Commit Graph

113 Commits

Author SHA1 Message Date
Erwin Coumans
46234f90ce Removed old Blender/extern/bullet, and upgraded game engine to use Bullet 2.x
All platforms/build systems: either upgrade to use extern/bullet2, or disable the game engine until the build is fixed.
2006-11-21 00:53:40 +00:00
Brecht Van Lommel
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
Jacques Beuarain
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
Ben Batt
12a732fc20 Added a VGroup input to the Armature modifier. This allows the user to specify
a vertex group which will modulate the influence of all bones in the armature.

This commit also tidies up the height of the modifier panels; they should all
have the same size margin now.
2006-08-28 21:56:58 +00:00
Ben Batt
433f6c7043 Integration of the Google Summer of Code Modifier Stack Upgrade project. The
main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
  through the stack with mesh data (being copied and interpolated as
  appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
  removed
* The EdgeSplit modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier

For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
2006-08-28 01:12:36 +00:00
Erwin Coumans
ab71e2a9b5 -added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
2006-05-22 21:03:43 +00:00
Erwin Coumans
ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00
Erwin Coumans
93c47e1071 - Added support for kinematic objects (interaction between rigidbodies), deriving linear/angular velocity from previous transform/current transform and deltatime.
- Made another attempt to migrate from Sumo to Bullet: import of older files automatically switch to Bullet, but you can override it, and save the file in 2.42 version. then it stays Sumo physics.
2006-05-11 00:13:42 +00:00
Erwin Coumans
4c9f07e59f Disabled Sumo, and use Bullet physics instead.
Until too many people complain: People can use older versions of Blender / player if they really need Sumo.
Sumo is not supported by anyone, and Bullet needs more feedback.

Note: Sumo is not removed yet, because no discussion is started about this. It's currently just a simple switch that replaced Sumo by Bullet.
2006-05-10 00:30:35 +00:00
Erwin Coumans
be282bdf3f - Charlie fixed some bugs related to copying armature-constraint data (these are different from Bullet rigidbody constraints like the hinge, and point 2 point!)
- fixed a crashing bug related to objects without meshes (tried to get material info from it)
2006-04-28 17:35:03 +00:00
Erwin Coumans
b18763a265 make Bullet default physics engine. However, it still loads some default .blend that set's sumo default. todo: find out about this.
commented out some code that makes Blender crashing, after leaving the game engine (armature deletes some pose, which deletes constraints, which are still in the dependency graph. Ask Charlie)
2006-04-27 04:37:20 +00:00
Erwin Coumans
971ee74c84 added support for 'Ghost' object and collision sensor (preliminary) 2006-04-17 01:33:10 +00:00
Erwin Coumans
13e0d22d89 a lot of work in a few small changes to improve penetration depth. and some fixes in shaders from Charlie. 2006-04-13 05:11:34 +00:00
Erwin Coumans
8dbe14b70b applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate. 2006-04-11 05:57:30 +00:00
Erwin Coumans
6839ec6640 applied Charlies patch for game engine graphics. display list support, and bumpmapping shader improvements. 2006-04-02 21:04:20 +00:00
Erwin Coumans
c2782ce10e added 'disable sleeping' option for rigidbodies. + bugfix of out of sync wheels for vehicle 2006-02-22 06:58:05 +00:00
Erwin Coumans
e4790aef46 Improved OpenGL Shader Language support for game engine. The python interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip

patch by Charlie Carley (snailrose @ elysiun.com)
2006-02-13 05:45:32 +00:00
Nathan Letwory
ef1b7a5735 ==SCons==
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
  only, but was only linking issue, so should work on other platforms too).

  NOTE: I noticed some compileflags for GE specific libs that were left out -
  I re-enabled them in the SConscripts, but I'm going to do a test build my-
  self now, so if there are problems with them on win32, I probably already
  know about them :)
2006-02-07 21:24:36 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* This commit is all of the rewrite work done on the SCons system. For
  documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
  Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
  contains valuable information, along with what still needs to be done.

    - linux, os x and windows compile now.
    - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
        - NOTE: Jean-Luc P will commit sometime during the weekend proper
          appit() for OS X. For now, copy the resulting binary to an
          existing .app bundle.
    - features:
        - cleaner structure for better maintenance
        - cleaner output during compile
        - better handling of build options
        - general overall speed increase
        - see the wiki for more info

  Cygwin, FreeBSD and Solaris systems still need work. For these systems:
    1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
    2) set the proper defaults for your platform
    3) mail me at jesterking at letwory dot net with you configuration. if
       you need any modifications to the system, do send a patch, too.

  I'll be giving first-aid today and tomorrow, after that it'll be all
  regular development work :)

  /Nathan
2006-02-04 14:15:10 +00:00
Erwin Coumans
56489f4830 fixed a runtime problem with stl container usage, as reported on bf-committers mailing list 2006-01-16 19:34:52 +00:00
Erwin Coumans
6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00
Erwin Coumans
b7be6620d6 applied patch from snailrose, related to multi-platform OpenGL extensions. 2006-01-10 06:34:42 +00:00
Erwin Coumans
c94455c14d more linux game engine work. hopefully works now! 2006-01-08 09:37:15 +00:00
Erwin Coumans
88a8508b34 Got the armatures, GLSL shaders and other snailrose changes to work for Linux.
now attempting to get this in cvs :)
2006-01-08 09:11:17 +00:00
Erwin Coumans
0002cd63a5 disable game engine and gameplayer for all platforms except windows.
Then after cvs is unfrozen, development can continue.
2006-01-06 09:02:53 +00:00
Kent Mein
dd3356f694 Added current directory to includes so it could find some headers.
(I still do not have the whole thing working but I'm stumped now and
figured this will save someone a little time)

Kent
2006-01-06 04:43:17 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
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
2006-01-06 03:46:54 +00:00
Kent Mein
39fcd3586f Lots of stupid warning fixes:
Added newlines at end of a bunch of files that didn't have them.
removed a couple of unused variables and an extra ';'
(Also removed config.h crap from these files)

Kent
2006-01-05 23:10:54 +00:00
Erwin Coumans
9119b6e8a5 Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
'Bullet/CollisionShapes/ConvexTriangleCallback.cpp',
'Bullet/CollisionShapes/EmptyShape.cpp',
'Bullet/CollisionShapes/OptimizedBvh.cpp',
'Bullet/CollisionShapes/TriangleCallback.cpp',
'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp',
'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'.
Sorry, no armatures fix yet.
2005-12-31 07:20:08 +00:00
Ton Roosendaal
0140c36df9 Cleanup & preparation commit for getting Armatures/Poses/Actions working
in the game engine again.

All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
2005-11-29 12:45:18 +00:00
Erwin Coumans
dfce9d7d9b minor cleanup. Todo: Does 'testhandles' need to be called after every single ipo_insert_vert ? 2005-11-06 16:50:22 +00:00
Ton Roosendaal
28f0eeaf61 Ack! Recently the get_ipocurve was added in the game engine, for baking
physics. This creates very bad dependencies... tsk!

comments indicate it though;

//quick hack
//todo, before 2.38/2.40 release, Erwin

Hrms... :)
2005-10-10 18:57:55 +00:00
Erwin Coumans
207cbbd535 don't need Object.h 2005-08-23 16:50:53 +00:00
Erwin Coumans
056a33ac69 new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.

(perhaps some better UI in the future?)
2005-08-23 13:16:02 +00:00
Erwin Coumans
43b59afebb more preparation for physics recording to ipo keyframes 2005-08-22 18:31:19 +00:00
Erwin Coumans
65a52fc419 - prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation)
- default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ?
- added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-08-22 15:47:56 +00:00
Ton Roosendaal
4065cdb550 Temporal; make compiling happy. :) 2005-08-21 14:39:08 +00:00
Chris Want
4a50f5b593 Support for 'Bullet' in the Makefiles. Enable with:
export NAN_USE_BULLET=true

in environment, or in user-def.mk
2005-08-18 06:07:02 +00:00
Erwin Coumans
72d60d7b63 added the "mouse over any", makes the sensor more useful 2005-08-17 14:29:58 +00:00
Erwin Coumans
9537bfa121 now for the cigar... 2005-08-13 10:04:01 +00:00
Erwin Coumans
4d7089d19b these files missed the cvs commt yesterday, this should fix compilation problems 2005-08-13 08:05:48 +00:00
Kent Mein
841ddb4680 A couple of small fixes...
I removed config.h code from the files that had them.
effect.c had nested /* so cleaned that up...

added a newline to vector.c to shut gcc up ;)
buttons_editing.c had a possible unintalized var (height) so I gave
it a default value.

removed an unused var i in interface_draw.c
removed an unused var mti in outliner.c

in BL_SkinDeformer.cpp
commented out a call to bDeformGroup->data which no longer exists so it
compiles again.

Kent
2005-08-11 16:39:51 +00:00
Erwin Coumans
558b8daf67 added python binding for debugdraw,
tweaked friction, some more preparations but no real functionality added yet
2005-08-02 14:59:49 +00:00
Simon Clitherow
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
Erwin Coumans
49499c49be updated vc7 projectfiles so they work with bullet 2005-07-31 14:40:51 +00:00
Erwin Coumans
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
Erwin Coumans
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
Erwin Coumans
2d73b31aff preparation for bullet physics 2005-07-16 21:47:54 +00:00
Ton Roosendaal
24c9dc7322 Commented out one more line to make debug version of engine compile, needed
because API for armatures changed.
2005-07-09 13:33:36 +00:00
Ton Roosendaal
d59894ac42 Old define in engine still... 2005-07-03 18:10:41 +00:00