Revision 107b78a by Campbell Barton July 4, 2008, 19:00 (GMT) |
Made some python game engine funcs use NOARGS, getAxisVec was using wrong multiplication order. Use BUT_TOGDUAL for controllers init states so you can see what the init state is for any controller without using the button to check. |
Revision 733b4c9 by Geoffrey Bantle July 4, 2008, 17:59 (GMT) |
-> Vertex Group support for bevel (editmode only) Vertex groups are now preserved when beveling (editmode only). Modifier support as well as uv/vert colors to follow soon. |
Revision d9c60da by Geoffrey Bantle July 4, 2008, 17:32 (GMT) |
-> Moving Pooling Alloctor to BlenLib Bmesh's pooling allocator is probably usefull for other parts of blender as well, so I am moving it to BlenLib. |
Revision 44e13eb by Martin Poirier July 4, 2008, 17:05 (GMT) |
Generate and display multi resolution filtering graphs |
Revision baa1001 by Daniel Genrich July 4, 2008, 15:23 (GMT) |
Initial GUI implementation, yet not functional |
Revision 70d239e by Benoit Bolsee July 4, 2008, 08:14 (GMT) |
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python. |
Revision 5bee0c9 by Maxime Curioni July 4, 2008, 07:59 (GMT) |
soc-2008-mxcurioni: foundations for Freestyle as a render layer - new UI buttons and mode flags, Freestyle API refactoring, modified pipeline to incorporate the new render layer. Compared to previously, the layer functionality is available when selecting 'Blender Internal' as the rendering engine. Freestyle's result is not available in the layer yet. I need to integrate OpenGL offscreen rendering properly (with framebuffer objects) to reach that goal. |
Revision ad310b5 by Andre Susano Pinto July 4, 2008, 01:03 (GMT) |
Added modes Squash and Strech to SimpleDeform (need testing) CHanged the add modifier menu to show a submenu for selecting the type of simpledeform. |
Revision bd74679 by Campbell Barton July 4, 2008, 00:30 (GMT) |
small changes to py funcs that can run 100s of times a second, so python wont generate empty args tuple when they are not needed. |
Revision 5c93e75 by Campbell Barton July 4, 2008, 00:05 (GMT) |
non user visible changes and small optimizations to the game engine pyapi as well as fixing some bugs. * 2 returning errors without exception set another return None instead of NULL. * a missing check for parent relation * BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk. Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet. |
Revision 70c33ec by Simon Clitherow July 3, 2008, 19:10 (GMT) |
Window Installer: A couple of fixes: - uninstaller now deletes itself (oops! :) - uninstaller now correctly locates .blender for removal. |
Revision a4b6f74 by Martin Poirier July 3, 2008, 17:51 (GMT) |
Reeb Graph Copy procedures, for multi resolution filtering |
Revision a440769 by Martin Poirier July 3, 2008, 16:32 (GMT) |
Fix arc flipping for null embedding filtering |
Revision 7e77917 by Hamed Zaghaghi July 3, 2008, 10:38 (GMT) |
Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 |
Revision 31aa43d by Campbell Barton July 3, 2008, 01:34 (GMT) |
Adding GameObject setLinearVelocity(), without this interacting with objects requires them to have logic bricks to apply force which doesn't work well when the character is in a seperate blend file to the levels. (its also messy to have a script & multiple motion actuators on each object you can pickup and throw). This is also needed for removing any force that existed before suspending dynamics - In the case of franky hanging, resuming dynamics when he fell would apply the velocity he had when grabbing making dropping to the ground work unpredictably. Also note in pydocs that enable/disable rigidbody physics doesn't work with bullet yet. |
Revision 2b3df6e by Daniel Genrich July 2, 2008, 21:55 (GMT) |
Revision d350e27 by Martin Poirier July 2, 2008, 21:36 (GMT) |
Remove some debugging prints Better symmetry detection using subtree shapes instead of depth Fix the bug with flipping arcs caused by internal filtering |
Revision 424141f by Willian Padovani Germano July 2, 2008, 21:01 (GMT) |
== Python, GE & Threads == Martin Sell (thanks!) reported that threading via scripts was not working in the game engine with Blender 2.46 and later. My fault, to make pynodes work properly with threads > 1 I disabled Python's "check interval", preventing threads created via scripts from receiving time to run. Now only during rendering check interval is disabled (set to max int). Still experimental, I added the calls in BPY_do_all_scripts, since it's called in BIF_do_render, but will probably move the code to its own function after more testing & feedback. |
Revision 8ca1284 by Daniel Genrich July 2, 2008, 20:28 (GMT) |
Cloth collisions: Reorganized collision system to be more flexible for other parts of blender, so it can be more easily reused. Also slowed down friction impulse. |
Revision ffb07fc by Maxime Curioni July 2, 2008, 12:16 (GMT) |
soc-2008-mxcurioni: renamed libQGLWidget's Camera class to AppGLWidget_Camera to use Blender's Camera struct, integrated the camera parameters from Blender. Perspective projection (precisely field of view) is now correct. Orthographic projection still having issues. |
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