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authorNathan Letwory <nathan@letworyinteractive.com>2004-03-23 01:02:18 +0300
committerNathan Letwory <nathan@letworyinteractive.com>2004-03-23 01:02:18 +0300
commit00291b5cf4a0f16ddca425b74ed30e8ac35d40e2 (patch)
tree952bb1c2f6fd8c2f34b950597ed0fa73a4ea7594 /source/gameengine/Converter
parent5b90aafbd6815e29343f8e9aba9e3e20f85b3cc0 (diff)
[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.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp6
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.h17
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h3
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp60
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp1
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h9
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h4
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.cpp4
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.h2
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp155
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp50
-rw-r--r--source/gameengine/Converter/Makefile3
-rwxr-xr-xsource/gameengine/Converter/SConscript2
16 files changed, 152 insertions, 170 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 78967a55ac1..59d7ce16361 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -72,8 +72,8 @@ BL_ActionActuator::~BL_ActionActuator()
}
void BL_ActionActuator::ProcessReplica(){
- bPose *oldpose = m_pose;
- bPose *oldbpose = m_blendpose;
+// bPose *oldpose = m_pose;
+// bPose *oldbpose = m_blendpose;
m_pose = NULL;
m_blendpose = NULL;
@@ -99,7 +99,6 @@ bool BL_ActionActuator::Update(double curtime,double deltatime)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
- int numevents = m_events.size();
bool keepgoing = true;
bool wrap = false;
bool apply=true;
@@ -114,7 +113,6 @@ bool BL_ActionActuator::Update(double curtime,double deltatime)
i--;
if ((*i)->GetNumber() == 0.0f)
{
- int ka=0;
bNegativeEvent = true;
}
else
diff --git a/source/gameengine/Converter/BL_ActionActuator.h b/source/gameengine/Converter/BL_ActionActuator.h
index 962f807f907..e3708bc6832 100644
--- a/source/gameengine/Converter/BL_ActionActuator.h
+++ b/source/gameengine/Converter/BL_ActionActuator.h
@@ -51,22 +51,23 @@ public:
float stride,
PyTypeObject* T=&Type)
: SCA_IActuator(gameobj,T),
+
+ m_blendframe(0),
+ m_lastpos(0, 0, 0),
+ m_flag(0),
m_starttime (starttime),
m_endtime(endtime) ,
m_localtime(starttime),
m_lastUpdate(-1),
- m_propname(propname),
- m_action(action),
m_playtype(playtype),
- m_flag(0),
m_blendin(blendin),
- m_blendframe(0),
- m_pose(NULL),
- m_userpose(NULL),
- m_blendpose(NULL),
m_priority(priority),
m_stridelength(stride),
- m_lastpos(0, 0, 0)
+ m_pose(NULL),
+ m_blendpose(NULL),
+ m_userpose(NULL),
+ m_propname(propname),
+ m_action(action)
{
};
virtual ~BL_ActionActuator();
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index a438eced5d2..b81a6f0eddd 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -50,9 +50,10 @@ public:
struct bArmature *arm,
struct bPose *pose) :
KX_GameObject(sgReplicationInfo,callbacks),
+ m_armature(arm),
m_pose(pose),
m_mrdPose(NULL),
- m_armature(arm),
+ m_lastframe(0.),
m_activeAct(NULL),
m_activePriority(999)
{}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index c1923bea2d9..0a5b30118a3 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -62,7 +62,6 @@
#include "KX_ConvertControllers.h"
#include "KX_ConvertSensors.h"
-#include "KX_GameObject.h"
#include "SCA_LogicManager.h"
#include "SCA_EventManager.h"
#include "SCA_TimeEventManager.h"
@@ -71,6 +70,7 @@
#include "KX_EmptyObject.h"
#include "MT_Point3.h"
#include "MT_Transform.h"
+#include "MT_MinMax.h"
#include "SCA_IInputDevice.h"
#include "RAS_TexMatrix.h"
#include "RAS_ICanvas.h"
@@ -175,9 +175,9 @@ static unsigned int KX_Mcol2uint_new(MCol col)
unsigned int temp=0;
unsigned char *cp= (unsigned char *)&temp;
cp[3]=255;
- cp[2]= col.r;
+ cp[0]= col.r;
cp[1]= col.g;
- cp[0]= col.b;
+ cp[2]= col.b;
return temp;
}
@@ -580,7 +580,7 @@ void my_tex_space_mesh(Mesh *me)
my_boundbox_mesh(me, loc, size);
- if(me->texflag & ME_AUTOSPACE) {
+ if(me->texflag & AUTOSPACE) {
if(me->key) {
kb= me->key->refkey;
if (kb) {
@@ -650,9 +650,9 @@ void my_get_local_bounds(Object *ob, float *centre, float *size)
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
- centre[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
- centre[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
- centre[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
+ centre[0]= 0.5*(bb->vec[0][0] + bb->vec[4][0]);
+ centre[1]= 0.5*(bb->vec[0][1] + bb->vec[2][1]);
+ centre[2]= 0.5*(bb->vec[0][2] + bb->vec[1][2]);
}
}
@@ -699,13 +699,42 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
objprop.m_dynamic_parent=NULL;
objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
- objprop.m_implicitsphere = false;
- objprop.m_implicitbox = false;
+ objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
- if (blenderobject->dtx & OB_BOUNDBOX)
+ KX_BoxBounds bb;
+ my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
+ if (blenderobject->gameflag & OB_BOUNDS)
{
- objprop.m_implicitsphere = (blenderobject->boundtype == OB_BOUND_SPHERE);
- objprop.m_implicitbox = (blenderobject->boundtype == OB_BOUND_BOX);
