(ragdolls())
          pz=pz/ListSize(ragdolls())
         
          CameraLookAt(camera,px,py,pz)
        EndIf
       
        If KeyboardPushed(#PB_Key_S) And shoot=0
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Body,0,0,-100,Random(8)-4,Random(8)-4,Random(8)-4)
            shoot=1
          Next
        EndIf
       
        If KeyboardReleased(#PB_Key_S)
          shoot=0
        EndIf
       
        If KeyboardPushed(#PB_Key_R)
          ForEach ragdolls()
            MoveEntity(ragdolls()\Head,ragdolls()\posx,ragdolls()\posy,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\Body,ragdolls()\posx,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            RotateEntity(ragdolls()\Body,0,0,0,#PB_Absolute)
            MoveEntity(ragdolls()\legr,ragdolls()\posx+0.3,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legl,ragdolls()\posx-0.3,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legru,ragdolls()\posx+0.3,ragdolls()\posy-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\leglu,ragdolls()\posx-0.3,ragdolls()\posy-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armr,ragdolls()\posx+0.6,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\arml,ragdolls()\posx-0.6,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armru,ragdolls()\posx+0.6,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armlu,ragdolls()\posx-0.6,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
          Next
        EndIf
       
        If KeyboardReleased(#PB_Key_V)
          Select hands
            Case 0
              hands=1
            Case 2
              hands=3
          EndSelect
        EndIf
       
        If KeyboardPushed(#PB_Key_T)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\armlu ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\armru ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\leglu,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\legru,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\Head  ,0, 10,0,0,1,0)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_J)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Body,0,10,0)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_U) And dance=0
          dance=1
        EndIf
       
        If KeyboardPushed(#PB_Key_I)
          dance=0
        EndIf
       
        If KeyboardPushed(#PB_Key_F)
          ForEach ragdolls()
            If EntityY(ragdolls()\Body)<259
              ApplyEntityImpulse(ragdolls()\Body,0, 3,0,0,-10,0)
              ApplyEntityImpulse(ragdolls()\armlu  ,0, 3,0,0,-10,0)
              ApplyEntityImpulse(ragdolls()\armru  ,0, 3,0,0,-10,0)
              ApplyEntityImpulse(ragdolls()\leglu ,0, 3,0,0,-10,0)
              ApplyEntityImpulse(ragdolls()\legru ,0, 3,0,0,-10,0)
              ApplyEntityImpulse(ragdolls()\Head   ,0,6,0,0,0  ,0)
            EndIf
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_H)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\armlu,0,1,0,0,-2,0)
            ApplyEntityImpulse(ragdolls()\armru,0,1,0,0,-2,0)
            ApplyEntityImpulse(ragdolls()\legl,0,-4,0,0,-20,0)
            ApplyEntityImpulse(ragdolls()\legr,0,-4,0,0,-20,0)
            ApplyEntityImpulse(ragdolls()\Head,0,5,0,0,0,0)
            ApplyEntityImpulse(ragdolls()\Body,0,4,0,0,10,0)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_Add)
          wg+1
          WorldGravity(wg)
        EndIf
       
        If KeyboardPushed(#PB_Key_Subtract)
          wg-1
          WorldGravity(wg)
        EndIf
       
        If KeyboardPushed(#PB_Key_G)
          ;CameraLookAt(camera,EntityX(ragdolls()\Body),EntityY(ragdolls()\Body),EntityZ(ragdolls()\Body))
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Head   ,0, 2,0)
            ApplyEntityImpulse(ragdolls()\legl , 0, Random(4),0,0,-6,0)
            ApplyEntityImpulse(ragdolls()\legr , 0, Random(4),0,0,-6,0)
            ApplyEntityImpulse(ragdolls()\armlu , 0, Random(1),0,0,6,0)
            ApplyEntityImpulse(ragdolls()\armru , 0, Random(1),0,0,6,0)
           
            ApplyEntityImpulse(ragdolls()\Body,0,-6,0,0,0,0)
          Next
        EndIf
       
;         If KeyboardPushed(#PB_Key_N)
;           ForEach plates()
;             ApplyEntityImpulse(plates(),0,8.5,0)
;           Next
;         EndIf
       
        If KeyboardPushed(#PB_Key_Left)
          KeyX = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Right)
          KeyX = #CameraSpeed
        Else
          KeyX = 0
        EndIf
       
        If KeyboardPushed(#PB_Key_Up)
          KeyY = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Down)
          KeyY = #CameraSpeed
        Else
          KeyY = 0
        EndIf
      EndIf
     
      RotateCamera(camera, MouseY, MouseX, 0, #PB_Relative)
      MoveCamera  (camera, KeyX, 0, KeyY)
     
      RenderWorld()
     
      If IsSprite(out) ;freesprite if exists
        FreeSprite(out)
      EndIf
     
      out=CreateSprite(#PB_Any,ScreenWidth(),20)
     
      StartDrawing(SpriteOutput(out))
      If hands
        hao.s=" V:Hands Off,"
      Else
        hao.s=" V:Hands On,"
      EndIf
     
      If dance
        ho.s=" I:IdiotDance OFF,"
        ;DrawText(0,0,"R:reset, "+ho+" P:LookatAll,")
      Else
        ho.s=" U:IdiotDance ON, "
       
      EndIf
      DrawText(0,0,"R:reset, T:upright, H:hail ,G:strange ,T: upright, F:forceup (near plate),"+ho+" J:Up,"+hao+"P:LookatAll")
      StopDrawing()
      DisplayTransparentSprite(out,0,0)
      FlipBuffers()
    Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
   
  EndIf
 
Else
  MessageRequester("Error", "The 3D Engine can't be initialized", 0)
EndIf
End

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Last edited by bobobo on Thu Dec 06, 2018 11:33 am, edited 2 times in total.

