[vos-d] Linking errors with XP

2005-10-01 Thread Jason Moyers
I am trying to build VOS with MinGW/Msys, I get the following errors while linking:
 g++ -DHAVE_CONFIG_H -I. -I. -I../../../libs/vos -I../../../libs
-I../../../libs
-DVIP_EXPORTS
-I/home/Administrator/src/vos-win32-mingw-libs-0.22//include
-D_M    T -mthreads
-I/home/Administrator/src/vos-win32-mingw-libs-0.22//include
-I/home   
/Administrator/src/vos-win32-mingw-libs-0.22//include -D_REENTRANT -g
-O2 -D_REE    NTRANT -D_PTHREADS
-D_MT -mthreads -g -Wall -MT stdprotocol.lo -MD -MP -MF
.deps    /stdprotocol.Tpo -c
stdprotocol.cc  -DDLL_EXPORT -DPIC -o .libs/stdprotocol.o
/bin/sh ../../../libtool --mode=link g++  -g -O2 -D_REENTRANT
-D_PTHREADS -D_MT
-mthreads -g -Wall 
-L/home/Administrator/src/vos-win32-mingw-libs-0.22//lib
-mt    hreads
-L/home/Administrator/src/vos-win32-mingw-libs-0.22//lib -o libvip.la
-rp    ath /usr/local/lib
-L../../../libs/vos/vutil -no-undefined -version-info 0:0:0
s    ocketthread.lo
lowlatencyproto.lo connection.lo socketmultiplexer.lo
stdprotocol    .lo -lvutil
-L/home/Administrator/src/vos-win32-mingw-libs-0.22//lib
-lboost_thr    ead -lws2_32

*** Warning: This system can not link to static lib archive
/home/Administrator/   
src/vos-0.22.1/libs/vos/vutil/libvutil.la.
*** I have the capability to make that library automatically link in when
*** you link to this library.  But I can only do this if you have a
*** shared version of the library, which you do not appear to have.

*** Warning: linker path does not have real file for library -lboost_thread.
*** I have the capability to make that library automatically link in when
*** you link to this library.  But I can only do this if you have a
*** shared version of the library, which you do not appear to have
*** because I did check the linker path looking for a file starting
*** with libboost_thread and none of the candidates passed a file format test
*** using a file magic. Last file checked:
/home/Administrator/src/vos-win32-min   
gw-libs-0.22//lib/libboost_thread.dll.a

*** Warning: linker path does not have real file for library -lws2_32.
*** I have the capability to make that library automatically link in when
*** you link to this library.  But I can only do this if you have a
*** shared version of the library, which you do not appear to have
*** because I did check the linker path looking for a file starting
*** with libws2_32 and none of the candidates passed a file format test
*** using a file magic. Last file checked:
/mingw/lib/gcc-lib/mingw32/3.2.3/../.   
./..//libws2_32.a
*** The inter-library dependencies that have been dropped here will be
*** automatically added whenever a program is linked with this library
*** or is declared to -dlopen it.

*** Since this library must not contain undefined symbols,
*** because either the platform does not support them or
*** it was explicitly requested with -no-undefined,
*** libtool will only create a static version of it.
ar cru .libs/libvip.a .libs/socketthread.o .libs/lowlatencyproto.o
.libs/connect    ion.o
.libs/socketmultiplexer.o .libs/stdprotocol.o
ranlib .libs/libvip.a
creating libvip.la
(cd .libs && rm -f libvip.la && ln -s ../libvip.la libvip.la)
for lib in .libs/libvip.so* .libs/libvip.*dylib .libs/libvip*.dll.a ; do \
    if test -f $lib ; then \
   
rm -f basename ../../../inplace/lib/`basename $lib` ; \
    CDIR=`pwd` ; \
    cd ../../../inplace/lib ; \
    ln -s ../../libs/vos/vip/$lib . ; \
    cd $CDIR ; \
    fi ; \
done
for lib in .libs/libvip*.dll .libs/libvip*.exe ; do \
    if test -f $lib ; then \
   
rm -f basename ../../../inplace/bin/`basename $lib` ; \
    CDIR=`pwd` ; \
    cd ../../../inplace/bin ; \
    ln -s ../../libs/vos/vip/$lib . ; \
    cd $CDIR ; \
    fi ; \
done
make[4]: Leaving directory `/home/Administrator/src/vos-0.22.1/libs/vos/vip'

