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  • Microsoft Sync Framework - How to reprovision a table (or entire scope) fater schema changes?

    - by Rabbi
    B"H I have already setup Syncing with Microsoft Sync Framework, and now I need to add fields to a table. How do I re-provision the databases? The setup is exceedingly simple: Two sql express 2008 servers The scope includes the entire database Using Microsoft Sync Framework 2.0 Synchronizing by direct access. Using the standard new SqlSyncProvider Do I make the structural changes at both ends? Or do I only change one Server and let Sync Framework somehow propagate the change? Do I need to delete the _tracking tables and/or the stored procedures? How about the triggers? Has anyone been using the Sync Framework? Please help.

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  • Maintaining a Python web application: heavier vs lighter framework?

    - by Tiberiu Ana
    Five+ years from now, you are hired to support and extend a data-centric web application written in Python that hasn't been kept up to date. Would you rather prefer it was written in the current version of Django/Pylons at the time, using the available standard components, or kept minimal with something like CherryPy/web.py and a few library dependencies? Heavy framework Advantages: standard approach to application design and structure, as encouraged by framework; less application code to worry about. Disadvantages: requires learning the framework to understand how things work; broken things in old version of framework difficult to fix; upgrading to new version potentially difficult due to changing APIs; finding relevant documentation/help potentially difficult due to changing APIs. Light framework Advantages: most application code is directly "visible"; only needed features are implemented; architecture should be simpler to understand; less need to upgrade external dependencies; easier to upgrade external dependencies. Disadvantages: some reinventing the wheel; non-standard design and structure (with the associated unique issues and bugs). I will update the list with any helpful answers.

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  • Any Open Source Pregel like framework for distributed processing of large Graphs?

    - by Akshay Bhat
    Google has described a novel framework for distributed processing on Massive Graphs. http://portal.acm.org/citation.cfm?id=1582716.1582723 I wanted to know if similar to Hadoop (Map-Reduce) are there any open source implementations of this framework? I am actually in process of writing a Pseudo distributed one using python and multiprocessing module and thus wanted to know if someone else has also tried implementing it. Since public information about this framework is extremely scarce. (A link above and a blog post at Google Research)

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  • Can I develop for .NET Framework 4 in Visual Studio 2008?

    - by Zack Peterson
    My ASP.NET application runs in IIS on my web server and uses Microsoft .NET Framework 4 Beta 2. (Its Application Pool is set to .NET Framework version .NET Framework v4.0.21006.) It gives this new error: A potentially dangerous Request.Form value was detected from the client... This is due to a breaking change in .NET 4. To revert to the behavior of the ASP.NET 2.0 request validation feature, I added the following setting in the Web.config file: <httpRuntime requestValidationMode="2.0" /> Now Visual Studio 2008 throws a compile-time error: The 'requestValidationMode' attribute is not declared. And I can no longer debug on my development machine using the ASP.NET Development Server that comes with Visual Studio. I need Visual Studio and its ASP.NET Development Server to recognize the new .NET Framework 4 requestValidationMode attribute. How can I debug my application in .NET 4? Must I switch from Visual Studio 2008 to Visual Studio 2010 Beta 2?

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  • What's the best BDD framework for working with ASP.NET MVC 2 + C# 4?

    - by Soul_Master
    I just heard about BDD when I watch video of Scott Guthrie in Sweden. One of listener asked question to Scott about How VS2010 and ASP.NET MVC do to support BDD. After that, I search about BDD (Behavior Driven Development) that focus on specification more than unit testing when compares with TDD (Test Driven Development). I found some framework that work with Ruby and Java. But I do not any famous framework for .NET. Please suggest me about BDD framework and summary PROs/CONs of it. PS. Suggested BDD framework must work great on .NET 4, C# 4.0 and ASP.NET MVC 2. Thanks,

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  • What is the best API/framework/platform you ever worked with?

    - by Yuval A
    Most programming is done on an existing framework or platform, and using various APIs which make your programming job much more convenient. It can either be a superbly designed set of APIs, or a nice framework which you managed to get really cool things done really fast. All answers should give concrete examples of why that framework is so awesome, or examples of cool stuff you did with it. What existing framework really inspired you to do some awesome work? I know this is subjective, but I think we can get some cool ideas from this question. Please be easy on the "close" link :) Also - commun-ikified in advance.

