Age | Commit message (Collapse) | Author |
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of warnings before committing)
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Summer of Code against trunk revision 50064.
Note: The new flag LIB_LOAD_ASYNC in the GE conflicted with trunks new LIB_LOAD_SCRIPTS, so I changed the value of ASYNC. So, heads up if these values has been saved in any .blend files!
Once again (see last merge note) it seems like node_draw.c had a bunch of wierd conflicts that make it look like it missed a merge or update. Not sure what is going on with that file.
Other parts of the merge had some difficulty resolving proper bracket nesting in places where it seems like the merge should have gone smoothly. Maybe that was KDiff3's fault? This reduces my confidence on if bugs were not introduced.
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crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
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The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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(CcdPhysicsController::m_characterController was not getting freed).
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This gets rid of unnecessary glGet calls for viewport information. Since we're the only ones makes calls to glViewport, we can cache the values.
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Daniel Stokes (Kupoman). I'm not sure if this is the "correct" fix, but it at least allows all physics objects to be evaluated at least once by the new environment. This allows the new environment to sync up physics shapes for static objects.
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Note: draw_node.c seemed like it may have missed a previous merge, but otherwise this went smoothly.
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CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
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nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
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meshes (e.g., rigid bodies). The physic controller's free was only handling the case where regular triangle meshes were used.
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btGhostPairCallback was being created, but never freed.
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The problem was that the physics shapes for the near and radar sensor were getting turned into characters because CcdConstructionInfo::m_bCharacter was defaulting to true. Now it defaults to false and is explicitly set to true for only Character physics types.
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functions with a macro.
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also fix for building ghost test and fix double free in one of the tests
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-DGLEW_STATIC for all modules that use GLEW.
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deactivation time from python and GUI.
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The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.
Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.
Python API:
import PhysicsConstraints
PhysicsConstraints.setDeactivationLinearTreshold(float)
PhysicsConstraints.setDeactivationAngularTreshold(float)
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===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
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note: this function isn't used but may as well fix.
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and new mesh has no collision faces. The fix consists in keeping the previous physics shape, which is not quite correct, but the situation is unusual anyway.
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/ classes.
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before creating the soft body.
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http://markmail.org/message/fp7ozcywxum3ar7n
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