Age | Commit message (Collapse) | Author |
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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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data (eg for camera actuator)
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reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
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at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
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Kent
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Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.
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The camera IPO was not invalidating the cached projection matrix.
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getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
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to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
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Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
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Added scene module
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Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
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Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
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Added attributes to the vertex class.
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strange projection matrix)
Fix the transformation of the frustum bound sphere to world coordinates.
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Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
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Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place. This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.
Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
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Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
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Do a sphere<->camera sphere and a sphere<->frustum before the box<->frustum test.
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Normalise clip planes for sphere testing.
Do a frustum-sphere <-> sphere test
Reference count all python objects (!)
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SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
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char* - makes using these methods much nicer.
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New Python Hooks for cameras.
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Protect KX_GameObject - Py_Header unprotects!
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- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
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leaked!
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dynamic.
Check for Actor && Dynamic to enable dynamic.
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1. Do the ray cast properly (from the near plane to the far clip plane)
2. Loop over invisible objects (sensors)
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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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and then goes into an endless loop trying to ignore it.
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problems for blenderplayer.
Added a python function for MT_Vector4s
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Message using a python function of the MessageSensor.
Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
script.
Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough) ;-) So the
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.
So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there ;-)
I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)
The future:
In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.
i.e. Player* will filter for PlayerScore, PlayerKill etc.
-- Carsten Wartmann
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Fixed drot actuator. The rotation matrix was being mutilated by passing a float[9] instead of float[12].
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