Commit Graph

268 Commits

Author SHA1 Message Date
Erwin Coumans
36fd42ac85 more Bullet physics improvements, mainly stability and performance related.
AddObjectActuator has new python method to immediately create objects (this allows to create multiple objects in 1 frame in different positions)
2006-04-01 03:30:15 +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
e3b840d086 exposed a few more tuning paramters 2006-02-21 07:08:23 +00:00
Erwin Coumans
90e5a9aa14 Reorganized Bullet physics files, added preliminary vehicle simulation files (disabled).
Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
2006-02-21 05:36:56 +00:00
Jean-Luc Peurière
8bc0060835 added proper casts to get things compiling with gcc 4.0 Os X 2006-02-14 23:52:47 +00:00
Erwin Coumans
f55e45f855 more vehicle preparation and some bullet collision detection bugfixes (related to collision margin) 2006-02-13 06:28:35 +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
Kent Mein
1f691ae3cd Added KX_VehicleWrapper.cpp
(Let me know if this doesn't fix it, no time to test it.)

Kent
2006-01-30 21:51:11 +00:00
Erwin Coumans
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00
Kent Mein
8e9222ec21 More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
        added newline at end of file.
 intern/boolop/intern/BOP_Face2Face.cpp
        fixed indentation and had nested declarations of a varible i used
                for multiple for loops, changed it to just one declaration.
 source/blender/blenkernel/bad_level_call_stubs/stubs.c
        added prototypes and a couple other fixes.
 source/blender/include/BDR_drawobject.h
 source/blender/include/BSE_node.h
 source/blender/include/butspace.h
 source/blender/render/extern/include/RE_shader_ext.h
        added struct definitions
 source/blender/src/editmesh_mods.c
 source/gameengine/Ketsji/KX_BlenderMaterial.cpp
 source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
 source/gameengine/Ketsji/KX_RaySensor.cpp
        removed unused variables;
 source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
        changed format of case statements to avoid warnings in gcc.

Kent
2006-01-30 19:59:33 +00:00
Brecht Van Lommel
24446906bc Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x. 2006-01-29 21:29:14 +00:00
Kent Mein
e544723e63 Fix some of Stealth Apprent's warnings/errors and some extra little stuff.
here is a quick summary...

Kent

intern/bsp/intern/BSP_CSGMesh_CFIterator.h
removed tri_index (unused variable)

intern/bsp/intern/CSG_BooleanOps.cpp
removed extra ;

intern/string/intern/STR_String.cpp
added <ctype.h>

source/blender/blenkernel/BKE_writeavi.h
moved things around so not doing forward declarations

source/blender/renderconverter/intern/convertBlenderScene.c
changed render.h to render_types.h

source/blender/src/blenderbuttons.c
source/blender/src/editgroup.c
source/blender/src/meshtools.c
added newline

source/gameengine/Ketsji/KX_KetsjiEngine.cpp
commented out include "PIL_time.h" code that requires it is commented out

reading blender/src/writeavicodec.c
(struct keyword to a couple of lines that needed it)
and added:
extern struct Render R;

blender/renderconverter/intern/convertBlenderScene.c
added extern Render R;
added #include "rendercore.h" to get rid of undeclared shade_material_loop
        (Not sure if this is right but it fixes it.
Did not fix this problem, is it alright to just pass NULL here or should we chan
ge it to something else:
        init_render_materials' : too few

gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
removed argument to dHashSpaceCreate
commented out dWorldQuickStep since it does not exist
2006-01-29 15:15:34 +00:00
Ton Roosendaal
4270cc96bc Orange: replaced obsolete IMB_rectop() with IMB_rectcpy() in game engine. 2006-01-28 16:43:00 +00:00
Erwin Coumans
e3512ab335 assert caused compile problems too :( 2006-01-18 06:48:28 +00:00
Erwin Coumans
5b8b745cba fixed an ordering issue caused by previous commit 2006-01-18 06:46:56 +00:00
Erwin Coumans
85c58bfa8a attempt to fix reported problems with glsl shader on OS X (and other platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
2006-01-18 06:04:11 +00:00
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +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
631979f909 renamed some variables to make the timing in the game engine less confusing+minor improvements in this area.
enabled game engine for scons
2006-01-12 06:30:01 +00:00
Erwin Coumans
a9e64286a9 overlooked IMB_imbuf.h was already included inside an extern "C" section. 2006-01-12 01:37:33 +00:00
Erwin Coumans
b9d99662d2 uncommented include "IMB_imbuf.h", it is needed? 2006-01-12 01:15:09 +00:00
Hans Lambermont
f4de95a5f6 At least FreeBSD needs to know where to find gl.h 2006-01-11 19:31:15 +00:00
Erwin Coumans
fbc977e48c attempt to avoid nameclashes (although it is already in a namespace) -> extension names renamed from glXXX to blXXX. 2006-01-11 13:31:45 +00:00
Erwin Coumans
b7be6620d6 applied patch from snailrose, related to multi-platform OpenGL extensions. 2006-01-10 06:34:42 +00:00
Kent Mein
17598faca1 Another small gameengine build tweak. Included a missing header directory.
I also provided a fix for tiff images.  (It was appending tif even if
it was already in the name, now it does it correctly)
(no more image.tif.tif)