I have installed MinGW, Msys, Msys-DTK. Not sure what is going on... any help would be appericated.
Jason
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Re: [vos-d] reducing number of libraries

2005-12-18 Thread Jason Moyers
Hello all,I think reducing the VOS libs is a good idea, less linking means quicker builds right? As far as I can tell there aren't that many applications using VOS (ter'angreal and betaverse are the only 2 current projects i can think of at the moment) so now would be the time to make serious changes to the API. 
 -Jason
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[vos-d] New VOS classes

2005-12-18 Thread Jason Moyers
Hello all,I have spent the last week modeling a motorcycle in blender ( http://interreality.org/~masonjoyers/crotchrocket/index.html ) and now that I have this spiffy model, I want to drive it around. To accomplish this I think I will add a vehicle class in A3DL. The question is what form of physics is currently working with VOS? I know Peter was playing around with ODE a few months ago, but I don't think that turned out so well. I believe currently physics is "emulated" via the client. I would like to have basic physics for the vehicle class, the drive torque is applied to the proper wheels, center of gravity is applied, etc.. So should I attempt to play with ODE? or should I just emulate my own physics code in the vehicle class?
 -Jason
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Re: [vos-d] New VOS classes

2005-12-18 Thread Jason Moyers
On 12/18/05, Jonathan Jones <[EMAIL PROTECTED]> wrote:
Probably the best thing to do is to write a class "physics object" firstto give us a point where we can start the physics engine. Then have yourvehicle as a descendant.The vehicle class I have envisioned provides a VOS representation (both 3D and "physical") of a vehicle. What I would like to do is use the ODE to build the physical model, and load or build the appropriate meshes via the A3DL of VOS. It will likely be a subclass of the A3DL::Actor and use callbacks to the ODE object to provide the physics.

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Re: [vos-d] New VOS classes

2005-12-19 Thread Jason Moyers
On 12/18/05, Reed Hedges <[EMAIL PROTECTED]> wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1Also, what will be the purpose of a "vehicle" type in A3DL?I'm currently getting hierarchical objects working in CSVOSA3DL.Currently all you would have to do to make that work (once I finish
making the CS side work) would be to make the player object a child ofthe motorcycle 3d object*, and then move the motorcycle around.  Ofcourse, for the game logic, a "vehicle" tag might be useful so that the
game knows it's a vehicle and provide the right UI to the player (e.g.special highlight, and click to get "inside" the vehicle) and also maybehave a viewpoint inside it so that you can position the player 3d model
correctly on it.  But just within the realm of general A3DL you don'tneccesarily need to distinguish vehicles, since any object will be ableto "contain" any other within its transformation in space.
Anyway, I'll let everyone know when the hierarchical transforms work in CS.The point of the vehicle class would be to provide a standardized API for all wheel-based vehicles. All wheel-based vehicles have x front wheels (0 or more) and y rear wheels(0 or more) and provide drive off of the rear, front or both axles. Also Vehicles contain n seats(1 or more) located at Cn where the player(s) would "sit." 
So the purpose of a general A3DL vehicle class would be that any client *should* know how to build/use such a vehicle, and it would be uniform through-out. Hierarchical transforms would be beneficial, so you can attach the front wheel(s) and the back wheel(s) and the player(s) to the vehicle body and off you go. So perhaps I should ask where I could help to get hierarchical transforms working?
 -Jason
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[vos-d] Plan of Action

