Commit Graph

70 Commits

Author SHA1 Message Date
Benoit Bolsee
fa3cd4aadf BGE #18823: Loading older blend files (from the blender Gamekit 1.0 demos) that use Sumo crash on playback in 2.48.5, worked in rc3. Fixed by upgrading Sumo to support the new method of sensor synchronization introduced with Sensor objects in Bullet. Sumo demo will not crash but may still not run well as other features and methods have not been ported. 2009-06-17 08:36:37 +00:00
Erwin Coumans
884a6a6573 #18872 bugfix for torque on dynamic objects
#18893, fix to getParam for generic 6dof constraints
2009-06-06 00:12:49 +00:00
Benoit Bolsee
3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
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
2009-05-17 12:51:51 +00:00
Benoit Bolsee
672492f563 BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.
This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5

This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time. 
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time. 

You can avoid that by lowering the value with this function. 
The drawback is less precision in the logic system to physics and I/O activity.
	
Note that it does not affect the physics system: physics will still run 
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
2009-05-01 16:35:06 +00:00
Benoit Bolsee
bc355482ab BGE: Keep Sumo and ODE in sync with Bullet at API level, fix a compilation problem in MSVC. 2009-04-14 17:22:14 +00:00
Benoit Bolsee
0b8661ab4d BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE. 
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.

Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
  Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
2009-04-13 20:08:33 +00:00
Benoit Bolsee
51b4145841 BGE Scenegraph and View frustrum culling improvement.
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned 
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
2009-04-07 22:14:06 +00:00
Campbell Barton
9d5c2af1d1 * removed typedefs that were not used (from anonymous enums and structs)
* Missed some cases of using a 'char *' as an attribute
* replace BGE's Py_Return macro with Pythons Py_RETURN_NONE
* other minor warnings removed
2009-02-21 12:43:24 +00:00
Nathan Letwory
0bd7934be7 * Minimum SCons version is now 1.0.0
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
  - in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
    C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
    All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
  - a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
  - I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
2008-10-30 23:55:07 +00:00
Erwin Coumans
0749bf7be7 Fix bug in rigid body constraint buttons drawing, and while we are at it, add 'Collision' button to disable collisions between bodies, linked between constraint. 2008-10-10 05:12:57 +00:00
Benoit Bolsee
949b6ca80f BGE bug #17688 fixed: Near Sensor Reset not working (for Gamekit)
Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use 
the new setUnscaledRadius() function to change sphere radius.

In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
  (velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
2008-10-01 07:55:02 +00:00
Benoit Bolsee
becd467be8 BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):

The face paremeter determines the orientation of the normal: 
  0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
  1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
    prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
    prop off, xray on : idem.
    prop on,  xray off: return closest hit if it matches prop, no hit otherwise.
    prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.

The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.

Attributes (read-only):
 matname: The name of polygon material, empty if no material.
 material: The material of the polygon
 texture: The texture name of the polygon.
 matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
 v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
 v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
     use this to retrieve vertex proxy from mesh proxy
 visible: visible state of the polygon: 1=visible, 0=invisible
 collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
 getMaterialName(): Returns the polygon material name with MA prefix
 getMaterial(): Returns the polygon material
 getTextureName(): Returns the polygon texture name
 getMaterialIndex(): Returns the material bucket index of the polygon. 
 getNumVertex(): Returns the number of vertex of the polygon.
 isVisible(): Returns whether the polygon is visible or not
 isCollider(): Returns whether the polygon is receives collision or not
 getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
 getMesh(): Returns a mesh proxy

New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
 getNumPolygons(): Returns the number of polygon in the mesh.
 getPolygon(index): Gets the specified polygon from the mesh.

More details in PyDoc.
2008-08-27 19:34:19 +00:00
Benoit Bolsee
8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00
Benoit Bolsee
2740bbc89c Update MSVC project files to support ffmpeg. Make sure you do svn update in lib/windows to link with latest ffmpeg libraries 2008-04-27 15:02:37 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Benoit Bolsee
3cf5b1d6fb Radar/Near sensor performance problem fixed 2008-03-01 19:17:37 +00:00
Kent Mein
4e2143f639 This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
Patch provied by gsrb3d

bug tracker #7061

Kent
2007-08-28 10:07:08 +00:00
Campbell Barton
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
Erwin Coumans
92379ec21f contribution from RCRuiz:
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-16 05:50:38 +00:00
Erwin Coumans
28bbf2d616 - added support for generic 6DOF constraint
- only 6DOF constraint shows buttons for limits
- added python support for rigidbody constraint (untested, but required for COLLADA Physics support)
2006-12-02 03:48:36 +00:00
Jacques Beuarain
24f4440d05 CMake lists initial submission. Documentationand further verification for different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on. 2006-11-17 02:27:12 +00:00
Nathan Letwory
ef1b7a5735 ==SCons==
+ 'scons blenderplayer' builds blender AND blenderplayer now (tested on Linux
  only, but was only linking issue, so should work on other platforms too).

  NOTE: I noticed some compileflags for GE specific libs that were left out -
  I re-enabled them in the SConscripts, but I'm going to do a test build my-
  self now, so if there are problems with them on win32, I probably already
  know about them :)
2006-02-07 21:24:36 +00:00
Nathan Letwory
3bb82a27fc == SCons ==
* This commit is all of the rewrite work done on the SCons system. For
  documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt.
  Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring
  contains valuable information, along with what still needs to be done.

