This commit is contained in:
Benoit Bolsee 2008-09-06 17:49:26 +00:00
commit 9f05477ea1
86 changed files with 2328 additions and 1443 deletions

@ -39,7 +39,9 @@ ENDMACRO(BLENDERLIB)
MACRO(SETUP_LIBDIRS)
# see "cmake --help-policy CMP0003"
CMAKE_POLICY(SET CMP0003 NEW)
if(COMMAND cmake_policy)
CMAKE_POLICY(SET CMP0003 NEW)
endif(COMMAND cmake_policy)
LINK_DIRECTORIES(${PYTHON_LIBPATH} ${SDL_LIBPATH} ${JPEG_LIBPATH} ${PNG_LIBPATH} ${ZLIB_LIBPATH} ${ICONV_LIBPATH} ${OPENEXR_LIBPATH} ${QUICKTIME_LIBPATH} ${FFMPEG_LIBPATH})
IF(WITH_INTERNATIONAL)
LINK_DIRECTORIES(${GETTEXT_LIBPATH})

@ -437,7 +437,13 @@ GHOST_TSuccess GHOST_WindowWin32::swapBuffers()
// adding a glFinish() here is to prevent Geforce in 'full scene antialias' mode
// from antialising the Blender window. Officially a swapbuffers does a glFinish
// itself, so this feels really like a hack... but it won't harm. (ton)
glFinish();
//
// disabled this because it is a performance killer for the game engine, glFinish
// forces synchronization with the graphics card and calling it is strongly
// discouraged for good performance. (brecht)
//
// glFinish();
return ::SwapBuffers(m_hDC) == TRUE ? GHOST_kSuccess : GHOST_kFailure;
}

@ -21,7 +21,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG,WIN32,_LIB;WITH_FFMPEG"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -75,7 +75,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\lib\windows\ffmpeg\include"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="WIN32,NDEBUG,_LIB"
StringPooling="TRUE"
RuntimeLibrary="0"
@ -129,7 +129,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG,WIN32,_LIB;WITH_FFMPEG"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -183,7 +183,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\lib\windows\ffmpeg\include"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\img;..\..\..\source\blender\imbuf;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\include;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenloader;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\blender\radiosity\extern\include;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="WIN32,NDEBUG,_LIB"
StringPooling="TRUE"
RuntimeLibrary="0"

@ -14,6 +14,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "blender", "blender.vcproj",
{0A73055E-4DED-40CD-9F72-9093ED3EEC7E} = {0A73055E-4DED-40CD-9F72-9093ED3EEC7E}
{09222F5E-1625-4FF3-A89A-384D16875EE5} = {09222F5E-1625-4FF3-A89A-384D16875EE5}
{E013786A-9575-4F34-81B2-33290357EE87} = {E013786A-9575-4F34-81B2-33290357EE87}
{138DD16C-CC78-4F6C-A898-C8DA68D89067} = {138DD16C-CC78-4F6C-A898-C8DA68D89067}
{415BFD6E-64CF-422B-AF88-C07F040A7292} = {415BFD6E-64CF-422B-AF88-C07F040A7292}
{106AE171-0083-41D6-A949-20DB0E8DC251} = {106AE171-0083-41D6-A949-20DB0E8DC251}
{4C3AB78A-52CA-4276-A041-39776E52D8C8} = {4C3AB78A-52CA-4276-A041-39776E52D8C8}
@ -141,6 +142,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GP_ghost", "..\gameengine\g
{0A73055E-4DED-40CD-9F72-9093ED3EEC7E} = {0A73055E-4DED-40CD-9F72-9093ED3EEC7E}
{09222F5E-1625-4FF3-A89A-384D16875EE5} = {09222F5E-1625-4FF3-A89A-384D16875EE5}
{E013786A-9575-4F34-81B2-33290357EE87} = {E013786A-9575-4F34-81B2-33290357EE87}
{138DD16C-CC78-4F6C-A898-C8DA68D89067} = {138DD16C-CC78-4F6C-A898-C8DA68D89067}
{415BFD6E-64CF-422B-AF88-C07F040A7292} = {415BFD6E-64CF-422B-AF88-C07F040A7292}
{4C3AB78A-52CA-4276-A041-39776E52D8C8} = {4C3AB78A-52CA-4276-A041-39776E52D8C8}
{6B801390-5F95-4F07-81A7-97FBA046AACC} = {6B801390-5F95-4F07-81A7-97FBA046AACC}
@ -238,6 +240,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BL_nodes", "nodes\nodes.vcp
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "BL_gpu", "gpu\BL_gpu.vcproj", "{138DD16C-CC78-4F6C-A898-C8DA68D89067}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
3D Plugin Debug = 3D Plugin Debug
@ -810,6 +816,22 @@ Global
{4C3AB78A-52CA-4276-A041-39776E52D8C8}.Debug.Build.0 = Blender Debug|Win32
{4C3AB78A-52CA-4276-A041-39776E52D8C8}.Release.ActiveCfg = Blender Release|Win32
{4C3AB78A-52CA-4276-A041-39776E52D8C8}.Release.Build.0 = Blender Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.3D Plugin Debug.ActiveCfg = 3D Plugin Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.3D Plugin Debug.Build.0 = 3D Plugin Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.3D Plugin Release.ActiveCfg = 3D Plugin Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.3D Plugin Release.Build.0 = 3D Plugin Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Blender Debug.ActiveCfg = Blender Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Blender Debug.Build.0 = Blender Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Blender Release.ActiveCfg = Blender Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Blender Release.Build.0 = Blender Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.BlenderPlayer Debug.ActiveCfg = BlenderPlayer Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.BlenderPlayer Debug.Build.0 = BlenderPlayer Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.BlenderPlayer Release.ActiveCfg = BlenderPlayer Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.BlenderPlayer Release.Build.0 = BlenderPlayer Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Debug.ActiveCfg = BlenderPlayer Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Debug.Build.0 = BlenderPlayer Debug|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Release.ActiveCfg = BlenderPlayer Release|Win32
{138DD16C-CC78-4F6C-A898-C8DA68D89067}.Release.Build.0 = BlenderPlayer Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection

@ -22,7 +22,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\source\blender;..\..\source\blender\imbuf;..\..\source\blender\misc;..\..\source\blender\blenlib;..\..\source\blender\python;..\..\source\blender\include;..\..\source\blender\renderui;..\..\source\blender\makesdna;..\..\source\blender\blenkernel;..\..\source\blender\blenloader;..\..\source\blender\renderconverter;..\..\source\blender\render\extern\include;..\..\source\blender\radiosity\extern\include;..\..\source\kernel\gen_system;..\..\source\kernel\gen_messaging"
AdditionalIncludeDirectories="..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\source\blender;..\..\source\blender\imbuf;..\..\source\blender\misc;..\..\source\blender\blenlib;..\..\source\blender\python;..\..\source\blender\include;..\..\source\blender\renderui;..\..\source\blender\makesdna;..\..\source\blender\blenkernel;..\..\source\blender\blenloader;..\..\source\blender\renderconverter;..\..\source\blender\render\extern\include;..\..\source\blender\radiosity\extern\include;..\..\source\kernel\gen_system;..\..\source\kernel\gen_messaging;..\..\..\build\msvc_7\extern\glew\include;..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_CONSOLE;WITH_QUICKTIME;GAMEBLENDER=1;USE_SUMO_SOLID;FTGL_LIBRARY_STATIC;WITH_VERSE"
StringPooling="TRUE"
RuntimeLibrary="0"
@ -105,7 +105,7 @@ ECHO Done
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\source\blender;..\..\source\blender\imbuf;..\..\source\blender\misc;..\..\source\blender\blenlib;..\..\source\blender\python;..\..\source\blender\include;..\..\source\blender\renderui;..\..\source\blender\makesdna;..\..\source\blender\blenkernel;..\..\source\blender\blenloader;..\..\source\blender\renderconverter;..\..\source\blender\render\extern\include;..\..\source\blender\radiosity\extern\include;..\..\source\kernel\gen_system;..\..\source\kernel\gen_messaging"
AdditionalIncludeDirectories="..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\source\blender;..\..\source\blender\imbuf;..\..\source\blender\misc;..\..\source\blender\blenlib;..\..\source\blender\python;..\..\source\blender\include;..\..\source\blender\renderui;..\..\source\blender\makesdna;..\..\source\blender\blenkernel;..\..\source\blender\blenloader;..\..\source\blender\renderconverter;..\..\source\blender\render\extern\include;..\..\source\blender\radiosity\extern\include;..\..\source\kernel\gen_system;..\..\source\kernel\gen_messaging;..\..\..\build\msvc_7\extern\glew\include;..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG;WIN32;_CONSOLE;WITH_QUICKTIME;WITH_VERSE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"

@ -21,7 +21,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\zlib\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\zlib\include;..\..\..\..\lib\windows\sdl\include;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include;..\..\..\..\build\msvc_7\intern\opennl\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG,WIN32,_LIB"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
@ -73,7 +73,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\zlib\include;..\..\..\..\lib\windows\sdl\include;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include;..\..\..\..\build\msvc_7\intern\opennl\include;..\..\..\..\build\msvc_7\extern\bullet\include"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\zlib\include;..\..\..\..\lib\windows\sdl\include;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include;..\..\..\..\build\msvc_7\intern\opennl\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG;WIN32;_LIB;WITH_FREETYPE2;WITH_VERSE;WITH_OPENEXR;WITH_DDS;WITH_BULLET = 1;WITH_FFMPEG"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -125,7 +125,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\zlib\include;..\..\..\..\lib\windows\sdl\include;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include;..\..\..\..\build\msvc_7\intern\opennl\include;..\..\..\..\build\msvc_7\extern\bullet\include"
AdditionalIncludeDirectories="..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\zlib\include;..\..\..\..\lib\windows\sdl\include;..\..\..\..\lib\windows\ffmpeg\include;..\..\..\..\build\msvc_7\intern\bmfont\include;..\..\..\..\build\msvc_7\intern\bsp\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\intern\decimation\include;..\..\..\..\build\msvc_7\intern\elbeem\include;..\..\..\..\build\msvc_7\intern\iksolver\include;..\..\..\source\blender;..\..\..\source\blender\avi;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\python;..\..\..\source\blender\blenlib;..\..\..\source\blender\blenkernel;..\..\..\source\blender\makesdna;..\..\..\source\blender\nodes;..\..\..\source\blender\blenloader;..\..\..\source\kernel\gen_system;..\..\..\source\blender\renderconverter;..\..\..\source\blender\render\extern\include;..\..\..\source\gameengine\SoundSystem;..\..\..\..\build\msvc_7\extern\verse\include;..\..\..\..\build\msvc_7\intern\opennl\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;WITH_FREETYPE2;UNWRAPPER;WITH_VERSE;WITH_OPENEXR;WITH_DDS;WITH_BULLET=1;WITH_FFMPEG"
StringPooling="TRUE"
RuntimeLibrary="0"
@ -177,7 +177,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
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@ -160,7 +160,7 @@
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@ -21,7 +21,7 @@
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StringPooling="TRUE"
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@ -73,7 +73,7 @@
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PreprocessorDefinitions="_DEBUG,WIN32,_LIB"
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@ -21,7 +21,7 @@
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@ -73,7 +73,7 @@
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@ -21,7 +21,7 @@
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@ -74,7 +74,7 @@
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PreprocessorDefinitions="NDEBUG;WIN32;_LIB;USE_SUMO_SOLID;WITH_GLEXT"
StringPooling="TRUE"
BasicRuntimeChecks="0"