2005-12-21 Thread Jason Moyers
Ok, I am going to see if I can get the ODE code working well enough to use. Then I will looking into how to "properly" like VOS/ODE objects, and write a location based container object to store said VOS/ODE objects. Then I will link it all together and drive my bike around the park.
Some side notes relating to this project:Is it possible to export just chosen meshes from blender into COD? I don't really need a world for every model I make, e.g. Bike, Avatar, etc..Unified support for Skeleton Based Animation would be VERY beneficial. We could then add a "stance" property to the VOS/ODE container object, so the avatar would know how to stand/sit/whatever while in the container.
-Jason
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[vos-d] local avatar models

2006-03-03 Thread Jason Moyers
When I connect to vip://interreality.org/world with my avatar object is
not shown, howeven I connect to a3dldemo running on a local box here it
works just fine. The following generates my local avatar.

bool BVavatar::Init( BetaVerse *beta, iVosApi *sec )
{
  LOG( "BVavatar::Init", 3, "starting..." );
  bv = beta;
  sector = meta_cast( sec->GetVobject() );
  
  CS_ASSERT( sector.isValid() );
  CS_ASSERT( bv->site.isValid() );

  vRef avatarObj = 
    bv->site->createVobject3();
 
  avatarObj->setDefaultPolicy( "core:read-only,property:ready-only,talkative:send-only" );
  avatarObj->setPosition( 0, 0, 0 );
  avatarObj->setScalingHT( .3, .3, .3 );
  avatarObj->setOrientation( 0, 1, 0, 0 );
  avatarObj->setOrientationHT( -1, 0, 0, 90 );
  avatarObj->getMaterial()->setColor( .5, .2, .2 );
  

  vRef avatar = meta_cast( avatarObj );
  avatar->setNick( bv->prefs->GetNick() );
/* don't need this if we create the avatar locally and hence set position/orientation
*/  
  avatar3d = meta_cast( avatarObj );
  CS_ASSERT( avatar3d.isValid() ); 
  avatar3d->setDefaultPolicy( "core:accept-all" );
  
  double x, y, z;
  double a, b, c, r;
  x = y = z = a = b = c = r = 0.0;
  
  try 
  {
    avatar3d->getPosition(x, y, z);
    avatar3d->getOrientation(a, b, c, r);
    r *= M_PI/180.0;
  }
  catch( std::runtime_error &e )
  {
    LOG( "BVavatar::Init", 2, "Runtime error while setting position orientation with avatar." );
  }
  LOG( "BVavatar::Init", 3, "x: " << x << " y: " << y << " z: " << z );
  LOG( "BVavatar::Init", 3, "a: " << a << " b: "
<< b << " c: " << c << " r: " << r );
  
  sector->insertChild( -1, bv->prefs->GetNick(), avatarObj );
  
  if( avatar->isLocal() )
  {
    talk = meta_cast( avatar );
    if( !talk.isValid() )
    {
  avatar->addType( "misc:talkative" );
  talk = meta_cast( avatar );
    }
  }
  else
  {
    CS_ASSERT( bv->site.isValid() );
    talk = bv->site->createVobject();
    CS_ASSERT( talk.isValid() );
    LOG( "BVavatar::Init", 3, "talk.getURLstr(): " << talk->getURLstr() );
    
    talk->setDefaultPolicy( "core:read-only,talkative:send-only" );
    try
    {
  if( !avatar.isValid() )
    LOG( "BVavatar::Init", 3, "Avatar not vaild, can't add chat." );
    
  vRef t = meta_cast( avatar );
  if( t.isValid() )
  { 
    LOG( "BVavatar::Init", 3, "t.getURLstr(): " << t->getURLstr() );
    t->addRelay( talk ); 
  }
  else
    LOG( "BVavatar::Init", 3, "Remote talkative not valid." );
  
  LOG( "BVavatar::Init", 3, "adding relay from " << avatar->getURLstr()
   