+ switch (blenderobject->boundtype)
+ {
+ case OB_BOUND_BOX:
+ objprop.m_boundclass = KX_BOUNDBOX;
+ //mmm, has to be divided by 2 to be proper extends
+ objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
+ objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
+ objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
+ break;
+ case OB_BOUND_SPHERE:
+ {
+ objprop.m_boundclass = KX_BOUNDSPHERE;
+ objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
+ break;
+ }
+ case OB_BOUND_CYLINDER:
+ {
+ objprop.m_boundclass = KX_BOUNDCYLINDER;
+ objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
+ objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
+ break;
+ }
+ case OB_BOUND_CONE:
+ {
+ objprop.m_boundclass = KX_BOUNDCONE;
+ objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
+ objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
+ break;
+ }
+ }
}
// get Root Parent of blenderobject
@@ -724,13 +753,6 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
objprop.m_concave = (blenderobject->boundtype & 4) != 0;
-
- my_get_local_bounds(blenderobject,objprop.m_boundingbox.m_center,objprop.m_boundingbox.m_extends);
- //mmm, has to be divided by 2 to be proper extends
- objprop.m_boundingbox.m_extends[0]*=2.f;
- objprop.m_boundingbox.m_extends[1]*=2.f;
- objprop.m_boundingbox.m_extends[2]*=2.f;
-
switch (physics_engine)
{
case UseSumo:
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index 6395dc26617..a17ca6a7c19 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -62,5 +62,4 @@ CValue* BL_DeformableGameObject::GetReplica()
ProcessReplica(replica);
return replica;
-
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 7608d98dd1f..e9aeb547409 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -54,7 +54,7 @@
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat)
{
- int i, j, index;
+ size_t i, j, index;
vecVertexArray array;
vecIndexArrays mvarray;
vecIndexArrays diarray;
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index 90b4dd8328c..04e0f3b0628 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -49,11 +49,12 @@ public:
void RecalcNormals();
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
BL_MeshDeformer(struct Object* obj, class BL_SkinMeshObject *meshobj):
- m_transverts(NULL),
- m_tvtot(0),
- m_transnors(NULL),
m_pMeshObject(meshobj),
- m_bmesh((struct Mesh*)(obj->data)){};
+ m_bmesh((struct Mesh*)(obj->data)),
+ m_transnors(NULL),
+ m_transverts(NULL),
+ m_tvtot(0)
+ {};
virtual ~BL_MeshDeformer();
virtual void SetSimulatedTime(double time){};
virtual bool Apply(class RAS_IPolyMaterial *mat);
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f25bf3bf728..4701422a71f 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -65,7 +65,7 @@ BL_SkinDeformer::~BL_SkinDeformer()
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
- int i, j, index;
+ size_t i, j, index;
vecVertexArray array;
#ifdef __NLA_OLDDEFORM
vecMVertArray mvarray;
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index 97d3d78073c..549f915a285 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -66,8 +66,8 @@ public:
class BL_SkinMeshObject *mesh)
:BL_MeshDeformer(bmeshobj, mesh),
m_armobj(NULL),
- m_defbase(&bmeshobj->defbase),
- m_lastUpdate(-1)
+ m_lastUpdate(-1),
+ m_defbase(&bmeshobj->defbase)
{
/* Build all precalculatable matrices for bones */
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp
index 98a55662421..2994f424572 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.cpp
+++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp
@@ -66,7 +66,7 @@ int BL_SkinMeshObject::FindOrAddDeform(int vtxarray, int mv, struct MDeformVert
int numvert = ao->m_MvertArrayCache1[vtxarray]->size();
/* Check to see if this has already been pushed */
- for (int i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
+ for (size_t i=0; i<ao->m_MvertArrayCache1[vtxarray]->size(); i++){
if (mv == (*ao->m_MvertArrayCache1[vtxarray])[i])
return i;
}
@@ -84,7 +84,7 @@ int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat)
BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat);
- for (int i=0;i<ao->m_VertexArrayCache1.size();i++)
+ for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++)
{
if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES)
{
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h
index 40628bd4ee0..c81a667ebdd 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.h
+++ b/source/gameengine/Converter/BL_SkinMeshObject.h
@@ -114,7 +114,7 @@ public:
int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat);
BL_SkinMeshObject(int lightlayer) : RAS_MeshObject (lightlayer)
- {};
+ { m_class = 1;};
virtual ~BL_SkinMeshObject(){
};
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 15100cc3a00..4f5804da9b6 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -34,7 +34,6 @@
#endif
#ifdef WIN32
-
#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
#endif
@@ -171,120 +170,92 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas)
{
- //find out which physics engine
- Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
+//find out which physics engine
+ Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
- e_PhysicsEngine physics_engine = UseSumo;
+ e_PhysicsEngine physics_engine = UseSumo;
- if (blenderscene)
+ /* FIXME: Force physics engine = sumo.