@ -21,7 +21,7 @@
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@ -73,7 +73,7 @@
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@ -126,7 +126,7 @@
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@ -178,7 +178,7 @@
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@ -231,7 +231,7 @@
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@ -283,7 +283,7 @@
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@ -21,7 +21,7 @@
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@ -73,7 +73,7 @@
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@ -125,7 +125,7 @@
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@ -177,7 +177,7 @@
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@ -229,7 +229,7 @@
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@ -281,7 +281,7 @@
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@ -21,7 +21,7 @@
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@ -73,7 +73,7 @@
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@ -125,7 +125,7 @@
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@ -177,7 +177,7 @@
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@ -229,7 +229,7 @@
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@ -281,7 +281,7 @@
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@ -21,7 +21,7 @@
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@ -74,7 +74,7 @@
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Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu"
PreprocessorDefinitions="WIN32;_LIB;EXP_PYTHON_EMBEDDING;_DEBUG;USE_SUMO_SOLID"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
@ -126,7 +126,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu"
PreprocessorDefinitions="JANCODEPANCO;WIN32;_LIB;EXP_PYTHON_EMBEDDING;_DEBUG;USE_SUMO_SOLID;WITH_GLEXT"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -179,7 +179,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;USE_SUMO_SOLID;WITH_GLEXT"
StringPooling="TRUE"
RuntimeLibrary="0"
@ -232,7 +232,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu"
PreprocessorDefinitions="JANCODEPANCO;WIN32;_LIB;EXP_PYTHON_EMBEDDING;_DEBUG;USE_SUMO_SOLID;WITH_GLEXT"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -285,7 +285,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x"
AdditionalIncludeDirectories="..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\build\msvc_7\intern\soundsystem\include;..\..\..\..\build\msvc_7\intern\guardedalloc\include;..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\build\msvc_7\extern\solid\include;..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\lib\windows\python\include\python2.5;..\..\..\..\lib\windows\sdl\include;..\..\..\source\blender\imbuf;..\..\..\source\blender\include;..\..\..\source\blender\blenlib;..\..\..\source\blender\python;..\..\..\source\blender\makesdna;..\..\..\source\blender\blenkernel;..\..\..\source\kernel\gen_system;..\..\..\source\gameengine\physics;..\..\..\source\gameengine\rasterizer;..\..\..\source\gameengine\network;..\..\..\source\gameengine\Converter;..\..\..\source\gameengine\gamelogic;..\..\..\source\gameengine\scenegraph;..\..\..\source\gameengine\expressions;..\..\..\source\gameengine\physics\sumo;..\..\..\source\gameengine\physics\dummy;..\..\..\source\gameengine\physics\BlOde;..\..\..\source\gameengine\ketsji\kxnetwork;..\..\..\source\gameengine\physics\common;..\..\..\source\gameengine\physics\sumo\include;..\..\..\source\gameengine\physics\common\dummy;..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer;..\..\..\source\gameengine\physics\sumo\fuzzics\include;..\..\..\source\sumo\include;..\..\..\source\sumo\fuzzics\include;..\..\..\source\gameengine\physics\bullet;..\..\..\source\blender\python\api2_2x;..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;USE_SUMO_SOLID;WITH_GLEXT"
StringPooling="TRUE"
RuntimeLibrary="0"

@ -19,7 +19,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\kernel\gen_system"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="FALSE"
BasicRuntimeChecks="3"
@ -64,7 +64,7 @@
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\kernel\gen_system"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="2"
@ -107,7 +107,7 @@
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\kernel\gen_system;..\..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\kernel\gen_system"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="0"
UsePrecompiledHeader="2"
@ -197,7 +197,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\kernel\gen_system"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="FALSE"
BasicRuntimeChecks="3"
@ -242,7 +242,7 @@
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet"
AdditionalIncludeDirectories="..\..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\..\build\msvc_7\extern\bullet\include;..\..\..\..\..\source\gameengine\Physics\common;..\..\..\..\..\source\gameengine\Physics\Bullet;..\..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\..\source\kernel\gen_system"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
RuntimeLibrary="2"
UsePrecompiledHeader="2"

@ -21,7 +21,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG,WIN32,_LIB"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
@ -73,7 +73,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG;WIN32;_LIB;WITH_GLEXT"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -125,7 +125,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG,WIN32,_LIB"
StringPooling="TRUE"
RuntimeLibrary="2"
@ -177,7 +177,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;WITH_GLEXT"
StringPooling="TRUE"
RuntimeLibrary="0"
@ -229,7 +229,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="_DEBUG;WIN32;_LIB;WITH_GLEXT"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
@ -281,7 +281,7 @@
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer"
AdditionalIncludeDirectories="..\..\..\..\..\build\msvc_7\intern\moto\include;..\..\..\..\..\build\msvc_7\intern\string\include;..\..\..\..\..\build\msvc_7\extern\glew\include;..\..\..\..\source\kernel\gen_system;..\..\..\..\source\gameengine\Rasterizer;..\..\..\..\source\blender\gpu"
PreprocessorDefinitions="NDEBUG;WIN32;_LIB;WITH_GLEXT"
StringPooling="TRUE"
RuntimeLibrary="0"

@ -195,11 +195,13 @@ def main():
activate(ob, scn)
return
if NAME_TEXTURE:
for tex in mat.getTextures():
if tex:
if name_cmp(NAME_MATERIAL, tex.name):
activate(ob, scn)
return
for mtex in mat.getTextures():
if mtex:
tex = mtex.tex
if tex:
if name_cmp(NAME_TEXTURE, tex.name):
activate(ob, scn)
return
Draw.PupMenu('No Objects Found')

@ -1622,23 +1622,23 @@ void *exec_scan_for_ext_spring_forces(void *data)
void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
{
ListBase *do_effector = NULL;
ListBase *do_effector = NULL;
ListBase threads;
SB_thread_context *sb_threads;
int i, totthread,left,dec;
int lowsprings =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
do_effector= pdInitEffectors(ob,NULL);
/* figure the number of threads while preventing pretty pointless threading overhead */
if(totsprings < lowsprings) {totthread=1;}
else{
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
/* what if we got zillions of CPUs running but less to spread*/
while ((totsprings/totthread < lowsprings) && (totthread > 1)) {
totthread--;
}
/*left to do--> what if we got zillions of CPUs running but 'totsprings' tasks to spread*/
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBSpringsThread");
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
@ -2279,6 +2279,11 @@ int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime, float t
float kd = 1.0f;
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
if (intrusion < 0.0f){
sb->scratch->flag |= SBF_DOFUZZY;
bp->flag |= SBF_DOFUZZY;
bp->choke = sb->choke*0.01f;
}
VECSUB(cfforce,bp->vec,vel);
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
@ -2326,17 +2331,19 @@ void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,int tot
ListBase threads;
SB_thread_context *sb_threads;
int i, totthread,left,dec;
int lowpoints =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
int lowpoints =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
/* figure the number of threads while preventing pretty pointless threading overhead */
if(totpoint < lowpoints) {totthread=1;}
else{
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
/* what if we got zillions of CPUs running but less to spread*/
while ((totpoint/totthread < lowpoints) && (totthread > 1)) {
totthread--;
}
/*left to do--> what if we got zillions of CPUs running but 'totpoint' tasks to spread*/
/* printf("sb_cf_threads_run spawning %d threads \n",totthread); */
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBThread");
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
@ -2425,7 +2432,7 @@ static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, i
static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
{
/* redirection to the new threaded Version */
if (G.rt !=16){
if (!(G.rt & 0x10)){ // 16
softbody_calc_forcesEx(ob, forcetime, timenow, nl_flags);
return;
}
@ -2433,6 +2440,10 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
/* so the following will die */
/* |||||||||||||||||||||||||| */
/* VVVVVVVVVVVVVVVVVVVVVVVVVV */
/*backward compatibility note:
fixing bug [17428] which forces adaptive step size to tiny steps
in some situations
.. keeping G.rt==17 0x11 option for old files 'needing' the bug*/
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
@ -2681,14 +2692,25 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
if ((!nl_flags)&&(intrusion < 0.0f)){
/*bjornmose: uugh.. what an evil hack
violation of the 'don't touch bp->pos in here' rule
but works nice, like this-->
we predict the solution beeing out of the collider
in heun step No1 and leave the heun step No2 adapt to it
so we kind of introduced a implicit solver for this case
*/
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
if(G.rt & 0x01){ // 17 we did check for bit 0x10 before
/*fixing bug [17428] this forces adaptive step size to tiny steps
in some situations .. keeping G.rt==17 option for old files 'needing' the bug
*/
/*bjornmose: uugh.. what an evil hack
violation of the 'don't touch bp->pos in here' rule
but works nice, like this-->
we predict the solution beeing out of the collider
in heun step No1 and leave the heun step No2 adapt to it
so we kind of introduced a implicit solver for this case
*/
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
}
else{
VECSUB(cfforce,bp->vec,vel);
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
}
sb->scratch->flag |= SBF_DOFUZZY;
bp->flag |= SBF_DOFUZZY;
@ -4040,7 +4062,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
if(sb->solverflags & SBSO_MONITOR ){
sct=PIL_check_seconds_timer();
if (sct-sst > 0.5f) printf(" solver time %f sec %s \n",sct-sst,ob->id.name);
if ((sct-sst > 0.5f) || (G.f & G_DEBUG)) printf(" solver time %f sec %s \n",sct-sst,ob->id.name);
}
}

