Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
This problem is caused by discontinuities in the conversion
orientation matrix -> euler angles: the angle sign can
switch and thus the direction of the rotation produced
by the dRot Ipo.
To avoid this bug, the matrix->euler conversion must be
avoided during the game. I took the following approach that
is compatible with Blender (identical effect in the game and
in the 3D view):
- no change in Add mode: Rot and dRot are treated as additional
rotation to the orientation at the start of the Ipo. There is
no matrix->euler conversion and thus no discontinuities.
- Rot Ipo are treated as absolute rotation. All 3 axis should
be specified but if they are not, the startup object orientation
will be used to set the unspecified axis. By doing a matrix->
euler conversion once at the start, the discontinuities are
avoided. If there are also dRot curves, they are treated as
delta of the corresponding Rot curve or startup angle.
- dRot Ipo are treated as Add mode in Local axis.
Note about Add mode: Rot and dRot curves are treated identically
during the game. However, only dRot curves make sense because
they don't interfere with the object orientation in the 3D view.
The constants KX_STATE1 to KX_STATE30 can be used
with setState() to change the object state in a
python controller. The constants are defined in the
GameLogic module so that the full name is
GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you
can simplify this with the import statement:
from GameLogic import *
cont = getCurrentController()
ob = cont.getOwner()
ob.setState(KX_STATE2) #go to state 2
KX_STATEx constants are defined as (1<<(x-1))
Binary operators |, &, ^ and ~ can be used to combine states:
You can activate more than one state at a time with the | operator:
ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others
You can add a state to the current state mask with:
state = ob.getState()
ob.setState(state|KX_STATE3) #activate state 3, keep others
You can substract a state to the current state mask with the & and operator:
state = ob.getState()
ob.setState(state&~KX_STATE2) #stop state 2, keep others
You can invert a state with the ^ operator:
state = ob.getState()
ob.setState(state^KX_STATE2) #invert state 2, keep others
correct if there was more than one camera. It shoots rays from the
active camera, but used the viewport from whichever camera was drawn
last, now it uses the correct vieport.
possible to change the visibility again through python for example.
This is because the actuator kept setting the visibility again each
frame, as a workaround for there being no separate visible and
viewport culling flag, but that was added some time ago.
when pressing P without a camera active, now it should match
the view exactly.
Fix an issue when setting a camera with an actuator and being
in orthographic mode in the viewport without an active camera,
it used a strange mix of the set camera and the viewport then.
The Physics button controls the creation of a physics representation
of the object when starting the game. If the button is not selected,
the object is a pure graphical object with no physics representation
and all the other physics buttons are hidden.
Selecting this button gives access to the usual physics buttons.
The physics button is enabled by default to match previous Blender
behavior.
The margin parameter allows to control the collision margin from
the UI. Previously, this parameter was only accessible through
Python. By default, the collision margin is set to 0.0 on static
objects and 0.06 on dynamic objects.
To maintain compatibility with older games, the collision margin
is set to 0.06 on all objects when loading older blend file.
Note about the collision algorithms in Bullet 2.71
--------------------------------------------------
Bullet 2.71 handles the collision margin differently than Bullet 2.53
(the previous Bullet version in Blender). The collision margin is
now kept "inside" the object for box, sphere and cylinder bound
shapes. This means that two objects bound to any of these shape will
come in close contact when colliding.
The static mesh, convex hull and cone shapes still have their
collision margin "outside" the object, which leaves a space of 1
or 2 times the collision margin between objects.
The situation with Bullet 2.53 was more complicated, generally
leading to more space between objects, except for box-box collisions.
This means that running a old game under Bullet 2.71 may cause
visual problems, especially if the objects are small. You can fix
these problems by changing some visual aspect of the objects:
center, shape, size, position of children, etc.
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.
saves a marshal'd GameLogic.globalDict to the blendfile path with the blend extension replaced with bgeconf
Use this in YoFrankie to save keyboard layout and graphics quality settings.
I'm getting this error now:
GPG_Application.cpp: In member function 'void GPG_Application::stopEngine()':
/System/Library/Frameworks/Python.framework/Versions/2.3/include/python2.3/marshal.h:12: error: too many arguments to function 'PyObject* PyMarshal_WriteObjectToString(PyObject*)'
GPG_Application.cpp:720: error: at this point in file
Are we offically not supporint older versions of python now? :)
Kent
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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.