Age | Commit message (Collapse) | Author |
|
Blender/extern/bullet2 distro.
|
|
fixed before Blender 2.49.
In particular, the Bullet vehicle seems broken, and some soft-body demos don't work.
No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release.
Please update the build systems, and add those 3 files:
extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp
extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp
extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp
I'll watch the Blender mailing list, in case this commit causes some issues.
|
|
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
|
|
submited to Bullet forum. This bug fix is needed in preparation of the setparent coumpound shape patch.
|
|
projectfiles_vc9\blender\blender.sln solution, you just need to open that solution to compile everything with VS2008.
|
|
|
|
been identified and fixed in bullet.
|
|
still can make 2.48
|
|
Enable soft body collision clusters by default.
Add option to 'disable collision' button between soft body and rigid body connected by constraint (option was already available between two rigid bodies)
|
|
|
|
ghosts, and can be ghost themselves.
|
|
sun and apple ppc slower:
#if defined (__sun) || defined (__sun__) || defined (__sparc) || (defined (__APPLE__) && ! defined (__i386__))
Also includes a fix to uninitialized variable (can cause failing collisions).
If possible, report all changes to extern/bullet2 to http://code.google.com/p/bullet/issues/list
|
|
I changed sqrtf to sqrt in elbeem
in bullet2 I added defines found in floatpatch.h eventually
we should make a "floatpatch.h" that all of blender can use.
Kent
|
|
and noticed dos line endings in a bunch of files so ran
dos2unix on everything in bullet2.
Erwin, I noticed there are a few files that do not have
license info in them, couple of quick examples are: btDefaultMotionState.h
btHashMap.h btQuickprof.cpp
could you take a look at add where needed? If you want I can give a list
of files I think should get it added and or just add the standard one
say the one in src/btBulletCollisionCommon.h
Kent
|
|
fixed them.
|
|
well as 'fixing' it. Just use the existing rigid body joint to use it. For now, it searches the closest node/vertex to the pivot. So you can use multiple constraints/joint to attach a cloth, soft body etc.
|
|
|
|
objects
|
|
soft bodies
set collision margin between soft and mesh back to .3, smaller is not useable (yet)
|
|
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf
|
|
|
|
|
|
|
|
blenderplayer linking for scons.
|
|
|
|
-This is to remedy long command-line troubles for scons/mingw users. Hopefully this goes ok on other platforms too :)
|
|
vertex pinning/constraint attach to other objects.
|
|
fake world coordinate system to game soft bodies, although the vertices are already in world space.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
|
|
Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
|
|
Bullet logic bug in (de)activation/island management: deactivated 'fantom' objects do merge islands, in particular when connected by constraints. (fantom = object with collision detection but no collision response).
|
|
hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
|
|
collision feature.
|
|
cylinder, cone and btScaledBvhTriangleMeshShape in Bullet.
|
|
removed/refreshed.
|
|
|
|
|
|
|
|
|
|
Reverted back to original Bullet version.
|
|
|
|
Looks like bullets Extras/ConvexDecomposition is missing from blenders source.
comment functions so it builds for now.
|
|
btSoftBody, and better fix for 64-bit issue in btCompoundCollisionAlgorithm.
|
|
This should be harmless/non-intrusive.
Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
|
|
large for our beloved scons/mingw users.
|
|
|
|
this soon)
|
|
|
|
|
|
as it is now included in Bullet trunk.
|
|
(except for one define 'WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER')
In case someone reads those SVN logs: you can enable some extra broadphase SSE optimizations by replacing WIN32_AVOID_SSE_WHEN_EMBEDDED_INSIDE_BLENDER by WIN32 in extern/bullet2/src/BulletCollision/BroadphaseCollision/btDbvt.h
Thanks to Benoit Bolsee for the upstream patch/contribution.
Removed some obsolete files, they were just intended for comparison/testing.
|