@ -44,12 +44,12 @@
static Text *activeToolText = NULL;
static SuggList suggestions = {NULL, NULL, NULL, NULL, NULL};
static char *documentation = NULL;
static int doc_lines = 0;
//static int doc_lines = 0;
static int txttl_cmp(const char *first, const char *second, int len) {
int cmp, i;
for (cmp=0, i=0; i<len; i++) {
if (cmp= toupper(first[i])-toupper(second[i])) {
if ( (cmp= toupper(first[i])-toupper(second[i])) ) {
break;
}
}

@ -2243,7 +2243,7 @@ void txt_delete_char (Text *text)
if ((mrk->flags & TMARK_TEMP) && !(mrk->flags & TMARK_EDITALL)) {
txt_clear_markers(text, mrk->group, TMARK_TEMP);
} else {
TextMarker *nxt= mrk->next;
//TextMarker *nxt= mrk->next;
BLI_freelinkN(&text->markers, mrk);
}
return;
@ -2308,7 +2308,7 @@ void txt_backspace_char (Text *text)
if ((mrk->flags & TMARK_TEMP) && !(mrk->flags & TMARK_EDITALL)) {
txt_clear_markers(text, mrk->group, TMARK_TEMP);
} else {
TextMarker *nxt= mrk->next;
//TextMarker *nxt= mrk->next;
BLI_freelinkN(&text->markers, mrk);
}
return;

@ -24,4 +24,4 @@ if env['OURPLATFORM'] == 'linux2':
if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw'):
incs += ' ' + env['BF_PTHREADS_INC']
env.BlenderLib ( 'bf_blenlib', sources, Split(incs), Split(defs), libtype=['core','player'], priority = [85,195], compileflags =cflags )
env.BlenderLib ( 'bf_blenlib', sources, Split(incs), Split(defs), libtype=['core', 'intern', 'player'], priority = [85,150,195], compileflags =cflags )

@ -51,6 +51,7 @@
typedef struct BVHNode
{
struct BVHNode **children;
struct BVHNode *parent; // some user defined traversed need that
float *bv; // Bounding volume of all nodes, max 13 axis
int index; // face, edge, vertex index
char totnode; // how many nodes are used, used for speedup
@ -481,7 +482,7 @@ static void bvhtree_print_tree(BVHTree *tree, BVHNode *node, int depth)
{
int i;
for(i=0; i<depth; i++) printf(" ");
printf(" - %d (%d): ", node->index, node - tree->nodearray);
printf(" - %d (%ld): ", node->index, node - tree->nodearray);
for(i=2*tree->start_axis; i<2*tree->stop_axis; i++)
printf("%.3f ", node->bv[i]);
printf("\n");
@ -496,10 +497,10 @@ static void bvhtree_info(BVHTree *tree)
printf("BVHTree info\n");
printf("tree_type = %d, axis = %d, epsilon = %f\n", tree->tree_type, tree->axis, tree->epsilon);
printf("nodes = %d, branches = %d, leafs = %d\n", tree->totbranch + tree->totleaf, tree->totbranch, tree->totleaf);
printf("Memory per node = %dbytes\n", sizeof(BVHNode) + sizeof(BVHNode*)*tree->tree_type + sizeof(float)*tree->axis);
printf("Memory per node = %ldbytes\n", sizeof(BVHNode) + sizeof(BVHNode*)*tree->tree_type + sizeof(float)*tree->axis);
printf("BV memory = %dbytes\n", MEM_allocN_len(tree->nodebv));
printf("Total memory = %dbytes\n", sizeof(BVHTree)
printf("Total memory = %ldbytes\n", sizeof(BVHTree)
+ MEM_allocN_len(tree->nodes)
+ MEM_allocN_len(tree->nodearray)
+ MEM_allocN_len(tree->nodechild)
@ -700,6 +701,10 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
BVHBuildHelper data;
int depth;
// set parent from root node to NULL
BVHNode *tmp = branches_array+0;
tmp->parent = NULL;
//Most of bvhtree code relies on 1-leaf trees having at least one branch
//We handle that special case here
@ -709,7 +714,8 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
refit_kdop_hull(tree, root, 0, num_leafs);
root->main_axis = get_largest_axis(root->bv) / 2;
root->totnode = 1;
root->children[0] = leafs_array[0];
root->children[0] = leafs_array[0];
root->children[0]->parent = root;
return;
}
@ -772,9 +778,15 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
int child_leafs_end = implicit_leafs_index(&data, depth+1, child_level_index+1);
if(child_leafs_end - child_leafs_begin > 1)
{
parent->children[k] = branches_array + child_index;
parent->children[k]->parent = parent;
}
else if(child_leafs_end - child_leafs_begin == 1)
{
parent->children[k] = leafs_array[ child_leafs_begin ];
parent->children[k]->parent = parent;
}
else
break;
@ -1096,7 +1108,7 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
BVHOverlapData **data;
// check for compatibility of both trees (can't compare 14-DOP with 18-DOP)
if((tree1->axis != tree2->axis) && ((tree1->axis == 14) || tree2->axis == 14))
if((tree1->axis != tree2->axis) && (tree1->axis == 14 || tree2->axis == 14) && (tree1->axis == 18 || tree2->axis == 18))
return 0;
// fast check root nodes for collision before doing big splitting + traversal

