Age | Commit message (Collapse) | Author |
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wheels for vehicle
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(disabled).
Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
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extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.
Kent
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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
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simulation to work.
See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip
For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
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tweaker, friction/restitution, more scaling related fixes.
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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.
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including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.
(perhaps some better UI in the future?)
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added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
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fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
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tweaked friction, some more preparations but no real functionality added yet
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didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
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- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
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Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
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For details, see:
http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=5867
Kent
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Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
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leaked!
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dynamic.
Check for Actor && Dynamic to enable dynamic.
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Polyheder dynamic objects are now converted properly.
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If your simulation becomes unstable, crank up the 'Form' control.
Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
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Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".
2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
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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.
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So I'm reverting.
Kent
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(for example heres one: bool isActor = objprop->m_isactor;)
Kent
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
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todo list.
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