e912ca9331
BGE bug #17491 fixed: BGE, Dupli instance with different scale, massive slowdown.
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The root cause of this bug is the fact that Bullet shapes
are shared between duplicated game objects. As the physics
object scale is stored in the shape, all duplicas must
have the same scale otherwise the physics representation
is incorrect.
This fix introduces a mechanism to duplicate shapes at
runtime so that Bullet shapes are not shared anymore.
The drawback is an increased memory consuption.
A reference count mechanism will be introduced in a
later revision to keep Bullet shape shared between
duplicas that have the same scale.
2008-08-21 15:19:54 +00:00
553694b614
BGE fix bug #17430 : BGE Collide/Touch Sensor interfearing with other unrelated sensor states. The bug was introduced in the recent logic optimization patch. It only affects collision and touch sensors. The bug is fixed by keeping track of registration count.
2008-08-05 16:23:33 +00:00
4ae4ecd3ce
BGE patch: Optimization of bullet adaptation layer - part 1.
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First batch of optimizaton of the bullet adaptation layer in the BGE.
- remove circular motion state update.
- optimization of physic adaptation layer for bullet: bypass
unecessary conversion of rotation matrix to quaternion and back.
- remove double updates during object replication.
2008-07-21 12:37:27 +00:00
31adad5b4d
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
2008-05-01 16:00:59 +00:00
f4cc03b0f1
Better fix for BGE bug #7892 : dRot is reversed on dynamic objects. Make sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
2008-04-23 21:48:17 +00:00
b1ef25663a
BGE crash when using angV & linV actuator on static objects
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The error was causing by the KINEMATIC flag not set automatically when the linear or angular velocity was set on static objects. Note that these actuators still won't work on static objects: the crash is fixed but not the actuator; linV and angV only work on dynamic objects. Fixing the linV and angV actuators on static object requires a bit more reflexion. For the time being, use dRot and dLoc on static objects.
Cleaned the code a bit: added systematic check on the physic controller presence before taking action.
2008-03-10 21:30:35 +00:00
3cf5b1d6fb
Radar/Near sensor performance problem fixed
2008-03-01 19:17:37 +00:00
5c8d1352ea
bugfix: adding static objects will 'replace' previously added static object in game engine. need to use new motion state.
2007-06-23 04:49:17 +00:00
ea71aeb254
fix, static objects were not dynamically added at the right position.
2007-01-05 02:31:34 +00:00
14d60ca000
-fixes in player: draw physics debugging, only render frames when actually updated, fix with hierarchies not properly build (causing crashes)
2006-12-26 22:02:31 +00:00
e820cdf6a0
fixing some issues: force needs to wake up objects, property sensor issue, island activation issue
2006-12-25 02:02:13 +00:00
2ec5d00da9
fixed some motionstate synchronization issues
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nearsensor was not synchronized at the start
wheels not synchronized properly (one frame delay)
2006-12-04 04:13:42 +00:00
4941107f92
- enabled compound collision objects, requires 'clear parent inverse'
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- fixed some issues with kinematic objects, introduced during Bullet 2.x upgrade
2006-12-01 01:04:27 +00:00
b03aa93b76
pass right friction/restitution/damping values to btRigidBody
2006-11-23 03:26:59 +00:00
8ad6d7f401
more Bullet 2.x upgrading. fair amount of functionality is now restored, not all yet.
2006-11-21 12:26:05 +00:00
46234f90ce
Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
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All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
2006-11-21 00:53:40 +00:00
6ce5d97c56
upgraded Bullet rigidbody physics to latest version 1.9
2006-08-28 06:44:29 +00:00
ec8448b88d
bugfix/workaround for problem with hard-coded collision margins being too large.
2006-06-18 22:10:00 +00:00
ab71e2a9b5
-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
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-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
2006-05-22 21:03:43 +00:00
93c47e1071
- Added support for kinematic objects (interaction between rigidbodies), deriving linear/angular velocity from previous transform/current transform and deltatime.
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- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
2006-05-11 00:13:42 +00:00
f51d1ef7d6
- fixed Bullet noResponse/ghost mode
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- added ccd option (future use, very basic and inefficient)
- some internal Bullet refactoring/improvements
2006-04-28 00:08:18 +00:00
45d0123a59
fixed several internal Bullet rigidbody dynamics bugs:
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- broadphase had bugs in removing objects,
- persistent manifold renamed value,
- cylinder penetration depth fixed,
- memory leak for persistent manifold
2006-04-26 03:20:28 +00:00
904a0792f7
Bullet physics: fixed some accuracy problem (square length should be compared to square epsilons), and more collision sensor work + deactivation issues
2006-04-17 06:27:57 +00:00
971ee74c84
added support for 'Ghost' object and collision sensor (preliminary)
2006-04-17 01:33:10 +00:00
187cc0a5fe
enabled ipo in combination with physics (no friction effect from kinematic to dynamic transferred yet)
2006-04-14 04:03:56 +00:00
c2782ce10e
added 'disable sleeping' option for rigidbodies. + bugfix of out of sync wheels for vehicle
2006-02-22 06:58:05 +00:00
90e5a9aa14
Reorganized Bullet physics files, added preliminary vehicle simulation files (disabled).
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Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
2006-02-21 05:36:56 +00:00
4a641caddd
fixed copy/paste bug in physicscontroller applyforce, and crashing radar sensor
2006-01-06 09:57:27 +00:00
71991cf41e
Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work.
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See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip
For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
2006-01-01 00:20:50 +00:00
bab1b90edc
more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes.
2005-12-31 21:59:56 +00:00
9119b6e8a5
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
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'Bullet/CollisionShapes/ConvexTriangleCallback.cpp',
'Bullet/CollisionShapes/EmptyShape.cpp',
'Bullet/CollisionShapes/OptimizedBvh.cpp',
'Bullet/CollisionShapes/TriangleCallback.cpp',
'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp',
'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'.
Sorry, no armatures fix yet.
2005-12-31 07:20:08 +00:00
fbee75fef3
fixed raysensor, hooked up a few more bullet method: force, torque etc, + 'local'. cosmetic change in physics-engine menu.
2005-11-11 05:02:14 +00:00
c99c7fbcb3
some more fixes in the raycast/mouse over
2005-08-17 19:52:56 +00:00
4d7089d19b
these files missed the cvs commt yesterday, this should fix compilation problems
2005-08-13 08:05:48 +00:00
29f06ad76e
some more work on bullet raycast
2005-08-08 17:08:42 +00:00
66dc186fb6
fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
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removed bug-fixing comments
2005-08-05 22:10:27 +00:00
b6d9fbf0db
fixed the mouse-over sensor,
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added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
2005-08-05 17:00:32 +00:00
210ab537ce
improved deactivation, exposed more tweakable parameters to python,
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fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
2005-08-04 19:07:39 +00:00
2cc6d565cb
moved some hardcoded constants into tweaking tresholds
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exposed those tresholds to python (more 'expert' settings)
2005-08-03 18:22:30 +00:00
dad6ef9045
added physics-debugging
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didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-07-29 18:14:41 +00:00
411123b250
- added debug line drawing in gameengine (handy for debugging physics problems)
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- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
502c34ee49
added Bullet physics binding files
2005-07-16 10:15:31 +00:00