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 1:49 pm 
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extraordinary demo and a resource for infos, thank you very much.
it works with dx and opengl


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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 1:58 pm 
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Posts: 556
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hi bobobo,

Thanks for the example, nice work, love it.
Good to learn some stuff.

Marc

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PS: sorry for my english I speak flemish ...


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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 2:13 pm 
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Very nice !


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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 2:42 pm 
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Brilliant!!!

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 9:43 pm 
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Very cool demo! :D

And to be able to save the source everywhere I just added following code in front of the IncludeFile / Add3DArchive() calls:
Code:
#PB_Compiler_Home + "/Examples/3D/" +

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Tue Oct 08, 2013 11:53 pm 
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That is nice! I haven't worked with joints that much but it definitely something I need to investigate more. The only thing I would change is to move the line ... out=CreateSprite(#PB_Any,ScreenWidth(),20) ... from the main loop since that sprite really only needs to be created once. Otherwise, if you play with it for a while, you are creating a whole bunch of sprites that aren't needed. Other than that ... it's pretty cool!


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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Wed Oct 09, 2013 2:07 am 
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.........So that's how I look when I dance :shock:

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Wed Oct 09, 2013 10:04 pm 
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Splendide :!: Nice work.

I saw them in a video, look at 1:30 :P

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Mon Oct 21, 2013 2:44 pm 
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Thanks for advices .. new optimized version
(holding hands on-off is now optional)

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Thu Oct 24, 2013 7:37 pm 
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a more bloody Version

take it as a demo

Code:
;
;
; ------------------------------------------------------------
;
;   PureBasic - RagDoll
;
;    (c) 2002 - Fantaisie Software , bobobo
; OpenGL scheitert bei mir, das mag am Treiber liegen (Laptop)
; das Programm sollte im Verzeichnis  \Examples\3D liegen
; weil es auf den Screenrequester und andere Daten dort zugreift
; alles ohne Gewähr
; ------------------------------------------------------------
; ApplyEntityImpulse without ÜPostion (causes the 3dEngine to stop v5.70)

#CameraSpeed = 0.5

IncludeFile "Screen3DRequester.pb"

Define.f KeyX, KeyY, MouseX, MouseY ,rott, moveit
Define.i Knupf1,knupf2, Knupf3 , hands

Structure components
  nodeid.i
  ball.i
  limb.i
  texture.i
  Bodymesh.i
  Body.i
  HeadMesh.i
  Head.i
  Nose.i
  eyer.i
  eyel.i
  mouth.i
  earl.i
  earr.i
  arml.i
  armlu.i
  armr.i
  armru.i
  legl.i
  leglu.i
  legr.i
  legru.i
  footl.i
  footr.i
  ct_bodyhead.i
  ct_arml.i
  hinge_arml.i
  ct_armr.i
  hinge_armr.i
  hinge_legl.i
  hinge_leglu.i
  hinge_legr.i
  hinge_legru.i
  posx.i
  posy.i
  posz.i
EndStructure

Define ragdoll.components
Global NewList ragdolls.components()


Structure blood
  id.i
  time.i
EndStructure

bloodygameheight=340
NewList blood.blood()

Procedure killjoints()
 
  ForEach ragdolls()
    FreeJoint(#PB_All)
  Next
 
EndProcedure

Procedure makejoints()
  ;joints
  ForEach ragdolls()
    RotateEntity(ragdolls()\Head,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\body,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\arml,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\armlu,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\armr,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\armru,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\legl,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\leglu,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\legr,0,0,0,#PB_Absolute)
    RotateEntity(ragdolls()\legru,0,0,0,#PB_Absolute)
   
   
    ragdolls()\ct_bodyhead=ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body)  , 0, 0.7,0,EntityID(ragdolls()\Head) ,0,-0.4,0)
    ;ragdolls()\ct_bodyhead=PointJoint(#PB_Any,EntityID(ragdolls()\Body)  , 0, 0.7,0,EntityID(ragdolls()\Head) ,0,-0.4,0)
   
    ragdolls()\ct_arml     = ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body),-0.6,  0.5 ,0,EntityID(ragdolls()\arml)       , 0, 0.4,0)
    ragdolls()\hinge_arml  = HingeJoint(#PB_Any,EntityID(ragdolls()\arml)    ,   0, -0.45,0,1,0,0,EntityID(ragdolls()\armlu), 0,0.45,0,1,0,0)
   
    ragdolls()\ct_armr     = ConeTwistJoint(#PB_Any,EntityID(ragdolls()\Body), 0.6, 0.5,0,EntityID(ragdolls()\armr),        0, 0.4,0)
    ragdolls()\hinge_armr  = HingeJoint(#PB_Any,EntityID(ragdolls()\armr)    , 0  ,-0.45,0,1,0,0,EntityID(ragdolls()\armru), 0,0.45,0,1,0,0)
   
    ragdolls()\hinge_legl  = HingeJoint(#PB_Any,EntityID(ragdolls()\Body)    ,-0.3,-0.60,0,1,0,0,EntityID(ragdolls()\legl) , 0,0.40,0,1,0,0)
    ragdolls()\hinge_legr  = HingeJoint(#PB_Any,EntityID(ragdolls()\Body)    , 0.3,-0.60,0,1,0,0,EntityID(ragdolls()\legr) , 0,0.40,0,1,0,0)
    ragdolls()\hinge_leglu = HingeJoint(#PB_Any,EntityID(ragdolls()\legl)    ,   0,-0.45,0,1,0,0,EntityID(ragdolls()\leglu), 0,0.45,0,1,0,0)
    ragdolls()\hinge_legru = HingeJoint(#PB_Any,EntityID(ragdolls()\legr)    ,   0,-0.45,0,1,0,0,EntityID(ragdolls()\legru), 0,0.45,0,1,0,0)
   