+ This isn't really a problem - no other physics engines are available.
+ if (blenderscene)
{
- int i=0;
+ int i=0;
- if (blenderscene->world)
+ if (blenderscene->world)
{
-
- switch (blenderscene->world->physicsEngine)
+ switch (blenderscene->world->physicsEngine)
{
-
- case 1:
- {
- physics_engine = UseNone;
- break;
- };
- case 2:
- {
- physics_engine = UseSumo;
- break;
- }
- case 3:
- {
- physics_engine = UseODE;
- break;
- }
+
case 4:
- {
- physics_engine = UseDynamo;
- break;
- }
- default:
- {
- physics_engine = UseODE;
- }
+ {
+ physics_engine = UseODE;
+ break;
+ }
+ case 3:
+ {
+ physics_engine = UseDynamo;
+ break;
+ }
+ case 2:
+ {
+ physics_engine = UseSumo;
+ break;
+ };
+ case 0:
+ {
+ physics_engine = UseNone;
+ }
}
+
}
}
-
- switch (physics_engine)
+*/
+ switch (physics_engine)
{
- case UseSumo:
- {
#ifdef USE_SUMO_SOLID
-
- PHY_IPhysicsEnvironment* physEnv =
- new SumoPhysicsEnvironment();
-#else
- physics_engine = UseNone;
-
- PHY_IPhysicsEnvironment* physEnv =
- new DummyPhysicsEnvironment();
-
+ case UseSumo:
+ destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
+ break;
#endif
- destinationscene ->SetPhysicsEnvironment(physEnv);
- break;
- }
- case UseODE:
- {
#ifdef USE_ODE
-
- PHY_IPhysicsEnvironment* physEnv =
- new ODEPhysicsEnvironment();
-#else
- PHY_IPhysicsEnvironment* physEnv =
- new DummyPhysicsEnvironment();
-
+ case UseODE:
+ destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
+ break;
#endif //USE_ODE
- destinationscene ->SetPhysicsEnvironment(physEnv);
- break;
- }
case UseDynamo:
- {
- }
+ {
+ }
case UseNone:
- {
- };
+ {
+ }
default:
- {
- physics_engine = UseNone;
-
- PHY_IPhysicsEnvironment* physEnv =
- new DummyPhysicsEnvironment();
- destinationscene ->SetPhysicsEnvironment(physEnv);
-
- }
+ physics_engine = UseNone;
+ destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
+ break;
}
- BL_ConvertBlenderObjects(m_maggie,
- scenename,
- destinationscene,
- m_ketsjiEngine,
- physics_engine,
- dictobj,
- keyinputdev,
- rendertools,
- canvas,
- this,
- m_alwaysUseExpandFraming
- );
-
- m_map_blender_to_gameactuator.clear();
- m_map_blender_to_gamecontroller.clear();
-
- m_map_blender_to_gameobject.clear();
- m_map_mesh_to_gamemesh.clear();
- m_map_gameobject_to_blender.clear();
+ BL_ConvertBlenderObjects(m_maggie,
+ scenename,
+ destinationscene,
+ m_ketsjiEngine,
+ physics_engine,
+ dictobj,
+ keyinputdev,
+ rendertools,
+ canvas,
+ this,
+ m_alwaysUseExpandFraming
+ );
+
+ m_map_blender_to_gameactuator.clear();
+ m_map_blender_to_gamecontroller.clear();
+
+ m_map_blender_to_gameobject.clear();
+ m_map_mesh_to_gamemesh.clear();
+ m_map_gameobject_to_blender.clear();
}
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 0de9ce4bfc3..1b65158e8c0 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -618,7 +618,7 @@ void BL_ConvertActuators(char* maggiename,
case ACT_CONSTRAINT:
{
float min = 0.0, max = 0.0;
- int locrot;
+ KX_ConstraintActuator::KX_CONSTRAINTTYPE locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_NODEF;
bConstraintActuator *conact
= (bConstraintActuator*) bact->data;
/* convert settings... degrees in the ui become radians */
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 3ec2c3596e5..525674e1887 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -297,15 +297,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
(blendertouchsensor->name ? blendertouchsensor->name: ""));
- //if (gameobj->GetSumoObject())
- //{
- // gamesensor = 0;
- //new KX_TouchSensor(eventmgr,
- //gameobj,
- //gameobj->GetSumoObject(),
