[realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-02 Thread ilikia
New attempts:

added these:

(header)
//getters for Transform pos,rot and scale float3 objects
float3 position(const Transform* self);
 float3 rotation(const Transform* self);
float3 scale(const Transform* self);

(source)

float3 TundraDecorator::position(const Transform* self)
{
return self-pos;
}

float3 TundraDecorator::rotation(const Transform* self)
{
return self-rot;
}
float3 TundraDecorator::scale(const Transform* self)
{
return self-scale;
}
= = = =
they compile without errors but give this error at py runtime:

Error: PythonScriptModule: Called float3 rotation(), return type
'float3' is ignored because it is unknown to PythonQt. Probably you
should register it using qRegisterMetaType() or add a default
constructor decorator to the class.

- - - - - -
Now I might try registering or adding a constructor, but I don't know
whether to add it to TundraWrapper, to Transform (which I've included
of course) or to float3. This is a bit over my head...

On Aug 1, 5:19 pm, Jonne Nauha jo...@adminotech.com wrote:
 Good work, when you are done adding stuff please give me a
 pastebin.compaste of the header and cpp and i will put them to the
 repo! Or just attach
 the files, or we can give you git access if you can handle git commits.

Might consider committing if I can make them work;-)

 The exit crash is still a bit open, it is because we kill the py objects,
 then the one that is sending the signals gets killed and we guess (with
 toni) that it goes and pokes the dead py ptrs somehow. Its kind of weird why
 qt would do that but it propably fails somewhere there. This is propably one
 reason why python was not uninitialized properly in the previous python
 module. disconnecting should be similar obj.diconnect(sameSignal(),
 receiverCallable) if it goes wrong the py will print suggestions for you.


Does not crash anymore, exits cleanly, thanks.

 Best regards,
 Jonne Nauha
 Adminotech developer







 On Mon, Aug 1, 2011 at 4:41 PM, ilikia t...@ee.oulu.fi wrote:

  OK, I've got more fun for you guys. I added these functions into
  PythonScriptModule/TundraWrapper class:

  in the header:

  //getters for float3 x, y and z coordinates
         float x(float3* self);
         float y(float3* self);
         float z(float3* self);

  in the source:

  float TundraDecorator::x(float3* self)
     {
         return self-x;
     }

     float TundraDecorator::y(float3* self)
     {
         return self-y;
     }

     float TundraDecorator::z(float3* self)
     {
         return self-z;
     }

  and ran it in py like this:

  import tundra as tundra

  class CameraTest:

     def __init__(self):

         tundra.LogInfo(* Python CameraTest starting *)
          tundra.Frame().connect(Updated(float), self.update)

     def update(self, frametime):

         print

  tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().x()
         print

  tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().y()
         print

  tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Position().z()

  = = = = =
  It works, hooray. But my efforts to do the same with the rotation
  haven't so far. Tried something like this:

  float3 TundraDecorator::rotation(Quat* self)
     {
         return self-ToEulerZYX;
     }
  Which compiles, but crashes at runtime, if I try this:

  print

  tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).Orientation().rotation().z()

  same thing with this:

  float3 TundraDecorator::rot(Transform* self)
     {
         return self-rot;
     }

  and in py

  print

  tundra._pythonscriptmodule.GetActiveCamera().GetComponentRaw(EC_Placeable).transform.rot().z()

  Crashes.

  Ahh, one more stupid question: should probably add a graceful exit
  function of some kind, because the line at init

  tundra.Frame().connect(Updated(float), self.update)

  causes a crashdump at Tundra exit. A hint on disconnecting gracefully?

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
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[realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-02 Thread ilikia
Well, at some point I'll have to start committing. I've done it with
svn, for a real company, albeit only on hourly basis. But I thought
I'll write some more of them, basically like they used to be in
Vector3dfDecorator and TransformDecorator, and do some testing first.

On Aug 2, 2:04 pm, Toni Alatalo t...@playsign.net wrote:
 On Aug 2, 2011, at 1:29 PM, ilikia wrote:

  All right, figured out the metatype thingy. Added this to
  TundraWrapper.cpp before my functions:
  int id = qRegisterMetaTypefloat3(float3);
  Now they work.

 Great!

  If you want my code, just tell me where to paste it.

 If you wanna learn GIT, you can make an account on github, clone the repo 
 there, and push your changes to your copy of it.