    ;joints attributes       
    SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_SwingSpan,0.5)
    SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_SwingSpan2,0.5)
    SetJointAttribute(ragdolls()\ct_bodyhead,#PB_ConeTwistJoint_TwistSpan,0.5)
    ;       ;         
    SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_SwingSpan ,0.2);seitl
    SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_SwingSpan2,1);dreh
    SetJointAttribute(ragdolls()\ct_arml,#PB_ConeTwistJoint_TwistSpan ,2);vorzurück
    ;       ;         
    SetJointAttribute(ragdolls()\hinge_arml,#PB_HingeJoint_LowerLimit,0)
    SetJointAttribute(ragdolls()\hinge_arml,#PB_HingeJoint_UpperLimit,120)
    SetJointAttribute(ragdolls()\hinge_armr,#PB_HingeJoint_LowerLimit,0)
    SetJointAttribute(ragdolls()\hinge_armr,#PB_HingeJoint_UpperLimit,120)
   
    SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_SwingSpan,0.2);seitlich
    SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_SwingSpan2,1);dreh
    SetJointAttribute(ragdolls()\ct_armr,#PB_ConeTwistJoint_TwistSpan,2);vorzurück
   
    SetJointAttribute(ragdolls()\hinge_legl,#PB_HingeJoint_LowerLimit,-1)
    SetJointAttribute(ragdolls()\hinge_legl,#PB_HingeJoint_UpperLimit,120)
    SetJointAttribute(ragdolls()\hinge_legr,#PB_HingeJoint_LowerLimit,-1)
    SetJointAttribute(ragdolls()\hinge_legr,#PB_HingeJoint_UpperLimit,120)
   
    SetJointAttribute(ragdolls()\hinge_leglu,#PB_HingeJoint_LowerLimit,-120)
    SetJointAttribute(ragdolls()\hinge_leglu,#PB_HingeJoint_UpperLimit,1)
    SetJointAttribute(ragdolls()\hinge_legru,#PB_HingeJoint_LowerLimit,-120)
    SetJointAttribute(ragdolls()\hinge_legru,#PB_HingeJoint_UpperLimit,1)
  Next
EndProcedure

If InitEngine3D()
;  Ergebnis = WorldDebug(#PB_World_DebugBody)
 
  Add3DArchive(#PB_Compiler_Home + "/Examples/3D/" +"Data/Textures", #PB_3DArchive_FileSystem)
 
  Add3DArchive(#PB_Compiler_Home + "/Examples/3D/" +"Data/Packs/desert.zip", #PB_3DArchive_Zip)
  Parse3DScripts()
 
  InitSprite()
  InitKeyboard()
  InitMouse()
 
  If Screen3DRequester()
     EnableWorldPhysics(#True)
     EnableWorldCollisions(#True)
    WorldShadows(#PB_Shadow_Additive,512)
   
    SkyBox("desert07.jpg")
   
    camera=CreateCamera(#PB_Any,0,0,100,100)
    ;CameraRenderMode(camera, #PB_Camera_Plot)

    MoveCamera(camera,0, 260 ,15, #PB_Absolute)
   
    texture1t=CreateTexture(#PB_Any,512,512)
    font=LoadFont(#PB_Any,"",14,#PB_Font_HighQuality)
    StartDrawing(TextureOutput(texture1t))
    DrawingFont(FontID(font))
    Box(0, 0, 512, 512, RGBA(222,222,255, 200))
    For l=0 To 128
      Circle(Random(512),Random(512),Random(4)+1,RGBA(128,128,255,255))
    Next l
    DrawingMode(#PB_2DDrawing_Transparent)
   
    FrontColor(#Black)
    ;BackColor(#Black)
    th=TextHeight("X")
    ty=0
    DrawText(0, 0,"V:Hands OFF/ON (**)")
    ty+th
    DrawText(0,ty,"U:IdiotDance OFF/ON (**)")
    ty+th
    DrawText(0,ty,"R:reset (*)")
    ty+th
    DrawText(0,ty,"B:BloodyGame (**)")
    ty+th
    DrawText(0,ty,"BloodyGameHeight N:increase , M: decrease (*)")
    ty+th
    DrawText(0,ty,"T:upright (*)")
    ty+th
    DrawText(0,ty,"H:hail (*), G:strange (*)")
    ty+th
    DrawText(0,ty,"T: upright (*)")
    ty+th
    DrawText(0,ty,"F:forceup (near plate) (trampoline) (*)")
    ty+th
    DrawText(0,ty,"J:forceup (*)")
    ty+th
    DrawText(0,ty,"P:LookatAll (*)")
    ty+th
    DrawText(0,ty,"S:Shoot (**)")
    ty+th
    DrawText(0,ty,"L:Disassemble , O: Assemble (**)")
    ty+th
    DrawText(0,ty,"1,2,3,4,6,8 turns head (*)")
    ty+th
    DrawText(0,ty,"Add:Gravitiy decrease")
    ty+th
    DrawText(0,ty,"Sub:Gravitiy increase")
    ty+th
    DrawText(0,ty,"(*) while pressed,  (**) when release key")
    ;Debug ty
    StopDrawing()
   
    texture1=CreateMaterial(#PB_Any, TextureID(texture1t))
   
    texture2=CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texture2))
    DrawingMode(#PB_2DDrawing_AlphaBlend)
    Box(0,0,256,256,RGBA(0,0,0,0))
   
    DrawingFont(FontID(font))
   
    ;FrontColor(RGBA(0,0,0,255))
    DrawText(0,0,"Press B and have fun",RGBA(255,255,0,255),RGBA(0,0,0,0))