@ -4173,6 +4173,9 @@ static void direct_link_screen(FileData *fd, bScreen *sc)
sima->cumap= newdataadr(fd, sima->cumap);
if(sima->cumap)
direct_link_curvemapping(fd, sima->cumap);
sima->gpd= newdataadr(fd, sima->gpd);
if (sima->gpd)
link_gpencil(fd, sima->gpd);
sima->iuser.ok= 1;
}
else if(sl->spacetype==SPACE_NODE) {

@ -1698,7 +1698,9 @@ static void write_screens(WriteData *wd, ListBase *scrbase)
writestruct(wd, DATA, "SpaceImage", 1, sl);
if(sima->cumap)
write_curvemapping(wd, sima->cumap);
write_curvemapping(wd, sima->cumap);
if(sima->gpd)
write_gpencil(wd, sima->gpd);
}
else if(sl->spacetype==SPACE_IMASEL) {
writestruct(wd, DATA, "SpaceImaSel", 1, sl);

@ -124,7 +124,7 @@ void GPU_material_free(struct Material *ma);
void GPU_materials_free();
void GPU_material_bind(GPUMaterial *material, int lay, double time);
void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time);
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]);
void GPU_material_unbind(GPUMaterial *material);
int GPU_material_bound(GPUMaterial *material);
@ -158,7 +158,7 @@ int GPU_lamp_has_shadow_buffer(GPULamp *lamp);
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize, float winmat[][4]);
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, float obmat[][4]);
void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4]);
int GPU_lamp_shadow_layer(GPULamp *lamp);
#ifdef __cplusplus

@ -50,6 +50,8 @@
#include "GPU_material.h"
#include "GPU_extensions.h"
#include "BLO_sys_types.h" // for intptr_t support
#include "gpu_codegen.h"
#include <string.h>
@ -57,7 +59,7 @@
#ifdef _WIN32
#ifndef vsnprintf
#define _vsnprintf vsnprintf
#define vsnprintf _vsnprintf
#endif
#ifndef snprintf
#define snprintf _snprintf

@ -900,7 +900,7 @@ int GPU_enable_material(int nr, void *attribs)
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
GPU_material_bind(gpumat, GMS.gob->lay, 1.0);
GPU_material_bind(gpumat, GMS.gob->lay, G.vd->lay, 1.0);
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, G.vd->viewmat, G.vd->viewinv, GMS.gob->col);
GMS.gboundmat= mat;

@ -56,7 +56,6 @@
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_linklist.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
@ -95,7 +94,7 @@ struct GPUMaterial {
int obmatloc, invobmatloc;
int obcolloc;
LinkNode *lamps;
ListBase lamps;
};
struct GPULamp {
@ -132,7 +131,7 @@ struct GPULamp {
GPUFrameBuffer *fb;
GPUTexture *tex;
LinkNode *materials;
ListBase materials;
};
/* Functions */
@ -221,6 +220,7 @@ static int GPU_material_construct_end(GPUMaterial *material)
void GPU_material_free(Material *ma)
{
LinkData *link;
LinkData *nlink, *mlink, *next;
for(link=ma->gpumaterial.first; link; link=link->next) {
GPUMaterial *material = link->data;
@ -228,7 +228,17 @@ void GPU_material_free(Material *ma)
if(material->pass)
GPU_pass_free(material->pass);
BLI_linklist_free(material->lamps, NULL);
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
GPULamp *lamp = nlink->data;
for(mlink=lamp->materials.first; mlink; mlink=next) {
next = mlink->next;
if(mlink->data == ma)
BLI_freelinkN(&lamp->materials, mlink);
}
}
BLI_freelistN(&material->lamps);
MEM_freeN(material);
}
@ -236,17 +246,17 @@ void GPU_material_free(Material *ma)
BLI_freelistN(&ma->gpumaterial);
}
void GPU_material_bind(GPUMaterial *material, int lay, double time)
void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time)
{
if(material->pass) {
LinkNode *nlink;
LinkData *nlink;
GPULamp *lamp;
/* handle layer lamps */
for(nlink=material->lamps; nlink; nlink=nlink->next) {
lamp= nlink->link;
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
lamp= nlink->data;
if(!(lamp->mode & LA_LAYER) || (lamp->lay & lay)) {
if((lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) {
lamp->dynenergy = lamp->energy;
VECCOPY(lamp->dyncol, lamp->col);
}
@ -265,7 +275,7 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
{
if(material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
LinkNode *nlink;
LinkData *nlink;
GPULamp *lamp;
float invmat[4][4], col[4];
@ -290,8 +300,8 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
}
/* update lamps */
for(nlink=material->lamps; nlink; nlink=nlink->next) {
lamp= nlink->link;
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
lamp= nlink->data;
if(material->dynproperty & DYN_LAMP_VEC) {
VECCOPY(lamp->dynvec, lamp->vec);
@ -587,6 +597,13 @@ static void do_specular_ramp(GPUShadeInput *shi, GPUNodeLink *is, GPUNodeLink *t
}
}
void add_user_list(ListBase *list, void *data)
{
LinkData *link = MEM_callocN(sizeof(LinkData), "GPULinkData");
link->data = data;
BLI_addtail(list, link);
}
static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *lamp)
{
Material *ma= shi->mat;
@ -665,11 +682,18 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if(lamp->mode & LA_ONLYSHADOW) {
GPU_link(mat, "shade_only_shadow", i, shadfac,
GPU_dynamic_uniform(&lamp->dynenergy), shi->rgb, shi->specrgb,
shr->diff, shr->spec, &shr->diff, &shr->spec);
GPU_dynamic_uniform(&lamp->dynenergy), &shadfac);
BLI_linklist_append(&mat->lamps, lamp);
BLI_linklist_append(&lamp->materials, ma);
if(!(lamp->mode & LA_NO_DIFF))
GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb,
shr->diff, &shr->diff);
if(!(lamp->mode & LA_NO_SPEC))
GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb,
shr->spec, &shr->spec);
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, ma);
return;
}
@ -677,8 +701,8 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
else if((G.fileflags & G_FILE_GLSL_NO_SHADOWS) && (lamp->mode & LA_ONLYSHADOW)) {
BLI_linklist_append(&mat->lamps, lamp);
BLI_linklist_append(&lamp->materials, ma);
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, ma);
return;
}
else
@ -730,8 +754,8 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
}
}
BLI_linklist_append(&mat->lamps, lamp);
BLI_linklist_append(&lamp->materials, ma);
add_user_list(&mat->lamps, lamp);
add_user_list(&lamp->materials, ma);
}
static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
@ -934,10 +958,15 @@ static void do_material_tex(GPUShadeInput *shi)
if(ofs[0] != 0.0f || ofs[1] != 0.0f || ofs[2] != 0.0f)
GPU_link(mat, "mtex_mapping_ofs", texco, GPU_uniform(ofs), &texco);
talpha = 0;
rgbnor = 0;
if(tex && tex->type == TEX_IMAGE && tex->ima) {
GPU_link(mat, "mtex_image", texco, GPU_image(tex->ima, NULL), &tin, &trgb, &tnor);
rgbnor= TEX_RGB;
talpha= 1;
if(tex->imaflag & TEX_USEALPHA)
talpha= 1;
}
else continue;
@ -977,8 +1006,10 @@ static void do_material_tex(GPUShadeInput *shi)
if(mtex->mapto & MAP_ALPHA)
GPU_link(mat, "set_value", stencil, &tin);
else
else if(talpha)
GPU_link(mat, "mtex_alpha_from_col", trgb, &tin);
else
GPU_link(mat, "set_value_one", &tin);
}
if(mtex->mapto & MAP_COL)
@ -1258,10 +1289,12 @@ void GPU_materials_free()
/* Lamps and shadow buffers */
void GPU_lamp_update(GPULamp *lamp, float obmat[][4])
void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4])
{
float mat[4][4];
lamp->lay = lay;
Mat4CpyMat4(mat, obmat);
Mat4Ortho(mat);
@ -1279,7 +1312,6 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
lamp->ob = ob;
lamp->par = par;
lamp->la = la;
lamp->lay = ob->lay;
/* add_render_lamp */
lamp->mode = la->mode;
@ -1292,7 +1324,7 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
lamp->col[1]= la->g*lamp->energy;
lamp->col[2]= la->b*lamp->energy;
GPU_lamp_update(lamp, ob->obmat);
GPU_lamp_update(lamp, ob->lay, ob->obmat);
lamp->spotsi= la->spotsize;
if(lamp->mode & LA_HALO)
@ -1340,10 +1372,12 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par)
GPULamp *lamp;
LinkData *link;
for(link=ob->gpulamp.first; link; link=link->next)
if(((GPULamp*)link->data)->par == par &&
((GPULamp*)link->data)->scene == scene)
for(link=ob->gpulamp.first; link; link=link->next) {
lamp = (GPULamp*)link->data;
if(lamp->par == par && lamp->scene == scene)
return link->data;
}
lamp = MEM_callocN(sizeof(GPULamp), "GPULamp");
@ -1383,18 +1417,20 @@ void GPU_lamp_free(Object *ob)
{
GPULamp *lamp;
LinkData *link;
LinkNode *nlink;
LinkData *nlink;
Material *ma;
for(link=ob->gpulamp.first; link; link=link->next) {
lamp = link->data;
for(nlink=lamp->materials; nlink; nlink=nlink->next) {
ma= nlink->link;
while(lamp->materials.first) {
nlink = lamp->materials.first;
ma = nlink->data;
BLI_freelinkN(&lamp->materials, nlink);
if(ma->gpumaterial.first)
GPU_material_free(ma);
}
BLI_linklist_free(lamp->materials, NULL);
gpu_lamp_shadow_free(lamp);