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  • An equivalent of -javaagent in C#? Or: ways to use a java framework in C#.

    - by Alix
    Hi everyone. This is probably something I should be able to figure out by myself, but I'm not having much luck so I figured I'd ask. The issue: I'm translating a system from java to C# and they use a java framework that I'd really like to use, since it takes care of the most complex parts of the system, which I would otherwise have to implement myself. I have the source code of this framework. I know there are several possibilities for using java libraries in C# (although I'm not familiar with any of them, so I'd appreciate suggestions). So far I've thought of using IKVM.NET to generate a .dll, but I'm not sure what to do next, because in java in order to run the framework with your code you're supposed to use the option -javaagent by adding -javaagent:bin/deuceAgent.jar (where deuceAgent is the framework) to your java command line. I don't know what the equivalent in C# would be once I have my .dll, or whether there's an equivalent at all. Any help? Thanks so much.

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  • How can I implement my own version of a MVC framework in ASP.NET?

    - by ace
    Hi - I would like to know how I can go about implementing my own version of a MVC framework in ASP.NET? I know there already is Microsoft provided ASP.NET MVC framework, but I want to learn MVC and thought the best way would be to implement my own flavor of a MVC framework on top of ASP.NET. Any thoughts / guidance ? Also, can anyone point me to a page where I can learn more about how microsoft implemented ASP.NET MVC ? I'm more interested in learning about the under the hood plumbing that goes on to implement the framework on top of asp.net, do they use HttpHandlers / HttpModules ? Thanks.

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  • Change .NET Framework version of application pool to 3.5?

    - by Sean Sexton
    I've installed .NET Framework 3.5 SP1 on web server (Server 2008 Enterprise), so running IIS 7.0. I want to change the version of .NET Framework used by an existing site. So I right-click on appropriate Application Pool and selected Edit Application Pool. The .NET Framework dropdown does not include an explicit entry for framework 3.5, but just 2.0.50727. Does anyone know off the top of their head--is this just because the version of the core RTL in 3.5 is still 2.0? Or do I need to do something additional to get IIS to see version 3.5? (Did try restarting IIS). Thanks!

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  • How to manage multiple versions of the same record

    - by Darvis Lombardo
    I am doing short-term contract work for a company that is trying to implement a check-in/check-out type of workflow for their database records. Here's how it should work... 1) A user creates a new entity within the application. There are about 20 related tables that will be populated in addition to the main entity table. 2) Once the entity is created the user will mark it as the master. 3) Another user can make changes to the master only by "checking out" the entity. Multiple users can checkout the entity at the same time. 4) Once the user has made all the necessary changes to the entity, they put it in a "needs approval" status. 5) After an authorized user reviews the entity, they can promote it to master which will put the original record in a tombstoned status. The way they are currently accomplishing the "check out" is by duplicating the entity records in all the tables. The primary keys include EntityID + EntityDate, so they duplicate the entity records in all related tables with the same EntityID and an updated EntityDate and give it a status of "checked out". When the record is put into the next state (needs approval), the duplication occurs again. Eventually it will be promoted to master at which time the final record is marked as master and the original master is marked as dead. This design seems hideous to me, but I understand why they've done it. When someone looks up an entity from within the application, they need to see all current versions of that entity. This was a very straightforward way for making that happen. But the fact that they are representing the same entity multiple times within the same table(s) doesn't sit well with me, nor does the fact that they are duplicating EVERY piece of data rather than only storing deltas. I would be interested in hearing your reaction to the design, whether positive or negative. I would also be grateful for any resoures you can point me to that might be useful for seeing how someone else has implemented such a mechanism. Thanks! Darvis

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  • How to Detect in Windows Registry if user has .Net Framework installed?