    DrawText(0,50,"Hold N for a time and press B",RGBA(255,255,0,255),RGBA(0,0,0,0))
    DrawText(0,70,"and have even more fun",RGBA(255,255,0,255),RGBA(0,0,0,0))
    StopDrawing()
    infomat=CreateMaterial(#PB_Any,TextureID(texture2))
    MaterialBlendingMode(infomat,#PB_Material_AlphaBlend)
   
    texture2= CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texture2))
    Box(0,0,256,256,RGBA(80,80,80,180))
   
    For l=0 To 400
      Circle(Random(256),Random(256),Random(3)+1,RGBA(Random(5)+100,Random(5)+100,Random(5)+100,180))
    Next l
   
    DrawText(0,0,"ragdoll ®",RGBA(255,0,0,255),RGBA(80,80,80,222))
    StopDrawing()
   
   
    texture2=CreateMaterial(#PB_Any, TextureID(texture2))
   
    textureblue = CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(textureblue))
    Box(0,0,256,256,#White)
    Ellipse(  0,128,25,50,RGB(30, 144, 255))
    Ellipse(256,128,25,50,RGB(30, 144, 255))
    Ellipse(  0,128,10,20,RGB(0 ,   0,   0))
    Ellipse(256,128,10,20,RGB(0 ,   0,   0))
    StopDrawing()
    MatEye = CreateMaterial(#PB_Any,TextureID(textureblue))
   
    texturedead = CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texturedead))
    Box(0,0,256,256,#White)
    For de=0 To 10
      Line(0,128+de,256,1,#Black)
      Line(0,128-de,256,1,#Black)
    Next
   
    For de=0 To 10
      Line(de,0,1,256,#Black)
      Line(256-de,0,1,256,#Black)
     
    Next
   
   
   
    StopDrawing()
    MatDeadEye = CreateMaterial(#PB_Any,TextureID(texturedead))
   
    textureflesh = CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(textureflesh))
    Box(0,0,256,256,RGB(255, 218, 185))
    For f=0 To 512
      Circle(Random(255),Random(255),Random(2),RGB(243, 208, 161))
    Next
   
    StopDrawing()
    MatFlesh = CreateMaterial(#PB_Any,TextureID(textureflesh))
   
    texturemouth = CreateTexture(#PB_Any,256,256)
    StartDrawing(TextureOutput(texturemouth))
    Box(0,0,256,256,#White)
    For t=0 To 256 Step 16
      Line(t,0,1,256,#Black)
      Line(t-1,0,1,256,#Black)
      Line(t-2,0,1,256,#Black)
      Line(t+1,0,1,256,#Black)
      Line(t+2,0,1,256,#Black)
    Next t
   
    StopDrawing()
    MatMouth = CreateMaterial(#PB_Any,TextureID(texturemouth))
   
    texturekontakt= CreateTexture(#PB_Any,256,256)
   
    StartDrawing(TextureOutput(texturekontakt))
    DrawingMode(#PB_2DDrawing_AlphaBlend)
    Box(0,0,256,256,RGBA(0,0,0,0))
    For c=1 To 32
      bx=64+Random(128)
      by=64+Random(128)
      br=Random(32)
      Circle(bx,by,br,RGBA(255,0,0,br*4))
    Next c
   
    StopDrawing()
   
    MatKontakt = CreateMaterial(#PB_Any,TextureID(texturekontakt))
   
    MaterialBlendingMode(MatKontakt,#PB_Material_AlphaBlend)
    RotateMaterial(MatKontakt,0.005,#PB_Material_Animated)
    AddMaterialLayer(MatKontakt,TextureID(texturekontakt),#PB_Material_Add)
   
    Bodymesh = CreateCube(#PB_Any,1)
    LimbMesh = CreateCylinder(#PB_Any, 0.1 ,0.80)
   
    HeadMesh  = CreateSphere(#PB_Any , 0.5); ,12,12)
    NoseMesh  = CreateSphere(#PB_Any , 0.25, 3, 4)
    EyeMeshl  = CreateSphere(#PB_Any , 0.10);,8,8)
    EyeMeshr  = CreateSphere(#PB_Any , 0.10);,8,8)
    MouthMesh = CreateSphere(#PB_Any , 0.25,15,15)
    EarMeshl =  CreateSphere(#PB_Any , 0.25);,8,8)
    EarMeshr =  CreateSphere(#PB_Any , 0.25);,8,8)
    FootMeshl = CreateSphere(#PB_Any , 0.25,6,6)
    FootMeshr = CreateSphere(#PB_Any , 0.25,6,6)
   
    kontaktMesh= CreatePlane(#PB_Any,0.25,0.25,1,1,1,1)
    TransformMesh(kontaktMesh,0,0.05,0,1,1,1,0,0,0)
    kontakt=CreateEntity(#PB_Any,MeshID(kontaktMesh),MaterialID(MatKontakt))
    EntityRenderMode(kontakt, #PB_Entity_CastShadow)
   
   
    TransformMesh(NoseMesh , 0.00, 0.00, 0.50, 1.00, 1.00, 1.00,  0.00,  0.00, 0.00)
    TransformMesh(EyeMeshl ,-0.35, 0.20, 0.25, 1.00, 1.00, 1.00,  0.00,  0.00, 0.00)
    TransformMesh(EyeMeshr , 0.35, 0.20, 0.25, 1.00, 1.00, 1.00,  0.00,  0.00, 0.00)
    TransformMesh(MouthMesh, 0.00,-0.15, 0.22, 1.50, 0.45, 1.00, 40.00,  0.00,  0.00)
    TransformMesh(EarMeshl ,-0.50,-0.10,-0.20, 1.00, 1.00, 0.25,  0.00,  0.00,  0.00)
    TransformMesh(EarMeshr , 0.50,-0.10,-0.20, 1.00, 1.00, 0.25,  0.00,  0.00,  0.00)
    TransformMesh(FootMeshl,-0.02,-0.38, 0.15, 0.50, 0.25, 1.00, 10.00, 20.00,  0.00)
    TransformMesh(FootMeshr, 0.02,-0.38, 0.15, 0.50, 0.25, 1.00, 10.00,-20.00,  0.00)
   
