[Bf-committers] Bullet physics update

Erwin Coumans erwin.coumans at gmail.com
Wed Mar 2 23:23:19 CET 2011


The BGE already has a perfect location for such 'exportBulletFile' method in
 KX_PyConstraintBinding.cpp
This would only be around 10 lines of code, and I will add this
debugging/export option soon.

Doing it outside of this KX_PyConstraintBinding.cpp might require much more
work.It requires an up and running Bullet physics world
btDiscreteDynamicsWorld.
Is someone volunteering to do this work?
Thanks,
Erwin




On 2 March 2011 14:11, Juha Mäki-Kanto <kiskosika at gmail.com> wrote:

> Hi,
>
> As Dalai Felinto said, I use the 2.49b export patch atm. to get the physics
> data out of blender. I do this from makefiles so I've added a GE
> commandline
> param (-g) export_physics = filename; with it the gameengine initializes,
> does export and sets exitrequested to "true" before the main-loop.
>
> All in all it's not neat so a bpy-function with similar results would be
> nice from a model-exporters perspective, possibly with an
> init_bge_pyscript-parameter which would allow advanced users to create
> things only available from within the GE. I'm pretty new to bullet and
> blender development so I'm not sure what problems this would cause compared
> to just having a purely bge based solution.
>
> Thanks,
> Juha
>
> 2011/3/2 Mitchell Stokes <mogurijin at gmail.com>
>
> > Nice to see you around again Erwin!
> >
> > bpy is available in the BGE if you're running from inside Blender.
> However,
> > not from the Blenderplayer. Since this is more of a debug thing, I think
> > this would be acceptable.
> >
> > Cheers,
> > Mitchell Stokes
> >
> > On Tue, Mar 1, 2011 at 11:38 AM, Erwin Coumans <erwin.coumans at gmail.com
> > >wrote:
> >
> > > Hi,
> > >
> > > That is a good idea but I don't think it is a full replacement unless
> BPY
> > > is
> > > available within the BGE.
> > >
> > > Having the option to export within the BGE allows you to 'debug' and
> > export
> > > a full running simulation.
> > > Some constraints/joints are only added at run-time (vehicles for
> > example).
> > >
> > > Is BPY that can access a running Bullet simulation, available inside
> BGE?
> > > Thanks,
> > > Erwin
> > >
> > >
> > >
> > >
> > >
> > >
> > > On 1 March 2011 11:23, Dalai Felinto <dfelinto at gmail.com> wrote:
> > >
> > > > Hi Erwin,
> > > > > I plan to add a single BGE physics API to export to a .bulle file,
> > for
> > > > > example exportBullet(char* fileName);
> > > >
> > > > What if instead of a BGE API you do it as a bpy API?
> > > > That way one can write an addon to export the .bulle files. It should
> > > > already be possible now, but having an API for that can be easier I
> > > > guess.
> > > >
> > > > (as a matter of fact Juha Mäki-Kanto, who submitted the
> RigidBodyJoint
> > > > patch, uses Blender exactly for this, to export the .bulle for his
> > > > engine)
> > > >
> > > > --
> > > > Dalai
> >
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