Closed GoogleCodeExporter closed 9 years ago
Attached a svn .patch file
1. Fix Nail Constraint
2. Add new Hinge Constraint
3. Add new Slider Constraint
4. Add new 6Dof Constraint
5. Modified btSliderConstraint.h btSliderConstraint.cpp and btHingeConstraint.h
to
make this work.
6. Need help on making new icons for Hinge Constraint, Slider Constraint, 6Dof
Constraint.
Tested in Maya2008 in WinXP.
Thanks,
Herbert
Original comment by herbert....@gmail.com
on 21 Apr 2009 at 11:47
Attachments:
Great, thanks a lot for the patch.
We are preparing for a new release, and will check out / include this patch.
Original comment by erwin.coumans
on 5 May 2009 at 10:49
Applied the patch, and constraints seem to work, apart from some remaining
issues:
http://code.google.com/p/bullet/source/detail?r=1651
+ Can you check the hinge constraint? It seems to have issues both for
single-object
(against fixed world) and when using 2 objects.
+ We need to look into Linux and Mac OSX build
+ Add some documentation and test files (I added 2 test files already)
Original comment by erwin.coumans
on 6 May 2009 at 7:56
Fix a bug for hinge constraints.
The hinge axis was (0, 0, 0), which is not a valid axis.
The hinge axis will be default to (0, 0, 1), Z-positive.
Original comment by herbert....@gmail.com
on 12 May 2009 at 5:00
Attachments:
Here is a very short User Manual
User Manual For Bullet Maya Plugin
Rigid Body
TBD
Constraint
1. Nail Constraint
- When you update the constraint transform, you update the constraint of object to
world
2. Hinge Constraint
- When you update the constraint transform, you update the constraint of object to
world
- "Lower Limit", default to -1.570 in radian
- "Upper Limit", default to 1.570 in radian
- When "Upper Limit" value is lower than "Lower Limit" value, the limit is
disabled.
- Hinge Axis default to +z-axis, You can change the axis vector on "Hing Axis"
- Click check box "Enable Angular Motor" to enable motor
- "Motor Target Velocity", default to 1.00 set the velocity
- "Max Motor Impulse", default to 1.00 set the motor impulse
3. Slider Constraint
- When you update the constraint transform, it doesn't do anything
- Must Select 2 Rigid Bodies to create a slider constraint between them
- Constraint is default to no Lin and Ang Limit
- When "Upper Lin Limit" value is lower than "Lower Lin Limit" value , the limit
is disabled
- When "Upper Ang Limit" value is lower than "Lower Ang Limit" value , the limit
is disabled
4. 6Dof Constraint
- When you update the constraint transform, it doesn't do anything
- Must Select 2 Rigid Bodies to create a 6Dof constraint between them
- Constraint is default to no Lin and Ang Limit
- When "Upper Lin Limit" value is lower than "Lower Lin Limit" value , the limit
is disabled
- When "Upper Ang Limit" value is lower than "Lower Ang Limit" value , the limit
is disabled
Original comment by herbert....@gmail.com
on 12 May 2009 at 6:03
Thanks for the update.
There are still several issues:
1) When you create a nail constraint, while 2 dynamic/active rigid objects are
selected, it creates 2 nail constraints. It should create a single nail
constraint,
conneting the 2 objects.
2) when you create a nail constraint, on a single rigid body, and move the
rigid
body, then the nail constraint should automatically move with the (first) body.
Currently, the nail constraint doesn't move with the body. This should be the
same
for all constraints: when the first (reference A) body moves, the attached
constraint
should move too.
3) hinge doesn't work, when connecting two bodies.
slider, 6dof have similar issues.
Can you double check above, and provide sample .ma files for each constraint?
Thanks a lot,
Erwin
Original comment by erwin.coumans
on 12 May 2009 at 8:38
Original comment by erwin.coumans
on 3 Nov 2009 at 3:06
Original comment by rpo...@gmail.com
on 5 Nov 2009 at 6:43
Worked with Bullet 2.74 64 bits.
Day after I can not open the file anymore cause Maya gives fatal error at start
up.
At the day of creation I had not problems with saving at all.
Original comment by rdtreynh...@gmail.com
on 7 Jan 2010 at 3:52
@reinier_reynhout
What platform? What version of Maya? Are you saving a .mb or .ma file? Can you
a
small example file that crashes?
Thanks a lot,
Erwin
Original comment by erwin.coumans
on 7 Jan 2010 at 9:56
What version of the plugin do you use?