    For r=1 To 8 ;3 Dinger
     
      AddElement(ragdolls())
     
      ragdolls()\posx=r*2-2
      ragdolls()\posy=260
      ragdolls()\posz=0
     
      ragdolls()\texture=texture2
     
      ;bodyparts
     
      ragdolls()\Body=CreateEntity(#PB_Any,MeshID(Bodymesh),MaterialID(ragdolls()\texture),ragdolls()\posx,ragdolls()\posy,ragdolls()\posz)
      ScaleEntity(ragdolls()\Body,1.0,1,0.25)
     
      ragdolls()\Nose  = CreateEntity(#PB_Any,MeshID(NoseMesh) ,MaterialID(MatFlesh))
      ragdolls()\eyel  = CreateEntity(#PB_Any,MeshID(EyeMeshl) ,MaterialID(MatEye))
      ragdolls()\eyer  = CreateEntity(#PB_Any,MeshID(EyeMeshr) ,MaterialID(MatEye))
      ragdolls()\mouth = CreateEntity(#PB_Any,MeshID(MouthMesh),MaterialID(MatMouth))
      ragdolls()\earl  = CreateEntity(#PB_Any,MeshID(EarMeshl) ,MaterialID(MatFlesh))
      ragdolls()\earr  = CreateEntity(#PB_Any,MeshID(EarMeshr) ,MaterialID(MatFlesh))
     
     
      ragdolls()\Head = CreateEntity(#PB_Any,MeshID(HeadMesh),MaterialID(MatFlesh),  ragdolls()\posx,ragdolls()\posy+1,ragdolls()\posz)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\Nose) ,0,0,0,0,0,0)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\eyel) ,0,0,0,0,0,0)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\eyer) ,0,0,0,0,0,0)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\mouth),0,0,0,0,0,0)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\earl) ,0,0,0,0,0,0)
      AttachEntityObject(ragdolls()\Head,"",EntityID(ragdolls()\earr) ,0,0,0,0,0,0)
     
     
      ragdolls()\arml  = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx-0.6,ragdolls()\posy,ragdolls()\posz)
      ragdolls()\armlu = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx-0.6,ragdolls()\posy-1,ragdolls()\posz)
      ragdolls()\armr  = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx+0.6,ragdolls()\posy,ragdolls()\posz)
      ragdolls()\armru = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx+ 0.6,ragdolls()\posy-1,ragdolls()\posz)
     
      ragdolls()\legl = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture)  ,ragdolls()\posx-0.3,ragdolls()\posy-1,ragdolls()\posz)
      ragdolls()\legr = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture)  ,ragdolls()\posx+ 0.3,ragdolls()\posy-1,ragdolls()\posz)
     
      ragdolls()\leglu = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx-0.3,ragdolls()\posy-2,ragdolls()\posz)
      ragdolls()\legru = CreateEntity(#PB_Any,MeshID(LimbMesh),MaterialID(ragdolls()\texture) ,ragdolls()\posx+ 0.3,ragdolls()\posy-2,ragdolls()\posz)
      ragdolls()\footl = CreateEntity(#PB_Any,MeshID(FootMeshl),MaterialID(ragdolls()\texture))
     
      AttachEntityObject(ragdolls()\leglu,"",EntityID(ragdolls()\footl) ,0,0,0,0,0,0)
      ragdolls()\footr = CreateEntity(#PB_Any,MeshID(FootMeshr),MaterialID(ragdolls()\texture))
     
      AttachEntityObject(ragdolls()\legru,"",EntityID(ragdolls()\footr) ,0,0,0,0,0,0)
     
      ;rendermode=#PB_Entity_CastShadow
      ;rendermode=#PB_Entity_CastShadow|#PB_Entity_DisplaySkeleton
     
      ;bodyPhysics
      CreateEntityBody(ragdolls()\Body,#PB_Entity_BoxBody  ,10, 0,1)
      EntityRenderMode(ragdolls()\Body, #PB_Entity_CastShadow)
     
      EntityRenderMode(ragdolls()\Head, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\Head, #PB_Entity_ConvexHullBody, 5, 0.25, 1)
     
      EntityRenderMode(ragdolls()\arml, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\arml, #PB_Entity_CylinderBody,  1, 0 ,1)
      EntityRenderMode(ragdolls()\armlu, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armlu, #PB_Entity_CylinderBody, 1, 0, 1)
     
      EntityRenderMode(ragdolls()\armr, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armr, #PB_Entity_CylinderBody,  1, 0, 1)
      EntityRenderMode(ragdolls()\armru, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\armru, #PB_Entity_CylinderBody, 1, 0,1)
     
      EntityRenderMode(ragdolls()\legl, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legl, #PB_Entity_CylinderBody, 1, 0,1)
      EntityRenderMode(ragdolls()\leglu, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\leglu, #PB_Entity_CylinderBody,1, 0,1)
     
      EntityRenderMode(ragdolls()\legr, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legr, #PB_Entity_CylinderBody, 1, 0,1)
      EntityRenderMode(ragdolls()\legru, #PB_Entity_CastShadow)
      CreateEntityBody(ragdolls()\legru, #PB_Entity_CylinderBody,1, 0,1)
   
    Next
   
    makejoints() 
    ;
   
   
    plate=CreateCube(#PB_Any,1)
    ScaleMaterial(texture1,1,1)
    RotateMaterial(texture1,90,#PB_Material_Fixed)
   
    platte=CreateEntity(#PB_Any,MeshID(plate),MaterialID(texture1),0,0,0)
   
