Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2012-09-16style cleanupCampbell Barton
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-07-30BGE: Fix for [#31993] "BGE Vertex deformer optimized method does not work ↵Mitchell Stokes
properly" reported by Mario Mey plus some other cleanup. The bug was caused by not taking the object matrix into account when doing the transforms (when I developed the deformer, my test file had the object at the origin...).
2012-06-01Fix for [#27472] "preserve volume for armature modifier does not work" based ↵Mitchell Stokes
on code provided by Sergey Kurdakov. Now more deformation flags are being passed to armature_deform_verts(). Note: this fix is only for the Blender vertex deformer, not the BGE deformer.
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2011-12-15more vertex weight edits,Campbell Barton
* replace inline loops with api calls. * change constraints so verts with 0.0 weight are ignored like they are everywhere else.
2011-12-09went over all uses of MDeformWeight.def_nr and made sure the value is ↵Campbell Barton
clamped when used as an array index.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-12- fix for mesh_get_mapped_verts_nors copying short normals to floats without ↵Campbell Barton
scaling. - BL_SkinDeformer also did this though for that case its not a problem because the normals are later accumulated anyway.
2011-09-06fix some complier warnings and add -Wundef to CMake's default GCC warnings.Campbell Barton
2011-08-02BGE Animations: BGEDeformVerts() now handles normals instead of relying on ↵Mitchell Stokes
BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information).
2011-07-29BGE Animations: Save the deform number to pose channel map created by ↵Mitchell Stokes
BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way.
2011-07-26BGE Animations: Adding a new choice for vertex deformation for armatures, ↵Mitchell Stokes
which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4).
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-02-25doxygen: gameengine/Converter tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-09-15update for MingW/CMakeCampbell Barton
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings. - the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-02-12correct fsf addressCampbell Barton
2009-11-25BGE: replace mesh works for Soft Body (including reinstantiation of physics ↵Benoit Bolsee
soft body mesh). Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-22Shape KeysBrecht Van Lommel
Internal change to not apply the shape keys to the Mesh vertex coordinates, but rather use it as part of the derivedmesh/displist evaluation. This only has one practical advantage right now, which is that you can now make a linked duplicate and pin it's shape key to a different shape than the first object. Further, this makes shape keys correctly fit into the modifier stack design, which will help implement some other features later. Also it means the mesh vertex coordinates are now really the orco's.
2009-05-14BGE modifier: generate correct physic shape, share static derived mesh, ↵Benoit Bolsee
share display list. This commit completes the support for modifiers in the BGE. - The physic shape is generated according to the derived mesh. This is true for all types of shapes and all types of objects except soft body. - Optimization for static derived mesh (mesh with modifiers but no armature and no shape keys). Replicas will share the derived mesh and the display list: less memory and faster rendering. With this optimization, the static derived mesh will render as fast as if the modifiers were applied. Known Limits: - Sharing of mesh and display list is only possible between in-game replicas or dupligroup. If you want to instantiate multiple objects with modifiers, use dupligroup to ensure best memory and GPU utilization. - rayCast() will interact with the derived mesh as follow: Hit position and hit normal are the real values according to the derived mesh but the KX_PolyProxy object refers to the original mesh. You should use it only to retrieve the material. - Dynamic derived mesh have very poor performance: They use direct openGL calls for rendering (no support for display list and vertex array) and they dont't share the derived mesh memory. Always apply modifiers on dynamic mesh for best performance. - Time dependent modifiers are not supported. - Modifiers are not supported for Bullet soft body.
2009-05-12BGE performance: allow to create display list on meshes with modifiers but ↵Benoit Bolsee
without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
2009-04-22BGE: some more cleanup in GetReplica/ProcessReplica of deformers: make them ↵Benoit Bolsee
consistent with the other classes.