    - linux, os x and windows compile now.
    - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py)
        - NOTE: Jean-Luc P will commit sometime during the weekend proper
          appit() for OS X. For now, copy the resulting binary to an
          existing .app bundle.
    - features:
        - cleaner structure for better maintenance
        - cleaner output during compile
        - better handling of build options
        - general overall speed increase
        - see the wiki for more info

  Cygwin, FreeBSD and Solaris systems still need work. For these systems:
    1) copy a config/(platform)-config.py to ie. config/cygwin-config.py
    2) set the proper defaults for your platform
    3) mail me at jesterking at letwory dot net with you configuration. if
       you need any modifications to the system, do send a patch, too.

  I'll be giving first-aid today and tomorrow, after that it'll be all
  regular development work :)

  /Nathan
2006-02-04 14:15:10 +00:00
Erwin Coumans
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00
Erwin Coumans
6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00
Erwin Coumans
e1c66eb145 applied the 64-bit pointer patch submitted by Ken Hughes 2005-11-28 06:51:54 +00:00
Erwin Coumans
c99c7fbcb3 some more fixes in the raycast/mouse over 2005-08-17 19:52:56 +00:00
Stephen Swaney
621d218056 removed extra qualifier `SumoPHYCallbackBridge::' that was choking
gcc in c89 mode.  More potential breakage.
2005-04-22 16:17:27 +00:00
Chris Want
6275dd5b14 Clean up for Makefiles: some of the directories were being printed
wrong (e.g., "/Fuzzics" and "/Joystick", and some of  the solid stuff).
This was particularly noticable during "make clean".
2005-04-09 22:40:34 +00:00
Stephen Swaney
9b8a035718 add new file SumoPHYCallbackBridge.cpp to SConscript for SCons build. 2005-03-26 13:41:15 +00:00
Kent Mein
55af35d795 I'll break this commit into two sections in the moto files
I got rid of a few warnings about blah shadows a previous declaration.

In the gameengine files I fix the following:
	removed some unused vars
	removed dos style line breaks
	added newlines to last line in a couple of files to remove warnings.

Kent
2005-03-25 16:31:05 +00:00
Chris Burt
94839880d7 Quickly hacked together a fix for game engine compiling. There were two
missing files in Kester's new commits. This commit adds these two files so
that compiling can continue as it is intended to. Emilie M. found a
home for the files rather quickly, Ton recieived the files from Erwin via
email, and we all tested. Works great! Thanks to everyone that helped!
2005-03-25 14:57:25 +00:00
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Kent Mein
48bc598658 More warning cleanups...
added a casts to:
   blender/blenlib/intern/BLI_memarena.c
   gameengine/Rasterizer/RAS_TexVert.cpp

Removed unused vars from:
   blender/python/api2_2x/vector.c
   gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
   gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
   gameengine/Rasterizer/RAS_FramingManager.cpp
   gameengine/Rasterizer/RAS_Polygon.cpp
   gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

Kent
2005-01-03 18:05:24 +00:00
Kester Maddock
551806bce8 Set the physics scale on added objects. (Fix bug #1837) 2004-12-13 09:53:30 +00:00
Kester Maddock
5590c179f5 Fix the case when the physics system starves the logic & renderer of CPU time. If this happens, we reduce physics precision to maintain some framerate. 2004-12-06 11:15:50 +00:00
Kester Maddock
e54f51c462 Fix numerical precision issue in physics. Dividing by a number too close to zero would make the impulse response normal large hence the jittering. 2004-12-06 11:10:41 +00:00
Kester Maddock
ae8102c8d6 Update the physics engine: interpolate between frames so track to/camera actuators work properly. (bug #1816) 2004-12-04 09:51:04 +00:00
Kester Maddock
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
Kester Maddock
38b993f787 Speed up the physics engine: hook the SOLID broad phase, so we can either 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. 2004-11-06 04:58:10 +00:00
Kester Maddock
e398ad2c0e Do a complete physics timestep each step instead of some per frame 2004-10-24 23:48:04 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics 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).
2004-10-16 11:41:50 +00:00
Nathan Letwory
f1fdc6d608 Under certain circumstances a null-pointer could get dereferenced. Disabling '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.
2004-08-01 09:00:36 +00:00
Kester Maddock
3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
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.
2004-05-26 12:06:41 +00:00
Kester Maddock
5454280f6c Same again - change static const for MSVC++ 2004-05-17 09:06:54 +00:00
Kester Maddock
0f447ac5a8 Fix for MSVC .NET, which can't handle static const declarations in classes.
Make it static, and define in SM_Object.cpp
2004-05-17 08:31:35 +00:00
Kester Maddock
bab6e5ce36 Cleanup unused/commented out code, compiler warnings, coding standards etc. 2004-05-16 13:10:10 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Kester Maddock
81679446ba Make game users happier.
Don't apply friction to external velocities.  The means motion actuators that set linV will work, without having to be repeatedly triggered.
2004-05-13 13:07:38 +00:00
Kester Maddock
bd50d2f9cd Delete all SOLID shapes at the end of the game engine. They were all being leaked! 2004-05-08 00:25:20 +00:00