[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.

[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
This commit is contained in:
Nathan Letwory
2004-03-22 22:02:18 +00:00
parent 5b90aafbd6
commit 00291b5cf4
133 changed files with 9550 additions and 1534 deletions

View File

@@ -63,6 +63,8 @@
#include "DNA_sound_types.h"
#include "DNA_text_types.h"
#include "DNA_view3d_types.h"
#include "DNA_mesh_types.h"
#include "DNA_world_types.h"
#include "BKE_library.h"
#include "BKE_global.h"
@@ -87,7 +89,6 @@
#include "nla.h" /* For __NLA : Important, do not remove */
#include "butspace.h" // own module
/* internals */
/****/
@@ -346,7 +347,31 @@ void do_logic_buts(unsigned short event)
if(ob==0) return;
switch(event) {
case B_SETSECTOR:
/* check for inconsistant types */
ob->gameflag &= ~(OB_PROP|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
ob->dtx |= OB_BOUNDBOX;
allqueue(REDRAWBUTSGAME, 0);
allqueue(REDRAWVIEW3D, 0);
break;
case B_SETPROP:
/* check for inconsistant types */
ob->gameflag &= ~(OB_SECTOR|OB_MAINACTOR|OB_DYNAMIC|OB_ACTOR);
allqueue(REDRAWBUTSGAME, 0);
allqueue(REDRAWVIEW3D, 0);
break;
case B_SETACTOR:
case B_SETDYNA:
case B_SETMAINACTOR:
ob->gameflag &= ~(OB_SECTOR|OB_PROP);
allqueue(REDRAWBUTSGAME, 0);
allqueue(REDRAWVIEW3D, 0);
break;
case B_ADD_PROP:
prop= new_property(PROP_FLOAT);
make_unique_prop_names(prop->name);
@@ -2246,12 +2271,128 @@ static uiBlock *actuator_menu(void *arg_unused)
return block;
}
void buttons_enji(uiBlock *block, Object *ob)
{
uiDefBut(block, TOG|INT|BIT|13, B_SETSECTOR, "Sector",
10,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"All game elements should be in the Sector boundbox");
uiDefBut(block, TOG|INT|BIT|14, B_SETPROP, "Prop",
75,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"An Object fixed within a sector");
uiBlockSetCol(block, BUTPURPLE);
uiDefBut(block, TOG|INT|BIT|2, B_SETACTOR, "Actor",
140,205,65,19, &ob->gameflag, 0, 0, 0, 0,
"Objects that are evaluated by the engine ");
if(ob->gameflag & OB_ACTOR) {
uiDefBut(block, TOG|INT|BIT|0, B_SETDYNA, "Dynamic",
205,205,75,19, &ob->gameflag, 0, 0, 0, 0,
"Motion defined by laws of physics");
uiDefBut(block, TOG|INT|BIT|15, B_SETMAINACTOR, "MainActor",
280,205,70,19, &ob->gameflag, 0, 0, 0, 0, "");
if(ob->gameflag & OB_DYNAMIC) {
uiDefBut(block, TOG|INT|BIT|6, B_DIFF, "Do Fh",
10,185,50,19, &ob->gameflag, 0, 0, 0, 0,
"Use Fh settings in Materials");
uiDefBut(block, TOG|INT|BIT|7, B_DIFF, "Rot Fh",
60,185,50,19, &ob->gameflag, 0, 0, 0, 0,
"Use face normal to rotate Object");
uiBlockSetCol(block, BUTGREY);
uiDefBut(block, NUM|FLO, B_DIFF, "Mass:",
110, 185, 120, 19, &ob->mass, 0.01, 100.0, 10, 0,
"The mass of the Object");
uiDefBut(block, NUM|FLO, REDRAWVIEW3D, "Size:",
230, 185, 120, 19, &ob->inertia, 0.01, 10.0, 10, 0,
"Bounding sphere size");
uiDefBut(block, NUM|FLO, B_DIFF, "Damp:",
10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0,
"General movement damping");
uiDefBut(block, NUM|FLO, B_DIFF, "RotDamp:",
110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0,
"General rotation damping");
}
}
}
void buttons_ketsji(uiBlock *block, Object *ob)
{
uiDefButI(block, TOG|BIT|2, B_REDR, "Actor",
10,205,75,19, &ob->gameflag, 0, 0, 0, 0,
"Objects that are evaluated by the engine ");
if(ob->gameflag & OB_ACTOR) {
uiDefButI(block, TOG|BIT|9, B_REDR, "Ghost", 85,205,65,19,
&ob->gameflag, 0, 0, 0, 0,
"Objects that don't restitute collisions (like a ghost)");
uiDefButI(block, TOG|BIT|0, B_REDR, "Dynamic", 150,205,65,19,
&ob->gameflag, 0, 0, 0, 0,
"Motion defined by laws of physics");
if(ob->gameflag & OB_DYNAMIC) {
uiDefButI(block, TOG|BIT|10, B_REDR, "Rigid Body", 215,205,135,19,
