[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.

[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
This commit is contained in:
Nathan Letwory
2004-03-22 22:02:18 +00:00
parent 5b90aafbd6
commit 00291b5cf4
133 changed files with 9550 additions and 1534 deletions

View File

@@ -297,15 +297,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
(blendertouchsensor->name ? blendertouchsensor->name: ""));
//if (gameobj->GetSumoObject())
//{
// gamesensor = 0;
//new KX_TouchSensor(eventmgr,
//gameobj,
//gameobj->GetSumoObject(),
//bFindMaterial,
//touchPropOrMatName);
//}
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
touchPropOrMatName);
}
}
@@ -324,15 +322,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
touchpropertyname = (char*) (blendertouchsensor->ma->id.name+2);
}
bool bFindMaterial = true;
//if (gameobj->GetSumoObject())
//{
// gamesensor = 0;
//new KX_TouchSensor(eventmgr,
// gameobj,
// gameobj->GetSumoObject(),
// bFindMaterial,
// touchpropertyname);
//}
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
touchpropertyname);
}
}
break;
}
@@ -380,7 +376,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
//sumoObj->setMargin(blendernearsensor->dist);
//sumoObj->setPosition(gameobj->NodeGetWorldPosition());
bool bFindMaterial = false;
gamesensor = 0;//new KX_NearSensor(eventmgr,gameobj,blendernearsensor->dist,blendernearsensor->resetdist,bFindMaterial,nearpropertyname,kxscene);
gamesensor = new KX_NearSensor(eventmgr,gameobj,blendernearsensor->dist,blendernearsensor->resetdist,bFindMaterial,nearpropertyname,kxscene);
}
break;
@@ -514,7 +510,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
case SENS_RADAR:
{
/*
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
@@ -540,14 +536,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
//MT_Scalar coneradius = coneheight * (factor / 2);
MT_Scalar coneradius = coneheight * factor;
DT_ShapeHandle shape = DT_Cone(coneradius,coneheight);
// this sumoObject is not deleted by a gameobj, so delete it ourself
// later (memleaks)!
SM_Object* sumoObj = new SM_Object(shape,NULL,NULL,NULL);
sumoObj->setMargin(0.0);
sumoObj->setPosition(gameobj->NodeGetWorldPosition());
MT_Scalar smallmargin = 0.0;
MT_Scalar largemargin = 0.1;
@@ -560,13 +551,12 @@ void BL_ConvertSensors(struct Object* blenderobject,
radaraxis,
smallmargin,
largemargin,
sumoObj,
bFindMaterial,
radarpropertyname,
kxscene);
}
*/
break;
}
case SENS_RAY:
@@ -586,15 +576,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
int axis = blenderraysensor->axisflag;
gamesensor = 0;
/*new KX_RaySensor(eventmgr,
gamesensor = new KX_RaySensor(eventmgr,
gameobj,
checkname,
bFindMaterial,
distance,
axis,
kxscene->GetSumoScene());
*/
kxscene);
}
break;