 Then you can make a pull request using github's web UI.  And applying it to 
 the central repo is just a push of a button. You can also skip that and just 
 say where pushed, so we can go take a look and get it over.

 We can also just give access to the repo, but also for that you need to make 
 the account, so basically the same to do the above anyway. Having the own 
 copy there is a nice way to test the commands etc. to see what happens e.g. 
 when you push.

 If you don't wanna bother with git now, you can e.g. just mail the code to 
 the -dev list or put to somewhere on the web .. or submit a patch to the 
 issue tracker (I've sometimes used the file attachment thingie in the google 
 code repo, i suppose github has that too).

 ~Toni

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http://www.realxtend.org


Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!

2011-08-02 Thread Jonne Nauha
Ilikia, I just landed fix for the python crash last night (was a looong
night debugging :)
https://github.com/realXtend/naali/commit/49e2db22d37f5e29b3e2700d16b42b91d1f9e517

Pull head again to your clone, run the update deps bat and you should have
it :) It needed a custom PythonQt that I have put into VC9 and VC10 prebuild
deps now, also the sources are there in sources branch.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Aug 2, 2011 at 2:17 PM, ilikia t...@ee.oulu.fi wrote:

 Well, at some point I'll have to start committing. I've done it with
 svn, for a real company, albeit only on hourly basis. But I thought
 I'll write some more of them, basically like they used to be in
 Vector3dfDecorator and TransformDecorator, and do some testing first.

 On Aug 2, 2:04 pm, Toni Alatalo t...@playsign.net wrote:
  On Aug 2, 2011, at 1:29 PM, ilikia wrote:
 
   All right, figured out the metatype thingy. Added this to
   TundraWrapper.cpp before my functions:
   int id = qRegisterMetaTypefloat3(float3);
   Now they work.
 
  Great!
 
   If you want my code, just tell me where to paste it.
 
  If you wanna learn GIT, you can make an account on github, clone the repo
 there, and push your changes to your copy of it.
 
  Then you can make a pull request using github's web UI.  And applying it
 to the central repo is just a push of a button. You can also skip that and
 just say where pushed, so we can go take a look and get it over.
 
  We can also just give access to the repo, but also for that you need to
 make the account, so basically the same to do the above anyway. Having the
 own copy there is a nice way to test the commands etc. to see what happens
 e.g. when you push.
 
  If you don't wanna bother with git now, you can e.g. just mail the code
 to the -dev list or put to somewhere on the web .. or submit a patch to the
 issue tracker (I've sometimes used the file attachment thingie in the google
 code repo, i suppose github has that too).
 
  ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

Re: [realXtend] Re: tundra addons suggestion/ request

2011-08-02 Thread Jonne Nauha
I'm sure ogitor is compatible as long as it has the .scene file in the same
folder with the meshes that are referenced in the .scene file. It should not
matter what produced the .scene file as long as it sticks to the spec. But
you need to have the meshes in the same folder (afaik) for tundra to find
the actual assets referenced in the .scene file.

Hydrax and skyx will not work like this, I dont even know how that would be
described in the .scene (i think it only tells where mesh nodes should be
etc.).
And either way our hydrax and skyx support is via ECs. Make a new entity and
add skyx and hydrax components to it and you are done, there is nothing
magical about them.

Best regards,
Jonne Nauha
Adminotech developer


On Tue, Aug 2, 2011 at 9:22 PM, MasterJ djmat...@hotmail.com wrote:

 Good evening,

 I have  found a great ogre editor named Ogitor.
 it's really good to use it and can export the scene as .scene
 file.
 actually if i drag and drop this famous .scene file created with
 Ogitor it's appear blank on Tundra 1.0.8 or 2
 it's totaly okay because i simply  put hydrax and skyx with settings
 on Ogitor. so for tundra 1.0.8 it's can not work but for tundra 2.0 i
 don't exactly know how to made it work.
 logicaly i must drop meshes and .material on the same folder as
 the .scene file is problem is for hydrax and skyx i ... of course...
 have nothing like  that probably i must put the /media/ folder of
 hydrax and skyx into the smae directory as  the .scene file.