@ -311,6 +311,11 @@ void set_value_zero(out float outval)
outval = 0.0;
}
void set_value_one(out float outval)
{
outval = 1.0;
}
void set_rgb_zero(out vec3 outval)
{
outval = vec3(0.0);
@ -1392,7 +1397,7 @@ void shade_blinn_spec(vec3 n, vec3 l, vec3 v, float refrac, float spec_power, ou
float b = (2.0*nh*nv)/vh;
float c = (2.0*nh*nl)/vh;
float g;
float g = 0.0;
if(a < b && a < c) g = a;
else if(b < a && b < c) g = b;
@ -1483,11 +1488,18 @@ void ramp_rgbtobw(vec3 color, out float outval)
outval = color.r*0.3 + color.g*0.58 + color.b*0.12;
}
void shade_only_shadow(float i, float shadfac, float energy, vec3 rgb, vec3 specrgb, vec4 diff, vec4 spec, out vec4 outdiff, out vec4 outspec)
void shade_only_shadow(float i, float shadfac, float energy, out float outshadfac)
{
shadfac = i*energy*(1.0 - shadfac);
outshadfac = i*energy*(1.0 - shadfac);
}
void shade_only_shadow_diffuse(float shadfac, vec3 rgb, vec4 diff, out vec4 outdiff)
{
outdiff = diff - vec4(rgb*shadfac, 0.0);
}
void shade_only_shadow_specular(float shadfac, vec3 specrgb, vec4 spec, out vec4 outspec)
{
outspec = spec - vec4(specrgb*shadfac, 0.0);
}

File diff suppressed because it is too large Load Diff

@ -65,6 +65,7 @@ struct SpaceOops;
#define IMAGE_HANDLER_PREVIEW 33
#define IMAGE_HANDLER_GAME_PROPERTIES 34
#define IMAGE_HANDLER_VIEW_PROPERTIES 35
#define IMAGE_HANDLER_GREASEPENCIL 36
/*#define IMAGE_HANDLER_TRANSFORM_PROPERTIES 36*/
/* action handler codes */

@ -193,7 +193,8 @@ typedef struct bGameActuator {
} bGameActuator;
typedef struct bVisibilityActuator {
/** bit 0: Is this object visible? */
/** bit 0: Is this object visible?
** bit 1: Apply recursively */
int flag;
} bVisibilityActuator;
@ -448,6 +449,7 @@ typedef struct FreeCamera {
/* visibilityact->flag */
/* Set means the object will become invisible */
#define ACT_VISIBILITY_INVISIBLE (1 << 0)
#define ACT_VISIBILITY_RECURSIVE (1 << 1)
/* twodfilter->type */
#define ACT_2DFILTER_ENABLED -2