I made some changes in the nail constraint node, so new plugin (built from
sources
after r1872 Dec 24, 2009) could have problems with loading old files.
Does it crashes when you use the old plugin?
Thanks,
Roman
Original comment by rpo...@gmail.com
on 7 Jan 2010 at 11:55
Hi great work guys, looking forward to helping make this better,
I have a few problems:
#1 Creating convex hull RBD objects make geometry that "flattens out" weirdly
and keeps expanding the shape each time you click on the geometry in the
outliner.
#2 When creating RBD mesh objects the simulation does not work.
steps:
make a sphere above ground plane. create a mesh based rbd object, make a
passive
plane. run simulation and sphere will react wrong, either falling thru the
plane,
or not moving at all..
Also tried making cones in a mesh array and they collided improperly but
at
least did collide. it seemed to only collide based on the center of the
object not
the actual mesh
#3
create an array RBD object as cubes. in attribute editor, switch to spheres
shape will change. try to switch it again, and it will not change a second
time.
What version of the product are you using? On what operating system?
I'm using MAYA 2009 on Linux 64bit.
It took a bit of work to change and update the linux make file for this to work
as
well. but I finally got it working. let me know if you'd like the patched up
file
and I can send it to you
thanks
John
Luma Pictures
RedPawFX
Original comment by redpa...@gmail.com
on 8 Jan 2010 at 11:12
Here is the current version of the task list:
Fixing bugs :
initial position
loading/saving
crash while working with meshes
RBD script issues
...
-------
Solver node:
Add attributes:
- Broadphase type
- Constraint solver parameters (type, number of iterations, etc)
-------
Body Node
1. Reset activationState at playback start time
2.Add attributes for:
- collisonFlags
- activationState
- deactivationTime
3. Add more types (e.g. cylinder, composite), remove dynamic plane
-------
Nail Constraint Node
1. Add attribute to connect the second body (static or dynamic)
2. Change pivot location at creation time (origin of the body transform rather
then
world origin)
3. Add attribute for impulseClamp
-------
Hinge Constraint Node
1. Add attribute to connect the second body
2. Change frame location at creation time (origin of the body transform rather
then
world origin)
3. Use the Z axis of transform of the node locator as hinge axis, allow to
modify
constraint frame using move/rotate tools
4. Add debug drawing
-------
Slider Constraint Node
1. Allow to connect the constraint to just one object
2. Change frame location at creation time (origin of the body transform rather
then
world origin)
3. Use the X axis of transform of the node locator as slider axis, allow to
modify
constraint frame using move/rotate tools
4. Add attributes for bounce, motors, etc.
5. Add debug drawing
-------
6DOF Constraint Node
1. Allow to connect the constraint to just one object
2. Change frame location at creation time (origin of the body transform rather
then
world origin)
3. Use the transform of the node locator as constraint frame, allow to modify
it
using move/rotate tools
4. Use vectors for linear and angular limits
5. Add attributes for bounce, motors, etc.
6. Add debug drawing
-------
Add demo scenes
-------
Possible future work
Add more constraint types (that is mostly copy/paste job)
Add more object types (e.g. ragdoll)
Add boolean attribute to make object Kinematic or dynamic, make it keyable to
allow
switching at playback time
Integrate RBD scripts into plugin
Original comment by rpo...@gmail.com
on 9 Jan 2010 at 12:44
>> John, RedPawFX
>>
>> It took a bit of work to change and update the linux make file for this to
work as
>> well. but I finally got it working. let me know if you'd like the patched
up file
>> and I can send it to you
Yes please, can you attach a patch/updated Makefile?
Thanks!
Erwin
Original comment by erwin.coumans
on 9 Jan 2010 at 6:36
[deleted comment]
Hey Erwin, So here's what I did to get it working after compiling bullet
with
extras I installed it to an "out" directory in the trunk directory
Then in that "out" install dir I made links like so:
libBulletColladaConverter.so ->
../../Extras/BulletColladaConverter/libBulletColladaConverter.so
libColladaDom.so -> ../../Extras/COLLADA_DOM/libColladaDom.so
libGIMPACTUtils.so -> ../../Extras/GIMPACTUtils/libGIMPACTUtils.so
liblibxml.so -> ../../Extras/LibXML/libXML.so
libxml.so -> ../../Extras/LibXML/libXML.so
Then modified the makeFile re-organizing etc..
....
