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2004-11-22Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)Kester Maddock
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-08Fix for MSVC (thanks Simon)Kester Maddock
2004-11-06Speed up the physics engine: hook the SOLID broad phase, so we can either ↵Kester Maddock
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.
2004-10-25Do a complete physics timestep each step instead of some per frameKester Maddock
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
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).
2004-08-27We don't use ODE anymore, so I commented out some lines that make itChris Want
required to build.
2004-08-01Under certain circumstances a null-pointer could get dereferenced. Disabling ↵Nathan Letwory
'dynamic' on an object was one of the situations. Now checking before using. NULL->m_mass never works, of course :) Ryan Showalter spotted and located the problem.
2004-05-26Added an UpdateTransform callback from SceneGraph -> Physics.Kester Maddock
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.
2004-05-17Same again - change static const for MSVC++Kester Maddock
2004-05-17Fix for MSVC .NET, which can't handle static const declarations in classes.Kester Maddock
Make it static, and define in SM_Object.cpp
2004-05-16Cleanup unused/commented out code, compiler warnings, coding standards etc.Kester Maddock
2004-05-16Added #!/usr/bin/python standard script identifier to the start of ↵Kester Maddock
SConscript files. Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-13Make game users happier.Kester Maddock
Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-08Delete all SOLID shapes at the end of the game engine. They were all being ↵Kester Maddock
leaked!
2004-05-06Fix Bug #1243: ↵Kester Maddock
http://projects.blender.org/tracker/?func=detail&aid=1243&group_id=9&atid=125 Use external velocity (velocity set by the game engine - not the physics engine) for Motion Actuators.
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
2004-04-22[SCONS] Optimisation flags for msvcNathan Letwory
2004-04-16Improved rigid body handling for non spherical bounds type.Kester Maddock
Polyheder dynamic objects are now converted properly.
2004-04-14Rigid body physics for non spherical bounding objects.Kester Maddock
If your simulation becomes unstable, crank up the 'Form' control. Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
2004-04-111. Check material names passed to the physics engine (for collision sensors.)Kester Maddock
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.
2004-04-08Added resolveCombinedVelocities()Kester Maddock
Fixed drot actuator. The rotation matrix was being mutilated by passing a float[9] instead of float[12].
2004-04-02Speed up the physics engine by cutting down on the number of fix pass ↵Kester Maddock
iterations.
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
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.
2004-03-01SCons updatesMichel Selten
* Blender static now links. By default this option is disabled on all platforms. Simply set the option in config.opts to 'true'. * Added the following flags to config.opts: - HOST_CC. This is the C compiler for the host platform. This value is the same as TARGET_CC when not cross compiling. - HOST_CXX. This is the C++ compiler for the host platform. This value is the same as TARGET_CXX when not cross compiling. - TARGET_CC. This is the C compiler for the target platform. - TARGET_CXX. This is the C++ compiler for the target platform. - TARGET_AR. This is the linker command for linking libraries. - PATH This is the standard search path All SConscript files have been updated to reflect these changes. Now it's possible to change only the root SConstruct file, and all compiler specific variables are passed automatically to all SConscript files. Of course, this does not apply to makesdna because there the host and target platform is different from all other libraries. To pass a variable that applies to all platforms, all we now have to do is set the correct value in library_env Note: as usual, to get the latest options in the config.opts file, first remove your version.
2004-02-22SCons updatesMichel Selten
* Game engine can now be build on Linux. By default this feature is disabled. The reason is that you need to have a precompiled version of the ode library for your gcc version. To enable ode support you need to do the following: - compile ode. - set BUILD_GAMEENGINE = 'true' in the config.opts file. - set USE_PHYSICS='ode' in the config.opts file. - set the ODE_INCLUDE and ODE_LIBPATH to valid locations. * Linking order has changed for the game engine There are cyclic dependencies between libraries. On linux we have to do some duplicate linking. I looked at the order of linking in source/Makefile, and did some clean up.
2004-02-21- [win32] updated SConscripts to use new configuration method (config.opts).Nathan Letwory
NOTE: ODE support needs still to be reviewed, so disable gameengine for now.
2004-02-15SCons updatesMichel Selten
* libraries are now generated in [BUILD_DIR]/lib * passed the user_options to all libraries now. This means I could remove a couple of Export/Import lines. * Changed the order in source/blender/src/SConscript and source/gameengine/SConscript. All libraries are now sorted alphabetically. This has no impact on the build process.
2004-01-20SCons updates: (All done by jesterKing)Michel Selten
* Windows .exe file now includes the blender icon. * Builds with game engine on Windows only. I tried building the game engine on Linux, but I get weird errors when building with ode. There's a dirty #include path in Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't like this somehow. * Other platforms need to add a couple of flags to the SConstruct: use_sumo, use_ode, solid_include and ode_include
2004-01-05- Revert to NaN makefilesWouter van Heyst
2004-01-05Basic initial yafray integration by Eeshlo.Alejandro Conty Estevez
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
2003-08-23In ODE, a dVector3 is really a 4D array ... the 3D initializationChris Want
used in this file caused the MipsPro 7.4 compiler to choke ... please test on all platforms!
2003-07-16Further fixes to the old makefiles.Kent Mein
Kent
2003-03-31Irix will now link to odeChris Want
2003-03-26FreeBSD can use the exact same python includes as everyone elseWouter van Heyst
2003-01-12skip BlOde for irixHans Lambermont
2003-01-04- use ODE in lib/ for FreeBSDHans Lambermont
- use default python library path - remove obsolete SSR comments
2003-01-04and the other FreeBSD python locations.Hans Lambermont
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-12-03Had to make the patch for casting a little more complicated.Kent Mein
m_MotionState->getWorldOrientation((float)worldquat[1], (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]); Is now: #ifdef dDOUBLE m_MotionState->getWorldOrientation((float)worldquat[1], (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]); #else m_MotionState->getWorldOrientation(worldquat[1], worldquat[2],worldquat[3],worldquat[0]); #endif Kent -- mein@cs.umn.edu
2002-12-02I got this patch from sgefant Mostly its just casting floats as floats.Kent Mein
(also adding a couple of include pathes) changes in Ode*.cpp to get it compile with gcc 2.95.4 to make it compile with ./configure --with-gameengine --enable-gameplayer Kent -- mein@cs.umn.edu
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-11-19Fixed a typo. Had a [ added.Kent Mein
Kent -- mein@cs.umn.edu
2002-11-05Brought back the sumo physics controllers and undid game engine make fileMaarten Gribnau
changes. Instead modified the top level nan_definitions.mk to point the NAN_SUMO and NAN_FUZZICS to the right locations. Maarten
2002-11-04removed last traces of sumo for Makefile usersMaarten Gribnau
1. Removed KX_SumoPhysicsController.h and KX_SumoPhysicsController.cpp 2. Changed some Makefiles to skip sumo Maarten (mail@maartengribnau.com)
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-19added notes on collisions between dynas and "static moving" geometry ↵Norman Lin
(kinematically controlled)
2002-10-18added todo item about compatibility with 2.25Norman Lin
2002-10-18first checkin of ode blender engine filesNorman Lin
2002-10-18First checkin of core ODE functionality. See OdePhysicsController.cpp for a ↵Norman Lin
todo list.