- //bFindMaterial,
- //touchPropOrMatName);
- //}
+ if (gameobj->GetPhysicsController())
+ {
+ gamesensor = new KX_TouchSensor(eventmgr,
+ gameobj,
+ bFindMaterial,
+ touchPropOrMatName);
+ }
}
@@ -324,15 +322,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
touchpropertyname = (char*) (blendertouchsensor->ma->id.name+2);
}
bool bFindMaterial = true;
- //if (gameobj->GetSumoObject())
- //{
- // gamesensor = 0;
- //new KX_TouchSensor(eventmgr,
- // gameobj,
- // gameobj->GetSumoObject(),
- // bFindMaterial,
- // touchpropertyname);
- //}
+ if (gameobj->GetPhysicsController())
+ {
+ gamesensor = new KX_TouchSensor(eventmgr,
+ gameobj,
+ bFindMaterial,
+ touchpropertyname);
+ }
}
break;
}
@@ -380,7 +376,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
//sumoObj->setMargin(blendernearsensor->dist);
//sumoObj->setPosition(gameobj->NodeGetWorldPosition());
bool bFindMaterial = false;
- gamesensor = 0;//new KX_NearSensor(eventmgr,gameobj,blendernearsensor->dist,blendernearsensor->resetdist,bFindMaterial,nearpropertyname,kxscene);
+ gamesensor = new KX_NearSensor(eventmgr,gameobj,blendernearsensor->dist,blendernearsensor->resetdist,bFindMaterial,nearpropertyname,kxscene);
}
break;
@@ -514,7 +510,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
case SENS_RADAR:
{
- /*
+
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
@@ -540,14 +536,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
//MT_Scalar coneradius = coneheight * (factor / 2);
MT_Scalar coneradius = coneheight * factor;
- DT_ShapeHandle shape = DT_Cone(coneradius,coneheight);
// this sumoObject is not deleted by a gameobj, so delete it ourself
// later (memleaks)!
- SM_Object* sumoObj = new SM_Object(shape,NULL,NULL,NULL);
- sumoObj->setMargin(0.0);
-
- sumoObj->setPosition(gameobj->NodeGetWorldPosition());
MT_Scalar smallmargin = 0.0;
MT_Scalar largemargin = 0.1;
@@ -560,13 +551,12 @@ void BL_ConvertSensors(struct Object* blenderobject,
radaraxis,
smallmargin,
largemargin,
- sumoObj,
bFindMaterial,
radarpropertyname,
kxscene);
}
- */
+
break;
}
case SENS_RAY:
@@ -586,15 +576,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
int axis = blenderraysensor->axisflag;
- gamesensor = 0;
- /*new KX_RaySensor(eventmgr,
+ gamesensor = new KX_RaySensor(eventmgr,
gameobj,
checkname,
bFindMaterial,
distance,
axis,
- kxscene->GetSumoScene());
- */
+ kxscene);
}
break;
diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile
index 7340e933a25..0350c86ebc8 100644
--- a/source/gameengine/Converter/Makefile
+++ b/source/gameengine/Converter/Makefile
@@ -42,7 +42,8 @@ CPPFLAGS += -I$(OPENGL_HEADERS)
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_SOUNDSYSTEM)/include
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
-CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO)/include -I$(NAN_MOTO)/include
+CPPFLAGS += -I$(NAN_FUZZICS)/include -I$(NAN_SUMO) -I$(NAN_MOTO)/include
+CPPFLAGS += -I$(NAN_SOLID)/include
CPPFLAGS += -I../../blender
# these two needed because of blenkernel
CPPFLAGS += -I../../blender/imbuf
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index a488ce8e524..315e1be08b9 100755
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -50,7 +50,7 @@ kx_converter_env.Append (CPPPATH = ['.',
'#source/gameengine/Physics/common',
'#source/gameengine/Physics/BlOde',
'#source/gameengine/Physics/Dummy',
- '#source/gameengine/Physics/Sumo/include',
+ '#source/gameengine/Physics/Sumo',
'#source/gameengine/Physics/Sumo/Fuzzics/include',
'#source/gameengine/Network/LoopBackNetwork',
'#source/blender/misc',