Commit Graph

215 Commits

Author SHA1 Message Date
Benoit Bolsee
509ca83ef1 BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value. 2009-01-14 22:33:39 +00:00
Benoit Bolsee
00c12e0906 BGE patch: dynamically update the coumpound parent shape when parenting to a compound object.
This patch modifies the way the setParent actuator and KX_GameObject::setParent() function
works when parenting to a compound object: the collision shape of the object being parented
is dynamically added to the coumpound shape. 
Similarly, unparenting an object from a compound object will cause the child collision shape
to be dynamically removed from the parent shape provided that is was previously added with 
setParent.

Note: * This also works if the object is parented to a child of a compound object: the
        collision shape is added to the compound shape of the top parent.
      * The collision shape is added with the transformation (position, scale and orientation)
        it had at the time of the parenting.
      * The child shape is rigidly attached to the compound shape, the transformation is not
        affected by any further change in position/scale/orientation of the child object.
      * While the child shape is added to the compound shape, the child object is removed from
        the dynamic world to avoid superposition of shapes (one for the object itself and
        one for the compound child shape). This means that collision sensors on the child
        object are disabled while the child object is parent to a compound object.
      * There is no difference when setParent is used on a non-compound object: the child
        object is automatically changed to a static ghost object to avoid bad interaction
        with the parent shape; collision sensors on the child object continue to be active
        while the object is parented.
      * The child shape dynamically added to a compound shape modifies the inertia of the
        compound object but not the mass. It participates to collision detection as any other
        "static" child shape.
2009-01-13 22:59:18 +00:00
Nathan Letwory
0bd7934be7 * Minimum SCons version is now 1.0.0
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
  - in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
    C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
    All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
  - a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
  - I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
2008-10-30 23:55:07 +00:00
Erwin Coumans
3cac11a3a2 Last (hopefully) soft body fixes:
Enable soft body collision clusters by default.
Add option to 'disable collision' button between soft body and rigid body connected by constraint (option was already available between two rigid bodies)
2008-10-11 20:19:04 +00:00
Erwin Coumans
7995395fd2 fix: leave default behaviour the same to be backward compatible with previous rigid body constraints: No Collision between linked objects if button is pressed. 2008-10-10 05:32:04 +00:00
Erwin Coumans
0749bf7be7 Fix bug in rigid body constraint buttons drawing, and while we are at it, add 'Collision' button to disable collisions between bodies, linked between constraint. 2008-10-10 05:12:57 +00:00
Benoit Bolsee
949b6ca80f BGE bug #17688 fixed: Near Sensor Reset not working (for Gamekit)
Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use 
the new setUnscaledRadius() function to change sphere radius.

In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
  (velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
2008-10-01 07:55:02 +00:00
Erwin Coumans
aa5c4f8801 + hook up a few more parameters, that can be useful for Bullet soft bodies
+ work-in-progress to hook up cluster constraints (they are better than node/vertex pinning, because they maintain a proper world coordinate system)
2008-10-01 06:36:17 +00:00
Erwin Coumans
808d6197cf add support for Bullet soft body constraints against a Bullet rigid body, as well as 'fixing' it. Just use the existing rigid body joint to use it. For now, it searches the closest node/vertex to the pivot. So you can use multiple constraints/joint to attach a cloth, soft body etc. 2008-09-30 23:34:25 +00:00
Benoit Bolsee
a1513a8c0f BGE patch: fix force application on soft body. Force is applied on each node, it must be reduced by the same extend. 2008-09-29 17:46:25 +00:00
Erwin Coumans
638c51ba7d don't crash when trying to make a soft body 'fh' object 2008-09-29 08:00:38 +00:00
Erwin Coumans
cef5c4b765 Add Fh/Rot Fh to Bullet. 2008-09-29 06:58:49 +00:00
Erwin Coumans
0b622fc07f added anisotropic friction support for Bullet. Both for static and dynamic objects 2008-09-29 03:09:03 +00:00
Erwin Coumans
f8fb61f9fa enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.

In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!

Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
2008-09-28 03:07:13 +00:00
Benoit Bolsee
8e1cf42dbd BGE patch: local/global flag to distance contraint actuator.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected). 
The N flag works differently in this case: only the object 
orientation is changed to be parallel to the normal at the hit
point. 

