Commit Graph

412 Commits

Author SHA1 Message Date
Kester Maddock
8253d3e041 Python fixes:
Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python

Correct transform of frustum bound sphere centre point to world coordinates
2004-05-26 12:09:17 +00:00
Kester Maddock
3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +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
a96955efc2 Game Python Reference Manual.
This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc.
Missing: Actuator & Controller reference.
2004-05-24 07:49:50 +00:00
Kester Maddock
4551490dd4 near & far are reserved words on MSVC. Don't use them as variable names. 2004-05-21 14:09:18 +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
1217928e66 Fixes for Camera objects and python:
Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
2004-05-21 09:18:42 +00:00
Kester Maddock
22883f9232 Query GL for max number of lights to use. 2004-05-21 08:56:05 +00:00
Kester Maddock
e78ef29a59 Depth sorting for alpha mesh objects.
- Mesh Objects are sorted by depth (based on object centre.)  Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
2004-05-21 08:55:12 +00:00
Kester Maddock
fba0e401c9 Compiler portability fixes (MSVC 6) 2004-05-17 23:56:56 +00:00
Kester Maddock
5454280f6c Same again - change static const for MSVC++ 2004-05-17 09:06:54 +00:00
Kester Maddock
0f447ac5a8 Fix for MSVC .NET, which can't handle static const declarations in classes.
Make it static, and define in SM_Object.cpp
2004-05-17 08:31:35 +00:00
Kester Maddock
6f4272a200 Fix for bug 1245: Vertex Colours are wrong in GameBlender. 2nd try.
http://projects.blender.org/tracker/index.php?func=detail&aid=1245&group_id=9&atid=125

The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
2004-05-17 00:42:07 +00:00
Kester Maddock
bab6e5ce36 Cleanup unused/commented out code, compiler warnings, coding standards etc. 2004-05-16 13:10:10 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Kester Maddock
2fd6e72851 Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
Kester Maddock
9827bf0cd7 Up the maximum triangles in a bucket.
GPUs can do more now.
2004-05-16 12:56:36 +00:00
Kester Maddock
9d147f52fd Use safe_normalized instead of normalized in shadow cast.
Should fix crashes reported by Calli
2004-05-16 12:56:08 +00:00
Kester Maddock
52a835a179 Inline accessor methods used by armature deformation. 2004-05-16 12:55:37 +00:00
Kester Maddock
512c269a16 Use const for SetProjectionMatrix
Remove warning printf.
2004-05-16 12:55:21 +00:00
Kester Maddock
2144f20b04 Use bitset instead of mucking around with <<, | and & 2004-05-16 12:55:05 +00:00
Kester Maddock
c50055204d SceneGraph support for bounding boxs 2004-05-16 12:54:44 +00:00
Kester Maddock
3e6b05f607 Python utils for Python <-> MT_Vector, MT_Point & MT_Matrix 2004-05-16 12:53:54 +00:00
Kester Maddock
0a27ae972e Don't overwrite camera's projection matrix every frame. 2004-05-16 12:53:39 +00:00
Kester Maddock
d162882e3a Frustum culling
New Python Hooks for cameras.
2004-05-16 12:53:22 +00:00
Kester Maddock
3b63bbe90c Don't touch protected KX_GameObject members.
Protect KX_GameObject - Py_Header unprotects!
2004-05-16 12:52:54 +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
Kester Maddock
5659bedf34 Don't increment tface if tface == NULL
Generate bounding boxes for frustum culling
2004-05-16 12:52:08 +00:00
Kester Maddock
81679446ba Make game users happier.
Don't apply friction to external velocities.  The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-13 13:07:38 +00:00
Kester Maddock
bd50d2f9cd Delete all SOLID shapes at the end of the game engine. They were all being leaked! 2004-05-08 00:25:20 +00:00
Kester Maddock
5813ae55d4 Fix Bug #1243: http://projects.blender.org/tracker/?func=detail&aid=1243&group_id=9&atid=125
Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
2004-05-06 02:13:07 +00:00
Kester Maddock
648c21947c Use a better compare function for RAS_IPolygonMaterial
Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
2004-05-04 13:17:46 +00:00
Kester Maddock
f03fa79d28 Fix for bug #945 getVertexArrayLength(x) returns different values on different runs of the game engine.
http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125

The material buckets were being sorted by pointer (ie their location in memory.)

