[SOLVED] I would like Sinbad to stop sliding on the floor:)

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falsam
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Re: I would like Sinbad to stop sliding on the floor:)

Post by falsam »

Hello. Thank you for your help and remarks. I will continue my learning of OGRE3D and do many tests with PureBasic ;)

➽ Windows 11 64-bit - PB 6.0 x64 - AMD Ryzen 7 - NVIDIA GeForce GTX 1650 Ti

Sorry for my bad english and the Dunning–Kruger effect.
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by DK_PETER »

Anytime :wink:
On a small note..
Remember PB uses Bullet physics..It doesn't react well to large objects.
You have to think tiny...I've modified your first example (shrunk it considerably) so that
the physics are more to its liking. Massive values is not a good thing.
Hint: Large objects should have values (mass) of ex. 1, while small objects should
have considerably lesser mass. You can use larger mass than '1' but bullet physics
enjoys small values and small objects. :-)

Here's your example - shrunken in size. The default earth-gravity works now.

Code: Select all

EnableExplicit

Global window, ww, wh, event, camera, Material, Mesh, Entity, Sound, Node
Global Player, PlayerSpeed.f, CurrentAnimation.s

CompilerIf Subsystem("OpenGL") = #False
  MessageRequester("Error", "Please set the Library subsystem to OpenGL from IDE : Compiler... Compiler Options")
  End
CompilerEndIf

InitEngine3D(#PB_Engine3D_DebugLog)
InitKeyboard()
InitSprite()

; Window & Screen 3D
window = OpenWindow(#PB_Any, 0, 0, 0, 0, "", #PB_Window_BorderLess | #PB_Window_Maximize)
ww = WindowWidth (window, #PB_Window_InnerCoordinate)
wh = WindowHeight(window, #PB_Window_InnerCoordinate)

OpenWindowedScreen(WindowID(window), 0, 0, ww, wh)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Packs\Sinbad.zip", #PB_3DArchive_Zip)
Parse3DScripts()

; Light
CreateLight(#PB_Any,RGB(255, 218, 185), 500, 1000, 1000)
WorldShadows(#PB_Shadow_Additive)

; Camera
camera = CreateCamera(#PB_Any, 0, 0, 100, 100)
MoveCamera(camera, 0, 0.5, 3)
CameraLookAt(camera, 0, 0, 0)

; Entity
Mesh = CreatePlane(#PB_Any, 10, 10, 1, 1, 5, 5)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "MRAMOR6X6.jpg")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material))
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Mesh = CreateCube(#PB_Any, 0.2)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "Caisse.png")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material), -3, 0.1, 0)
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Entity = CopyEntity(Entity, -1)
MoveEntity(Entity, 3, 0.1, 0)

Mesh = LoadMesh(#PB_Any, "sinbad.mesh")
Player = CreateEntity(-1, MeshID(Mesh), #PB_Material_None, 0, 2, 0)
ScaleEntity(Player, 0.1, 0.1, 0.1)
CreateEntityBody(Player, #PB_Entity_ConvexHullBody, 0.02, 1, 1)
EntityAngularFactor(Player, 0, 1, 0)
RotateEntity(Player, 0, 180, 0)

; Sound
Sound = LoadSound3D(#PB_Any, "Siren.ogg")
Node = CreateNode(#PB_Any, -3, 0, 0)
AttachNodeObject(Node, SoundID3D(Sound))
SoundRange3D(Sound, 0.1, 1)
PlaySound3D(Sound, #PB_Sound3D_Loop)

Sound = LoadSound3D(#PB_Any, "Roar.ogg")
Node = CreateNode(#PB_Any, 3, 0, 0)
AttachNodeObject(Node, SoundID3D(Sound))
SoundRange3D(Sound, 0.1, 1)
PlaySound3D(Sound, #PB_Sound3D_Loop)

; Render
While #True
  event = WindowEvent()
  ExamineKeyboard()
 