&ob->gameflag, 0, 0, 0, 0,
"Enable rolling physics");
uiDefButI(block, TOG|BIT|6, B_DIFF, "Do Fh", 10,185,50,19,
&ob->gameflag, 0, 0, 0, 0,
"Use Fh settings in Materials");
uiDefButI(block, TOG|BIT|7, B_DIFF, "Rot Fh", 60,185,50,19,
&ob->gameflag, 0, 0, 0, 0,
"Use face normal to rotate Object");
uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19,
&ob->mass, 0.01, 100.0, 10, 0,
"The mass of the Object");
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 190, 185, 80, 19,
&ob->inertia, 0.01, 10.0, 10, 0,
"Bounding sphere size");
uiDefButF(block, NUM, B_DIFF, "Form:", 270, 185, 80, 19,
&ob->formfactor, 0.01, 100.0, 10, 0,
"Form factor");
uiDefButF(block, NUM, B_DIFF, "Damp:", 10, 165, 100, 19,
&ob->damping, 0.0, 1.0, 10, 0,
"General movement damping");
uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19,
&ob->rdamping, 0.0, 1.0, 10, 0,
"General rotation damping");
uiDefButI(block, TOG|BIT|8, B_REDR, "Anisotropic",
230, 165, 120, 19,
&ob->gameflag, 0.0, 1.0, 10, 0,
"Enable anisotropic friction");
}
if (ob->gameflag & OB_ANISOTROPIC_FRICTION) {
uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 145, 114, 19,
&ob->anisotropicFriction[0], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the x-direction.");
uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 145, 113, 19,
&ob->anisotropicFriction[1], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the y-direction.");
uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 145, 113, 19,
&ob->anisotropicFriction[2], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the z-direction.");
}
}
if (!(ob->gameflag & OB_GHOST)) {
uiDefButI(block, TOG|BIT|11, B_REDR, "Bounds", 10, 125, 75, 19,
&ob->gameflag, 0, 0,0, 0,
"Specify a bounds object for physics");
if (ob->gameflag & OB_BOUNDS) {
uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Polyheder%x4",
85, 125, 100, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the boundary display type");
}
}
}
/* never used, see CVS 1.134 for the code */
/* static FreeCamera *new_freecamera(void) */
/* never used, see CVS 1.120 for the code */
/* static uiBlock *freecamera_menu(void) */
void logic_buts(void)
{
ID **idar;
@@ -2262,11 +2403,15 @@ void logic_buts(void)
bActuator *act;
uiBlock *block;
uiBut *but;
World *wrld;
int a;
short xco, yco, count, width, ycoo;
char *pupstr, name[32];
int butreturn = 0;
wrld= G.scene->world;
if(wrld==0) return;
ob= OBACT;
if(ob==0) return;
@@ -2277,47 +2422,13 @@ void logic_buts(void)
uiBlockSetCol(block, TH_BUT_SETTING2);
uiDefButI(block, TOG|BIT|2, B_REDR, "Actor",
25,205,60,19, &ob->gameflag, 0, 0, 0, 0,
"Objects that are evaluated by the engine ");
if(ob->gameflag & OB_ACTOR) {
uiDefButI(block, TOG|BIT|9, B_REDR, "Ghost", 85,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Objects that don't restitute collisions (like a ghost)");
uiDefButI(block, TOG|BIT|0, B_REDR, "Dynamic", 150,205,65,19, &ob->gameflag, 0, 0, 0, 0, "Motion defined by laws of physics");
if(ob->gameflag & OB_DYNAMIC) {
uiDefButI(block, TOG|BIT|10, B_REDR, "Rigid Body", 215,205,135,19, &ob->gameflag, 0, 0, 0, 0, "");
uiDefButI(block, TOG|BIT|6, B_DIFF, "Do Fh", 10,185,50,19, &ob->gameflag, 0, 0, 0, 0, "Use Fh settings in Materials");
uiDefButI(block, TOG|BIT|7, B_DIFF, "Rot Fh", 60,185,50,19, &ob->gameflag, 0, 0, 0, 0, "Use face normal to rotate Object");
uiDefButF(block, NUM, B_DIFF, "Mass:", 110, 185, 80, 19, &ob->mass, 0.01, 100.0, 10, 0, "The mass of the Object");
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 190, 185, 80, 19, &ob->inertia, 0.01, 10.0, 10, 0, "Bounding sphere size");
uiDefButF(block, NUM, B_DIFF, "Form:", 270, 185, 80, 19, &ob->formfactor, 0.01, 100.0, 10, 0, "Form factor");