    ScaleEntity(platte,70,0.01,70)
    MoveEntity(platte,0,256,0)
    EntityRenderMode(platte, #PB_Entity_CastShadow)
    CreateEntityBody(platte,#PB_Entity_StaticBody,1000,1,0.5)
   
    info=CreateEntity(#PB_Any,MeshID(plate),MaterialID(infomat),0,0,0)
    ScaleEntity(info,10,0.01,10)
    MoveEntity(info,5,260,0)
    RotateEntity(info,90,0,0)
    EntityRenderMode(info,  #PB_Entity_DisplaySkeleton )
   
    suncolor=#White
   
    sun=CreateLight(#PB_Any,suncolor,17830,12860,10930,#PB_Light_Point)
   
    CameraLookAt(camera,EntityX(ragdolls()\Head),EntityY(ragdolls()\Head),EntityZ(ragdolls()\Head))
    dance=1
    hands=1
   
   
    Repeat
      ;Debug hands
     
      ;Debug "************"
     
      Screen3DEvents()
      If ExamineMouse()
        MouseX = -MouseDeltaX() * #CameraSpeed * 0.05
        MouseY = -MouseDeltaY() * #CameraSpeed * 0.05
      EndIf
     
      If hands=1
        hands=2
        ;Debug hands 
        ;Händchenhalten   
        sp=-0.5
        tau.f=0
        damp.f=0.5
        SelectElement(ragdolls(),0)
        jx=EntityX(ragdolls()\armru)
       
        jy=EntityY(ragdolls()\armru)
        jz=EntityZ(ragdolls()\armru)
        id=EntityID(ragdolls()\armru)
        SelectElement(ragdolls(),1)
        jx1=EntityX(ragdolls()\armlu)
        jy1=EntityY(ragdolls()\armlu)
        jz1=EntityZ(ragdolls()\armlu)
        id1=EntityID(ragdolls()\armlu)
        knupf1=PointJoint(#PB_Any,id,0,sp,0,id1,0,sp,0)
        SetJointAttribute(knupf1,#PB_PointJoint_Damping,damp)
        SetJointAttribute(knupf1,#PB_PointJoint_Tau,tau)
       
        jx=EntityX(ragdolls()\armru)
        jy=EntityY(ragdolls()\armru)
        jz=EntityZ(ragdolls()\armru)
        id=EntityID(ragdolls()\armru)
        SelectElement(ragdolls(),2)
        jx1=EntityX(ragdolls()\armlu)
        jy1=EntityY(ragdolls()\armlu)
        jz1=EntityZ(ragdolls()\armlu)
        id1=EntityID(ragdolls()\armlu)
        knupf2=PointJoint(#PB_Any,id,0,sp,0,id1,0,sp,0)
        SetJointAttribute(knupf2,#PB_PointJoint_Damping,damp)
        SetJointAttribute(knupf2,#PB_PointJoint_Tau,tau)
       
       
      EndIf
     
      If hands=3
        ;Debug hands 
        hands=0
        If knupf1
          FreeJoint(knupf1)
          knupf1=0
        EndIf
        If knupf2
          FreeJoint(knupf2)
          knupf2=0
        EndIf
        If knupf3
          FreeJoint(knupf3)
          knupf3=0
        EndIf
       
      EndIf
     
      If dance=1
        ;dance=2
        ForEach ragdolls()
          If EntityY(ragdolls()\Head)<259.5
            ApplyEntityImpulse(ragdolls()\Head  ,0, 9,0)
            ApplyEntityImpulse(ragdolls()\legru  ,0, -5,0)
            ApplyEntityImpulse(ragdolls()\leglu  ,0, -5,0)
            If EntityY(ragdolls()\leglu)<256.8
              ApplyEntityImpulse(ragdolls()\leglu,Random(2)-1,Random(8),Random(2)-1)
            EndIf
            If EntityY(ragdolls()\legru)<256.8
              ApplyEntityImpulse(ragdolls()\legru,Random(2)-1,Random(8),Random(2)-1)
            EndIf
            ApplyEntityImpulse(ragdolls()\armlu,Random(2)-1,Random(2)-1,Random(2)-1)
            ApplyEntityImpulse(ragdolls()\armru,Random(2)-1,Random(2)-1,Random(2)-1)
          EndIf
        Next         
      EndIf
     
      KeyboardMode(#PB_Keyboard_International)
     
      If ExamineKeyboard()
        If KeyboardReleased(#PB_Key_R)  Or KeyboardReleased(#PB_Key_E)
          px.f=0
          py.f=0
          pz.f=0
          ForEach ragdolls()
            px+EntityX(ragdolls()\Body)
            py+EntityY(ragdolls()\Body)
            pz+EntityZ(ragdolls()\Body)
          Next
          px=px/ListSize(ragdolls())
          py=py/ListSize(ragdolls())
          pz=pz/ListSize(ragdolls())
          MoveCamera(camera,0, 260 ,15, #PB_Absolute)
          CameraLookAt(camera,px,py,pz)
        EndIf
        If KeyboardPushed(#PB_Key_P)
          px.f=0
          py.f=0
          pz.f=0
          ForEach ragdolls()
            px+EntityX(ragdolls()\Body)
            py+EntityY(ragdolls()\Body)
            pz+EntityZ(ragdolls()\Body)
          Next
          px=px/ListSize(ragdolls())
          py=py/ListSize(ragdolls())
          pz=pz/ListSize(ragdolls())
          CameraLookAt(camera,px,py,pz)
        EndIf
       
        If KeyboardPushed(#PB_Key_N)
          bloodygameheight+1
        EndIf
        If KeyboardPushed(#PB_Key_M)
          bloodygameheight-1
          If bloodygameheight<290
            bloodygameheight=290
          EndIf
         
