Removing Sumo? WAIT! Re: [Bf-committers] CVS commit: blender/source/gameengine/Ketsji KX_SumoPhysicsController.cpp KX_SumoPhysicsController.h

Maarten Gribnau
Tue, 5 Nov 2002 14:09:42 +0100

Hi Norman,

This was a CVS remove, the files can be brought back in no time. I agree with
you that the remove was not necessary and that there are other solutions
although the controller was referencing a non-existing file. My main focus was
to get a compiling tree right out of the box and I thought the sumo move would
not happen in the near future. Hence the removal. Are you planning to do the
SUMO reimplementation soon? If so, I will move the controllers back tonight and
create a depend kludge.

The depend kludge solution works but in the long run it would be nice if the
physics (and the sound system too) could be loaded dynamically so that depend
kludges are not necessary. 

BTW My commit emails always come the next day although CVS tells me it is
sending the mails when I commit. Anybody have a clue how to fix that?



> On Mon, Nov 04, 2002 at 10:47:38PM +0100, Unprivileged User wrote:
> > nobody      2002/11/04 22:47:37 CET
> > 
> >   Removed files:
> >     blender/source/gameengine/Ketsji KX_SumoPhysicsController.cpp 
> >                                      KX_SumoPhysicsController.h 
> >   
> >   Log:
> >   Forgot to remove sumo physics controllers
> >   Maarten (
> As I said in a previous mail, Blender DOES compile with Sumo, it just fails
> to link (because of the missing SOLID library). As I said, I think writing
> a
> replacement SOLID based off of the free SOLID 2.0 could make Sumo work
> again
> in Blender, in a backwards-compatible way. This way, Sumo physics would be
> the backwards-compatible physics engine, and ODE would be the new physics
> engine (you can select the physics engine in the WorldButtons).
> Therefore I consider it a poor move to be removing the KX_Sumo* files, and
> to delete references in the Makefiles. KX_SumoPhysicsController works!
> I don't want to (or want anyone else to) have to rewrite it if/when we
> re-enable
> Sumo for backwards-compatibility.
> I think we should leave the KX_Sumo* stuff *in*. There is a #define
> which, if I recall correctly, when unset allows empty files to be built.
> Only when USE_SUMO_SOLID is defined will the actual Sumo stuff be built.
> So the current existence of the Sumo files harms nothing. They can be built
> in "empty" mode for the current Blender release. For later Blender
> releases,
> once we reprogram a SOLID-3 compatible replacement using SOLID-2, then we
> just need to #define USE_SUMO_SOLID and everything will work (as I said, I
> tried this myself, and everything compiled and almost linked).
> In a similar vein we should not (IMHO) be deleting references to Sumo in
> the
> Makefiles, but (a) redirecting them from the old toplevel
> blender/source/sumo
> directory to the new blender/source/gameengine/Physics/Sumo directory
> and/or
> (b) commenting out the link steps if necessary. In other words, make it as
> easy
> as possible to later re-enable Sumo.
> If we delete this Sumo stuff and remove all Makefile references to it, then
> it
> will be twice as much work to reprogram it later and rework it into the
> Makefiles.
> Unless the decision has already been made, "no Sumo physics, ever again,"
> we
> shouldn't be surgically removing this code at this early stage.
> -Norman
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 * Maarten Gribnau Ph.D.
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