Re: [Bf-committers] Bullet physics update
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 kiskos...@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 moguri...@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.coum...@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 kiskos...@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 moguri...@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.coum...@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 dfeli...@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@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list
Re: [Bf-committers] Bullet physics update
I get the following errors with cmake on Ubuntu 10.10 32 bit: CMake Warning at build_files/cmake/macros.cmake:31 (if): given arguments: MATCHES .h OR MATCHES .hpp Unknown arguments specified Call Stack (most recent call first): build_files/cmake/macros.cmake:55 (blender_add_lib_nolist) extern/bullet2/CMakeLists.txt:333 (blender_add_lib) -- Blender Skipping: (bf_collada;extern_openjpeg;extern_redcode) -- rpmbuild NOT found. RPM generation will not be available -- Configuring done CMake Error in extern/bullet2/CMakeLists.txt: Cannot find source file ?. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Maybe there is something not so right as thought ;-) Am 12.03.2011 21:41, schrieb Erwin Coumans: 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-Kantokiskos...@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 Stokesmoguri...@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 Coumanserwin.coum...@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-Kantokiskos...@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 Stokesmoguri...@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.coum...@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 Felintodfeli...@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@blender.org
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35500] trunk/blender: update Bullet physics sdk to latest trunk/version 2.78
Hi, This commit broked compilation with cmake. First issue was fixed by me in rev35501 (simple typo in sources list). But the second issue is related to function prototype. It should be foo(void) (not foo()) if function takes no arguments. There are two ways: 1. Remove such restriction in extern/bullet2/CMakeLists.txt 2. Change prototypes in extern/bullet2/src/Bullet-C-Api.h to this rule. Original Message *Subject: *[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35500] trunk/blender: update Bullet physics sdk to latest trunk/version 2.78 *From: *Erwin Coumans blen...@erwincoumans.com *To: *bf-blender-...@blender.org *Date: *03/13/2011 01:34 AM Revision: 35500 http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=35500 Author: erwin Date: 2011-03-12 20:34:17 + (Sat, 12 Mar 2011) Log Message: --- update Bullet physics sdk to latest trunk/version 2.78 add PhysicsConstraints.exportBulletFile(char* fileName) python command I'll be checking the bf-committers mailing list, in case this commit broke stuff scons needs to be updated, I'll do that in a second. ... @@ Diff output truncated at 10240 characters. @@ ___ Bf-blender-cvs mailing list bf-blender-...@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs -- With best regards, Sergey I. Sharybin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender cmake build/execute issues
Looks like we don't have any docs on building 2.5 with CMake/MSVC, otherwise I'd have added a note about this. http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows On Sat, Mar 12, 2011 at 6:13 PM, Erwin Coumans erwin.coum...@gmail.com wrote: Ah, I missed the INSTALL target, it wasn't run when doing a 'build all' or 'rebuild all'. Manually running it works indeed. Thank for the update Mitchell! On 12 March 2011 09:47, Mitchell Stokes moguri...@gmail.com wrote: The INSTALL project/target will copy all the necessary file to wherever you've built Blender (so not system-wide). Also, the SVN_EXECUTABLE is simply used to get revision information to display in the splash screen, so it's not a big deal if it's missing. Cheers, Mitchell On Sat, Mar 12, 2011 at 9:09 AM, Erwin Coumans erwin.coum...@gmail.com wrote: OK, I manually copied the files from a recent graphicall.org build into 2.56. Also, there is a cmake warning/error like this: Blender Skipping: (bf_collada;extern_redcode) Could NOT find Subversion (missing: Subversion_SVN_EXECUTABLE) Did you consider using svn:externals instead? Thanks, Erwin On 12 March 2011 08:42, Erwin Coumans erwin.coum...@gmail.com wrote: Hi, Sorry if this has been asked before, but I just tried to build Blender trunk, and run it, but Blender crashes because it can't find the scripts and startup.blend Info: Config directory with startup.blend file not found. Fatal Python error: Py_Initialize: unable to load the file system codec LookupError: no codec search functions registered: can't find encoding I don't want to 'install' Blender system-wide, because I'm compiling and running several different Blender versions next to eachother, using cmake out-of-source builds in various locations. 1) Is there no copy step that copies the scripts (etc) next to the executable, for example using a cmake copy_if_different command? ADD_CUSTOM_COMMAND( TARGET AppOpenCLClothDemo POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR} ) If there is no such copy step, what files/folders do we need to copy manually? 2) Everytime you build, the project buildinfo is out-of-date and it tries to build it again. Is this really necessary? Thanks, Erwin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Small issue python 3.1--3.2 upgrade
