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EdgeShape integration

 
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Boscop



Joined: 26 Feb 2009
Posts: 29

PostPosted: Sun May 03, 2009 1:23 pm    Post subject: EdgeShape integration Reply with quote

Hi,
in the box2d svn branch there is some stuff that is pretty interesting and that I would like to have in Blaze, too. For example the EdgeShape class that allows you to make concave shapes. I need concave Shapes for my game and instead of splitting them all it would be nice to be able to use the EdgeShape. So,
1. Is someone working on porting them or is it up to me?
2. What would I have to add/change apart from the EdgeShape.h/.cpp files
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Thu May 07, 2009 6:37 am    Post subject: Re: EdgeShape integration Reply with quote

Boscop wrote:

1. Is someone working on porting them or is it up to me?
2. What would I have to add/change apart from the EdgeShape.h/.cpp files


Edge shapes are already included in the trunk and the API is very similar to Box2D.

Take a look at the testbed examples; there's an edge shape demo in there.
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Boscop



Joined: 26 Feb 2009
Posts: 29

PostPosted: Sat May 09, 2009 5:20 am    Post subject: Reply with quote

I found a bug in bzEdge.d that causes an Exception when trying to create an EdgeShape: in the bzEdge.this() you must have to call "super(def);". This sets "m_proxyId" to "bz_nullProxy" so that this "assert(m_proxyId == bz_nullProxy);" is ok.
It took me quite some time to find it Razz
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Sun May 10, 2009 10:11 am    Post subject: Reply with quote

Boscop wrote:
I found a bug in bzEdge.d that causes an Exception when trying to create an EdgeShape: in the bzEdge.this() you must have to call "super(def);". This sets "m_proxyId" to "bz_nullProxy" so that this "assert(m_proxyId == bz_nullProxy);" is ok.
It took me quite some time to find it Razz


Stange, I wasn't getting that bug in the testBed framework, but I've gone ahead and made the change just in case.

Good catch!
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