Erwin Coumans
fbee75fef3
fixed raysensor, hooked up a few more bullet method: force, torque etc, + 'local'. cosmetic change in physics-engine menu.
2005-11-11 05:02:14 +00:00
Erwin Coumans
745fc2f9d0
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
...
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene.
sorry if this breaks your builds!
2005-10-23 17:55:19 +00:00
Chris Want
4a50f5b593
Support for 'Bullet' in the Makefiles. Enable with:
...
export NAN_USE_BULLET=true
in environment, or in user-def.mk
2005-08-18 06:07:02 +00:00
Chris Want
f7914a2248
The name of an included header had the capitalization wrong, causing
...
problems on unix.
2005-08-18 06:04:50 +00:00
Erwin Coumans
c99c7fbcb3
some more fixes in the raycast/mouse over
2005-08-17 19:52:56 +00:00
Erwin Coumans
4d7089d19b
these files missed the cvs commt yesterday, this should fix compilation problems
2005-08-13 08:05:48 +00:00
Erwin Coumans
29f06ad76e
some more work on bullet raycast
2005-08-08 17:08:42 +00:00
Erwin Coumans
66dc186fb6
fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
...
removed bug-fixing comments
2005-08-05 22:10:27 +00:00
Erwin Coumans
b6d9fbf0db
fixed the mouse-over sensor,
...
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
2005-08-05 17:00:32 +00:00
Erwin Coumans
210ab537ce
improved deactivation, exposed more tweakable parameters to python,
...
fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
2005-08-04 19:07:39 +00:00
Erwin Coumans
2cc6d565cb
moved some hardcoded constants into tweaking tresholds
...
exposed those tresholds to python (more 'expert' settings)
2005-08-03 18:22:30 +00:00
Simon Clitherow
671235b69b
Finalised support for compiling BULLET on linux.
...
Bullet is now off by default on all platforms until we get an OK
from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your
config.opts.
2005-08-02 18:54:11 +00:00
Simon Clitherow
208da2a5d0
Added support for compiling BULLET with scons on windows
...
using bandoler's patch as a basis (thanks!).
A couple of notes:
- This is for windows only, I did not have a chance to try linux yet.
- SConscript for PHY_Bullet may need tweaking (plus support
for other platforms), but at least it's in there :)
Any problems, shout :)
2005-08-01 21:19:41 +00:00
Erwin Coumans
6eeaacde0a
enable bullet for vc7 too by default (can be switched off easily)
2005-07-30 18:21:02 +00:00
Erwin Coumans
dad6ef9045
added physics-debugging
...
didn't check every single file, so might have broken some gameengine stuff, will fix it this weekend!
2005-07-29 18:14:41 +00:00
Erwin Coumans
411123b250
- added debug line drawing in gameengine (handy for debugging physics problems)
...
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Erwin Coumans
701b9c21fd
more preparations for bullet physics, and some eol issues with SCA_Joystick*
2005-07-18 05:41:00 +00:00
Erwin Coumans
2d73b31aff
preparation for bullet physics
2005-07-16 21:47:54 +00:00
Erwin Coumans
502c34ee49
added Bullet physics binding files
2005-07-16 10:15:31 +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
Kester Maddock
09fdbdc744
Fix compile errors for MSVC
2005-02-15 10:02:19 +00:00
Stephen Swaney
c448aa60ca
remove gcc compiler error using -pedantic flag:
...
comma at end of enumerator list
If this change causes problems, feel free to back it out.
I am trying to get gcc to complain about mixed declarations and
code since that breaks on platforms that only support C89/C90.
2005-01-16 17:59:23 +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
5bba5035b0
Fix for MSVC (thanks Simon)
2004-11-08 11:30:41 +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
Chris Want
95b9534d2b
We don't use ODE anymore, so I commented out some lines that make it
...
required to build.
2004-08-26 22:42:44 +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
Kester Maddock
5813ae55d4
Fix Bug #1243 : 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.
2004-05-06 02:13:07 +00:00
Kester Maddock
63048b6cf4
Synchronise game engine with Tuhopuu2 tree.
2004-04-24 06:40:15 +00:00
Nathan Letwory
892720ffad
[SCONS] Optimisation flags for msvc
2004-04-22 04:50:41 +00:00
Kester Maddock
4e2f7baff2
Improved rigid body handling for non spherical bounds type.
...
Polyheder dynamic objects are now converted properly.
2004-04-16 06:26:33 +00:00