Hey Erwin, saw you're looking for linux build feedback - rev 35500 builds fine with scons on linux64. Thanks!
Best regards On 03/12/2011 09:41 PM, 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 <[email protected]> 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 <[email protected]> >> >>> 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 <[email protected] >>>> 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 <[email protected]> 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 <[email protected]> >>>>> >>>>>> 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 < >>>> [email protected] >>>>>>> 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 <[email protected]> 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 >>>>> [email protected] >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