    - by Sarah Weinberger
    How do I detect in the Windows Registry if a user has .Net Framework installed? I am not looking for a .Net based solution, as the query is from InnoSetup. I know from reading another post here on Stack Overflow that .Net Framework is an inplace upgrade to 4.0. I already know how to check if a user has version 4.0 installed on the system, namely by checking the following: function FindFramework(): Boolean; var bVer4x0: Boolean; bVer4x0Client: Boolean; bVer4x0Full: Boolean; bSuccess: Boolean; iInstalled: Cardinal; begin Result := False; bVer4x0Client := False; bVer4x0Full := False; bVer4x0 := RegKeyExists(HKLM, 'SOFTWARE\Microsoft\.NETFramework\policy\v4.0'); bSuccess := RegQueryDWordValue(HKLM, 'Software\Microsoft\NET Framework Setup\NDP\v4 \Client', 'Install', iInstalled); if (1 = iInstalled) AND (True = bSuccess) then bVer4x0Client := True; bSuccess := RegQueryDWordValue(HKLM, 'Software\Microsoft\NET Framework Setup\NDP\v4 \Full', 'Install', iInstalled); if (1 = iInstalled) AND (True = bSuccess) then bVer4x0Full := True; if (True = bVer4x0Full) then begin Result := True; end; end; I checked the registry and there is no v4.5 folder, which makes sense if .Net Framework 4.5 is an inplace upgrade. Still, the Control Panel Programs and Features includes the listing. I know that probably "issuing dotNetFx45_Full_setup.exe /q" will have no bad effect if installing on a system that already has version 4.5, but I still would like to not install the upgrade if the upgrade already exists, faster and less problems.

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  • Fastest way of creating XML from parent-child table in c#?

    - by rudnev
    Assume we have some DataTable or IEnumerable with ChildID, ParentID and Title. We need to serialize it to XML like <Entity title=""> <Entity title=""></Entity> <Entity title=""></Entity> </Entity> As i found out, standard DataTable.GetXML() returns something different. I thought about initializing class tree like Entity e = new Entity(ID, Title, ParentEntityID) and then serializing it. Table is about 3000 elems. Is there faster way?

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  • How can I progrommatically change the target framework from 4.0 to 3.5 of a project/solution?

    - by scott
    Edit 3: After more googling it looks like you can't have the TargetFrameworkMoniker property in a .NET 3.5 application. So I guess I should be asking a different question. How do I change the Target framework from 4.0 to 3.5? Unfortunately, I can only find stuff on how to go the other way. or better yet how do i progrommatically set the target framework version of a project to something other than 4.0? Original question: I just switched to vs2010. I have an application that uses .net 3.5. It loads plugins which are generated by a different app. The plugins are using .net 4 and there for cannot be loaded. I'm using EnvDTE.Project to create a project and set the settings. I can't find what setting needs to be set for this. Edit 1: I'm generating code for about 50 solutions. When I made the switch from vs2005 to vs2010 the projects in those solutions are defaulting to .NET Framework 4.0. So I need to set the .NET Framework to 3.5 when I am generating the code for these solutions. Edit 2: After a lot of googling I found this. so then I tried this: loProp = vsGetProperty("TargetFrameworkMoniker"); vsSetValue(loProp, ".NETFramework,Version=v3.5"); the definitions for those two methods are below. as far as I can tell they do the same this as project.Properties.Item("TargetFrameworkMoniker").Value = ".NETFramework,Version=v4.0,Profile=Client"; I start getting an Property Unavailable Exception later in the code. When I remove the new lines everything works except the projects target framework is still 4.0. The code generators target framework is 3.5 so I can't use the FrameworkName class like shown in the second example in that link. here is vsGetProperty protected Property vsGetProperty(string aProperty) { bool lbDone = false; int liCount = 0; Property loProp; while (!lbDone && liCount < pMaxRetries) { try { loProp = pProject.Properties.Item(aProperty); lbDone = true; return loProp; } catch (System.Runtime.InteropServices.COMException loE) { liCount++; if ((uint)loE.ErrorCode == 0x80010001) { // RPC_E_CALL_REJECTED - sleep half sec then try again System.Threading.Thread.Sleep(pDelayBetweenRetry); } } } return null; } and vsSetValue protected void vsSetValue(Property aProperty, string aValue) { bool lbDone = false; int liCount = 0; while (!lbDone && liCount < pMaxRetries) { try { aProperty.Value = aValue; lbDone = true; } catch (System.Runtime.InteropServices.COMException loE) { liCount++; if ((uint)loE.ErrorCode == 0x80010001) { // RPC_E_CALL_REJECTED - sleep half sec then try again System.Threading.Thread.Sleep(pDelayBetweenRetry); } } } }

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  • Microsoft Sync Framework - How to reprovision a table (or entire scope) after schema changes?

