[Bf-committers] Bullet physics update

Terry Wallwork terrywallwork at netscape.net
Sun Mar 13 09:47:09 CET 2011


On 12/03/11 20:41, Erwin Coumans wrote:
> Hi,
>
> I just committed the latest Bullet 2.78/trunk version in
> Blender/extern/bullet2
> and also added those few lines that enables the export of .bullet files
> using BGE
> python script command
>
> PhysicsConstraints.exportBulletFile(char* fileName)
>
> I haven't tested on all platforms yet, but I'll be checking the mailing list
> and IRC this weekend and make sure things gets fixed asap.
>
> Thanks!
> Erwin
>
> Juha Mäki-Kanto, yes this should be possible but I'm unfamiliar with bpy.
> Someone more familiar should be able to do this.
>
> On 2 March 2011 18:09, Juha Mäki-Kanto<kiskosika at gmail.com>  wrote:
>
>> I am sorry, I wasn't being clear; my intention was that there'd be a
>> bpy-side python function that would start gameengine with the only intent
>> of
>> exporting a bullet-file (similarly to what I do with 2.49b). Would not
>> require much coding since this would would effectively use the same
>> c++-code
>> as the bge-side function.
>>
>> I don't know if there are some hidden problems to this and I think both
>> bge-
>> and bpy-export functions are required since they serve different purposes.
>> Bpy-version would just provide clean access for exporting the data.
>>
>> Newbie, be patient please :)
>>
>> 2011/3/3 Mitchell Stokes<mogurijin at gmail.com>
>>
>>> Joshua Leung's (Aligorith's) GSoC project last year involved Bullet
>>> simulations in Blender (without using the BGE). I think he updated Bullet
>>> in
>>> his branch. You might want to have a chat with him.
>>>
>>> Cheers,
>>> Mitchell Stokes
>>>
>>> On Wed, Mar 2, 2011 at 2:23 PM, Erwin Coumans<erwin.coumans at gmail.com
>>>> wrote:
>>>> 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
>>>>> _______________________________________________
>>>>> Bf-committers mailing list
>>>>> Bf-committers at blender.org
>>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>>
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Hi just to let you know on Fedora 14 Linux 32 bit, using SVN Blender rev 
35509, the newest Bullet and Blender compiled perfectly.


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