Commit Graph

66 Commits

Author SHA1 Message Date
0e9e6bdc72 Fix bug #1126: Ray sensor detects a near sensor attached to the same object and then goes into an endless loop trying to ignore it. 2004-04-09 03:48:17 +00:00
30c8bc33ef Fix SConscript for GamePlayer. 2004-04-08 12:10:09 +00:00
eede1399f3 Missed this one! :-( 2004-04-08 12:01:48 +00:00
27c7048b9f Don't import Blender python module into the gameengine. It causes link problems for blenderplayer.
Added a python function for MT_Vector4s
2004-04-08 11:43:41 +00:00
80485c2926 In NaN times I suggested a python function to get the subject of a
Message using a python function of the MessageSensor.

Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
script.

Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough) ;-) So the
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.

So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there ;-)

I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)


The future:

In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.

i.e. Player* will filter for PlayerScore, PlayerKill etc.

-- Carsten Wartmann
2004-04-08 11:36:22 +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
Nathan Letwory
fc080d30d6 Added preliminary support for GamePlayer building with SCons. GPG_ghost and GPC_common are now being built. These will be built by setting BUILD_BLENDER_PLAYER to true in config.opts. BUILD_GAMEENGINE must be set to true, too. 2004-04-08 10:40:12 +00:00
164463e200 #define some constants for physics engines in DNA world types. 2004-04-03 00:04:44 +00:00
8e5fd5bba3 Added blender python module to game engine.
Updated Scons & Makefile
2004-04-02 13:21:04 +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
fd470d9623 * Only load needed extensions (ie none.)
* Fix bug in version query.
* First commit!
2004-03-31 12:20:02 +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
Chris Want
5b90aafbd6 Added 2 options to the Makefiles (enable in environment, user-def.mk,
or whatever):

NAN_NO_KETSJI: when set to true, disables compilation of the game engine.
NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is
build (i.e., no plugin, etc).

Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
2004-03-21 19:59:51 +00:00
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
Chris Want
a91ef3f4e1 Change an AUTOSPACE to ME_AUTOSPACE to comply with the new naming
convention.
2004-03-14 19:19:58 +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
2b2e272829 some more warnings cleared up from Solaris compiler.
(extra commas in enum declarations.)

Kent
2004-02-23 18:46:19 +00:00
e1ab3cf480 SCons updates
* Game engine can now be build on Linux. By default this feature is disabled.
  The reason is that you need to have a precompiled version of the ode library
  for your gcc version.
  To enable ode support you need to do the following:
  - compile ode.
  - set BUILD_GAMEENGINE = 'true' in the config.opts file.
  - set USE_PHYSICS='ode' in the config.opts file.
  - set the ODE_INCLUDE and ODE_LIBPATH to valid locations.

* Linking order has changed for the game engine
  There are cyclic dependencies between libraries. On linux we have to do some
  duplicate linking. I looked at the order of linking in source/Makefile, and
  did some clean up.
2004-02-22 19:01:12 +00:00
Nathan Letwory
e579793652 - [win32] updated SConscripts to use new configuration method (config.opts).
NOTE: ODE support needs still to be reviewed, so disable gameengine for now.
2004-02-21 19:00:31 +00:00
9e238d385d SCons updates
* Almost all library settings are now available in the config.opts user option
  file.
* All platform variables had to be updated to make this possible. Things are
  much clearer now, but I only was able to test the changes on Linux. I've
  tried to update all other platform variables, but things are most likely to
  be broken. Please contact me how to resolve the issues.


Note: Before running scons, remove your existing config.opts file to get all
      new options.
2004-02-21 15:13:15 +00:00
9330e553e8 SCons updates
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
  This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
  source/gameengine/SConscript.
  All libraries are now sorted alphabetically. This has no impact on the build
  process.
2004-02-15 19:25:32 +00:00
2883110a54 SCons updates: (All done by jesterKing)
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
  I tried building the game engine on Linux, but I get weird errors when
  building with ode. There's a dirty #include path in
  Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
  like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
  use_sumo, use_ode, solid_include and ode_include
2004-01-20 20:28:39 +00:00
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
eff07b8329 Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
2004-01-04 22:10:36 +00:00
Chris Want
9bc012f97c A fix for the missing pad1 bug: henceforth, world->pad1 shall be known as
world->gameEngine (a la tuhopuu).
2003-12-31 04:00:26 +00:00
ffabbbea8d Nathan Letwory's patch for bug #424 const errors kept MSVC7 projectfiles from compiling. 2003-12-01 15:01:20 +00:00
Chris Want
b92e99d0a8 In ODE, a dVector3 is really a 4D array ... the 3D initialization
used in this file caused the MipsPro 7.4 compiler to choke
... please test on all platforms!
2003-08-23 19:09:52 +00:00
abede3ca04 A little more cleanup, removed a bunch of unused vars in the code.
Trying to get rid of some of the extra warnings we can ignore ;)

Kent
2003-08-14 15:18:45 +00:00
6dcc5b030e Further fixes to the old makefiles.
Kent
2003-07-16 19:53:53 +00:00
8dd015e9b0 Hopefully update for NaN Makefiles for the moving of SoundSystem.
I need to get openal working on my machine before I can test it so
if it doesn't work feel free to fix it.  Hopefully this will be
the majority of the stuff though.

Kent
2003-07-16 19:00:04 +00:00
Chris Want
924a849755 Support for building bf-blender under windows with gcc (huge thanks to
Florian Eggenburger).

Full instructions are in doc/README.windows-gcc.