<< " to " << talk->getURLstr() );
    }
    catch( std::runtime_error e ) 
    {
  LOG( "BVavatar::Init", 2, "Got a runtime
error adding ourselves as a relay to the avatar talkative, we won't
receive any messages (!?!?)." << e.what() );
    }
  }

  try
  {  
    vRef tk = meta_cast(sector);
    if( tk.isValid() )
  tk->addRelay( talk );
    
    LOG( "BVavatar::Init", 3, "adding relay from " << tk->getURLstr()
  << " to " << talk->getURLstr() );

  }
  catch(std::runtime_error e) 
  {
    LOG("BVavatar::Init", 2, "Got a runtime error adding
ourselves as a relay to the sector talkative, we won't receive messages
from the sector. (!?!?)");
  }

  LOG( "BVavatar::Init", 3, "ended." );

  return true;
}

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Re: [vos-d] VOS 0.23.0-pre2 released

2006-03-05 Thread Jason Moyers
On 3/5/06, Reed Hedges <[EMAIL PROTECTED]> wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1> [Thu Mar  2 13:04:08 2006 (2) vosmodel] Constructing model> crystalspace.maploader.parse:  Model buffer not recognized!> ALERT: crystalspace.maploader.parse
:  Model buffer not recognized!> [Thu Mar  2 13:04:08 2006 (2) vosmodel] Was not able to load model> vip://alu.mi.fu-berlin.de:4231/pot>> No idea what this is, but it does not seem to affect anything else.
> That's all!I think this means CS doesn't know how to load 3DS models. (You need toinstall lib3ds and build the 3ds CS plugin for that).  It shouldprobably have a more informative error message.
I am having problems with CS/VOS and models as well. I noticed that in A3DL::Model.cpp that the SetModelToFile() is mostly commented out. Peter tells me this is because that method relied on old code that has not been updated.
The work-around I see is to load the model data via CS, and pass it to A3DL::Model::setModel(), but I am getting an error from CS about unrecognized model buffer. Still looking into this.Also what happened to COD file support? I don't have a COD plugin for Omnivos anymore.
Jason
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Re: [vos-d] next priorities

2006-04-03 Thread Jason Moyers
Animation and 3d model support would go a long way into making VOS look pretty verses the "developer art" look we are currently sporting.Has anyone played with AWS2? I am currently using PAWS for UI, while pretty feature rich it is sometimes a pain. I have recently been tempted to dump PAWS and try AWS2, but the horrors of using AWS still haunt my sleep.
Jason
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[vos-d] Skeletal Animation support (.x style)

2006-04-24 Thread Jason Moyers
So last week I stumbled on this: "Loading and displaying .x files without DirectX" http://www.gamedev.net/reference/programming/features/xfilepc/
I have skimmed through the article and at glance what appears to need to happen is as follows:Add Bone, SkelModel and SkelAnim classes to A3DL. These would provide "generic" skeletal support for A3DL.
Add a .x Loader/Parser to CS. Add the new skeletal animation support to CSVOSA3DL.I am considering this a top priority, so I am starting work on it now. I will provide updates as they arrive and welcome comments.
Jason
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Re: [vos-d] Skeletal Animation support (.x style)

2006-04-24 Thread Jason Moyers
If you are doing skeletal animation, you probably want to cross-check yourdesign with Cal3D (
http://cal3d.sourceforge.net/) and H-Anim(http://www.web3d.org/x3d/specifications/ISO-IEC-19774-HumanoidAnimation/
,the spec is a real slog but somewhere in there is a discussion how theyhandle issues like how to bind vertices to bones).Part of the reason why we need to add the Bone, SkelModel and SkelAnim classes to A3DL is so we have "generic" skeletal animation support. So when I am done we should be able to load .x or .cal3d or whatever else the engine might support.
 Let us know how it goes.  Also, this does tie into the question of how to
represent animation in VOS, which is something I was hoping to hold off onuntil the next version...  I do have a rough design for animation, though,so we can talk about it if you are willing to do most of the work.
No dice on holding off ; )  Let me know what you have in mind. i could use all the ideas i can get.Jason
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