BULLET_INCLUDE=-I$(BULLET)/src
BULLET_LIB=-L$(BULLET)/out/lib -L$(BULLET)/src \
-lBulletColladaConverter -lcolladadom -llibxml -lGIMPACTUtils
-lbulletdynamics \
-lbulletcollision -lLinearMath
GL_LIB=-lGL -lGLU
MAYA_INCLUDE=-I$(MAYA)/include
MAYA_LIB=-L$(MAYA)/lib -lOpenMaya -lFoundation -lOpenMayaUI -lOpenMayaFX
SOURCES = ./constraint/dNailConstraintCmd.cpp \
./constraint/nailConstraintNode.cpp \
./constraint/dHingeConstraintCmd.cpp \
./constraint/dsixdofConstraintCmd.cpp \
./constraint/dSliderConstraintCmd.cpp \
./constraint/hingeConstraintNode.cpp \
./constraint/sixdofConstraintNode.cpp \
./constraint/sliderConstraintNode.cpp \
bt_solver.cpp \
dRigidBodyArrayCmd.cpp \
pdbIO.cpp \
colladaExport.cpp \
dRigidBodyCmd.cpp \
pluginMain.cpp \
collisionShapeNode.cpp \
dSolverCmd.cpp \
rigidBodyArrayNode.cpp \
dSolverNode.cpp \
rigidBodyNode.cpp \
drawUtils.cpp \
solver.cpp
HEADERS = ./constraint/nail_constraint.h \
./constraint/constraint.h \
./constraint/nail_constraint_impl.h \
./constraint/bt_constraint.h \
./constraint/dNailConstraintCmd.h \
./constraint/bt_hinge_constraint.h \
./constraint/bt_sixdof_constraint.h \
./constraint/bt_slider_constraint.h \
./constraint/constraint_impl.h \
./constraint/dHingeConstraintCmd.h \
./constraint/dsixdofConstraintCmd.h \
./constraint/dSliderConstraintCmd.h \
./constraint/hinge_constraint.h \
./constraint/hinge_constraint_impl.h \
./constraint/hingeConstraintNode.h \
./constraint/nailConstraintNode.h \
./constraint/sixdof_constraint.h \
./constraint/sixdof_constraint_impl.h \
./constraint/sixdofConstraintNode.h \
./constraint/slider_constraint.h \
./constraint/slider_constraint_impl.h \
./constraint/sliderConstraintNode.h \
./constraint/bt_nail_constraint.h \
box_shape.h \
collisionShapeNode.h \
box_shape_impl.h \
bt_box_shape.h \
bt_collision_shape.h \
convex_hull_shape.h \
pdbIO.h \
convex_hull_shape_impl.h \
plane_shape.h \
bt_convex_hull_shape.h \
plane_shape_impl.h \
bt_mesh_shape.h \
drawUtils.h \
rigidBodyArrayNode.h \
dRigidBodyArrayCmd.h \
rigid_body.h \
bt_plane_shape.h \
dRigidBodyCmd.h \
rigid_body_impl.h \
bt_rigid_body.h \
dSolverCmd.h \
rigidBodyNode.h \
bt_solver.h \
dSolverNode.h \
shared_ptr.h \
bt_sphere_shape.h \
mathUtils.h \
solver.h \
colladaExport.h \
mayaUtils.h \
solver_impl.h \
collision_shape.h \
mesh_shape.h \
sphere_shape.h \
collision_shape_impl.h \
mesh_shape_impl.h \
sphere_shape_impl.h
......
and then I tried compiling it and made changes to each file that had the
wrong
pointer to constraint files as they are in the "constraints" folder now
got it compiled and working, but again, have the same problems as stated in
the
previous comment above .
I had a look thru the Bullet code, and tried to revert all the convexMesh
stuff
back to not using the "caching" type that was added since version 2.74, but
that
didn't seem to help.. I'm honestly not sure if its something in the bullet
base or
the maya code that is causing the issues I described earlier...
anyway. hope this helps.
let me know if you guys get some new stuff up on svn and I'd love to give it a
shot
and help you track issues.
thanks
-johnc
Luma Pictures
redpawFX
Original comment by redpa...@gmail.com
on 11 Jan 2010 at 11:34
>> after compiling bullet with extras
Just to be sure, how did you compile Bullet? Using cmake, jam or autotools/make?
>> #1 Creating convex hull RBD objects make geometry that "flattens out"
weirdly
>> #2 When creating RBD mesh objects the simulation does not work.
Could you share Maya .ma and .mb files for those problematic RBD objects/mesh
objects
(attach file).