@ -142,24 +142,24 @@ typedef short IPO_Channel;
#define MA_FRESTRAI 25
#define MA_ADD 26
#define MA_MAP1 1<<5
#define MA_MAP2 1<<6
#define MA_MAP3 1<<7
#define MA_MAP4 1<<8
#define MA_MAP5 1<<9
#define MA_MAP6 1<<10
#define MA_MAP7 1<<11
#define MA_MAP8 1<<12
#define MA_MAP9 1<<13
#define MA_MAP10 1<<14
#define MA_MAP11 1<<15
#define MA_MAP12 1<<16
#define MA_MAP13 1<<17
#define MA_MAP14 1<<18
#define MA_MAP15 1<<19
#define MA_MAP16 1<<20
#define MA_MAP17 1<<21
#define MA_MAP18 1<<22
#define MA_MAP1 (1<<5)
#define MA_MAP2 (1<<6)
#define MA_MAP3 (1<<7)
#define MA_MAP4 (1<<8)
#define MA_MAP5 (1<<9)
#define MA_MAP6 (1<<10)
#define MA_MAP7 (1<<11)
#define MA_MAP8 (1<<12)
#define MA_MAP9 (1<<13)
#define MA_MAP10 (1<<14)
#define MA_MAP11 (1<<15)
#define MA_MAP12 (1<<16)
#define MA_MAP13 (1<<17)
#define MA_MAP14 (1<<18)
#define MA_MAP15 (1<<19)
#define MA_MAP16 (1<<20)
#define MA_MAP17 (1<<21)
#define MA_MAP18 (1<<22)
#define TEX_TOTNAM 14

@ -538,6 +538,7 @@ typedef struct SpaceImaSel {
#define SI_DRAW_TILE 1<<19
#define SI_SMOOTH_UV 1<<20
#define SI_DRAW_STRETCH 1<<21
#define SI_DISPGP 1<<22
/* SpaceIpo->flag */
#define SIPO_LOCK_VIEW 1<<0

@ -268,6 +268,7 @@ extern UserDef U; /* from usiblender.c !!!! */
#define USER_GLOBALUNDO (1 << 13)
#define USER_ORBIT_SELECTION (1 << 14)
// old flag for #define USER_KEYINSERTAVAI (1 << 15)
#define USER_ORBIT_ZBUF (1 << 15)
#define USER_HIDE_DOT (1 << 16)
#define USER_SHOW_ROTVIEWICON (1 << 17)
#define USER_SHOW_VIEWPORTNAME (1 << 18)

@ -108,7 +108,7 @@ struct PyMethodDef M_Mathutils_methods[] = {
};
/*----------------------------MODULE INIT-------------------------*/
/* from can be Blender.Mathutils or GameLogic.Mathutils for the BGE */
PyObject *Mathutils_Init(char *from)
PyObject *Mathutils_Init(const char *from)
{
PyObject *submodule;

@ -38,7 +38,7 @@
#include "euler.h"
#include "point.h"
PyObject *Mathutils_Init( char * from );
PyObject *Mathutils_Init( const char * from );
PyObject *row_vector_multiplication(VectorObject* vec, MatrixObject * mat);
PyObject *column_vector_multiplication(MatrixObject * mat, VectorObject* vec);
PyObject *row_point_multiplication(PointObject* pt, MatrixObject * mat);

@ -4163,6 +4163,7 @@ static int MFace_setMode( BPy_MFace *self, PyObject *value )
{
int param;
static short bitmask = TF_DYNAMIC
| TF_ALPHASORT
| TF_TEX
| TF_SHAREDVERT
| TF_LIGHT
@ -8696,11 +8697,11 @@ static PyObject *M_Mesh_FaceModesDict( void )
if( FM ) {
BPy_constant *d = ( BPy_constant * ) FM;
PyConstant_Insert( d, "BILLBOARD",
PyInt_FromLong( TF_BILLBOARD2 ) );
PyConstant_Insert( d, "BILLBOARD", PyInt_FromLong( TF_BILLBOARD2 ) );
PyConstant_Insert( d, "ALL", PyInt_FromLong( 0xffff ) );
PyConstant_Insert( d, "HALO", PyInt_FromLong( TF_BILLBOARD ) );
PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( TF_DYNAMIC ) );
PyConstant_Insert( d, "ALPHASORT", PyInt_FromLong( TF_ALPHASORT ) );
PyConstant_Insert( d, "INVISIBLE", PyInt_FromLong( TF_INVISIBLE ) );
PyConstant_Insert( d, "LIGHT", PyInt_FromLong( TF_LIGHT ) );
PyConstant_Insert( d, "OBCOL", PyInt_FromLong( TF_OBCOL ) );

@ -1195,6 +1195,7 @@ static PyObject *M_Texture_ExtendModesDict( void )
PyConstant_Insert(d, "CLIP", PyInt_FromLong(TEX_CLIP));
PyConstant_Insert(d, "CLIPCUBE", PyInt_FromLong(TEX_CLIPCUBE));
PyConstant_Insert(d, "REPEAT", PyInt_FromLong(TEX_REPEAT));
PyConstant_Insert(d, "CHECKER", PyInt_FromLong(TEX_CHECKER));
}
return ExtendModes;
}

@ -69,6 +69,7 @@ done once.
- BILLBOARD - always orient after camera.
- HALO - halo face, always point to camera.
- DYNAMIC - respond to collisions.
- ALPHASORT - game engine sorts these faces only.
- INVISIBLE - invisible face.
- LIGHT - dynamic lighting.
- OBCOL - use object color instead of vertex colors.

@ -45,6 +45,7 @@
Py_RETURN_NONE
Python 2.4 macro.
defined here until we switch to 2.4
also in PyObjectPlus.h for gameengine
*/
#ifndef Py_RETURN_NONE
#define Py_RETURN_NONE return Py_BuildValue("O", Py_None)

@ -2350,7 +2350,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
visAct = act->data;
str= "Visibility %t|Visible %x0|Invisible %x1";
str= "Visibility %t|Visible %x0|Invisible %x1|Visible Recursive %x2|Invisible Recursive %x3";
uiDefButI(block, MENU, B_REDR, str,
xco + 10, yco - 24, width - 20, 19, &visAct->flag,