        EndIf
        If KeyboardReleased(#PB_Key_O)
          killjoints()
          hands=0
          makejoints()
          ForEach ragdolls()
            SetEntityMaterial(ragdolls()\eyel, MaterialID(MatEye))
            SetEntityMaterial(ragdolls()\eyer, MaterialID(MatEye))
          Next
         
        EndIf
        If KeyboardReleased(#PB_Key_L)
          killjoints()
          hands=0
          ForEach ragdolls()
            SetEntityMaterial(ragdolls()\eyel, MaterialID(MatDeadEye))
            SetEntityMaterial(ragdolls()\eyer, MaterialID(MatDeadEye))
          Next
         

        EndIf
       
        If KeyboardReleased(#PB_Key_B)
          px.f=0
          py.f=0
          pz.f=0
          ForEach ragdolls()
            px+EntityX(ragdolls()\Body)
            py+EntityY(ragdolls()\Body)
            pz+EntityZ(ragdolls()\Body)
          Next
          px=px/ListSize(ragdolls())
          py=py/ListSize(ragdolls())
          pz=pz/ListSize(ragdolls())
          ForEach(ragdolls())
            ApplyEntityImpulse(ragdolls()\Body,Random(20)-10,0,Random(20)-10)
            ApplyEntityImpulse(ragdolls()\Head,Random(20)-10,0,Random(20)-10)
          Next
          MoveCamera(camera,px,py+10,pz,#PB_Absolute)
          CameraLookAt(camera,0,260,0)
        EndIf
        If KeyboardPushed(#PB_Key_S) And shoot=0
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Body,0,0,-100)
            shoot=1
          Next
        EndIf
       
        If KeyboardReleased(#PB_Key_S)
          shoot=0
        EndIf
       
        If KeyboardPushed(#PB_Key_R)
          ForEach ragdolls()
            MoveEntity(ragdolls()\Head,ragdolls()\posx,ragdolls()\posy,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\Body,ragdolls()\posx,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            RotateEntity(ragdolls()\Body,0,0,0,#PB_Absolute)
            MoveEntity(ragdolls()\legr,ragdolls()\posx+0.3,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legl,ragdolls()\posx-0.3,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legru,ragdolls()\posx+0.3,ragdolls()\posy-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\leglu,ragdolls()\posx-0.3,ragdolls()\posy-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armr,ragdolls()\posx+0.6,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\arml,ragdolls()\posx-0.6,ragdolls()\posy-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armru,ragdolls()\posx+0.6,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armlu,ragdolls()\posx-0.6,ragdolls()\posy-2,ragdolls()\posz,#PB_Absolute)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_B)
          ForEach ragdolls()
            MoveEntity(ragdolls()\Head,ragdolls()\posx,bloodygameheight,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\Body,ragdolls()\posx,bloodygameheight-1,ragdolls()\posz,#PB_Absolute)
            RotateEntity(ragdolls()\Body,0,0,0,#PB_Absolute)
            MoveEntity(ragdolls()\legr,ragdolls()\posx+0.3,bloodygameheight-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legl,ragdolls()\posx-0.3,bloodygameheight-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\legru,ragdolls()\posx+0.3,bloodygameheight-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\leglu,ragdolls()\posx-0.3,bloodygameheight-2.9,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armr,ragdolls()\posx+0.6,bloodygameheight-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\arml,ragdolls()\posx-0.6,bloodygameheight-1,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armru,ragdolls()\posx+0.6,bloodygameheight-2,ragdolls()\posz,#PB_Absolute)
            MoveEntity(ragdolls()\armlu,ragdolls()\posx-0.6,bloodygameheight-2,ragdolls()\posz,#PB_Absolute)
          Next
        EndIf
       
        If KeyboardReleased(#PB_Key_V)
          Select hands
            Case 0
              hands=1
            Case 2
              hands=3
          EndSelect
        EndIf
       
       
        If KeyboardPushed(#PB_Key_T)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\armlu ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\armru ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\leglu,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\legru,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\Head  ,0, 10,0,0,1,0)
            ;ApplyEntityForce(ragdolls()\HEAD,(Random(10)+5)*-1,0,(Random(10)+5)*-1) ;nearly ParachuteEffect
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_J)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Head,0,10,0)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_K)
          SelectElement(ragdolls(),1)
            ApplyEntityImpulse(ragdolls()\Head,0,Random(10)+9,0)
         
        EndIf
        If KeyboardPushed(#PB_Key_I)
          I_f+1
          SelectElement(ragdolls(),0)
            ApplyEntityImpulse(ragdolls()\armlu,0,Random(10)+10+I_f,0)
         
        EndIf
        If KeyboardReleased(#PB_Key_I)
          i_f=0
        EndIf
       
        If KeyboardReleased(#PB_Key_U)
          Select dance
            Case 1
              dance=0
            Case 0
              dance=1
          EndSelect
         
        EndIf
       
       
        If KeyboardPushed(#PB_Key_F)
          ForEach ragdolls()
            If EntityY(ragdolls()\Body)<259
              ApplyEntityImpulse(ragdolls()\Body,0, 3,0)
              ApplyEntityImpulse(ragdolls()\armlu  ,0, 3,0)
              ApplyEntityImpulse(ragdolls()\armru  ,0, 3,0)
              ApplyEntityImpulse(ragdolls()\leglu ,0, 3,0)
              ApplyEntityImpulse(ragdolls()\legru ,0, 3,0)
              ApplyEntityImpulse(ragdolls()\Head   ,0,6,0)
            EndIf
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_H)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\armlu,0,1,0)
            ApplyEntityImpulse(ragdolls()\armru,0,1,0)
            ApplyEntityImpulse(ragdolls()\legl,0,-4,0)
            ApplyEntityImpulse(ragdolls()\legr,0,-4,0)
            ApplyEntityImpulse(ragdolls()\Head,0,5,0)
            ApplyEntityImpulse(ragdolls()\Body,0,4,0)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_Add)
          wg+1
          WorldGravity(wg)
        EndIf
       