Kent
2006-01-09 02:23:04 +00:00
Erwin Coumans
c94455c14d more linux game engine work. hopefully works now! 2006-01-08 09:37:15 +00:00
Erwin Coumans
bed24bc299 more work to get armatures/blender materials to work under non-windows platforms 2006-01-07 00:14:37 +00:00
Erwin Coumans
0a252adb99 use relative paths to avoid including extra folder 2006-01-06 20:35:02 +00:00
Kent Mein
93f71e2d0c changed the size of some local vars for 64bit linux.
also added a newline at the end of the file to shut gcc up.

Kent
2006-01-06 15:29:11 +00:00
Erwin Coumans
4a641caddd fixed copy/paste bug in physicscontroller applyforce, and crashing radar sensor 2006-01-06 09:57:27 +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
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
71991cf41e Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work.
See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip
For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
2006-01-01 00:20:50 +00:00
Erwin Coumans
bab1b90edc more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes. 2005-12-31 21:59:56 +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
e1c66eb145 applied the 64-bit pointer patch submitted by Ken Hughes 2005-11-28 06:51:54 +00:00
Erwin Coumans
fbee75fef3 fixed raysensor, hooked up a few more bullet method: force, torque etc, + 'local'. cosmetic change in physics-engine menu. 2005-11-11 05:02:14 +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
Erwin Coumans
b7a465b437 when recording physics keyframes, always run at a fixed framerate (not variable/real-time) 2005-10-30 07:25:36 +00:00
Erwin Coumans
745fc2f9d0 updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.

sorry if this breaks your builds!
2005-10-23 17:55:19 +00:00
Chris Want
0a2b71a3a4 Getting blender to compile for IRIX, in particular:
IK: needed to change abs() to TNT::abs() (thanks brecht!)

Freetype: FT_ENCODING_UNICODE typecast to FT_CharMap (thanks intrr!)

header_image: missing include for liballoc stuff

Ketsji: needed to declare m_hitObject as public in KX_MouseFocusSensor.h.
This is probably the wrong thing to do, but KX_MouseFocusSensor.cpp
compilation fails on line 279 otherwise.
2005-09-14 21:50:37 +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
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
c99c7fbcb3 some more fixes in the raycast/mouse over 2005-08-17 19:52:56 +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
4d7089d19b these files missed the cvs commt yesterday, this should fix compilation problems 2005-08-13 08:05:48 +00:00
Erwin Coumans
29f06ad76e some more work on bullet raycast 2005-08-08 17:08:42 +00:00
Erwin Coumans
66dc186fb6 fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
removed bug-fixing comments
2005-08-05 22:10:27 +00:00
Erwin Coumans
b6d9fbf0db fixed the mouse-over sensor,
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
2005-08-05 17:00:32 +00:00
Erwin Coumans
210ab537ce improved deactivation, exposed more tweakable parameters to python,
fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
2005-08-04 19:07:39 +00:00
Erwin Coumans
2cc6d565cb moved some hardcoded constants into tweaking tresholds
exposed those tresholds to python (more 'expert' settings)
2005-08-03 18:22:30 +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
6eeaacde0a enable bullet for vc7 too by default (can be switched off easily) 2005-07-30 18:21:02 +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
7432e4485e >humm, .. this seems to define USE_BULLET for 1400 > _MSC_VER
>e.g.  my msvc6 and gcc in linux. right?
>BM

thanks bjornmose, is was a typo
(it only disabled bullet for Visual Studio 2006, which is not even in planning stage :)
Should be fixed now
2005-07-29 06:08:02 +00:00
Erwin Coumans
8f15f9805a got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER"
Lets hope gcc doesn't define this :)
2005-07-27 09:47:08 +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
701b9c21fd more preparations for bullet physics, and some eol issues with SCA_Joystick* 2005-07-18 05:41:00 +00:00
Erwin Coumans
7c9422111b another file behind the #USE_BULLET 2005-07-16 22:13:20 +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
0dcba86c6b Added the docs & use Python booleans for physics reinstance. 2005-04-23 12:25:21 +00:00
Kester Maddock
10acf20645 Support reinstancing the physics mesh from Python. 2005-04-23 12:03:37 +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
Kent Mein
b0ece214d9 added an #include <stdlib.h> to fix this:
KX_RayCast.h:92: error: `NULL' was not declared in this scope