Also fixed find shared verticies.
2004-05-04 09:34:02 +00:00
Kester Maddock
08c14c7ca0 Mouse Wheel Support for the Game Engine.
This adds "Wheel Up" and "Wheel Down" as choices to the Mouse sensor brick.
2004-05-02 23:45:03 +00:00
Ton Roosendaal
e7df984c16 Changes for OSX compiling with Makefiles;
- support 2.3 python
- use -O2 for all
- fixed reference to SOLID.h
2004-05-01 16:52:29 +00:00
Hans Lambermont
dcb83e27a2 - use SDL sound on FreeBSD too.
- add solid include path to unix common makefile ... this is not FreeBSD
  specific, so I'm a bit confused as this wasn't corrected before.
2004-04-30 17:50:48 +00:00
Kester Maddock
d7e6a3dd47 Fix blenderplayer unable to load .blend files (only runtimes!) 2004-04-29 10:51:02 +00:00
Kester Maddock
83b17b9f4d Fix: Setting objects Dynamic, then unsetting Actor would leave an object dynamic.
Check for Actor && Dynamic to enable dynamic.
2004-04-28 09:08:42 +00:00
Kester Maddock
5df9926f49 Fix MouseFocus Sensor objects for dynamic cameras. (Bug 1165) 2004-04-26 07:19:18 +00:00
Kester Maddock
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
Kester Maddock
a46f456e92 Fixes for MouseFocusSensor: (bug 1165)
1. Do the ray cast properly (from the near plane to the far clip plane)
2. Loop over invisible objects (sensors)
2004-04-24 06:36:55 +00:00
Kester Maddock
3a2194a534 Remove ability to open a published executable from Blender. 2004-04-24 06:29:51 +00:00
Nathan Letwory
892720ffad [SCONS] Optimisation flags for msvc 2004-04-22 04:50:41 +00:00
Kester Maddock
4e2f7baff2 Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.
2004-04-16 06:26:33 +00:00
Kester Maddock
a96869198b Rigid body physics for non spherical bounding objects.
If your simulation becomes unstable, crank up the 'Form' control.

Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
2004-04-14 05:57:24 +00:00
Kester Maddock
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
Kester Maddock
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
Kester Maddock
30c8bc33ef Fix SConscript for GamePlayer. 2004-04-08 12:10:09 +00:00
Kester Maddock
eede1399f3 Missed this one! :-( 2004-04-08 12:01:48 +00:00
Kester Maddock
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
Kester Maddock
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
Kester Maddock
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
Kester Maddock
164463e200 #define some constants for physics engines in DNA world types. 2004-04-03 00:04:44 +00:00
Kester Maddock
8e5fd5bba3 Added blender python module to game engine.
Updated Scons & Makefile
2004-04-02 13:21:04 +00:00
Kester Maddock
51830fa0e2 Speed up the physics engine by cutting down on the number of fix pass iterations. 2004-04-02 12:35:48 +00:00
Kester Maddock
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
Daniel Dunbar
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
Michel Selten
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
Kent Mein
2b2e272829 some more warnings cleared up from Solaris compiler.
(extra commas in enum declarations.)

