Servo control motion actuator did not work as expected when the object
is moving on a moving platform.
This patch introduces a new Ref field in the servo motion actuator
to set a reference object for the velocity calculation.
You can set the object during the game using the actuator "reference"
attribute; use an object name or an object reference.
The servo controller takes into account the angular velocity of the
reference object to compute the relative local velocity.
in 2.48 constant interpolations meant that wasnt a problem but since it now uses linear interp. you can notice errors with animated characters because the 2 eulers are not compatible.
Added optional euler_compat argument to matrix.toEuler(eul) and quat.toEuler(eul) so when getting the euler rotations from a list of matrices the animation curve will be continues.
Also added euler.makeCompatible(euler).
- warning silenced for imagepaint.c
A new bookmark button is available on the controller UI.
When set, the controller is guaranteed to execute before all
other non-bookmarked controllers, provided it is scheduled
for execution.
This is useful for initialization scripts that run once at startup or
scripts that must set some prerequisite for the other controllers at
the start of each logic frame.
This feature is also available at python level with the "bookmark"
attribute. It can be changed during the game.
Note that if several script are bookmarked, their relative order of
execution is not guaranteed. Make sure they don't depend on each other.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.
- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).
- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
- corrections to docs
- disallow calling controller.activate(actuator) when the controller is not active. (Raise a SystemError)
- Added 2 new attributes, CValue.name - deprecates CValue.getName(), KX_GameObject.children deprecated KX_GameObject.getChildren(), (same for getChildrenRecursive()).
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
* Actor option: the collisioning object must have the Actor flag set to be detected
* property/material: as specified in the collision sensors attached to it
Broadphase filtering is important for performance reason: the collision points
will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it
Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it
Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.
The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
to the suface by increasing the margin in the Advanced Settings panel.
The margin applies on both sides of the surface.
Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
because of the Scenegraph optimizations and they can have multiple collision sensors
on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
on the sensor object, it is removed from the simulation and consume no CPU.
Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
"warning btCollisionDispatcher::needsCollision: static-static collision!"
In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.
Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.
Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
Texture nodes: on file load, the preview render signal was ignored.
Found out it ignores it all the way, inserting refreshes all over, not
using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer
supported anyway.
Just added another refresh line on the proper signal to make it look nice
on file loads.
KX_GameObject.getVelocity() would set an error but nor return an error value when an non vector argument was given.
KX_PythonSeq_Type was not initialized with PyType_Ready which could crash blender when inspecting the type.
Ken Hursh and myself.
* Get rid of dependency on ALUT. It is really only used to
load a WAV file, and apparently crashing doing so on OS X Intel,
(perhaps due to endian issues?). There was already own code
for doing this on some system, so now it uses that. That code
had it's own endian issues which are now fixed, along with
better checks to avoid crashing on corrupt or unsupported files.
* Also get rid of some unecessarily complicate #ifdefs.
* According to the bug report OS X Intel OpenAL only works with
static openal linking still (WITH_BF_STATICOPENAL for scons).
[#18701] Issues with camera.pointInsideFrustum method
- note in docs that the projection matrix is not correct for first logic tick.
Renamed...
KX_Camera.isViewport -> KX_Camera.useViewport
KX_Lamp.quat_attenuation -> KX_Lamp.quad_attenuation
Deprecated KX_Camera.getProjectionMatrix(), KX_Camera.setProjectionMatrix() for projection_matrix attr
Added most missing docs reported by the doc-checker script
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.
Particles using group-duplication, with Metaballs in group, enter eternal
loop in our code now. This is a non-supported case... metaball code doesn't
support recursions. Added a provision in code to catch this case, and print
an error in console to denote this.
scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator.
ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type.
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem.
Also improved keyframe removal to work on animation curves an angle
Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'.
Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
from Paolo Ciccone (pciccone)
Im not that keen on this functionality since vertex groups in blender are for weight painting and OBJ's groups are more like sub-objects, The conversion between these is a poor approximation (one vertex group per face).
But this is still useful for using blender with poser so accepting these 2 patches.
Made some changes from the patch
*Export*
- vgroup off by default, since this is mainly useful for corner cases
- findVertexGroupName() - changed how exporting selects a vertex group for a face, use the highest combind weight for each group instead of the number of checking how many times the verts are in a group because they could have a zero weight.
- findVertexGroupName() - would fail if a faces verts were not in any groups, now return a (null) group
- Allow modifiers to export with vgroups
*Import*
- disable by default
- ignore (null) groups
- fixed a problem where the patch broke SPLIT_GROUPS
- move the group definition out of global namespace, breaks importing as a module.
--- Patch submission info
The import/export scripts included with Blender 2.48 don't save/preserve groups defined in OBJ file. This presents a
couple of issues: users loading an obj file with groups are not able to use a rather important set of data. When the
file is then saved the groups are lost bringing up both the issue of data loss and loss of functionality as groups are
used for rigging and morph target creation for Poser/DAZ Studio and all compatible applications. Of course other
animation/modeling packages that use OBJ files might be affected.
The solution that I present here simply patches the excellent python scripts written by Campbell Barton and Jiri Hnidek.
The new code implements the preservation of groups by creating Blender vertex groups during import and by re-writing
those groups in the OBJ file during export. Of course group ownership is idetermined at the face/polygon level and not
at the vertex level.
This rather simple solution makes Blender instantly one of the better tools to create Poser Morph targets (Full Body
Morphs) and conforming figures and clothing. Of course it's also adding a more complete support for the whole OBJ spec.
The patches are fitting well inside the established logic, have a minimal impact and are totally transparent to the
user. See the attached video (about 7 minutes long) for more details.
I noticed that the original scripts are formatted with tabs. I think it would be a good idea to follow the standard
Python recommendation and convert the scripts to use spaces. I didn't want to do it on my side as it would generate
a patch that replaces the whole file, not something that I wanted to do with my first submission :) But it would help
if people with access to SVN could do it.
Here is a short video that demonstrates the updates:
http://www.paolociccone.com/blender_obj_scripts.html
Cheers!
----
from Alberto Santos (dnakhain)
Changed "None" to "" for returning an unset vertex group.
"" is a valid name for a vertex group this is asking for trouble.