    - by Rabbi
    I have already setup syncing with Microsoft Sync Framework, and now I need to add fields to a table. How do I re-provision the databases? The setup is exceedingly simple: Two SQL Express 2008 servers The scope includes the entire database Using Microsoft Sync Framework 2.0 Synchronizing by direct access. Using the standard new SqlSyncProvider Do I make the structural changes at both ends? Or do I only change one server and let Sync Framework somehow propagate the change? Do I need to delete the _tracking tables and/or the stored procedures? How about the triggers? Has anyone been using the Sync Framework? Please help.

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  • Is there any free, open source php CMS\framework for described case?

    - by Ole Jak
    I want that cms\framework to create me tables like "Users" "Cameras" and so on and declare classes and simple default methods for them (like paged sql relults and so on). I mean I say to it: I want Users to have ID, SpecialNumber and Name Flilds. and I want to get from it class for table generation (to call it once) and class containing methods such as Search by ID, SpecialNumber and Name, Create User, Delit User and so on functions. Is there any framework/cms like this for working with CODE not ui's and so on... so to say PHP generator or something... The result should be as that framework free as possible. So Is there any free, open source php CMS\framework for described case?

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  • setfirstresult & setmaxresult in child collection

    - by Miguel Marques
    I have and entity lets call it Entity, and a Child collection Children. I have a screen where the user has the Entity information, and a list with the Children collection, but that collection can be get very big, so i was thinking about using paging: get the first 20 elements, and lazy load the next only if the user explicitly presses the next button. So i created in the Entity Repository a function with this signature: IEnumerable<Child> GetChildren(Entity entity, int actualPage, int numberOfRecordsPerPage) I need to use the setfirstresult and setmaxresult, not in the Agregate root Entity, but in the child collection. But when i use those two configurations, they allways refer to the entity type of the HQL/Criteria query. Other alternative would be to create a HQL/Criteria query for the Child type, set the max and first result, then filter the ones who are in the Entity Children collection (by using subquery). But i wasn't able to do this filter. If it was a bidirectional association (Child refering the parent Entity) it would be easier. Any suggestions? Any

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  • Are There Any Other Web Programming Languages That Can Be Used Without A Framework Aside From PHP?

    - by Ygam
    Python needs a framework, so does Java (for the web). I don't know much about Ruby or Coldfusion. But is there another language out there for the web that can stand alone as it is without a need for a framework or without strict adherence to a design pattern (MVC and the likes) aside from PHP? BTW, the statement that Python and Java needs a framework to work with the web came purely from my readings on articles and books; I might be mistaken.

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  • C++ Inheritance and Constructors

    - by DizzyDoo
    Hello, trying to work out how to use constructors with an inherited class. I know this is very much wrong, I've been writing C++ for about three days now, but here's my code anyway: clientData.h, two classes, ClientData extends Entity : #pragma once class Entity { public: int x, y, width, height, leftX, rightX, topY, bottomY; Entity(int x, int y, int width, int height); ~Entity(); }; class ClientData : public Entity { public: ClientData(); ~ClientData(); }; and clientData.cpp, which contains the functions: #include <iostream> #include "clientData.h" using namespace std; Entity::Entity(int x, int y, int width, int height) { this->x = x; this->y = y; this->width = width; this->height = height; this->leftX = x - (width/2); this->rightX = x + (width/2); this->topY = y - (height/2); this-bottomY = y + (height/2); } Entity::~Entity() { cout << "Destructing.\n"; } ClientData::ClientData() { cout << "Client constructed."; } ClientData::~ClientData() { cout << "Destructing.\n"; } and finally, I'm creating a new ClientData with: ClientData * Data = new ClientData(32,32,32,16); Now, I'm not surprised my compiler shouts errors at me, so how do I pass the arguments to the right classes? The first error (from MVC2008) is error C2661: 'ClientData::ClientData' : no overloaded function takes 4 arguments and the second, which pops up whatever changes I seem to make is error C2512: 'Entity' : no appropriate default constructor available Thanks.

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  • Changes to multiple entities within a single transaction

    - by Nati
    Hy, I am trying to make changes to multiple entities within a single transaction in app engine platform. As I understand in order to succeed doing so, App Engine needs to know in advance which entities will be updated together, so it knows to store them in a way that supports transactions. And therefore, user must declare that an entity belongs to the same entity group as another entity when you create the entity. How do I declare that one entity belongs to another entity group in creation time? Thanks, Nati

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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