Commit Graph

231 Commits

Author SHA1 Message Date
Joseph Eagar
c98148a963 =bmesh= merge from trunk at r36153 2011-04-15 01:19:13 +00:00
Campbell Barton
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
Dalai Felinto
12f77ddb9e BGE fix: complement to recent patch for Rigid Body Constraint. patch by Juha Mäki-Kanto (kanttori) 2011-02-28 20:22:28 +00:00
Dalai Felinto
ac1b08a928 BGE patch: [#26223] Some RigidBody joints fixes (ui angles, conetwist/hinge limits etc) by Juha Mäki-Kanto + ui changes pour moi
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.

Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min. 

.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint" 
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
2011-02-27 09:21:13 +00:00
Joseph Eagar
f01261d040 merge with/from trunk at r35190 2011-02-27 06:19:40 +00:00
Nathan Letwory
ab523e91d0 doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Michael Fox
c195e68e8e small correction to BGE as recent commits broken normal mapping in the GE 2011-02-16 00:04:37 +00:00
Benoit Bolsee
fc66b3f2ef BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
2011-01-23 17:17:21 +00:00
Campbell Barton
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
Campbell Barton
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
Campbell Barton
902b239aa8 no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on. 2010-12-17 15:37:59 +00:00
Guillermo S. Romero
fef0549ea5 SVN maintenance.
Plus some typo fixes in comments.
2010-12-16 19:05:47 +00:00
Dalai Felinto
0890b80ed9 Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/

Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) 

The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.

Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)

[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. 
    So instead of:
      BLF_draw(fontid, (char *)text, strlen(text));
    We would do:
      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.

Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
  a) constructor: load the font of the object, and store other values.
  b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API

*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.

Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
Campbell Barton
bae43df4ec building the BGE without bullet works again. 2010-10-31 01:04:31 +00:00
Campbell Barton
f49fc58df6 enable building the game engine without bullet for scons & cmake 2010-10-10 07:01:56 +00:00
Brecht Van Lommel
39113a3582 Fix #23857: game engine world colors were not color corrected yet,
giving inconsistent results with render/UI.
2010-09-16 19:03:01 +00:00
Campbell Barton
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Joseph Eagar
82432d0d99 merge from trunk at r31523 2010-09-07 05:47:34 +00:00
Joseph Eagar
859c5a42f0 recopy fresh game engien from trunk 2010-09-04 19:06:15 +00:00
Joseph Eagar
da42a340b5 bleh 2010-09-04 19:04:36 +00:00
Benoit Bolsee
ad70072009 BGE patch #22623 applied: new bound type: Capsule. 2010-08-28 20:56:54 +00:00
Joseph Eagar
c11c196efa part 1 of merge from trunk at r30358; it compiles, but doesn't link quite yet :) 2010-07-19 04:44:37 +00:00
Guillermo S. Romero
3eebaceaa6 Fix spelling. 2010-07-09 23:14:07 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
Mitchell Stokes
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
Dalai Felinto
5416f51b7a BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + parent type to modifiers doversion(). Patch by Xavier Thomas (xat)
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit

Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).

I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)

Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-25 08:42:11 +00:00
Campbell Barton
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
Campbell Barton
70540fca3b bugfix [#21230] set-scene animation updates not working
fix for empty scenes with SETLOOPER macro.
2010-04-02 13:43:56 +00:00
Joseph Eagar
71003b9bcc merge with trunk at r27259 and commit of a patch by anthony jones to fix msvc (though further work may be needed because changes made by the merge 2010-03-09 04:32:40 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Matt Ebb
0c5998e799 Radians -> Degrees (in UI)
Rotations are now stored internally as radians, while exposing degrees in the UI - 
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what 
you see in the UI.

All rotation data is consistently accessible in DNA and RNA as radians, degrees are only 
used for the UI controls and graph editor.

This commit includes conversions will convert old files (stored data and also fcurve data) 
to the new units, hopefully everything should go smoothly!

Part of this also changes a few properties that were hard-coded as degrees before (such 
as IK pole angle and brush texture rotation) to also use the same consistent system of 
radians (dna/rna) and degrees (ui).

Thanks to Joshua for hints and review here too.
2010-01-25 06:24:05 +00:00
Joseph Eagar
219b472920 merge with trunk/2.5 at r25907 2010-01-13 07:26:11 +00:00
Joseph Eagar
67ff197cb1 Merge with trunk/2.5 at r25563
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).

Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.

Note that I've not tested externally-backed multires
file support yet.  Also, I still need to write version
patch code for some cases.

Some notes:

* Like trunk, topological changes don't update multires right,
  so e.g. subdivide will duplicate multires data on the new faces,
  instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
  my experiments in speeding up sculpting on higher-res multires
  meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
  of sculpt mode, not sure if I inherited or created this myself.
2010-01-05 22:33:41 +00:00
Dalai Felinto
09994fb444 BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
2009-12-31 18:51:02 +00:00
Dalai Felinto
bccda9857b BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps).

The good news is: GLSL Lamps looks in BGE like working perfectly now.

Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on).

From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
2009-12-31 07:17:14 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00
Benoit Bolsee
8c72e18354 BGE: fix bug with rigid body joint constraint target name: skip OB letter. 2009-12-22 18:39:42 +00:00
Joseph Eagar
abd16aac5a ok, apparently didn't commit this either. apparently includes a merge with trunk/2.5 at r24811 I thought I'd committed but did not, yeek. 2009-11-29 00:53:23 +00:00
Benoit Bolsee
1c4150f211 BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually). 2009-11-28 17:30:34 +00:00
Benoit Bolsee
5b722b1e87 BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh
will be instantiated with the soft body settings of the
object. The position and orientation of the soft body
is preserved after the replacement.

Known limitation: the velocity of the soft body is reset
aftet the replacement. This is because soft body don't
have a well defined velocity.
2009-11-24 22:44:29 +00:00
Joseph Eagar
0e165c55bb did math lib conversion, equivilent to merge with trunk/2.5 at r24464 2009-11-23 14:41:22 +00:00
Joseph Eagar
9fa2a9d18a merge with trunk/2.5 at r24463 2009-11-22 14:06:30 +00:00
Dalai Felinto
573be3e687 BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)

How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).

Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.

Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-22 00:01:52 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Brecht Van Lommel
4617bb68ba Math Lib
* Pre-conversion commit removing old arithb.c code, this will not compile,
  next commit fixes that.
2009-11-10 20:40:18 +00:00
Campbell Barton
5935ef0049 use armature active bone as a pointer rather then a flag for each bone that needs looking up.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.

Note: it may be better to allow active/unselected as with objects.
2009-11-09 21:03:54 +00:00
Joseph Eagar
8f788c64db merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
2009-10-22 23:22:05 +00:00
Campbell Barton
8b6f5c171d - rather then passing the python namespace dictionary to the controller function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-29 22:49:33 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00