Thanks a lot,
Erwin
Original comment by erwin.coumans
on 12 Jan 2010 at 4:35
Hey Erwin, I used cmake then make to build bullet.
and used Make to build the maya plugin
to reproduce the problems I described, its realy simple, and unfortunately
our
firewall won't allow attachments to be sent, sorry.
make a passive RBD ground plane
make a maya geometry sphere,box,cone,whatever
select it and make it a convex hull rbd object or rbd mesh object
move it above the ground plane, and hit play to simulate,
things will begin to freak out as described, if they don't for you,
then there may be something that is not compiling properly on my end.
There are a few warnings I'm getting with the bullet and maya compile
but nothing worse than variable type errors float to int or something like
that.
I'm compiling this on redhat/fedora Linux X64
there was a thread on cgTalk saying that x64 compiles were buggy compared to
x32?
I wonder if that could be the case here too...
let me know
thanks
-johnc
Luma-pictures
redpawFX
Original comment by redpa...@gmail.com
on 12 Jan 2010 at 5:04
Hi,
I've been able to replicate this problem following the steps johnc gave in the
previous comment. I'm using linux 64 bits and Maya 2008 64 bits. I attach a
file with
a Maya scene showing this problem. My maya scene has a passive RBD ground plane
and a
convex hull rbd created from a polygonal cone.
I've found something interesting: originally, the cone's bounding box is (-1,
-1, -1)
x (1, 1, 1), but after I select the cone and make it a convex hull, the
bounding box
becomes (0, 0, 0) x (0, 0, 0) ???
Cheers,
Taz
Original comment by tasi...@gmail.com
on 13 Jan 2010 at 10:38
Attachments:
[deleted comment]
Hi, I just gave the maya plugin for
Latest Build bullet-2.76-alpha-r1925
a test compile, got it compiled,
had to add the serializer libraries to the lib paths in the makefile
Still gives the same problem with the weirdly expanding convex hull and geom
mesh
type rigid body objects.
just FYI
-johnc
LumaPictures
redpawFX
Original comment by redpa...@gmail.com
on 28 Jan 2010 at 8:21
it was a scaling issue in the btCompoundShape (used to orient Hull objects
along the
principal axis of inertia).
Please check latest trunk,it should be fixed.
Thanks for the reports!
Original comment by erwin.coumans
on 29 Jan 2010 at 6:34
With r1933, trying to build on OS X 10.6.1, Maya 2010, gives this error:
constraint/hingeConstraintNode.cpp: In member function ‘virtual void
hingeConstraintNode::draw(M3dView&, const MDagPath&, M3dView::DisplayStyle,
M3dView::DisplayStatus)’:
constraint/hingeConstraintNode.cpp:344: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:373: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:375: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:379: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:381: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:385: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:387: error: no matching function for call to
‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void
hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
Original comment by cryda...@gmail.com
on 30 Jan 2010 at 7:12
@crydalch
It is fixed in the latest SVN trunk revision 1942, thanks for the report!
Original comment by erwin.coumans
on 31 Jan 2010 at 4:47
By the way, compiling on Mac and Linux is difficult. We should provide cmake
support (and possibly autotools).
(now that Jam support has been dropped from Bullet the libraries are not in the
right location)
Original comment by erwin.coumans
on 31 Jan 2010 at 4:59
Basic cmake support to build the Maya plugin is now added, only tested for
Windows.
Maya detection is very basic, we might need to use a FindMaya script, like
attached
(from RubyMel project)
Original comment by erwin.coumans
on 31 Jan 2010 at 7:27
Attachments:
Thanks for patching the hingeNode file. I can compile now, but I get a bunch of
'wrong architecture' errors in the terminal (see below), and when I try to load
the
.bundle plugin in maya.