 But it's just because actually Ogitor is not compatible with Tundra,
 simply,

 what you think about is that possible to made it work with tundra?
 then we have our building tool ;).

 source  code and download is here :
 http://www.ogitor.org/Ogitor+0.4.4

 more info on the wiki:
 http://www.ogitor.org/HomePage


 On 17 juil, 13:39, MasterJ djmat...@hotmail.com wrote:
  hello to all i want to load a new module on tundra 1.0.8 at startup.
  example hydrax.dll
 
  wich file must i need to mdoify for load hydrax at startup? then i can
  test if it's work this time.
 
  On 6 juil, 21:35, MasterJ djmat...@hotmail.com wrote:
 
   Hello to all i want to know what you think about that :
   adding some addons(integrate them?) as building tools like :
 
   ofusion:http://www.ofusiontechnologies.com/oFusion.html
 
   i have searched a few for Ogre Forests (made forests) but i can't
   found any picture i can only found this addon inside:
   python-ogre package and i 'm extremly lost with that (possible i must
   compile that )

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


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[realXtend] Re: tundra addons suggestion/ request

2011-08-02 Thread MasterJ
okay good to know about skyx and hydrax so no need to add them on
Ogitor ;).
ok let's see if Ogitor made .material files for terrain when we done
some default Terrain i will report my work here in a few .


On 2 août, 20:33, Jonne Nauha jo...@adminotech.com wrote:
 I'm sure ogitor is compatible as long as it has the .scene file in the same
 folder with the meshes that are referenced in the .scene file. It should not
 matter what produced the .scene file as long as it sticks to the spec. But
 you need to have the meshes in the same folder (afaik) for tundra to find
 the actual assets referenced in the .scene file.

 Hydrax and skyx will not work like this, I dont even know how that would be
 described in the .scene (i think it only tells where mesh nodes should be
 etc.).
 And either way our hydrax and skyx support is via ECs. Make a new entity and
 add skyx and hydrax components to it and you are done, there is nothing
 magical about them.

 Best regards,
 Jonne Nauha
 Adminotech developer

 On Tue, Aug 2, 2011 at 9:22 PM, MasterJ djmat...@hotmail.com wrote:
  Good evening,

  I have  found a great ogre editor named Ogitor.
  it's really good to use it and can export the scene as     .scene
  file.
  actually if i drag and drop this famous .scene file created with
  Ogitor it's appear blank on Tundra 1.0.8 or 2
  it's totaly okay because i simply  put hydrax and skyx with settings
  on Ogitor. so for tundra 1.0.8 it's can not work but for tundra 2.0 i
  don't exactly know how to made it work.
  logicaly i must drop meshes and .material on the same folder as
  the .scene file is problem is for hydrax and skyx i ... of course...
  have nothing like  that probably i must put the /media/ folder of
  hydrax and skyx into the smae directory as  the .scene file.

  But it's just because actually Ogitor is not compatible with Tundra,
  simply,

  what you think about is that possible to made it work with tundra?
  then we have our building tool ;).

  source  code and download is here :
 http://www.ogitor.org/Ogitor+0.4.4

  more info on the wiki:
 http://www.ogitor.org/HomePage

  On 17 juil, 13:39, MasterJ djmat...@hotmail.com wrote:
   hello to all i want to load a new module on tundra 1.0.8 at startup.
   example hydrax.dll

   wich file must i need to mdoify for load hydrax at startup? then i can
   test if it's work this time.

   On 6 juil, 21:35, MasterJ djmat...@hotmail.com wrote:

Hello to all i want to know what you think about that :
adding some addons(integrate them?) as building tools like :

ofusion:http://www.ofusiontechnologies.com/oFusion.html

i have searched a few for Ogre Forests (made forests) but i can't
found any picture i can only found this addon inside:
python-ogre package and i 'm extremly lost with that (possible i must
compile that )

  --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
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http://www.realxtend.org


[realXtend] Ogitor (Ogre Editor)

2011-08-02 Thread MasterJ
hello to all i have try a few to export some content created directly
with an Ogre editor named : Ogitor 0.4.4

actually if i drag and drop a .scene file created with into tundra,
tundra tell me can't fund .material file.

problem is ogitor doesn't made .material file or use it the .scene
file look like this :

http://www.masterj.name/terrain.scene.

any idea how to have it on tundra? or how to have that on a .material
file? (if possible)

feel free to download it and try


Greetings,

MasterJ

-- 
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