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Git Commits -> Revision 41a0b56
Revision 41a0b56 by Benoit Bolsee (master) September 14, 2008, 19:34 (GMT) |
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. 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. |
Commit Details:
Full Hash: 41a0b56b704758e1e024b2e0df6b97e17f700ecd
SVN Revision: 16527
Parent Commit: 7762100
Lines Changed: +181, -133
10 Modified Paths:
/source/blender/blenkernel/BKE_blender.h (+1, -1) (Diff)
/source/blender/blenkernel/intern/object.c (+2, -1) (Diff)
/source/blender/blenloader/intern/readfile.c (+9, -1) (Diff)
/source/blender/makesdna/DNA_object_types.h (+5, -1) (Diff)
/source/blender/src/buttons_logic.c (+152, -128) (Diff)
/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+5, -0) (Diff)
/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h (+1, -0) (Diff)
/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp (+2, -1) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp (+2, -0) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.h (+2, -0) (Diff)
/source/blender/blenkernel/intern/object.c (+2, -1) (Diff)
/source/blender/blenloader/intern/readfile.c (+9, -1) (Diff)
/source/blender/makesdna/DNA_object_types.h (+5, -1) (Diff)
/source/blender/src/buttons_logic.c (+152, -128) (Diff)
/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+5, -0) (Diff)
/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h (+1, -0) (Diff)
/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp (+2, -1) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp (+2, -0) (Diff)
/source/gameengine/Physics/Bullet/CcdPhysicsController.h (+2, -0) (Diff)