uiDefButF(block, NUM, B_DIFF, "Damp:", 10, 165, 100, 19, &ob->damping, 0.0, 1.0, 10, 0, "General movement damping");
uiDefButF(block, NUM, B_DIFF, "RotDamp:", 110, 165, 120, 19, &ob->rdamping, 0.0, 1.0, 10, 0, "General rotation damping");
uiDefButI(block, TOG|BIT|8, B_REDR, "Anisotropic", 230, 165, 120, 19,
&ob->gameflag, 0.0, 1.0, 10, 0,
"Enable anisotropic friction");
}
}
if (ob->gameflag & OB_ANISOTROPIC_FRICTION) {
uiDefButF(block, NUM, B_DIFF, "x friction:", 10, 145, 114, 19,
&ob->anisotropicFriction[0], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the x-direction.");
uiDefButF(block, NUM, B_DIFF, "y friction:", 124, 145, 113, 19,
&ob->anisotropicFriction[1], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the y-direction.");
uiDefButF(block, NUM, B_DIFF, "z friction:", 237, 145, 113, 19,
&ob->anisotropicFriction[2], 0.0, 1.0, 10, 0,
"Relative friction coefficient in the z-direction.");
}
if (wrld->physicsEngine == 1)
buttons_enji(block, ob);
if ( (wrld->physicsEngine == 4) || (wrld->physicsEngine == 2) )
buttons_ketsji(block, ob);
uiBlockSetCol(block, TH_AUTO);
uiDefBut(block, BUT, B_ADD_PROP, "ADD property", 10, 110, 340, 24,
uiDefBut(block, BUT, B_ADD_PROP, "ADD property", 10, 90, 340, 24,
NULL, 0.0, 100.0, 100, 0,
"");
@@ -2327,10 +2438,10 @@ void logic_buts(void)
prop= ob->prop.first;
while(prop) {
but= uiDefBut(block, BUT, 1, "Del", 10, (short)(90-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, "");
but= uiDefBut(block, BUT, 1, "Del", 10, (short)(70-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, "");
uiButSetFunc(but, del_property, prop, NULL);
uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(90-20*a), 60, 19, &prop->type, 0, 0, 0, 0, "");
but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(90-20*a), 105, 19, prop->name, 0, 31, 0, 0, "");
uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(70-20*a), 60, 19, &prop->type, 0, 0, 0, 0, "");
but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(70-20*a), 105, 19, prop->name, 0, 31, 0, 0, "");
uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1);
if (strcmp(prop->name, "Text") == 0) {
@@ -2340,19 +2451,19 @@ void logic_buts(void)
}
if(prop->type==PROP_BOOL) {
uiDefButI(block, TOG|BIT|0, B_REDR, "True", 215, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
uiDefButI(block, TOGN|BIT|0, B_REDR, "False", 270, (short)(90-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
uiDefButI(block, TOG|BIT|0, B_REDR, "True", 215, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
uiDefButI(block, TOGN|BIT|0, B_REDR, "False", 270, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
}
else if(prop->type==PROP_INT)
uiDefButI(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, "");
uiDefButI(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, "");
else if(prop->type==PROP_FLOAT)
uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 0, "");
uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 0, "");
else if(prop->type==PROP_STRING)
uiDefBut(block, TEX, butreturn, "", 215, (short)(90-20*a), 110, 19, prop->poin, 0, 127, 0, 0, "");
uiDefBut(block, TEX, butreturn, "", 215, (short)(70-20*a), 110, 19, prop->poin, 0, 127, 0, 0, "");
else if(prop->type==PROP_TIME)
uiDefButF(block, NUM, butreturn, "", 215, (short)(90-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, "");
uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, "");
uiDefButS(block, TOG|BIT|0, 0, "D", 325, (short)(90-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info");
uiDefButS(block, TOG|BIT|0, 0, "D", 325, (short)(70-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info");
a++;
prop= prop->next;