  If event = #PB_Event_CloseWindow Or KeyboardPushed(#PB_Key_Escape)
    Break
  EndIf
 
  If KeyboardPushed (#PB_Key_Up)
    PlayerSpeed = 2
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Down)
    PlayerSpeed = -2
    CurrentAnimation = "RunBase"
  Else
    CurrentAnimation = "IdleTop"
    PlayerSpeed = 0
  EndIf
 
  If KeyboardPushed (#PB_Key_Left)
    RotateEntity(Player, 0, 3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Right)
    RotateEntity(Player, 0, -3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  EndIf   
 
  If PlayerSpeed
    DisableEntityBody(Player, #False) ; Wake up entity (BugWare)
    MoveEntity(Player, 0, 0, PlayerSpeed, #PB_Absolute|#PB_Local)
  EndIf
 
  ;Play animation
  If EntityAnimationStatus(Player, CurrentAnimation) = #PB_EntityAnimation_Stopped
    StartEntityAnimation(Player, CurrentAnimation)
  EndIf
 
  CameraFollow(Camera, EntityID(Player), 180, EntityY(Player) + 1, 3, 0.5, 0.5, #True)
  ;SoundListenerLocate(CameraX(Camera), CameraY(Camera), CameraZ(Camera)) - better to use the object
  SoundListenerLocate(EntityX(Player), EntityY(player), EntityZ(Player))
 
  RenderWorld()
  FlipBuffers()
Wend

Current configurations:
Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
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falsam
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by falsam »

DK_PETER wrote:You have to think tiny..
With the CreateWater() function this is not possible.
But I'm convinced. Thank you also for this obvious solution :oops:

Code: Select all

SoundListenerLocate(EntityX(Player), EntityY(player), EntityZ(Player))

➽ Windows 11 64-bit - PB 6.0 x64 - AMD Ryzen 7 - NVIDIA GeForce GTX 1650 Ti

Sorry for my bad english and the Dunning–Kruger effect.
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by Shardik »

Those who want to try falsam's orginal code or DK_PETER's solution on Linux or MacOS should change the following code to make it cross-platform:

Code: Select all

; CompilerIf Subsystem("OpenGL") = #False
CompilerIf #PB_Compiler_OS = #PB_OS_Windows And Subsystem("OpenGL") = #False

Code: Select all

; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$, #PB_3DArchive_FileSystem)
; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Textures", #PB_3DArchive_FileSystem)
; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Packs\Sinbad.zip", #PB_3DArchive_Zip)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Packs"+#PS$+"Sinbad.zip", #PB_3DArchive_Zip)
Now the examples will also run on Linux (tested on Linux Mint 19.3 x64 with Cinnamon and PB 5.72 x64). However they won't run on MacOS because of an old unfixed bug in LoadSound3D(). Even after commenting out all sound-related commands on MacOS, the examples terminate in line RenderWorld() with
PureBasic IDE wrote:[ERROR] Program aborted. (by external library)
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by DK_PETER »

falsam wrote:
DK_PETER wrote:You have to think tiny..
With the CreateWater() function this is not possible.
That's true. I recommend keeping physics values small, though. :-)

@Shardik
I didn't know there was a problem with 3D sound on Mac and Linux...I've made an alternative solution below.
It uses the normal sound functions to mimic the Sound3D function.

