Commit Graph

527 Commits

Author SHA1 Message Date
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)
removed bug-fixing comments
2005-08-05 22:10:27 +00:00
b6d9fbf0db fixed the mouse-over sensor,
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,
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
exposed those tresholds to python (more 'expert' settings)
2005-08-03 18:22:30 +00:00
671235b69b Finalised support for compiling BULLET on linux.
Bullet is now off by default on all platforms until we get an OK
from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your
config.opts.
2005-08-02 18:54:11 +00:00
208da2a5d0 Added support for compiling BULLET with scons on windows
using bandoler's patch as a basis (thanks!).

A couple of notes:

-  This is for windows only, I did not have a chance to try linux yet.

-  SConscript for PHY_Bullet may need tweaking (plus support
 for other platforms), but at least it's in there :)

Any problems, shout :)
2005-08-01 21:19:41 +00:00
6eeaacde0a enable bullet for vc7 too by default (can be switched off easily) 2005-07-30 18:21:02 +00:00
dad6ef9045 added physics-debugging
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)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
701b9c21fd more preparations for bullet physics, and some eol issues with SCA_Joystick* 2005-07-18 05:41:00 +00:00
2d73b31aff preparation for bullet physics 2005-07-16 21:47:54 +00:00
502c34ee49 added Bullet physics binding files 2005-07-16 10:15:31 +00:00
Stephen Swaney
621d218056 removed extra qualifier `SumoPHYCallbackBridge::' that was choking
gcc in c89 mode.  More potential breakage.
2005-04-22 16:17:27 +00:00
Chris Want
6275dd5b14 Clean up for Makefiles: some of the directories were being printed
wrong (e.g., "/Fuzzics" and "/Joystick", and some of  the solid stuff).
This was particularly noticable during "make clean".
2005-04-09 22:40:34 +00:00
Stephen Swaney
9b8a035718 add new file SumoPHYCallbackBridge.cpp to SConscript for SCons build. 2005-03-26 13:41:15 +00:00
55af35d795 I'll break this commit into two sections in the moto files
I got rid of a few warnings about blah shadows a previous declaration.

In the gameengine files I fix the following:
	removed some unused vars
	removed dos style line breaks
	added newlines to last line in a couple of files to remove warnings.

Kent
2005-03-25 16:31:05 +00:00
94839880d7 Quickly hacked together a fix for game engine compiling. There were two
missing files in Kester's new commits. This commit adds these two files so
that compiling can continue as it is intended to. Emilie M. found a
home for the files rather quickly, Ton recieived the files from Erwin via
email, and we all tested. Works great! Thanks to everyone that helped!
2005-03-25 14:57:25 +00:00
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
09fdbdc744 Fix compile errors for MSVC 2005-02-15 10:02:19 +00:00
Stephen Swaney
c448aa60ca remove gcc compiler error using -pedantic flag:
comma at end of enumerator list

If this change causes problems, feel free to back it out.

I am trying to get gcc to complain about mixed declarations and
code since that breaks on platforms that only support C89/C90.
2005-01-16 17:59:23 +00:00
48bc598658 More warning cleanups...
added a casts to:
   blender/blenlib/intern/BLI_memarena.c
   gameengine/Rasterizer/RAS_TexVert.cpp

Removed unused vars from:
   blender/python/api2_2x/vector.c
   gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
   gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
   gameengine/Rasterizer/RAS_FramingManager.cpp
   gameengine/Rasterizer/RAS_Polygon.cpp
   gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

Kent
2005-01-03 18:05:24 +00:00
551806bce8 Set the physics scale on added objects. (Fix bug #1837) 2004-12-13 09:53:30 +00:00
5590c179f5 Fix the case when the physics system starves the logic & renderer of CPU time. If this happens, we reduce physics precision to maintain some framerate. 2004-12-06 11:15:50 +00:00
e54f51c462 Fix numerical precision issue in physics. Dividing by a number too close to zero would make the impulse response normal large hence the jittering. 2004-12-06 11:10:41 +00:00
ae8102c8d6 Update the physics engine: interpolate between frames so track to/camera actuators work properly. (bug #1816) 2004-12-04 09:51:04 +00:00
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
5bba5035b0 Fix for MSVC (thanks Simon) 2004-11-08 11:30:41 +00:00
38b993f787 Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test. 2004-11-06 04:58:10 +00:00
e398ad2c0e Do a complete physics timestep each step instead of some per frame 2004-10-24 23:48:04 +00:00
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Chris Want
95b9534d2b We don't use ODE anymore, so I commented out some lines that make it
required to build.
2004-08-26 22:42:44 +00:00
Nathan Letwory
f1fdc6d608 Under certain circumstances a null-pointer could get dereferenced. Disabling 'dynamic' on an object was one of the situations. Now checking before using.
NULL->m_mass never works, of course :)

Ryan Showalter spotted and located the problem.
2004-08-01 09:00:36 +00:00
3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00
5454280f6c Same again - change static const for MSVC++ 2004-05-17 09:06:54 +00:00
0f447ac5a8 Fix for MSVC .NET, which can't handle static const declarations in classes.
Make it static, and define in SM_Object.cpp
2004-05-17 08:31:35 +00:00
bab6e5ce36 Cleanup unused/commented out code, compiler warnings, coding standards etc. 2004-05-16 13:10:10 +00:00
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
81679446ba Make game users happier.
Don't apply friction to external velocities.  The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-13 13:07:38 +00:00
bd50d2f9cd Delete all SOLID shapes at the end of the game engine. They were all being leaked! 2004-05-08 00:25:20 +00:00
5813ae55d4 Fix Bug #1243: http://projects.blender.org/tracker/?func=detail&aid=1243&group_id=9&atid=125
Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
2004-05-06 02:13:07 +00:00
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
Nathan Letwory
892720ffad [SCONS] Optimisation flags for msvc 2004-04-22 04:50:41 +00:00
4e2f7baff2 Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.
2004-04-16 06:26:33 +00:00
a96869198b Rigid body physics for non spherical bounding objects.
If your simulation becomes unstable, crank up the 'Form' control.

Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
2004-04-14 05:57:24 +00:00
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
5398f1ba77 Added resolveCombinedVelocities()
Fixed drot actuator.  The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-08 11:34:50 +00:00
51830fa0e2 Speed up the physics engine by cutting down on the number of fix pass iterations. 2004-04-02 12:35:48 +00:00
Nathan Letwory
00291b5cf4 [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.
2004-03-22 22:02:18 +00:00
70a4ead0ae SCons updates
* Blender static now links. By default this option is disabled on all
  platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
  - HOST_CC.    This is the C compiler for the host platform. This value is the
                same as TARGET_CC when not cross compiling.
  - HOST_CXX.   This is the C++ compiler for the host platform. This value is
                the same as TARGET_CXX when not cross compiling.
  - TARGET_CC.  This is the C compiler for the target platform.
  - TARGET_CXX. This is the C++ compiler for the target platform.
  - TARGET_AR.  This is the linker command for linking libraries.
  - PATH        This is the standard search path
  All SConscript files have been updated to reflect these changes. Now it's
  possible to change only the root SConstruct file, and all compiler specific
  variables are passed automatically to all SConscript files. Of course, this
  does not apply to makesdna because there the host and target platform is
  different from all other libraries.
  To pass a variable that applies to all platforms, all we now have to do is
  set the correct value in library_env


Note: as usual, to get the latest options in the config.opts file, first
      remove your version.
2004-02-29 21:40:48 +00:00