Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.
The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
* 2 returning errors without exception set another return None instead of NULL.
* a missing check for parent relation
* BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk.
Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
This is also needed for removing any force that existed before suspending dynamics - In the case of franky hanging, resuming dynamics when he fell would apply the velocity he had when grabbing making dropping to the ground work unpredictably.
Also note in pydocs that enable/disable rigidbody physics doesn't work with bullet yet.
* Action FrameProp was checking if the string was true, not that it contained any text.
* Added GameObject.getVisible() since there is already a getVisible
* Added GameObject.getPropertyNames() Needed in apricot so Franky can collect and throw items in the level without having the names defined elsewhere or modifying his game logic which is stored in a separate blend file.
This patch introduces two options for the motion actuator:
damping: number of frames to reach the target velocity. It takes
into account the startup velocityin the target velocity direction
and add 1/damping fraction of target velocity until the full
velocity is reached. Works only with linear and angular velocity.
It will be extended to delta and force motion method in a future
release.
clamping: apply the force and torque as long as the target velocity
is not reached. If this option is set, the velocity specified
in linV or angV are not applied to the object but used as target
velocity. You should also specify a force in force or torque field:
the force will be applied as long as the velocity along the axis of
the vector set in linV or angV is not reached. Works best in low
friction environment.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
This patch consists in new KX_GameObject::SetParent() and KX_GameObject::RemoveParent() functions to create and destroy parent relation during game. These functions are accessible through python and through a new actuator KX_ParentActuator. Function documentation in PyDoc.
The object keeps its orientation, position and scale when it is parented but will further rotate, move and scale with its parent from that point on. When the parent relation is broken, the object keeps the orientation, position and scale it had at that time.
The function has no effect if any of the X/Y/Z scale of the object or its new parent are below Epsilon.
rayCastTo(other,dist,prop)
Look towards another point/KX_GameObject and return first object hit within dist with a property that match prop, None if no object found or if it does not match prop.
Parameters:
other = 3-tuple (xyz coordinates) or object reference (target=center of object)
(type = list [x,y,z] or object reference)
dist = max distance of detection (can be negative => look behind)
If 0 or omitted => detect up to other
(type=float)
prop = property name that object must have
If empty or omitted => detect any object
(type=string)
AddObject actuator forces last created object to hang in memory even after object is removed from scene => bad link between object and physic controller that causes Blender to crash in case a python script tries to use it (bad programming anyway).
This patch avoids the crash by maintaining consistent links at all time.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates
See http://www.elysiun.com/forum/viewtopic.php?t=58057
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 :)
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.