diff options
author | Nathan Letwory <nathan@letworyinteractive.com> | 2004-03-23 01:02:18 +0300 |
---|---|---|
committer | Nathan Letwory <nathan@letworyinteractive.com> | 2004-03-23 01:02:18 +0300 |
commit | 00291b5cf4a0f16ddca425b74ed30e8ac35d40e2 (patch) | |
tree | 952bb1c2f6fd8c2f34b950597ed0fa73a4ea7594 /source/gameengine/Converter | |
parent | 5b90aafbd6815e29343f8e9aba9e3e20f85b3cc0 (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.cpp | 6 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.h | 17 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.h | 3 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 60 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_DeformableGameObject.cpp | 1 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.h | 9 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.h | 4 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.h | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 155 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertSensors.cpp | 50 | ||||
-rw-r--r-- | source/gameengine/Converter/Makefile | 3 | ||||
-rwxr-xr-x | source/gameengine/Converter/SConscript | 2 |
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', |