Commit Graph

25 Commits

Author SHA1 Message Date
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
4a5826fa83 Patch from Charlie:
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this

This should fix the following bugs:
[ #3789 ]
[ #3815 ]

possiblyy fixes:
[ #3834 ]
2006-05-13 23:31:36 +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
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
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
Jean-Luc Peurière
63d0e03bcf applying Volker Mische engine patch
correct bug #3594
2005-12-18 19:10:26 +00:00
Erwin Coumans
2d73b31aff preparation for bullet physics 2005-07-16 21:47:54 +00:00
Jean-Luc Peurière
f38e0686d9 new round of warning fixes. we are now down to 24 with Xcode on blender
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.

the only one still worrying me is in rand.c line 57 :

rand.c:57: integer constant is too large for "long" type

but i have no clue about how correct cross-compiler and 32/64 bits friendly

see also my mail to commiter list for signed/unsigned issues
2005-06-04 16:22:50 +00:00
Kester Maddock
6c4ae1eb54 Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
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.
2005-04-18 11:44:21 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kent Mein
af12eaae1f Reordered some of the includes to fix STL issues.
For details, see:
http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867

Kent
2005-03-22 13:34:31 +00:00
Jean-Luc Peurière
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
Kester Maddock
a1f0f165e4 Added Joystick sensor (from snailrose) 2005-01-23 01:36:29 +00:00
Kent Mein
48bc598658 More warning cleanups...
added a casts to:
   blender/blenlib/intern/BLI_memarena.c
   gameengine/Rasterizer/RAS_TexVert.cpp

Removed unused vars from:
   blender/python/api2_2x/vector.c
   gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
   gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
   gameengine/Rasterizer/RAS_FramingManager.cpp
   gameengine/Rasterizer/RAS_Polygon.cpp
   gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

Kent
2005-01-03 18:05:24 +00:00
Kester Maddock
551806bce8 Set the physics scale on added objects. (Fix bug #1837) 2004-12-13 09:53:30 +00:00
Kester Maddock
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kester Maddock
baa2f99f07 Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
2004-07-17 05:28:23 +00:00
Kester Maddock
c16444e624 Python updates:
Added scene module
2004-06-07 11:03:12 +00:00
Kester Maddock
e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
Kester Maddock
e957b12f0e Frustum sphere culling.
Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
2004-05-21 09:21:15 +00:00
Kester Maddock
979e242657 Frustum Culling.
- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
2004-05-16 12:52:30 +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
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00