[Bf-committers] Re: msvc6 compiler issues with new booleans andgame engine

Gilbert, Joseph jgilbert at tigr.ORG
Thu Nov 10 15:44:23 CET 2005


#define USE_BULLET, etc. seem to be better defined in the build system
rather hard coded. 

-----Original Message-----
From: bf-committers-bounces at projects.blender.org
[mailto:bf-committers-bounces at projects.blender.org] On Behalf Of
gdalgo at erwincoumans.com
Sent: Wednesday, November 09, 2005 5:17 PM
To: bf-blender developers
Subject: [Bf-committers] Re: msvc6 compiler issues with new booleans
andgame engine


Bullet is an integral part of the gameengine now. There should be no
problem 
adding Bullet to your project. There is a visual studio projectfile in 
extern/Bullet. 

Let me know if there is any problems,
Erwin 


bjornmose writes: 

> hi all, 
> 
> again some hickups with the good ol' msvc6, quite easy to fix. 
> 
> booleans, alexander:
> Mostly scope problems with declarations in for() iirc nils uses a nice

> macro resolving that. 
> 
> STL advance() seems to be undefined unless you include <list> 
> 
> max(a,b) is __max(a,b) in msvc6 to avoid confusions with STL
> but i think using MAX2() here would be in place ? 
> 
> GE erwin:
> I did not even try to get bullet compile with msvc6 so that
unconditional 
> hard coded #define USE_BULLET there breaks GE build for msvc6 :) 
> 
> jens ole 
> 
> diff of the ( quick'n dirty )changes needed to get a build
> ---> 
> 
> cvs diff intern\boolop\intern\BOP_BSPNode.cpp 
> intern\boolop\intern\BOP_Face2Face.cpp 
> intern\boolop\intern\BOP_MaterialContainer.cpp 
> intern\boolop\intern\BOP_Merge.cpp intern\boolop\intern\BOP_Mesh.cpp 
> source\gameengine\Ketsji\KX_ConvertPhysicsObject.h (in directory 
> \\rechenknecht\bf_msvc6\blender\) 
> 
> 
> Index: intern/boolop/intern/BOP_BSPNode.cpp
> ===================================================================
> RCS file: 
> /cvsroot/bf-blender/blender/intern/boolop/intern/BOP_BSPNode.cpp,v
> retrieving revision 1.1
> diff -r1.1 BOP_BSPNode.cpp
> 37a38,41
> > /* msvc6 funkyness*/
> > #define max(a, b)  (((a) > (b)) ? (a) : (b))
> >
> >
> Index: intern/boolop/intern/BOP_Face2Face.cpp
> ===================================================================
> RCS file: 
> /cvsroot/bf-blender/blender/intern/boolop/intern/BOP_Face2Face.cpp,v
> retrieving revision 1.1
> diff -r1.1 BOP_Face2Face.cpp
> 506a507
> >   unsigned int i;
> 519c520
> <     for(unsigned int i=0;i<size-1;i++){
> ---
> >     for(i=0;i<size-1;i++){
> 532c533
> <     for(unsigned int i=0;i<size;i++){
> ---
> >     for( i=0;i<size;i++){
> 664c665
> <     for(unsigned int i=0;i<size;i++) {
> ---
> >     for( i=0;i<size;i++) {
> 690c691
> < 	return BOP_createXS(mesh, faceA, faceB, faceA->getPlane(), 
> faceB->getPlane(),
> ---
> > 	 BOP_createXS(mesh, faceA, faceB, faceA->getPlane(),
faceB->getPlane(),
> 691a693
> >
> Index: intern/boolop/intern/BOP_MaterialContainer.cpp
> ===================================================================
> RCS file: 
>
/cvsroot/bf-blender/blender/intern/boolop/intern/BOP_MaterialContainer.c
pp 
> ,v
> retrieving revision 1.2
> diff -r1.2 BOP_MaterialContainer.cpp
> 116a117
> > 	unsigned int i;
> 129c130
> < 		for (unsigned int i=0;i<face1->size();i++) {
> ---
> > 		for (i=0;i<face1->size();i++) {
> 134c135
> < 		for (unsigned int i=0;i<face2->size();i++) {
> ---
> > 		for (i=0;i<face2->size();i++) {
> 161c162
> < 		for (unsigned int i=0;i<face1->size();i++) {
> ---
> > 		for (i=0;i<face1->size();i++) {
> Index: intern/boolop/intern/BOP_Merge.cpp
> ===================================================================
> RCS file:
/cvsroot/bf-blender/blender/intern/boolop/intern/BOP_Merge.cpp,v
> retrieving revision 1.1
> diff -r1.1 BOP_Merge.cpp
> 31a32
> > #include <list>
> Index: intern/boolop/intern/BOP_Mesh.cpp
> ===================================================================
> RCS file:
/cvsroot/bf-blender/blender/intern/boolop/intern/BOP_Mesh.cpp,v
> retrieving revision 1.1
> diff -r1.1 BOP_Mesh.cpp
> 49,50c49,50
> < 	for(BOP_IT_Edges it=m_edges.begin();it!=edgesEnd;it++){
> < 		delete *it;
> ---
> > 	for(BOP_IT_Edges it2=m_edges.begin();it2!=edgesEnd;it2++){
> > 		delete *it2;
> 55,56c55,56
> < 	for(BOP_IT_Faces it=m_faces.begin();it!=facesEnd;it++){
> < 		delete *it;
> ---
> > 	for(BOP_IT_Faces it3=m_faces.begin();it3!=facesEnd;it3++){
> > 		delete *it3;
> 490a491
> > 	BOP_IT_Indexs oldEdgeIndex;
> 497c498
> < 	for(BOP_IT_Indexs 
> oldEdgeIndex=oldEdges.begin();oldEdgeIndex!=oldEdgesEnd;
> ---
> > 	for(oldEdgeIndex=oldEdges.begin();oldEdgeIndex!=oldEdgesEnd;
> 527c528
> < 	for(BOP_IT_Indexs 
> oldEdgeIndex=oldEdges.begin();oldEdgeIndex!=oldEdgesEnd;
> ---
> > 	for(oldEdgeIndex=oldEdges.begin();oldEdgeIndex!=oldEdgesEnd;
> 566a568
> > 	unsigned int i;
> 568c570
> < 	for(unsigned int i=0;i<m_faces.size();i++){
> ---
> > 	for(i=0;i<m_faces.size();i++){
> 573c575
> < 	for(unsigned int i=0;i<m_vertexs.size();i++){
> ---
> > 	for(i=0;i<m_vertexs.size();i++){
> 678d679
> <
> 703c704
> < 	for(unsigned int i=0;i<m_faces.size();i++){
> ---
> > 	for(i=0;i<m_faces.size();i++){
> Index: source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
> ===================================================================
> RCS file: 
>
/cvsroot/bf-blender/blender/source/gameengine/Ketsji/KX_ConvertPhysicsOb
je 
> ct.h,v
> retrieving revision 1.19
> diff -r1.19 KX_ConvertPhysicsObject.h
> 39c39
> < #define USE_BULLET
> ---
> > //#define USE_BULLET 
> 
>  
> 
> 
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