Code: Select all

EnableExplicit
UseOGGSoundDecoder()

Structure V3D
  x.f
  y.f
  z.f
EndStructure

Structure MeasurePoints
  ret.i
  FirstDist.f
  SecondDist.f
  Point1.V3D
  Point2.V3D
  point3.V3D
EndStructure

Declare.f FastDist3D(*pos1.V3D, *pos2.V3D)
Declare.i NewVolume(CurrentDistance.f, MaxDistance.f)

Global window, ww, wh, event, camera, Material, Mesh, Entity, Sound1, Sound2, Node
Global Player, PlayerSpeed.f, CurrentAnimation.s, m.MeasurePoints, LinuxMac.i = #False

CompilerIf Subsystem("OpenGL") = #False
  MessageRequester("Error", "Please set the Library subsystem to OpenGL from IDE : Compiler... Compiler Options")
  End
CompilerEndIf
CompilerIf #PB_Compiler_OS = #PB_OS_Windows And Subsystem("OpenGL") = #True
  LinuxMac = #False
CompilerElse  
  LinuxMac = #True
CompilerEndIf

InitEngine3D(#PB_Engine3D_DebugLog)
InitKeyboard()
InitSprite()
InitSound()




; Window & Screen 3D
window = OpenWindow(#PB_Any, 0, 0, 0, 0, "", #PB_Window_BorderLess | #PB_Window_Maximize)
ww = WindowWidth (window, #PB_Window_InnerCoordinate)
wh = WindowHeight(window, #PB_Window_InnerCoordinate)

OpenWindowedScreen(WindowID(window), 0, 0, ww, wh)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Packs\Sinbad.zip", #PB_3DArchive_Zip)
Parse3DScripts()

; Light
CreateLight(#PB_Any,RGB(255, 218, 185), 500, 1000, 1000)
WorldShadows(#PB_Shadow_Additive)

; Camera
camera = CreateCamera(#PB_Any, 0, 0, 100, 100)
MoveCamera(camera, 0, 0.5, 3)
CameraLookAt(camera, 0, 0, 0)

; Entity
Mesh = CreatePlane(#PB_Any, 10, 10, 1, 1, 5, 5)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "MRAMOR6X6.jpg")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material))
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Mesh = CreateCube(#PB_Any, 0.2)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "Caisse.png")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material), -3, 0.1, 0)
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Entity = CopyEntity(Entity, -1)
MoveEntity(Entity, 3, 0.1, 0)

Mesh = LoadMesh(#PB_Any, "sinbad.mesh")
Player = CreateEntity(-1, MeshID(Mesh), #PB_Material_None, 0, 2, 0)
ScaleEntity(Player, 0.1, 0.1, 0.1)
CreateEntityBody(Player, #PB_Entity_ConvexHullBody, 0.02, 1, 1)
EntityAngularFactor(Player, 0, 1, 0)
RotateEntity(Player, 0, 180, 0)

; Sound
If LinuxMac = #False 
  Sound1 = LoadSound3D(#PB_Any, "Siren.ogg")
  Node = CreateNode(#PB_Any, -3, 0, 0)
  AttachNodeObject(Node, SoundID3D(Sound1))
  SoundRange3D(Sound1, 0.1, 1)
  PlaySound3D(Sound1, #PB_Sound3D_Loop)
  
  Sound2 = LoadSound3D(#PB_Any, "Roar.ogg")
  Node = CreateNode(#PB_Any, 3, 0, 0)
  AttachNodeObject(Node, SoundID3D(Sound2))
  SoundRange3D(Sound2, 0.1, 1)
  PlaySound3D(Sound2, #PB_Sound3D_Loop)
  
Else
  Sound1 = LoadSound(#PB_Any, #PB_Compiler_Home+"Examples\3D\Data\" + "Siren.ogg")
  PlaySound(Sound1, #PB_Sound_Loop)
  SoundVolume(Sound1, 0)
  m\Point1\x = -3 : m\Point1\y = 0 : m\Point1\z = 0
  sound2 = LoadSound(#PB_Any, #PB_Compiler_Home+"Examples\3D\Data\" + "Roar.ogg")
  PlaySound(Sound2, #PB_Sound_Loop)
  SoundVolume(Sound2, 0)
  m\Point2\x = 3 : m\Point2\y = 0 : m\Point2\z = 0
EndIf


; Render
While #True
  event = WindowEvent()
  ExamineKeyboard()
  
  If event = #PB_Event_CloseWindow Or KeyboardPushed(#PB_Key_Escape)
    Break
  EndIf
  
  If KeyboardPushed (#PB_Key_Up)
    PlayerSpeed = 2
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Down)
    PlayerSpeed = -2
    CurrentAnimation = "RunBase"
  Else
    CurrentAnimation = "IdleTop"
    PlayerSpeed = 0
  EndIf
  
  If KeyboardPushed (#PB_Key_Left)
    RotateEntity(Player, 0, 3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Right)
    RotateEntity(Player, 0, -3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  EndIf   
  
  If PlayerSpeed
    DisableEntityBody(Player, #False) ; Wake up entity (BugWare)
    MoveEntity(Player, 0, 0, PlayerSpeed, #PB_Absolute|#PB_Local)
  EndIf
  
  ;Play animation
  If EntityAnimationStatus(Player, CurrentAnimation) = #PB_EntityAnimation_Stopped
    StartEntityAnimation(Player, CurrentAnimation)
  EndIf
  CameraFollow(Camera, EntityID(Player), 180, EntityY(Player) + 1, 3, 0.5, 0.5, #True)
  If LinuxMac = #False
    SoundListenerLocate(EntityX(Player), EntityY(player), EntityZ(Player))
  Else
    m\point3\x = EntityX(Player) : m\point3\y = EntityY(Player) : m\point3\z = EntityZ(Player)
    m\FirstDist = FastDist3D(m\Point1, m\point3)
    m\ret = NewVolume(m\FirstDist, 2.5)
    SoundVolume(sound1, m\ret)
    m\secondDist = FastDist3D(m\Point2, m\point3)
    m\ret = NewVolume(m\SecondDist, 2.5)      
    SoundVolume(sound2, m\ret)
  EndIf
  RenderWorld()
  FlipBuffers()
Wend

Procedure.i NewVolume(CurrentDistance.f, MaxDistance.f)
  Protected NewVol = 100 - ((100 / MaxDistance) * CurrentDistance) 
  If NewVol < 0 : NewVol = 0 : EndIf
  ProcedureReturn NewVol
EndProcedure

Procedure.f FastDist3D(*pos1.V3D, *pos2.V3D)
  Protected r.V3D
  Protected dist.f
  r\x = *pos1\x - *pos2\x : r\x = r\x * r\x
  r\y = *pos1\y - *pos2\y : r\y = r\y * r\y
  r\z = *pos1\z - *pos2\z : r\z = r\z * r\z
  ProcedureReturn  r\x + r\y + r\z
EndProcedure
Current configurations:
Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by Shardik »

@DK_PETER,

thank you for your modified example which uses normal sound functions when running in Linux or MacOS. I had to do the following changes in your last example:
  • In Linux and MacOS OpenGL is the default - therefore the test for OpenGL as subsystem is only valid in Windows:

    Code: Select all

    ; CompilerIf Subsystem("OpenGL") = #False
    CompilerIf #PB_Compiler_OS = #PB_OS_Windows And Subsystem("OpenGL") = #False
      MessageRequester("Error", "Please set the Library subsystem to OpenGL from IDE : Compiler... Compiler Options")
      End
    CompilerEndIf
  • In Linux and MacOS you have to use a slash ("/") instead of a backslash ("\") as a path separator. The PureBasic constant #PS$ always contains the correct path separator for the current operating system. So to program cross-platform you should always use the constant #PS$ in paths. For Linux you also have to take care of folder and filenames which have to be written exactly in the same upper and lower case characters as in the file system!

    Code: Select all

    ; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\", #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$, #PB_3DArchive_FileSystem)
    ; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Textures", #PB_3DArchive_FileSystem)
    Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Textures", #PB_3DArchive_FileSystem)
    ; Add3DArchive(#PB_Compiler_Home+"Examples\3D\Data\Packs\Sinbad.zip", #PB_3DArchive_Zip)
    Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Packs"+#PS$+"Sinbad.zip", #PB_3DArchive_Zip)
  • In LoadSound() for Linux and MacOS you should also use the slash ("/") or #PS$ as path separator:

    Code: Select all

      ; Sound1 = LoadSound(#PB_Any, #PB_Compiler_Home+"Examples\3D\Data\" + "Siren.ogg")
      Sound1 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples/3d/Data/" + "Siren.ogg")

    Code: Select all

      ; sound2 = LoadSound(#PB_Any, #PB_Compiler_Home+"Examples\3D\Data\" + "Roar.ogg")
      sound2 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples/3d/Data/" + "Roar.ogg")
Unfortunately your last example with my above modifications still doesn't run on MacOS 10.15.6 'Catalina' with PB 5.72 x64. The same error in the line RenderWorld() is thrown as in your modified example of my last posting where I simply commented out all sound-related commands:
PureBasic IDE wrote:[ERROR] Program aborted. (by external library)
Last edited by Shardik on Tue Jul 21, 2020 5:53 pm, edited 1 time in total.
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by DK_PETER »

@Shardik
I'm a pure Windows guy, so I can't test on Linux/mac.
Could you try the following example?
Examine the log and look for hints - try running it without debugger.

Code: Select all

EnableExplicit
UseOGGSoundDecoder()

Structure V3D
  x.f
  y.f
  z.f
EndStructure

Structure MeasurePoints
  ret.i
  FirstDist.f
  SecondDist.f
  Point1.V3D
  Point2.V3D
  point3.V3D
EndStructure

Declare.f FastDist3D(*pos1.V3D, *pos2.V3D)
Declare.i NewVolume(CurrentDistance.f, MaxDistance.f)

Global window, ww, wh, event, camera, Material, Mesh, Entity, Sound1, Sound2, Node
Global Player, PlayerSpeed.f, CurrentAnimation.s, m.MeasurePoints, Quit.i = #False

InitEngine3D(#PB_Engine3D_DebugLog)  ; See if there are any hints to the problem in the DebugLog.
InitKeyboard()
InitSprite()
InitSound()

Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$, #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Packs"+#PS$+"Sinbad.zip", #PB_3DArchive_Zip)
Parse3DScripts()

OpenWindow(0, 0, 0, 800, 600, "Windowed Screen", #PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0), 0, 0, 800, 600)

; Light
CreateLight(#PB_Any,RGB(255, 218, 185), 500, 1000, 1000)
;WorldShadows(#PB_Shadow_Additive)  

; Camera
camera = CreateCamera(#PB_Any, 0, 0, 100, 100)
MoveCamera(camera, 0, 0.5, 3)
CameraLookAt(camera, 0, 0, 0)

; Entity
Mesh = CreatePlane(#PB_Any, 10, 10, 1, 1, 5, 5)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "MRAMOR6X6.jpg")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material))
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Mesh = CreateCube(#PB_Any, 0.2)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "Caisse.png")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material), -3, 0.1, 0)
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Entity = CopyEntity(Entity, -1)
MoveEntity(Entity, 3, 0.1, 0)

Mesh = LoadMesh(#PB_Any, "sinbad.mesh")
Player = CreateEntity(-1, MeshID(Mesh), #PB_Material_None, 0, 2, 0)
ScaleEntity(Player, 0.1, 0.1, 0.1)
CreateEntityBody(Player, #PB_Entity_ConvexHullBody, 0.02, 1, 1)
EntityAngularFactor(Player, 0, 0, 0)
; RotateEntity(Player, 0, 180, 0) 

; Sound
Sound1 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$ + "Siren.ogg")
PlaySound(Sound1, #PB_Sound_Loop)
SoundVolume(Sound1, 0)
m\Point1\x = -3 : m\Point1\y = 0 : m\Point1\z = 0
sound2 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$ + "Roar.ogg")
PlaySound(Sound2, #PB_Sound_Loop)
SoundVolume(Sound2, 0)
m\Point2\x = 3 : m\Point2\y = 0 : m\Point2\z = 0

; Render
Repeat
  Repeat 
    event = WindowEvent()
    If event = #PB_Event_CloseWindow : Quit = #True : EndIf
  Until event = 0
  
  ExamineKeyboard()
  
  If KeyboardPushed (#PB_Key_Up)
    PlayerSpeed = 2
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Down)
    PlayerSpeed = -2
    CurrentAnimation = "RunBase"
  Else
    CurrentAnimation = "IdleTop"
    PlayerSpeed = 0
  EndIf
  
  If KeyboardPushed (#PB_Key_Left)
    RotateEntity(Player, 0, 3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Right)
    RotateEntity(Player, 0, -3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  EndIf   
  
  If PlayerSpeed
    DisableEntityBody(Player, #False) ; Wake up entity (BugWare)
    MoveEntity(Player, 0, 0, PlayerSpeed, #PB_Absolute|#PB_Local)
  EndIf
  
  ;Play animation
  If EntityAnimationStatus(Player, CurrentAnimation) = #PB_EntityAnimation_Stopped
    StartEntityAnimation(Player, CurrentAnimation)
  EndIf
  CameraFollow(Camera, EntityID(Player), 180, EntityY(Player) + 1, 3, 0.5, 0.5, #True) 
  
  m\point3\x = EntityX(Player) : m\point3\y = EntityY(Player) : m\point3\z = EntityZ(Player)
  m\FirstDist = FastDist3D(m\Point1, m\point3)
  m\ret = NewVolume(m\FirstDist, 2.5)
  SoundVolume(sound1, m\ret)
  m\secondDist = FastDist3D(m\Point2, m\point3)
  m\ret = NewVolume(m\SecondDist, 2.5)     
  SoundVolume(sound2, m\ret)
  
  RenderWorld()
  
  FlipBuffers()
  
Until KeyboardPushed(#PB_Key_Escape) Or Quit = #True

Procedure.i NewVolume(CurrentDistance.f, MaxDistance.f)
  Protected NewVol = 100 - ((100 / MaxDistance) * CurrentDistance)
  If NewVol < 0 : NewVol = 0 : EndIf
  ProcedureReturn NewVol
EndProcedure

Procedure.f FastDist3D(*pos1.V3D, *pos2.V3D)
  Protected r.V3D
  Protected dist.f
  r\x = *pos1\x - *pos2\x : r\x = r\x * r\x
  r\y = *pos1\y - *pos2\y : r\y = r\y * r\y
  r\z = *pos1\z - *pos2\z : r\z = r\z * r\z
  ProcedureReturn  r\x + r\y + r\z
EndProcedure
Current configurations:
Ubuntu 20.04/64 bit - Window 10 64 bit
Intel 6800K, GeForce Gtx 1060, 32 gb ram.
Amd Ryzen 9 5950X, GeForce 3070, 128 gb ram.
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Shardik
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Re: [SOLVED] I would like Sinbad to stop sliding on the floo

Post by Shardik »

@DK_PETER,

thank you for your last example. It is working without problems on MacOS 10.14.6 'Mojave' with PB 5.72 x64. It also gave me the hint for the crash on RenderWorld() in the other two examples on MacOS: in your last example you used a defined size of 800x600 when opening the window. The previous examples used

Code: Select all

window = OpenWindow(#PB_Any, 0, 0, 0, 0, "", #PB_Window_BorderLess | #PB_Window_Maximize)
which doesn't work correctly on MacOS, i.e. it opens a window with zero width and height. I changed your last but one example to