(terminal errors)
ld: warning: in pluginMain.o, file is not of required architecture
ld: warning: in rigidBodyNode.o, file is not of required architecture
ld: warning: in rigidBodyArrayNode.o, file is not of required architecture
ld: warning: in collisionShapeNode.o, file is not of required architecture
ld: warning: in solver.o, file is not of required architecture
ld: warning: in bt_solver.o, file is not of required architecture
ld: warning: in dSolverNode.o, file is not of required architecture
ld: warning: in dSolverCmd.o, file is not of required architecture
ld: warning: in dRigidBodyCmd.o, file is not of required architecture
ld: warning: in dRigidBodyArrayCmd.o, file is not of required architecture
ld: warning: in pdbIO.o, file is not of required architecture
ld: warning: in drawUtils.o, file is not of required architecture
ld: warning: in ./constraint/dHingeConstraintCmd.o, file is not of required
architecture
ld: warning: in ./constraint/dSliderConstraintCmd.o, file is not of required
architecture
ld: warning: in ./constraint/hingeConstraintNode.o, file is not of required
architecture
ld: warning: in ./constraint/sixdofConstraintNode.o, file is not of required
architecture
ld: warning: in ./constraint/dNailConstraintCmd.o, file is not of required
architecture
ld: warning: in ./constraint/dsixdofConstraintCmd.o, file is not of required
architecture
ld: warning: in ./constraint/nailConstraintNode.o, file is not of required
architecture
ld: warning: in ./constraint/sliderConstraintNode.o, file is not of required
architecture
ld: warning: in
/Applications/Autodesk/maya2010/Maya.app/Contents/MacOS/libOpenMaya.dylib,
file is not of required architecture
ld: warning: in
/Applications/Autodesk/maya2010/Maya.app/Contents/MacOS/libFoundation.dylib,
file is not of required architecture
ld: warning: in
/Applications/Autodesk/maya2010/Maya.app/Contents/MacOS/libOpenMayaUI.dylib
, file is not of required architecture
ld: warning: in
/Applications/Autodesk/maya2010/Maya.app/Contents/MacOS/libOpenMayaFX.dylib
, file is not of required architecture
I've been using cmake to generate makefiles to build both bullet and dynamica.
To
get dynamica to build, I modified my Makefile.mac to the one I've attached. Is
there
something I'm missing, that's making these files for the wrong architecture?
Original comment by cryda...@gmail.com
on 1 Feb 2010 at 1:13
Attachments:
Xcode 2.4.1 refuses to install on Snow Leopard. I don't have access to a
computer with
both Maya 2010 and 10.4 or 10.5, so I can't build dynamica for Maya 2010.
Anyone
with Xcode 2.4.1 and Maya 2010 interested in doing the build?
Original comment by cryda...@gmail.com
on 2 Feb 2010 at 2:20
Hey Erwin, firstly thanks for the updates.. its working great now.
Secondly I'm no expert in cmake at all.. so I still wasn't able to get the
cmake
stuff for the maya plugin to work properly.
For you to analyze and anybody else who wants to get this working on linux. I
submit my compiling process..
add in the following to the CMakeLists.txt file in the Extras folder
Serialize ConvexDecomposition GIMPACTUtils glui iff LibXML
then you can,
cmake -DBUILD_SHARED_LIBS=ON -DBUILD_EXTRAS=ON
-DCMAKE_INSTALL_PREFIX=/PATH/To/currentBulletDir/out
make
make install
will put things in the "out" directory you have to make in the current
bullet folder
there are a few things missing in the out/lib folder..
need to link in all the "extras" out directories stuff
ln -s ../../Extras/Serialize/BulletFileLoader/libBulletFileLoader.so
libBulletFileLoader.so
ln -s ../../Extras/Serialize/BulletWorldImporter/libBulletWorldImporter.so
libBulletWorldImporter.so
ln -s ../../Extras/GIMPACTUtils/libGIMPACTUtils.so libGIMPACTUtils.so
ln -s ../../Extras/LibXML/libXML.so libXML.so
update make file (attached)
and 'make' in the mayaPlugin directory (not using cmake)
update the mel files if need be as well.
Then when you want to run the plugin
you need to add the path to the $BULLET/out/lib dir to LD_LIBRARY_PATH
should be good.
hope this helps us all sort out the linux side of things..
-j
Original comment by redpa...@gmail.com
on 3 Feb 2010 at 1:29
Attachments:
Hi redpawfx,
have you tried the latest Makefile in Extras/Mayaplugin on Linux?
I added all files from Bullet directly, so no need to link against Bullet
libraries.
Does it work?
A 64bit precompiled Linux Dynamica Plugin binary would be welcome!
Thanks,
Erwin
Original comment by erwin.coumans
on 3 Feb 2010 at 5:52
[deleted comment]
Hey Erwin, I'll have to try to grab the latest and greatest SVN version. My
latest
sucess was with the 1945 version that was put online yesterday.
the makefile in that seemed to still be missing a few things
and included the collada stuff which it seems is not necessarry any more.
as soon as I can get a real svn repo set up on my side so I can update things
properly from google code, I'll give it a shot again.
attached is the binary .so built from the 1945 version.
Maya 2009 Linux 64 bit (we don't have 2010, sorry)
glad I can help :-)
-johnc.
