Re: [Bf-committers] Bullet physics update

2011-03-12 Thread Tobias Kummer
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

2011-03-12 Thread Tobias Oelgarte
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

2011-03-12 Thread Sergey I. Sharybin
  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

2011-03-12 Thread Campbell Barton
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

2011-03-12 Thread Campbell Barton
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

2011-03-12 Thread Erwin Coumans
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

2011-03-12 Thread Daniel Salazar - 3Developer.com
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

2011-03-12 Thread Richard Shaw
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

2011-03-12 Thread Erwin Coumans
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