Kent
2004-02-23 18:46:19 +00:00
Michel Selten
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
Michel Selten
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
Michel Selten
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
Michel Selten
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
Wouter van Heyst
57a7dfe5a5 - Revert to NaN makefiles 2004-01-05 00:06:11 +00:00
Alejandro Conty Estevez
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
Roel Spruit
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
Kent Mein
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
Kent Mein
6dcc5b030e Further fixes to the old makefiles.
Kent
2003-07-16 19:53:53 +00:00
Kent Mein
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
Wouter van Heyst
22305bc08d FreeBSD can use the exact same python includes as everyone else 2003-03-25 23:36:40 +00:00
Daniel Dunbar
de09cf7609 Remove references to obsolete misc lib 2003-03-24 17:34:43 +00:00
Daniel Dunbar
9b14fa1cdb Remove unused reference to "blendertimer.h" 2003-03-24 16:38:32 +00:00
Kent Mein
e250a26947 added
#ifdef USE_SUMO_SOLID

around this line.
   #include "SM_Scene.h"

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

Kent
2003-01-22 03:09:30 +00:00
Kent Mein
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
Kent Mein
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
Stefan Gartner
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
Michel Selten
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
Kent Mein
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
Kent Mein
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
Kent Mein
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
Maarten Gribnau
1737a73a4a Disabled player's check for Publisher file for input.
Maarten
2002-12-22 22:02:57 +00:00
Maarten Gribnau
2417e61e16 Fixed binary files stored as text files for plug-ins
Maarten
2002-12-22 22:00:55 +00:00
Kent Mein
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
Kent Mein
73aef31b52 I got this patch from sgefant Mostly its just casting floats as floats.
(also adding a couple of include pathes)
changes in Ode*.cpp to get it compile with gcc 2.95.4
to make it compile with ./configure --with-gameengine
                        --enable-gameplayer


Kent
--
mein@cs.umn.edu
2002-12-02 16:30:13 +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
Kent Mein
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
Kent Mein
98e307346c Fixed a typo. Had a [ added.
Kent
--
mein@cs.umn.edu
2002-11-19 00:09:54 +00:00
Kent Mein
97827c21d0 I Just modified the Makefile to use the definitions instead of hard paths.
-CPPFLAGS += -I../../../../sumo/Fuzzics/include
-CPPFLAGS += -I../../../../sumo/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include
+CPPFLAGS += -I$(NAN_SUMO)/include

Kent
--
mein@cs.umn.edu
2002-11-06 02:09:02 +00:00
Maarten Gribnau
2d5514be28 Brought back the sumo physics controllers and undid game engine make file
changes.
Instead modified the top level nan_definitions.mk to point the NAN_SUMO and
NAN_FUZZICS to the right locations.
Maarten
2002-11-05 20:20:50 +00:00
Kent Mein
9bddc20bd3 changed:
friend SG_Controller;
to:
 friend class SG_Controller;

gcc-3.2 was complaining that it wasn't defined.

Kent
--
mein@cs.umn.edu
2002-11-05 19:54:23 +00:00
Maarten Gribnau
c458cc7310 Forgot to remove sumo physics controllers
Maarten (mail@maartengribnau.com)
2002-11-04 21:47:37 +00:00
Maarten Gribnau
0698cafb6a removed last traces of sumo for Makefile users
1. Removed KX_SumoPhysicsController.h and KX_SumoPhysicsController.cpp
2. Changed some Makefiles to skip sumo
Maarten (mail@maartengribnau.com)
2002-11-04 20:22:33 +00:00
Kent Mein
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Erwin Coumans
b8c8715c20 moved KX_Python_... files from ketsji to expressions
(ketsji was a very wrong location because it caused circular dependencies between expressions, gamelogic and ketsji)
expressions and game logic are not dependent on ketsji anymore (only the other way around)
also removed circular includes in makefiles and projectfiles
2002-10-21 19:23:52 +00:00
Norman Lin
ae459bfc12 added notes on collisions between dynas and "static moving" geometry (kinematically controlled) 2002-10-19 13:49:00 +00:00
Norman Lin
1ca9bded73 added todo item about compatibility with 2.25 2002-10-18 18:53:45 +00:00
Norman Lin
b7dadcfefd first checkin of ode blender engine files 2002-10-18 15:46:57 +00:00
Norman Lin
1b15961786 First checkin of core ODE functionality. See OdePhysicsController.cpp for a todo list. 2002-10-18 14:36:34 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00