Commit Graph

302 Commits

Author SHA1 Message Date
Nathan Letwory
6c113b54b3 Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00
ad70072009 BGE patch #22623 applied: new bound type: Capsule. 2010-08-28 20:56:54 +00:00
95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
940d1dcd0a remove commented scons lines from cmake files, fixed use of pointer poll function for ID drobdowns (currently unused) 2010-08-03 08:12:55 +00:00
fd31436897 spelling correction: alredy --> already 2010-07-17 18:08:14 +00:00
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
0020de72e4 BGE: Optimize Soft body conversion: don't create BVH structure.
A btBvhTriangleMeshShape object is created when converting
a mesh to physics, also in case of Soft body although the
soft body will not use it (it only uses the mesh interface).

This patch keeps this system for compatibility with the
KX converter but avoids the creation of the BVH structure,
which consumes a lots of CPU. This should speed up
significantly the conversion of large mesh to softbody.

A secondary optimization is that the sharing of shapeInfo
is extended to rigid body using gImpact. Before it was
only active between static body and soft body.
2010-02-03 21:41:03 +00:00
014a24ff62 same fix from 2.4x r26392. 2010-01-29 09:56:32 +00:00
1941ef0940 BGE: update for new soft body helpers API. 2009-12-22 19:53:44 +00:00
96df285ff6 Fix #20367: game engine crash, origindex layer is now optional. 2009-12-14 10:52:02 +00:00
0b6873a776 BGE: Add option to return UV coordinates aofthe hit point to KX_GameObject::rayCast(). Details in PyDoc. 2009-12-04 11:27:40 +00:00
1c4150f211 BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually). 2009-11-28 17:30:34 +00:00
5b722b1e87 BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh
will be instantiated with the soft body settings of the
object. The position and orientation of the soft body
is preserved after the replacement.

Known limitation: the velocity of the soft body is reset
aftet the replacement. This is because soft body don't
have a well defined velocity.
2009-11-24 22:44:29 +00:00
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
c8b7384c4b remove ray sensors own logic manager (now stored in parent class) + other minor changes. 2009-09-29 07:51:54 +00:00
0a3694cd6e white space commit. (2 spaces -> tab).
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
2009-09-06 01:51:23 +00:00
Nathan Letwory
9216efcba2 == SCons ==
* bring back 'player' libtype, after investigation with ideasman.
  scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05 01:58:02 +00:00
Nathan Letwory
20f39ec7d8 == SCons ==
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04 12:56:30 +00:00
Nathan Letwory
bade641408 == SCons ==
* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
2009-09-04 10:40:41 +00:00
Nathan Letwory
3f5115064a == SCons ==
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01 23:32:34 +00:00
f12f238062 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22875:22935
Note, missing r22897, schlaile
source/blender/src/hddaudio.c
2009-09-01 18:49:33 +00:00
0b968bcbd9 BGE bug #19020: The GE Torque actuator x -& y-axis do not work in 2.49a (winxp) 2009-08-31 15:54:56 +00:00
4342235489 - Mathutils.Vector assignment wasnt working in the BGE's py api, was using getValue() rather than setValue()
- added GPL header to bpy_interface.c from 2.4x's BPY_interface.c
- warning fixes
2009-08-26 06:15:43 +00:00
c3041ae7cd - fix for BGE warnings
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
2009-08-19 10:26:43 +00:00
14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00
a27cc1adf0 2.5 audio cleanup:
* Removed CD Actuator
* Removed bSample and bSoundListener
* Removed SoundSystem
* Removed -noaudio parameter
2009-08-10 15:39:11 +00:00
59bfe91f21 remove makefile cruft, mostly BGE related references to SUMO, Fuzzics, Blenkey etc.
also remove define MOZ_NOT_NET that was being used all over for telling the plugin to link against mozilla (not netscape)
2009-08-04 03:13:36 +00:00
777a0d78e7 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21899:21908 2009-07-25 23:16:45 +00:00
e9ca43521f BGE Physics
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.

- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.

Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)

Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.

video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogv
http://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
2009-07-25 22:57:29 +00:00
Nathan Letwory
2e854ec7cf SCons
* ensure all SConscripts are ready for win64-vc (where necessary).
* ensure we have proper _DEBUG flag for Python when we're doing a debug build.
* some cleaning up of linking etc.
* ensure /EHsc is there for game engine modules.
2009-07-16 19:41:28 +00:00
8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00
fa3cd4aadf BGE #18823: Loading older blend files (from the blender Gamekit 1.0 demos) that use Sumo crash on playback in 2.48.5, worked in rc3. Fixed by upgrading Sumo to support the new method of sensor synchronization introduced with Sensor objects in Bullet. Sumo demo will not crash but may still not run well as other features and methods have not been ported. 2009-06-17 08:36:37 +00:00
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
e3fda550ba changing the scale of a sleeping object wasnt working with bullet.
Example is a cube that lands on a plane, sleeps after some time, a script changes the scale.
It would still use the scale when the object first went to sleep.

reported on blenderartist.
http://blenderartists.org/forum/showthread.php?t=158617
2009-06-14 06:03:12 +00:00
eed13b43b1 merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-13 11:09:13 +00:00
db8b4cee56 Bugfix for [#18911] Applied torque breaks rigid bodies in game engine 2009-06-11 13:42:41 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
884a6a6573 #18872 bugfix for torque on dynamic objects
#18893, fix to getParam for generic 6dof constraints
2009-06-06 00:12:49 +00:00
6ac072e1bd BGE: no sleeping and lock axis physics options were not propagated to replicas. 2009-05-28 11:04:45 +00:00
191e22dd62 BGE: fix a bug with kinematic object not giving the correct friction to dynamic object when they have a translation and rotation movement at the same time (translation is ignored). Performance: avoid unnecessary synchronization for static object. 2009-05-26 21:32:19 +00:00
fe85bdd040 - BGE Py API, any py function/attribute that took a KX_GameObject would not accept a KX_Light or KX_Camera (bad oversight on my part)
- Typo in occlusion variable init "m_buffer == NULL;" -> "m_buffer = NULL;"

CcdPhysicsEnvironment.cpp and CcdPhysicsController.cpp had too many warnings, fixed most of them.
2009-05-24 23:43:10 +00:00
83bb096f24 + renamed pad3 to m_contactProcessingThreshold (thanks Campbell Barton/ideasman for confirming it is ok to rename it)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint.  This makes the generic 6dof constraint very versatile.
2009-05-24 06:31:47 +00:00
52b0a2b3db PhysicsConstraints.createConstraint:
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128

PhysiPython KX_ConstraintWrapper, setParam
export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints
paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors

For example:
disableConnectedBodies=128
cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies)
#params 0,1,2 are linear limits, low,high value. if low > high then disable limit
cons.setParam(0,0,0)

I will provide an example .blend for Blender 2.49
2009-05-24 01:55:24 +00:00
eb8c5f3272 Set default constraint solver mode more compatible to Blender 2.48 settings, this fixes rigid body stacking in this blend file:
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102

(todo: expose this setting in World setting GUI)

Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-23 22:35:47 +00:00
2ac81cc7ad BGE soft body: give access to the soft body collision margin in the Advanced panel. By default the collision margin is set to 0.25, which causes the soft body to somewhat float above the ground. You can decrease this value to get more realistic collision. Note that the algorithm may become unstable with lower margin. 2009-05-18 21:32:03 +00:00