Commit Graph

94 Commits

Author SHA1 Message Date
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
Ton Roosendaal
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Kester Maddock
2ac1ef13e2 Added bone parent relationship. 2005-04-23 11:36:44 +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
Kent Mein
55af35d795 I'll break this commit into two sections in the moto files
I got rid of a few warnings about blah shadows a previous declaration.

In the gameengine files I fix the following:
	removed some unused vars
	removed dos style line breaks
	added newlines to last line in a couple of files to remove warnings.

Kent
2005-03-25 16:31:05 +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
Kester Maddock
a572d196e6 Don't fail on mesh objects with no faces. 2005-01-22 23:46:54 +00:00
Kester Maddock
3b91ea4309 Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
Make game engine materials use Zoffs in Materials.
Added Python material hooks.
2005-01-16 06:02:06 +00:00
Kester Maddock
52c53bc2c9 Set the sound system listener properties. 2004-12-29 01:31:17 +00:00
Kester Maddock
ef971de66d Fix Action & IPO actuators: (Bugs #1921 & #1920) 2004-12-05 02:50:57 +00:00
Kester Maddock
d098d94372 Make objects lit by default if there is a light in the scene, and no other face information exists for that object. 2004-12-01 08:43:02 +00:00
Kent Mein
e7bd591842 Removed an unused variable and the autoconf config.h stuff.
(was hunting down why audio isn't working on solaris and figured
I'd clean up the warning)

Kent
2004-11-30 19:10:43 +00:00
Kester Maddock
9744ea8a36 Make the material colour the default colour for objects if textures & vertex colours are not available (instead of white) 2004-11-25 08:09:18 +00:00
Chris Want
12307b358d Making the C++ stuff work for the MipsPro 7.3 compiler.
Kester might want to check this for correctness
Kent might want to test if this breaks the Sun compile.
2004-11-23 23:04:30 +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
ce4b232f8c Fix the action actuator (bug #1699) 2004-11-06 04:53:41 +00:00
Nathan Letwory
6c8d048773 remove std:: to please msvc6 2004-10-16 18:50:23 +00:00