Main differences from Florian's patch:

- the 'lib' dir should now be the same level as the 'blender' dir (rather
than being a subdir of 'blender'). This is consistent with the other
platforms that bf-blender supports (tuhopuu will also adopt this convention
hopefully soon).

- the script 'free_windows-env.mk' is no longer needed ... see the
docs about how this is overcome (again, tuhopuu will hopefully
also follow this route soon).

- the dlltool dir has it's own Makefile that builds all of the
needed stub libraries from the dll's in cvs.
2003-05-24 20:04:37 +00:00
Chris Want
1f668df514 Irix will now link to ode 2003-03-31 17:27:20 +00:00
22305bc08d FreeBSD can use the exact same python includes as everyone else 2003-03-25 23:36:40 +00:00
de09cf7609 Remove references to obsolete misc lib 2003-03-24 17:34:43 +00:00
9b14fa1cdb Remove unused reference to "blendertimer.h" 2003-03-24 16:38:32 +00:00
e250a26947 added
#ifdef USE_SUMO_SOLID

around this line.
   #include "SM_Scene.h"

Kent
2003-01-30 03:13:56 +00:00
4fe03a8923 Looks like the two definitions were inside constructors duh....
So I'm reverting.

Kent
2003-01-22 03:09:30 +00:00
b018475935 Removed two local vars that were set and then never used.
(for example heres one:   bool isActor = objprop->m_isactor;)

Kent
2003-01-21 18:30:44 +00:00
6597ac3657 I updated the sumo includes paths to point to the right places...
Probably can just remove the lines from these files but ohh well :)

Kent
2003-01-19 09:04:23 +00:00
Hans Lambermont
1a32da86f1 skip BlOde for irix 2003-01-11 22:10:00 +00:00
3531f874e0 added a buch of
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
(also for <GL/glu.h>)

so that people don't have to create symlinks in
/System/Library/Frameworks/OpenGL.framework on Mac OS X
(Charles Wardlaw)
2003-01-07 00:18:59 +00:00
Hans Lambermont
080dd299d6 - use ODE in lib/ for FreeBSD
- use default python library path
- remove obsolete SSR comments
2003-01-04 20:20:54 +00:00
Hans Lambermont
302399b9d0 and the other FreeBSD python locations. 2003-01-04 01:41:19 +00:00
0a51feab36 These updates enable the build of the gameengine
(configure --enable-gameengine). However, you still need to manually configure,
compile and install ode.

* Following the original NaN makefile, I removed the TerraplayNetwork files
  from the build. (Moved the two files to EXTRA_DIST).

* Pass a const char * to Py_BuildValue instead of a STR_String in
  BL_ActionActuator.cpp

* Added some include directories in Makefile.am's

Michel
2003-01-03 21:36:16 +00:00
e9a7e30758 Removed another unused var and cleaned up a couple of lines of code
Here is the diff

Kent

Index: GameLogic/SCA_KeyboardSensor.cpp
===================================================================
RCS file: /cvs01/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp,v
retrieving revision 1.3
diff -u -r1.3 SCA_KeyboardSensor.cpp
--- GameLogic/SCA_KeyboardSensor.cpp    25 Nov 2002 15:29:42 -0000      1.3
+++ GameLogic/SCA_KeyboardSensor.cpp    30 Dec 2002 07:09:42 -0000
@@ -167,14 +167,14 @@
        } else
        {

-         //            cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl;
-               const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) m_hotkey);
+       //              cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl;
+               const SCA_InputEvent & inevent = inputdev->GetEventValue(
+                       (SCA_IInputDevice::KX_EnumInputs) m_hotkey);

-               //              cerr << "======= SCA_KeyboardSensor::Evaluate::
status: " << inevent.m_status << endl;
+       //              cerr << "======= SCA_KeyboardSensor::Evaluate:: status: " << inevent.m_status << endl;

                if (inevent.m_status == SCA_InputEvent::KX_NO_INPUTSTATUS)
                {
-                       int i=4;
                } else
                {
                        if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
2002-12-30 07:13:26 +00:00
cc95cdd390 Removed unused var here is the diff:
Kent


Index: gameengine/Ketsji/KX_PyConstraintBinding.cpp
===================================================================
RCS file: /cvs01/blender/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp,v
retrieving revision 1.3
diff -u -r1.3 KX_PyConstraintBinding.cpp
--- gameengine/Ketsji/KX_PyConstraintBinding.cpp        25 Nov 2002 15:29:49 -0000      1.3
+++ gameengine/Ketsji/KX_PyConstraintBinding.cpp        30 Dec 2002 07:08:18 -0000
@@ -128,7 +128,6 @@
 {
        int constraintid;

-       int len = PyTuple_Size(args);
        if (PyArg_ParseTuple(args,"i",&constraintid))
        {
                if (g_physics_env)
2002-12-30 07:09:23 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
1737a73a4a Disabled player's check for Publisher file for input.
Maarten
2002-12-22 22:02:57 +00:00
2417e61e16 Fixed binary files stored as text files for plug-ins
Maarten
2002-12-22 22:00:55 +00:00
50ec450e64 Had to make the patch for casting a little more complicated.
m_MotionState->getWorldOrientation((float)worldquat[1],
        (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);

Is now:

#ifdef dDOUBLE
      m_MotionState->getWorldOrientation((float)worldquat[1],
        (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]);
#else
      m_MotionState->getWorldOrientation(worldquat[1],
        worldquat[2],worldquat[3],worldquat[0]);
#endif


Kent
--
mein@cs.umn.edu
2002-12-03 15:52:47 +00:00