On Sat, Mar 12, 2011 at 7:35 PM, Lorenzo oni.l...@tiscali.it wrote: I upgraded from python 3.1 to 3.2 using this link: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/Troubleshooting After compiling blender (without errors), it failed to run because of the Py_Initialize: Unable to get the locale encoding error. Apparently I didn't use the install target for blender and it was still using the old python. Indeed make install in blender replaced the old python. But the issue was tricky to solve. Maybe we should add a line in the wiki: after updating CMakeCache.txt, run make install in the cmake section. Pythons 'Py_Initialize: Unable to get the locale encoding', error isnt that helpful, but we can't override this with a more helpful one. What happened is it found blenders 2.56/python dir but not 2.56/python/lib/python3.2. running make install is a requirement now, see: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux/Ubuntu/CMake#Building_Blender There is also a message when blender finished building: now run: make install to copy runtime files scripts to /data/src/blender/cmake_debug/bin/./2.56 The only reason not to run make install is if you're a developer rebuilding a lot there is no need to copy the files every time, or using release/scripts dir directly by running blender from blenders source root. - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35500] trunk/blender: update Bullet physics sdk to latest trunk/version 2.78
Please revert the file extern/bullet2/src/Bullet-C-Api.h to the previous version. Thanks! Sent from my iPhone On Mar 12, 2011, at 2:49 PM, Sergey I. Sharybin g.ula...@gmail.com wrote: extern/bullet2/src/Bullet-C-Api.h ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] linux scons build broken
Apparently we dont support python 3.1 anymore, you have to update for 3.2 Daniel Salazar www.3developer.com 2011/3/12 bjornmose bjornm...@gmx.net: Am 12.03.2011 01:15, schrieb Daniel Salazar - 3Developer.com: here's the error http://www.pasteall.org/19839 cheers Daniel Salazar ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers same happened to me. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] linux scons build broken
Yup, 3.2 required. I'm maintaining 3.1 compatibility using reverse patches for Fedora though. Richard On Mar 12, 2011 7:44 PM, bjornmose bjornm...@gmx.net wrote: Am 12.03.2011 01:15, schrieb Daniel Salazar - 3Developer.com: here's the error http://www.pasteall.org/19839 cheers Daniel Salazar ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers same happened to me. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender cmake build/execute issues
Indeed, those build instructions were exclusively using scons. I added a brief note about cmake + MSVC and mentioned the INSTALL target: http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows Thanks, Erwin On 12 March 2011 15:31, Campbell Barton ideasma...@gmail.com wrote: Looks like we don't have any docs on building 2.5 with CMake/MSVC, otherwise I'd have added a note about this. http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Windows On Sat, Mar 12, 2011 at 6:13 PM, Erwin Coumans erwin.coum...@gmail.com wrote: Ah, I missed the INSTALL target, it wasn't run when doing a 'build all' or 'rebuild all'. Manually running it works indeed. Thank for the update Mitchell! On 12 March 2011 09:47, Mitchell Stokes moguri...@gmail.com wrote: The INSTALL project/target will copy all the necessary file to wherever you've built Blender (so not system-wide). Also, the SVN_EXECUTABLE is simply used to get revision information to display in the splash screen, so it's not a big deal if it's missing. Cheers, Mitchell On Sat, Mar 12, 2011 at 9:09 AM, Erwin Coumans erwin.coum...@gmail.com wrote: OK, I manually copied the files from a recent graphicall.org build into 2.56. Also, there is a cmake warning/error like this: Blender Skipping: (bf_collada;extern_redcode) Could NOT find Subversion (missing: Subversion_SVN_EXECUTABLE) Did you consider using svn:externals instead? Thanks, Erwin On 12 March 2011 08:42, Erwin Coumans erwin.coum...@gmail.com wrote: Hi, Sorry if this has been asked before, but I just tried to build Blender trunk, and run it, but Blender crashes because it can't find the scripts and startup.blend Info: Config directory with startup.blend file not found. Fatal Python error: Py_Initialize: unable to load the file system codec LookupError: no codec search functions registered: can't find encoding I don't want to 'install' Blender system-wide, because I'm compiling and running several different Blender versions next to eachother, using cmake out-of-source builds in various locations. 1) Is there no copy step that copies the scripts (etc) next to the executable, for example using a cmake copy_if_different command? ADD_CUSTOM_COMMAND( TARGET AppOpenCLClothDemo POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${BULLET_PHYSICS_SOURCE_DIR}/GLUT32.DLL ${CMAKE_CURRENT_BINARY_DIR} ) If there is no such copy step, what files/folders do we need to copy manually? 2) Everytime you build, the project buildinfo is out-of-date and it tries to build it again. Is this really necessary? Thanks, Erwin ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers