Showing posts with label mobile game engine. Show all posts
Showing posts with label mobile game engine. Show all posts

Saturday, January 18, 2014

Blender 3D Mobile Plane Animation and Collision Test

Showing how to make plane moving and run it on Android and iOS.
1.model the propeller

2. add rotation to propeller in game logic

3. apply scale before testing on ogrekit, otherwise model will be out of scale

4.move plane to start point

5.using time line to add key frames

6. add the animation to plane in game logic

7. fine tune plane locations in graph editor

9. test animation on pc

10. change planes to rigid body physics

11. using box as collision bounds

12. Test on PC

13. Test on Android

14. Test on ipad


Saturday, November 9, 2013

Blender3D GameKit Lua Plane Top Bottom Constraint



The top bottom constraint is a bit tricky. As camera keeps moving with plane. I used camera as a reference to calcuate the top and bottom screen edge.
1. Get camera position
2. Calculate current top edge Y location
3. Calculate current bottom edge Y location
4. Compare with current plane location, and return signals, -1 as plane too low, 1 as plane too high, 0 for plane inside the screen
5. feed the signal and mouse movement to function edgeMoveFilter, which only permit plane move toward centre if it is on edge
The code is below and red marks are comments.
******Oninit.lua****************
    --Global variable
    --set touch move parameters
    Sensitivity = 0.005
    --invert = -1 -> is inverted
    Invert = 1
    Threshold=3.5
 -- Plane Contrain
    Xmin = -0.87
    Xmax = 0.87
 -- Plane Top Bottom Constrain
    Ymin = -1.50
    Ymax = 1.30
--filter movement so plane will only move towards center if touchs edge
function edgeMoveFilter(limitSignal,oldX)
    if limitSignal == -1 and oldX > 0 then
        return oldX
    elseif limitSignal == -1 and oldX < 0 then
        return 0
    elseif limitSignal == 1 and oldX >0 then
        return 0
    elseif limitSignal ==1 and oldX <0 then
        return oldX
    end
        return 0
end   

--check if over boundary on Y axis
function YoverLimit(obj,cameraObj)
    local vec3 = obj:getPosition()
    local cameraV = cameraObj:getLinearVelocity()
    --get camero position
    local cameraP = cameraObj:getPosition()
    --calculate bottom edge ;ocation
    local nextYmin = cameraP.y+Ymin
    --calculate top edge location
    local nextYmax = cameraP.y+Ymax
    --check whether plane is on edge and return signals
    if vec3.y < nextYmin then
        return -1
    elseif vec3.y > nextYmax then
        return 1
    else 
        return 0
    end
end

--endNew-----------
function XoverLimit(obj)
    local vec3 = obj:getPosition()
    if vec3.x < Xmin then
        return -1
    elseif vec3.x > Xmax then
        return 1
    else
        return 0
    end
end
function printPosition(obj)
    local vec3 = obj:getPosition()
    dPrintf("position x: " .. vec3.x)
    dPrintf("position y: " .. vec3.y)
    dPrintf("position z: " .. vec3.z)
    
end    
function velocityCap(v,vmax)
    if (v>vmax) then
        return vmax
    elseif (v < -vmax) then
        return -vmax
    else return v
    end
end

******planeTouchMove.lua****************  

mouse=OgreKit.Mouse()
scene = OgreKit.getActiveScene()
play = scene:getObject("plane")
--new--get camera objcet
camera = scene:getObject("Camera")
--end new---------------------------
logicM = OgreKit.LogicManager()
myLogicObject = logicM:getObject("plane")
mySensor = myLogicObject:getSensor("Collision")
maxVelocity=0.08


mouse:capture()
--print current plane posistion on screen
--printPosition(play)
--using threshold to filter out unwanted small touch movement

if ((mouse.xrel>Threshold or mouse.xrel<-Threshold)or(mouse.yrel>Threshold or mouse.yrel<-Threshold)and (not(play.touchBoundary))) then
      velocityY=velocityCap((mouse.yrel) * Sensitivity, maxVelocity)
      velocityX=velocityCap((mouse.xrel) * Sensitivity, maxVelocity) 
      --new----------------------
      --check if plane over screen boundary 
      limitSignalX = XoverLimit(play)
      limitSignalY = YoverLimit(play,camera)
      --the X Y directions are swap as the screen is in landscape
      if limitSignalX==0  and limitSignalY == 0 then
      --when plane is inside boundary
        play:translate(-velocityY* Invert,-velocityX * Invert,0)
      else
      --when plane touches boundary it can only move away from boundrary
        newY = edgeMoveFilter(limitSignalX,-velocityY * Invert)
        newX = edgeMoveFilter(limitSignalY,-velocityX * Invert)
        play:translate(newY,newX,0)
      end
      --end new---------------------
end


  


    

Saturday, September 7, 2013

How to Test Blender GameKit on Real IOS Device Tutorial

Finally, I figured out how to test the Blender3D GameKit on Real IOS devices, such as iphone 5 and iPad 4 in the video. This is using latest xcode 4.6 and ios 6.1 build. Took a while to work out this.

1. go to gamekit on google code site to get the source. copy the svn script and run it in a terminal. It will download the whole package onto your hard disk.
2. go to apple developer site register yourself and pay $99 to get the iOS developer licence. So you can test applications on your iOS devices.
3. go to mac application shop download Xcode. Currently using 4.6
4. open xcode and go to preference -> download install the command tools.
5. search cmake and install.
6. search xquartz and install.
7. open cmake. point source to gamekit-read-only you downloaded before. point target to a folder under it. normally named build.
8. Click configure once. And wait for the settings to come up. Turn on OGREKIT_BUILD_IPHONE,Turn on OGREKIT_BUILD_GLESRS.Turn off OGREKIT_BUILD_GLRS
9. click configure again. only one red line. and then click again. there will be no red lines.
10. click generate. This will generate a xcode project for you named ogrekit.xproject in the build folder.
11. link your iPhone, iPad to computer and start Xcode. this will bring you to a button to set your device for development. click and finish the process.
12. copy your own blender file for testing into iphoneDemo folder.
13. open ogrekit.xproject in xcode and drag the file under iphoneDemo.
14. open main.mm under iphoneDemo folder. edit the name of the blender file to the one you just copied.

const gkString gkDefaultBlend   = "planeTouchMoveIOS.blend";

 go to screen size to annotate them. It is not needed and will mess screen settings. 

// iPad
    //m_prefs.winsize.x        = 768;
    //m_prefs.winsize.y        = 1024;
    // iPhone
//960x640, 480x320
    //m_prefs.winsize.x        = 960;
    //m_prefs.winsize.y        = 640;

//m_prefs.winsize.x        = 320;
    //m_prefs.winsize.y        = 480;

Also search scale. and go to a line that defines scale, annotate it. replace it with:

//CGFloat screenScale = [[UIScreen mainScreen] scale];
    CGFloat screenScale = 1;

15. change the target to buildAll->your device name. and Command + B to build. for the first time it will take a while. but afterwards will be much faster.
16. After succeed the build. Make sure you have your device connected. Change the target to IphoneDemo->your device and click run. 
17. wait for several minutes. the files will be compiled and uploaded on to your device. The App will start running by itself.
18. for ipad just go to the summary page and change the target device to ipad.