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ExamineDesktops()
Window = OpenWindow(#PB_Any, 0, 0, DesktopWidth(0), DesktopHeight(0), "", #PB_Window_BorderLess | #PB_Window_Maximize)
and your example works like a charm on MacOS. This is your complete last but one example with all my modification proposals to run cross-platform. I have tested it successfully with PB 5.72 x64 on these operating systems:
  • Linux Mint 19.3 'Tricia' x64 with Cinnamon
  • MacOS 10.14.6 'Mojave'
  • Windows 10 (1809) x64

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EnableExplicit
UseOGGSoundDecoder()

Structure V3D
  x.f
  y.f
  z.f
EndStructure

Structure MeasurePoints
  ret.i
  FirstDist.f
  SecondDist.f
  Point1.V3D
  Point2.V3D
  point3.V3D
EndStructure

Declare.f FastDist3D(*pos1.V3D, *pos2.V3D)
Declare.i NewVolume(CurrentDistance.f, MaxDistance.f)

Global window, ww, wh, event, camera, Material, Mesh, Entity, Sound1, Sound2, Node
Global Player, PlayerSpeed.f, CurrentAnimation.s, m.MeasurePoints, LinuxMac.i = #False

CompilerIf #PB_Compiler_OS = #PB_OS_Windows And Subsystem("OpenGL") = #False
  MessageRequester("Error", "Please set the Library subsystem to OpenGL from IDE : Compiler... Compiler Options")
  End
CompilerEndIf
CompilerIf #PB_Compiler_OS = #PB_OS_Windows And Subsystem("OpenGL") = #True
  LinuxMac = #False
CompilerElse 
  LinuxMac = #True
CompilerEndIf

InitEngine3D(#PB_Engine3D_DebugLog)
InitKeyboard()
InitSprite()
InitSound()

; Window & Screen 3D
ExamineDesktops()
Window = OpenWindow(#PB_Any, 0, 0, DesktopWidth(0), DesktopHeight(0), "", #PB_Window_BorderLess | #PB_Window_Maximize)
ww = WindowWidth (window, #PB_Window_InnerCoordinate)
wh = WindowHeight(window, #PB_Window_InnerCoordinate)

OpenWindowedScreen(WindowID(window), 0, 0, ww, wh)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$, #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home+"examples"+#PS$+"3d"+#PS$+"Data"+#PS$+"Packs"+#PS$+"Sinbad.zip", #PB_3DArchive_Zip)
Parse3DScripts()

; Light
CreateLight(#PB_Any,RGB(255, 218, 185), 500, 1000, 1000)
WorldShadows(#PB_Shadow_Additive)

; Camera
camera = CreateCamera(#PB_Any, 0, 0, 100, 100)
MoveCamera(camera, 0, 0.5, 3)
CameraLookAt(camera, 0, 0, 0)

; Entity
Mesh = CreatePlane(#PB_Any, 10, 10, 1, 1, 5, 5)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "MRAMOR6X6.jpg")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material))
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Mesh = CreateCube(#PB_Any, 0.2)
Material = CreateMaterial(#PB_Any, TextureID(LoadTexture(#PB_Any, "Caisse.png")))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(Material), -3, 0.1, 0)
CreateEntityBody(Entity, #PB_Entity_StaticBody, 1, 0, 1)

Entity = CopyEntity(Entity, -1)
MoveEntity(Entity, 3, 0.1, 0)

Mesh = LoadMesh(#PB_Any, "sinbad.mesh")
Player = CreateEntity(-1, MeshID(Mesh), #PB_Material_None, 0, 2, 0)
ScaleEntity(Player, 0.1, 0.1, 0.1)
CreateEntityBody(Player, #PB_Entity_ConvexHullBody, 0.02, 1, 1)
EntityAngularFactor(Player, 0, 1, 0)
RotateEntity(Player, 0, 180, 0)

; Sound
If LinuxMac = #False
  Sound1 = LoadSound3D(#PB_Any, "Siren.ogg")
  Node = CreateNode(#PB_Any, -3, 0, 0)
  AttachNodeObject(Node, SoundID3D(Sound1))
  SoundRange3D(Sound1, 0.1, 1)
  PlaySound3D(Sound1, #PB_Sound3D_Loop)
 