Original comment by redpa...@gmail.com
on 3 Feb 2010 at 5:23
Attachments:
Can you provide an updated Makefile based on latest SVN, so without Bullet
libraries?
Thanks for the .so!
Original comment by erwin.coumans
on 3 Feb 2010 at 7:39
redpawfx, should your "bulletPhysics.so " work with all 64 bit linux
distributions that
run Maya 2009, or only Fedora 8?
Or are there certain version requirements (glibc etc)?
Original comment by erwin.coumans
on 3 Feb 2010 at 7:41
Hey Erwin, we are using Maya 2009 x64 on Fedora 10, which should be backward
compatible with any version of fedora, running 64 bit maya 2009, yes.
For Linux plugins you have to compile with the same version of gcc that maya is
compiled against. which for 2009, is gcc 4.1.2.
I don't have any experience compiling on anything other than redhat linux
(including: fedora, centos, Enterprise) but as far as I know things should
work ok
across any modern redhat product and maybe even other linuxes.
It may take a couple days to get the latest svn version working, but I'll give
it a
shot asap.
-johnc
Original comment by redpa...@gmail.com
on 3 Feb 2010 at 8:22
Hey Erwin, just grabbed the latest from the site r1963 and tried a default
cmake
compile
cmake -DBUILD_SHARED_LIBS=ON -DBUILD_EXTRAS=ON
-DCMAKE_INSTALL_PREFIX=/home/johnc/dev/bullet/bullet-2.76-beta-r1963/out
-DUSE_GLUT=ON -DBUILD_BULLET_MAYA_DYNAMICA_PLUGIN=ON
make...
I'm getting this error.
In file included from
/usr/autodesk/maya2008-x64/include/maya/MPxLocatorNode.h:70,
from
/Volumes/home/johnc/dev/bullet/bullet-2.76-beta-r1963/Extras/MayaPlugin/rigidBod
yNode.h:33,
from
/Volumes/home/johnc/dev/bullet/bullet-2.76-beta-r1963/Extras/MayaPlugin/pluginMa
in.cpp:33:
/usr/autodesk/maya2008-x64/include/maya/M3dView.h:103:2: error: #error Unknown
OS
/usr/autodesk/maya2008-x64/include/maya/M3dView.h:132:2: error: #error Unknown
OS
/usr/autodesk/maya2008-x64/include/maya/M3dView.h:322:2: error: #error Unknown
OS
.... (more stuff errors after this fails)
In the make file there is some hard coded stuff to set the paths to maya2008
and
windows paths etc.. I think it would work better if this was set to the
environment variable $(MAYA_LOCATION),
Secondly the unknown OS error I think is being caused by the lack of a
-DLINUX
in the makefile. the maya source looks for the OS type to deal with the
open GL
stuff in the M3dView file
Maybe there is a way to pass this to cmake? or does this have to go into the
cmake
config file for the maya plugin?
anyway, I'll keep screwing around with it a bit to see if there's anything
else I
can do/break :-)
-johnc.
Original comment by redpaw...@gmail.com
on 4 Feb 2010 at 6:06
AH, ok here we go.
updated the CMakeLists.txt file in the MayaPlugin directory like so..
changed these lines to:
SET(MAYA_INC_DIR /usr/autodesk/maya2009-x64/include/)
SET(MAYA_LIB_DIR /usr/autodesk/maya2009-x64/lib/)
commented out all the FIND_PATH stuff above it.
Then all I added was one more line:
ADD_DEFINITIONS(-DLINUX)
and it seemed to be all happy.
there must be a smarter way to use an environment variable instead of putting
the
direct path to maya into the include directories but I tried, and it didn't
work..
I don't understand cmake well enough to know how to change it tho.
Otherwise I think this works perfectly all within the cmake framework now with
these two simple changes
Awesome!
-johnc
Original comment by redpa...@gmail.com
on 4 Feb 2010 at 6:43
redpawfx,thanks for the feedback.
With a bit of luck the latest trunk builds on Linux (definition and directory
added)
Can you try it?
Original comment by erwin.coumans
on 16 Feb 2010 at 4:33
The dynamica plugin is moved to its own repository:
http://dynamica.googlecode.com
CMake support works for Windows (visual studio project files) and Linux (Unix
Makefiles).
Original comment by erwin.coumans
on 22 Apr 2010 at 7:12
Original issue reported on code.google.com by
herbert....@gmail.com
on 21 Apr 2009 at 11:43