        If KeyboardPushed(#PB_Key_Subtract)
          wg-1
          WorldGravity(wg)
        EndIf
       
        If KeyboardPushed(#PB_Key_G)
         
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\Head   ,0, 2,0)
            ApplyEntityImpulse(ragdolls()\legl , 0, Random(4),0,0,-6,0)
            ApplyEntityImpulse(ragdolls()\legr , 0, Random(4),0,0,-6,0)
            ApplyEntityImpulse(ragdolls()\armlu , 0, Random(1),0,0,6,0)
            ApplyEntityImpulse(ragdolls()\armru , 0, Random(1),0,0,6,0)
           
            ApplyEntityImpulse(ragdolls()\Body,0,-6,0)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_Pad6)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,0,10,0,#PB_Relative)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_Pad4)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,0,-10,0,#PB_Relative)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_Pad1)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,0,0,-5,#PB_Relative)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_Pad3)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,0,0,5,#PB_Relative)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_Pad8)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,-10,0,0,#PB_Relative)
          Next
        EndIf
        If KeyboardPushed(#PB_Key_Pad2)
          ForEach ragdolls()
            RotateEntity(ragdolls()\Head,10,0,0,#PB_Relative)
          Next
        EndIf
       
        If KeyboardPushed(#PB_Key_Left)
          KeyX = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Right)
          KeyX = #CameraSpeed
        Else
          KeyX = 0
        EndIf
       
        If KeyboardPushed(#PB_Key_Up)
          KeyY = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Down)
          KeyY = #CameraSpeed
        Else
          KeyY = 0
        EndIf
      EndIf
     
      RotateCamera(camera, MouseY, MouseX, 0, #PB_Relative)
      MoveCamera  (camera, KeyX, 0, KeyY)
     
      ;Make it Bloody
      ExamineWorldCollisions(#True)
      While NextWorldCollision()
       
        If platte=FirstWorldCollisionEntity() Or platte=SecondWorldCollisionEntity()
          WorldCollisionAppliedImpulse()
         
          impy=GetY()
          If impy>666
            killjoints()
            hands=0
          EndIf
          If impy>100
            dead=1
            ForEach ragdolls()
            SetEntityMaterial(ragdolls()\eyel, MaterialID(MatDeadEye))
            SetEntityMaterial(ragdolls()\eyer, MaterialID(MatDeadEye))
          Next
        EndIf
       
          If impy>20 ; blood with heavier impulses
            If impy>100
              impy=100
            EndIf
           
            WorldCollisionContact()
            AddElement(blood())
            blood()\id=CopyEntity(kontakt,#PB_Any)
            ScaleEntity(blood()\id,impy/5,1,impy/5,#PB_Relative)
           
            blood()\time=ElapsedMilliseconds()+(impy*impy/2)
            MoveEntity(blood()\id,GetX(),GetY(),GetZ(),#PB_Absolute)
           
          EndIf
         
         
        EndIf
       
      Wend
      ForEach blood()
        If ElapsedMilliseconds()>blood()\time+5000
          FreeEntity(blood()\id)
          DeleteElement(blood())
          If dead
            ForEach ragdolls()
              SetEntityMaterial(ragdolls()\eyel, MaterialID(MatEye))
              SetEntityMaterial(ragdolls()\eyer, MaterialID(MatEye))
             
            Next
            dead=0
          EndIf
         
        EndIf
      Next
     
      lre=RenderWorld()

      Debug lre
      Debug Engine3DStatus(#PB_Engine3D_CurrentFPS)
      Debug "*******"
      FlipBuffers()


    Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
   
  EndIf
 
Else
  MessageRequester("Error", "The 3D Engine can't be initialized", 0)
EndIf
End

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Last edited by bobobo on Thu Dec 06, 2018 11:39 am, edited 2 times in total.

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Fri Oct 25, 2013 7:14 am 
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Posts: 1368
i like the situation when they have equilibrium in the air like this
Image
they could have also parachutes to land safely from high altitudes, but then there is the problem of letting the parachute float like in the air, may be by manipulating gravity with some random fluctuations we can simulate a floating parachute.
thanks for RagDolls examples, i remember someone have asked too much about it in the forum.


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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Fri Oct 25, 2013 4:04 pm 
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You can hold "T" for the parachuteEffect (without the security that there will be no blood :twisted:)
.. (without the real parachute Entity)

winddeviations can be made with ApplyForce i think

here a "T"-Loop with some wind
Code:
 
..
...
       If KeyboardPushed(#PB_Key_T)
          ForEach ragdolls()
            ApplyEntityImpulse(ragdolls()\armlu ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\armru ,0,-1,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\leglu,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\legru,0,-3,0,0,-1,0)
            ApplyEntityImpulse(ragdolls()\Head  ,0, 10,0,0,1,0)
            ApplyEntityForce(ragdolls()\HEAD,(Random(100)+50),0,(Random(100)+50)) ;
          Next
        EndIf
...
..

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Thu Nov 28, 2013 2:21 pm 
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those joints have only a few parameters which are not selfexplaining (or i'm to lowbrained to understand the help :oops: ).
the joints were made with Trial and Error.

a "boned" character is on my future-list. i'll see how far it is "handy" with the PhysicEngine and the manual bone movements.

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 Post subject: Re: RagDolls Ogre and Physics
PostPosted: Thu Dec 06, 2018 11:41 am 
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updated code in the postings above due a behaviour concerning ApplyEntityImpulse when using Postitions in PB 5.70 Beta

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