  Sound2 = LoadSound3D(#PB_Any, "Roar.ogg")
  Node = CreateNode(#PB_Any, 3, 0, 0)
  AttachNodeObject(Node, SoundID3D(Sound2))
  SoundRange3D(Sound2, 0.1, 1)
  PlaySound3D(Sound2, #PB_Sound3D_Loop)
Else
  Sound1 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples/3d/Data/" + "Siren.ogg")
  PlaySound(Sound1, #PB_Sound_Loop)
  SoundVolume(Sound1, 0)
  m\Point1\x = -3 : m\Point1\y = 0 : m\Point1\z = 0
  sound2 = LoadSound(#PB_Any, #PB_Compiler_Home+"examples/3d/Data/" + "Roar.ogg")
  PlaySound(Sound2, #PB_Sound_Loop)
  SoundVolume(Sound2, 0)
  m\Point2\x = 3 : m\Point2\y = 0 : m\Point2\z = 0
EndIf


; Render
While #True
  event = WindowEvent()
  ExamineKeyboard()
 
  If event = #PB_Event_CloseWindow Or KeyboardPushed(#PB_Key_Escape)
    Break
  EndIf
 
  If KeyboardPushed (#PB_Key_Up)
    PlayerSpeed = 2
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Down)
    PlayerSpeed = -2
    CurrentAnimation = "RunBase"
  Else
    CurrentAnimation = "IdleTop"
    PlayerSpeed = 0
  EndIf
 
  If KeyboardPushed (#PB_Key_Left)
    RotateEntity(Player, 0, 3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  ElseIf KeyboardPushed (#PB_Key_Right)
    RotateEntity(Player, 0, -3, 0, #PB_Relative)
    CurrentAnimation = "RunBase"
  EndIf   
 
  If PlayerSpeed
    DisableEntityBody(Player, #False) ; Wake up entity (BugWare)
    MoveEntity(Player, 0, 0, PlayerSpeed, #PB_Absolute|#PB_Local)
  EndIf
 
  ;Play animation
  If EntityAnimationStatus(Player, CurrentAnimation) = #PB_EntityAnimation_Stopped
    StartEntityAnimation(Player, CurrentAnimation)
  EndIf
  CameraFollow(Camera, EntityID(Player), 180, EntityY(Player) + 1, 3, 0.5, 0.5, #True)
  If LinuxMac = #False
    SoundListenerLocate(EntityX(Player), EntityY(player), EntityZ(Player))
  Else
    m\point3\x = EntityX(Player) : m\point3\y = EntityY(Player) : m\point3\z = EntityZ(Player)
    m\FirstDist = FastDist3D(m\Point1, m\point3)
    m\ret = NewVolume(m\FirstDist, 2.5)
    SoundVolume(sound1, m\ret)
    m\secondDist = FastDist3D(m\Point2, m\point3)
    m\ret = NewVolume(m\SecondDist, 2.5)     
    SoundVolume(sound2, m\ret)
  EndIf
  RenderWorld()
  FlipBuffers()
Wend

Procedure.i NewVolume(CurrentDistance.f, MaxDistance.f)
  Protected NewVol = 100 - ((100 / MaxDistance) * CurrentDistance)
  If NewVol < 0 : NewVol = 0 : EndIf
  ProcedureReturn NewVol
EndProcedure

Procedure.f FastDist3D(*pos1.V3D, *pos2.V3D)
  Protected r.V3D
  Protected dist.f
  r\x = *pos1\x - *pos2\x : r\x = r\x * r\x
  r\y = *pos1\y - *pos2\y : r\y = r\y * r\y
  r\z = *pos1\z - *pos2\z : r\z = r\z * r\z
  ProcedureReturn  r\x + r\y + r\z
EndProcedure
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