Kent
2005-03-25 13:18:13 +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
Kent Mein
a238e7b9f4 Fix to get gcc 3.4.1 with scons working again. 2005-01-25 19:26:19 +00:00
Kester Maddock
413e4f51a6 Make the KX_PolygonMaterial Python member variables writable. 2005-01-23 01:40:37 +00:00
Kester Maddock
a1f0f165e4 Added Joystick sensor (from snailrose) 2005-01-23 01:36:29 +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
5fcf39d2a5 Added getDistanceTo Python method (thanks Charlie C) 2005-01-16 05:55:04 +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
8e5ef105ae Make Python Matrix/Vector conversions more robust 2004-12-29 01:34:07 +00:00
Kester Maddock
c82614be2e Python methods for camera actuators (thanks snailrose) 2004-12-29 01:33:15 +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
85a8203cbc Set the default physics tic rate to 90 Hz 2004-12-06 11:01:42 +00:00
Kester Maddock
88e435a52a Don't try to interpolate from prop ipo actuators 2004-12-06 10:58:38 +00:00
Kester Maddock
ef971de66d Fix Action & IPO actuators: (Bugs #1921 & #1920) 2004-12-05 02:50:57 +00:00
Kester Maddock
10e64fe4b4 Only do event processing for ipo actuators on frames. 2004-12-01 08:43:58 +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
f8c2ce93b9 Fix for bug 1800: mouse over sensor doesn't work for ortho cameras.
The camera -> world transform wasn't being calculated properly for 'ortho' cameras: getOrigin()[2] should be scaled by 100 (like the render transform in KX_KetsjiEngine)
2004-11-23 10:10:21 +00:00
Kester Maddock
1092b98337 Fix for bug 1600: alpha sort doesn't work on linked (alt-d) objects 2004-11-22 11:49:35 +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
f4efd433fa Fix fixed time (enable all frames) 2004-11-06 22:10:58 +00:00
Kester Maddock
cf407da719 Reorder update: do physics before logic, so logic doesn't get stale position data (eg for camera actuator) 2004-11-06 12:31:56 +00:00
Kester Maddock
38b993f787 Speed up the physics engine: hook the SOLID broad phase, so we can either reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test. 2004-11-06 04:58:10 +00:00
Kester Maddock
318fb94c4b Fix IPO actuator (Bug #1694) 2004-11-03 10:48:02 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Nathan Letwory
6c8d048773 remove std:: to please msvc6 2004-10-16 18:50:23 +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
Kent Mein
d5e1d1844a removed 3 unused vars.
Kent
2004-10-06 14:35:08 +00:00
Kester Maddock
fd5f3e13d2 Convert and use actuators with no target object set.
Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene.  If the actuator target is always set from Python, this could be annoying.
2004-09-19 01:33:08 +00:00
Kester Maddock
3d8a485fb9 Fixed PyObject_IsMT_Matrix 2004-09-18 06:03:15 +00:00
Kester Maddock
9bbc1e9c0a Clear the Python error flag between 'overloaded' Python methods. 2004-08-10 11:35:38 +00:00
Kester Maddock
b453cd0715 Fix bug #1460: Camera IPOs Broken (Gameengine)
The camera IPO was not invalidating the cached projection matrix.
2004-07-22 00:26:34 +00:00
Kester Maddock
b6e0899607 Added support for cameras in Blender's Ortho mode. 2004-07-20 12:07:06 +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
c9b4585618 Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-30 13:41:19 +00:00
Kester Maddock
4c53f38756 Minor Fixes:
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-26 09:15:41 +00:00
Kester Maddock
c16444e624 Python updates:
Added scene module
2004-06-07 11:03:12 +00:00
Kester Maddock
b468bf726c Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07 11:01:31 +00:00
Kester Maddock
44f45894c2 Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00
Kester Maddock
d38329b5aa Added Python module for Lights.
Added attributes to the vertex class.
2004-05-30 11:09:46 +00:00
Kester Maddock
b97c77df2b Check for zero normal vectors in the clip planes (if eg Python has set a strange projection matrix)
Fix the transformation of the frustum bound sphere to world coordinates.
2004-05-30 11:04:26 +00:00
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
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
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
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
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
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
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
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
Kester Maddock
8e5fd5bba3 Added blender python module to game engine.
Updated Scons & Makefile
2004-04-02 13:21:04 +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
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
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