The linear velocity is now changed so that the speed along the 
ray axis is null. This eliminates the need to compensate the 
gravity when casting along the Z axis.
2008-09-26 18:03:14 +00:00
Erwin Coumans
9d3c77ec62 support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects. 2008-09-26 06:25:35 +00:00
Erwin Coumans
a1bef84ea8 Allow Bullet soft bodies to be created using a AddObject actuator. Added a fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
2008-09-26 02:27:59 +00:00
Erwin Coumans
6732718ef1 don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
2008-09-25 21:04:41 +00:00
Erwin Coumans
9c08e86b06 avoid crash and apply force for soft bodies.
copy normals for soft body vertices, to get proper lighting
2008-09-25 17:53:15 +00:00
Erwin Coumans
bc28feb997 re-use some Blender soft body settings for Bullet game soft bodies 2008-09-25 16:48:25 +00:00
Erwin Coumans
718e2bf74f improved game soft bodies, works for objects that are using 'set smooth'
use shape matching by default for game soft bodies
store soft body index for game vertices
2008-09-25 03:02:30 +00:00
Erwin Coumans
3b09c0b0d5 Created a KX_SoftBodyDeformer for real-time soft bodies.
Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-24 03:12:10 +00:00
Erwin Coumans
1c29d02305 BGE real-time soft bodies, step 2 / 3: create a btSoftBody. Next step is hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
2008-09-21 15:17:50 +00:00
Benoit Bolsee
22a50402ef BGE patch: allow Bullet mesh shape sharing for objects copied with ALT-D. 2008-09-20 21:33:54 +00:00
Ton Roosendaal
6b7b812208 This file did not compile, but is also not part of the build target...
Fixed neverheless, patch #6258 from Early Ehlinger
2008-09-18 16:43:31 +00:00
Erwin Coumans
ae418491dc Preparation for real-time soft bodies for the game engine, step 1 out of 3. This should be harmless/non-intrusive.
Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
2008-09-17 01:49:47 +00:00
Benoit Bolsee
41a0b56b70 BGE patch: new Physics button and margin parameter in Logic panel. Change subversion.
The Physics button controls the creation of a physics representation 
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.

The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through 
Python. By default, the collision margin is set to 0.0 on static 
objects and 0.06 on dynamic objects. 
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.

Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is 
now kept "inside" the object for box, sphere and cylinder bound 
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding. 
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects. 

The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions. 

This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects: 
center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
Benoit Bolsee
8925ae6042 BGE patch: use new btScaledBvhTriangleMeshShape to allow shape sharing between replicas and avoid BVH rebuild in case of scaling. This will save memory and speed up greatly the instantiation of static mesh. 2008-09-13 16:03:11 +00:00
Benoit Bolsee
ba9d3aa4ab BGE patch: fix transform bug on compound shape: child shape didn't take into account parent inverse node. Fix scaling bug on instantiation of compound shape: child shape didn't have correct shape. Note: global scaling doesn't work on compound shape (limitation of Bullet); don't set any scale on the top dynamic object. 2008-09-13 11:46:07 +00:00
Benoit Bolsee
b16b0f91ec Repair rayCast part 2: return correct polygon information and true normal 2008-09-11 20:16:30 +00:00
Daniel Genrich
c40fe7b255 svn merge -r 16411:16453 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-10 10:53:38 +00:00
Benoit Bolsee
74ab278d46 BGE bug #17549: fix crash on removeParent() with static mesh. Fix scaling bug on setParent(). Add python setWorldPosition() to allow setting object position in world coordinate regardless if it is a root or a child object. 2008-09-09 22:40:10 +00:00
Daniel Genrich
dd03596bfe svn merge -r 16351:16368 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-04 23:33:19 +00:00
Benoit Bolsee
2d50ead6b8 Partial repair of raycast system with Bullet 2.71. Still to be done: face and normal information 2008-09-04 23:07:43 +00:00
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
Daniel Genrich
096b4638c4 Revert rev16344 on trunk, bullet work is done in sim_physics branch as discussed on sunday meeting 2008-09-03 11:11:11 +00:00
Erwin Coumans
1926e84650 Finally upgraded to latest Bullet subversion, about to release 2.71. Some recent changes in extern/bullet2 need to be re-applied, will check with Benoit. Ray tests in 0_FPS_Template.blend is broken, didn't figure out why yet.
HELP BUILD SYSTEM MAINTAINERS: Please help with updating all build systems: the newly added files need to be added. Note that the src/SoftBody has been added for future extension of real-time soft bodies.
2008-09-03 02:27:16 +00:00
Benoit Bolsee
9f89f4cf34 compilation problem with gcc, memset undeclared 2008-08-28 12:12:56 +00:00
Benoit Bolsee
becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):

