Age | Commit message (Collapse) | Author |
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been identified and fixed in bullet.
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still can make 2.48
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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)
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ghosts, and can be ghost themselves.
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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
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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
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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
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fixed them.
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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.
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objects
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soft bodies
set collision margin between soft and mesh back to .3, smaller is not useable (yet)
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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
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blenderplayer linking for scons.
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-This is to remedy long command-line troubles for scons/mingw users. Hopefully this goes ok on other platforms too :)
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vertex pinning/constraint attach to other objects.
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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)
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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
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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).
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hooking up / deform graphics mesh and choose collision shape.
Note: feature is still disabled.
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collision feature.
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cylinder, cone and btScaledBvhTriangleMeshShape in Bullet.
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removed/refreshed.
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Reverted back to original Bullet version.
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Looks like bullets Extras/ConvexDecomposition is missing from blenders source.
comment functions so it builds for now.
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btSoftBody, and better fix for 64-bit issue in btCompoundCollisionAlgorithm.
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This should be harmless/non-intrusive.
Please make sure each build system include extern/bullet2/src/BulletSoftBody/* and extern/bullet2/src/LinearMath/btConvexHull.*
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large for our beloved scons/mingw users.
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this soon)
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as it is now included in Bullet trunk.
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(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.
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tracker for inclusion in later revision. If it is not included, apply manually extern/bullet2/bullet_compound_raycast.patch
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https://svn.blender.org/svnroot/bf-blender/trunk/blender + also added missing files from bullet-2.71alpha0 archiv + fixed compile errors
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recent changes in extern/bullet2 need to be re-applied, will check with Benoit. Ray tests in 0_FPS_Template.blend is broken, didn't figure out why yet.
HELP BUILD SYSTEM MAINTAINERS: Please help with updating all build systems: the newly added files need to be added. Note that the src/SoftBody has been added for future extension of real-time soft bodies.
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information and broad phase filter. This patch is needed to support enhanced ray cast function in the BGE. I have proposed it to the Bullet forum for inclusion in the next Bullet version.
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axis into account. Use Bullet 2.69 code to fix that bug.
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