trouble compiling ASE tutorial demo

I’m not sure if I’m just a newbie, or what, but I keep getting a “cannot resolve symbol” when I try and compile both my own program using the ASE loader as well as the demo.

 cannot resolve symbol
symbol  : method getNamedNodes ()
location: class com.xith3d.loaders.ase.AseFile
    java.util.Hashtable views = af.getNamedNodes();
                                  ^
1 error

I’ve had success compiling and running several other xith3D programs and demos, so I think my environment is set up fine. I am importing the ASE loader package and i can instantiate AseFile and AseReader objects, and parse() works fine, but I get this error with the getNamedNodes() method.

I’m using the latest CVS xith3d.jar, and I checked the source and it looks fine. I even decompiled it to make sure the code was in there and it is. I also tried using an earlier Alpha xith3d.jar, but I get the same message.

Anyone know what I’m doing wrong or might be missing? BTW, the ASE demo runs just fine.

thanks.

the getNamedNodes was removed which is the cause although I thought I had updated the tutorial

I’ll look into it.

Will.

oh… I just looked at the source, and

edit: I see it has been replaced with some more stuff.

I’d like to see an updated tutorial, if you get a chance sometime. Nice work on all the stuff, too. Thanks.

This is odd - I didn’t remove it, but deprecated it instead.

The tutorial needs updating but still should work. Even though getNamedNodes should work, use the getNamedNodesMap instead as it’s both better and supported.

Be warned that if you are using groups, the TG’s are built in a tree like fashion (but you can ignore that and build your own if you like - I should explain that more in the tutorial).

The main difference assuming you are not using groups is that it’s a HashMap instead of Hashtable is returned that that the Geomtry is loaded relative to it’s pivot point and then translated into place.

Will.

I see. Thanks for the quick responses. They were too quick, in fact, for me to get my stuff straight and edit my posts correctly!

[quote]oh… I just looked at the source, and

edit: I see it has been replaced with some more stuff.

I’d like to see an updated tutorial, if you get a chance sometime. Nice work on all the stuff, too. Thanks.
[/quote]
No it’s ok - the tute needs updating anyway.

And the method is definitally in the code:
https://xith3d.dev.java.net/source/browse/xith3d/src/com/xith3d/loaders/ase/AseFile.java?rev=1.14&content-type=text/vnd.viewcvs-markup

I think I have solved your riddle however:
https://xith3d.dev.java.net/source/browse/xith3d/libs/

xith3d.jar is 4 months old!

You can access the up to date source code by CVS but that file should not actually even be there so don’t use it!

I suggest either compiling your own version from CVS or downloading a recent CVS snapshot (with up to date library) here: http://xith.org/download.php

That file really should be removed from CVS and unless anyone objects I shall do just that.

No worries :slight_smile:

Cheers,

Will.

What I meant was, I’m actually using the last CVS build from http://xith.org/download.php. :slight_smile:

Sorry for hijacking the thread but what does your (William’s) .ase importer do with normal vectors when the model doesn’t contain any?

In case you need to calculate them yourselfe, please have a look at this new thread: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=xith3d;action=display;num=1077185405

I dream of a “Xith importer core” with “just” the model’s format differencies be in an own … plug-in or such. :wink:
Seriously I think it’s high time to have a few very solid Xith importers for the most important 3d formats (3d Studio, Maya, Lightwave, …). Since each of them isn’t a trivial task at all, we really should join forces. (Well, it’s easy to say this for me, isn’t it? For a 3d and math newbie in particular.)

OK, giving back the thread to you - thanks for letting me interrupt it. :wink:

[quote]Sorry for hijacking the thread but what does your (William’s) .ase importer do with normal vectors when the model doesn’t contain any?

In case you need to calculate them yourselfe, please have a look at this new thread: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=xith3d;action=display;num=1077185405
[/quote]
We definitally could do with a high quality normal generator - I have responded in that thread.

For your Xith Importer Core, a good start would be a more detailed Loader interface which everyone uses :slight_smile:

Definitally something like the Normal Generator is best kept seperate from any loader - like the Texture coordinate generator currently is.

Will.

I have made a few changes to the AseLoader, naimly clearer documentation and a new option to ignore groups and just get the geometry (including geometry that is in groups).

I also found time to update the tutorial so it uses the newer and much nicer HashMap method rather than the namedNodes one which will be removed in the near future.

Will.