The face paremeter determines the orientation of the normal: 
  0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
  1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
    prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
    prop off, xray on : idem.
    prop on,  xray off: return closest hit if it matches prop, no hit otherwise.
    prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.

The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.

Attributes (read-only):
 matname: The name of polygon material, empty if no material.
 material: The material of the polygon
 texture: The texture name of the polygon.
 matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
 v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
     use this to retrieve vertex proxy from mesh proxy
 visible: visible state of the polygon: 1=visible, 0=invisible
 collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
 getMaterialName(): Returns the polygon material name with MA prefix
 getMaterial(): Returns the polygon material
 getTextureName(): Returns the polygon texture name
 getMaterialIndex(): Returns the material bucket index of the polygon. 
 getNumVertex(): Returns the number of vertex of the polygon.
 isVisible(): Returns whether the polygon is visible or not
 isCollider(): Returns whether the polygon is receives collision or not
 getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
 getMesh(): Returns a mesh proxy

New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
 getNumPolygons(): Returns the number of polygon in the mesh.
 getPolygon(index): Gets the specified polygon from the mesh.

More details in PyDoc.
2008-08-27 19:34:19 +00:00
Kent Mein
b81bdfdc7c TLC needed for Makefiles to get gameengine compiling again.
Sorry it took me so long to do this :)

Kent
2008-08-25 19:50:17 +00:00
Campbell Barton
9b29810912 BGE Python API - GameLogic.getBlendFileList(path='//') to return a list of blend's in the current directory. Needed for creating a level selector that lists all files in the level directory.
CMakeFile include path to compile with recent changes.
2008-08-22 06:02:01 +00:00
Diego Borghetti
f0d58a8b99 Update scons files in source/gameengine/Physics/Bullet.
Please Nathan double check this, but all compile fine here :)
2008-08-21 21:14:08 +00:00
Benoit Bolsee
3d3527eb6d BGE bug #17411 fixed: the always sensor is called before the the scale of the object is applied. The scale is now applied to the shape before the creation of the rigid body. 2008-08-21 21:04:42 +00:00
Benoit Bolsee
ca1182ff56 fix warning in previous revision, update MSVC project files, scons files in source/gameengine/Physics/Bullet must be updated by adding these directories in the include list: intern/string/include, source/gameengine/Rasterizer, source/kernel/gen_system. I leave it up to more expert than me. 2008-08-21 19:00:24 +00:00
Benoit Bolsee
e912ca9331 BGE bug #17491 fixed: BGE, Dupli instance with different scale, massive slowdown.
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
Benoit Bolsee
36ef95eff5 BGE bug #17408 fixed: Radar sensor is oriented the wrong way when the set along negative axis. Improve reliability of Radar detection by clearing the manifold cache instead of updating it. 2008-08-07 17:29:06 +00:00
Benoit Bolsee
15952fb26c BGE bug #17409 fixed: BGE Near Sensor Incorrect once inside the radius. The bug is located in Bullet: the manifold contact points for non-response objects (sensor, ghost) are not refreshed and stay in the cash as long as the objects overlap in the broad phase. Instead of fixing Bullet, I put a work around in the BGE. This may need review when a new Bullet library is integrated 2008-08-07 11:31:24 +00:00
Benoit Bolsee
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
Benoit Bolsee
8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00
Benoit Bolsee
4ae4ecd3ce BGE patch: Optimization of bullet adaptation layer - part 1.
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