2009-04-22BGE C++ APICampbell Barton
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated. This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently. Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE). This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-21BGE: Support mesh modifiers in the game engine.Benoit Bolsee
Realtime modifiers applied on mesh objects will be supported in the game engine with the following limitations: - Only real time modifiers are supported (basically all of them!) - Virtual modifiers resulting from parenting are not supported: armature, curve, lattice. You can still use these modifiers (armature is really not recommended) but in non parent mode. The BGE has it's own parenting capability for armature. - Modifiers are computed on the host (using blender modifier stack). - Modifiers are statically evaluated: any possible time dependency in the modifiers is not supported (don't know enough about modifiers to be more specific). - Modifiers are reevaluated if the underlying mesh is deformed due to shape action or armature action. Beware that this is very CPU intensive; modifiers should really be used for static objects only. - Physics is still based on the original mesh: if you have a mirror modifier, the physic shape will be limited to one half of the resulting object. Therefore, the modifiers should preferably be used on graphic objects. - Scripts have no access to the modified mesh. - Modifiers that are based on objects interaction (boolean,..) will not be dependent on the objects position in the GE. What you see in the 3D view is what you get in the GE regardless on the object position, velocity, etc. Besides that, the feature is compatible with all the BGE features that affect meshes: armature action, shape action, relace mesh, VideoTexture, add object, dupligroup. Known problems: - This feature is a bit hacky: the BGE uses the derived mesh draw functions to display the object. This drawing method is a bit slow and is not 100% compatible with the BGE. There may be some problems in multi-texture mode: the multi-texture coordinates are not sent to the GPU. Texface and GLSL on the other hand should be fully supported. - Culling is still based on the extend of the original mesh. If you have a modifer that extends the size of the mesh, the object may disappear while still in the view frustrum. - Derived mesh is not shared between replicas. The derived mesh is allocated and computed for each object with modifiers, regardless if they are static replicas. - Display list are not created on objects with modifiers. I should be able to fix the above problems before release. However, the feature is already useful for game development. Once you are ready to release the game, you can apply the modifiers to get back display list support and mesh sharing capability. MSVC, scons, Cmake, makefile updated. Enjoy /benoit
2008-09-26Allow Bullet soft bodies to be created using a AddObject actuator. Added a ↵Erwin Coumans
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)
2008-09-17Fix for bug #4192: game engine armatures that are dynamically addedBrecht Van Lommel
but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-07-17BGE patch: fix mesh deformation errors with duplicated objects sharing the ↵Benoit Bolsee
same mesh in case of 1) armature+multiple material 2) shape drivers
2008-07-10Sync with Apricot Game EngineBrecht Van Lommel
============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot.
2008-06-25BGE patch: Add automatic support for armature driven shape keys.Benoit Bolsee
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
2008-06-19BGE bug fix for new shape action: mesh with multiple materials did not ↵Benoit Bolsee
deform properly
2008-06-18BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.Benoit Bolsee
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-17Merge of apricot branch game engine changes into trunk, excluding GLSL.Brecht Van Lommel
GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-05Commit patch #2439: Mesh replacement in BGE will react properly to armature ↵Benoit Bolsee
deform Changing the mesh of an object that has a deform controller (armature) is now properly handled. The new mesh must have vertex groups matching the armature bones. In simple terms, the new mesh must deform correctly when you assign it to the object in Blender and you test the action. It will deform the same when you replace the object mesh during the game.
2007-11-18Fix for multimodifier commit breaking game engine compile.Brecht Van Lommel
2007-07-29Forgot to commit file in the game engine.Brecht Van Lommel
2006-08-29Added a VGroup input to the Armature modifier. This allows the user to specifyBen Batt
a vertex group which will modulate the influence of all bones in the armature. This commit also tidies up the height of the modifier panels; they should all have the same size margin now.
2006-08-28Integration of the Google Summer of Code Modifier Stack Upgrade project. TheBen Batt
main features are: * Modifiers can now be in any order in the modifier stack * DerivedMesh now has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need * The modifier stack code has been refactored and a number of bugs have been removed * The EdgeSplit modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier * The DerivedMesh modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier * The UVProject modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier For more info, see: http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade (currently undergoing reorganisation)
2006-04-28- Charlie fixed some bugs related to copying armature-constraint data (these ↵Erwin Coumans
are different from Bullet rigidbody constraints like the hinge, and point 2 point!) - fixed a crashing bug related to objects without meshes (tried to get material info from it)
2006-01-06Sorry to break the cvs-closed status, so if you really need to make a new ↵Erwin Coumans
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
2006-01-06Lots of stupid warning fixes:Kent Mein
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
2005-12-31Fixed several bugs: python refcounting related and Bullet related (basic ↵Erwin Coumans
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.
2005-11-29Cleanup & preparation commit for getting Armatures/Poses/Actions workingTon Roosendaal
in the game engine again. All files in source/gameengine/ I've committed below have a comment like /* XXX note .... */ where something needs to be done. This is pretty straightforward for Erwin, who has been notified in person too about this. :)