@ -394,7 +394,7 @@ static void gp_draw_stroke_buffer (tGPspoint *points, int totpoints, short thick
/* ----- Existing Strokes Drawing (3D and Point) ------ */
/* draw a given stroke - just a single dot (only one point) */
static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sflag, int winx, int winy)
static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sflag, int offsx, int offsy, int winx, int winy)
{
/* draw point */
if (sflag & GP_STROKE_3DSPACE) {
@ -410,6 +410,10 @@ static void gp_draw_stroke_point (bGPDspoint *points, short thickness, short sfl
co[0]= points->x;
co[1]= points->y;
}
else if (sflag & GP_STROKE_2DIMAGE) {
co[0]= points->x;
co[1]= points->y;
}
else {
co[0]= (points->x / 1000 * winx);
co[1]= (points->y / 1000 * winy);
@ -473,10 +477,11 @@ static void gp_draw_stroke_3d (bGPDspoint *points, int totpoints, short thicknes
/* ----- Fancy 2D-Stroke Drawing ------ */
/* draw a given stroke in 2d */
static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness, short dflag, short sflag, short debug, int winx, int winy)
static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness, short dflag, short sflag,
short debug, int offsx, int offsy, int winx, int winy)
{
/* if thickness is less than GP_DRAWTHICKNESS_SPECIAL, 'smooth' opengl lines look better */
if (thickness < GP_DRAWTHICKNESS_SPECIAL) {
if ((thickness < GP_DRAWTHICKNESS_SPECIAL) || (dflag & GP_DRAWDATA_ONLYI2D)) {
bGPDspoint *pt;
int i;
@ -485,6 +490,12 @@ static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness,
if (sflag & GP_STROKE_2DSPACE) {
glVertex2f(pt->x, pt->y);
}
else if (sflag & GP_STROKE_2DIMAGE) {
const float x= pt->x;
const float y= pt->y;
glVertex2f(x, y);
}
else {
const float x= (pt->x / 1000 * winx);
const float y= (pt->y / 1000 * winy);
@ -514,6 +525,10 @@ static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness,
s0[0]= pt1->x; s0[1]= pt1->y;
s1[0]= pt2->x; s1[1]= pt2->y;
}
else if (sflag & GP_STROKE_2DIMAGE) {
s0[0]= pt1->x; s0[1]= pt1->y;
s1[0]= pt2->x; s1[1]= pt2->y;
}
else {
s0[0]= (pt1->x / 1000 * winx);
s0[1]= (pt1->y / 1000 * winy);
@ -656,6 +671,13 @@ static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness,
if (sflag & GP_STROKE_2DSPACE) {
glVertex2f(pt->x, pt->y);
}
else if (sflag & GP_STROKE_2DIMAGE) {
// fixme
const float x= pt->x;
const float y= pt->y;
glVertex2f(x, y);
}
else {
const float x= (pt->x / 1000 * winx);
const float y= (pt->y / 1000 * winy);
@ -670,8 +692,8 @@ static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness,
/* ----- General Drawing ------ */
/* draw a set of strokes */
static void gp_draw_strokes (bGPDframe *gpf, int winx, int winy, int dflag, short debug,
short lthick, float color[4])
static void gp_draw_strokes (bGPDframe *gpf, int offsx, int offsy, int winx, int winy, int dflag,
short debug, short lthick, float color[4])
{
bGPDstroke *gps;
@ -697,16 +719,16 @@ static void gp_draw_strokes (bGPDframe *gpf, int winx, int winy, int dflag, shor
/* check which stroke-drawer to use */
if (gps->totpoints == 1)
gp_draw_stroke_point(gps->points, lthick, gps->flag, winx, winy);
gp_draw_stroke_point(gps->points, lthick, gps->flag, offsx, offsy, winx, winy);
else if (dflag & GP_DRAWDATA_ONLY3D)
gp_draw_stroke_3d(gps->points, gps->totpoints, lthick, dflag, gps->flag, debug, winx, winy);
else if (gps->totpoints > 1)
gp_draw_stroke(gps->points, gps->totpoints, lthick, dflag, gps->flag, debug, winx, winy);
gp_draw_stroke(gps->points, gps->totpoints, lthick, dflag, gps->flag, debug, offsx, offsy, winx, winy);
}
}
/* draw grease-pencil datablock */
static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
static void gp_draw_data (bGPdata *gpd, int offsx, int offsy, int winx, int winy, int dflag)
{
bGPDlayer *gpl, *actlay=NULL;
@ -758,7 +780,7 @@ static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
if ((gpf->framenum - gf->framenum) <= gpl->gstep) {
/* alpha decreases with distance from curframe index */
tcolor[3] = color[3] - (i/gpl->gstep);
gp_draw_strokes(gf, winx, winy, dflag, debug, lthick, tcolor);
gp_draw_strokes(gf, offsx, offsy, winx, winy, dflag, debug, lthick, tcolor);
}
else
break;
@ -770,7 +792,7 @@ static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
if ((gf->framenum - gpf->framenum) <= gpl->gstep) {
/* alpha decreases with distance from curframe index */
tcolor[3] = color[3] - (i/gpl->gstep);
gp_draw_strokes(gf, winx, winy, dflag, debug, lthick, tcolor);
gp_draw_strokes(gf, offsx, offsy, winx, winy, dflag, debug, lthick, tcolor);
}
else
break;
@ -783,12 +805,12 @@ static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
/* draw the strokes for the ghost frames (at half of the alpha set by user) */
if (gpf->prev) {
tcolor[3] = (color[3] / 7);
gp_draw_strokes(gpf->prev, winx, winy, dflag, debug, lthick, tcolor);
gp_draw_strokes(gpf->prev, offsx, offsy, winx, winy, dflag, debug, lthick, tcolor);
}
if (gpf->next) {
tcolor[3] = (color[3] / 4);
gp_draw_strokes(gpf->next, winx, winy, dflag, debug, lthick, tcolor);
gp_draw_strokes(gpf->next, offsx, offsy, winx, winy, dflag, debug, lthick, tcolor);
}
/* restore alpha */
@ -798,7 +820,7 @@ static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
/* draw the strokes already in active frame */
tcolor[3]= color[3];
gp_draw_strokes(gpf, winx, winy, dflag, debug, lthick, tcolor);
gp_draw_strokes(gpf, offsx, offsy, winx, winy, dflag, debug, lthick, tcolor);
/* Check if may need to draw the active stroke cache, only if this layer is the active layer
* that is being edited. (Stroke buffer is currently stored in gp-data)
@ -866,6 +888,7 @@ static void gp_draw_data (bGPdata *gpd, int winx, int winy, int dflag)
void draw_gpencil_2dimage (ScrArea *sa, ImBuf *ibuf)
{
bGPdata *gpd;
int offsx, offsy, sizex, sizey;
int dflag = 0;
/* check that we have grease-pencil stuff to draw */
@ -873,9 +896,34 @@ void draw_gpencil_2dimage (ScrArea *sa, ImBuf *ibuf)
gpd= gpencil_data_getactive(sa);
if (gpd == NULL) return;
/* calculate rect */
switch (sa->spacetype) {
case SPACE_IMAGE: /* image */
{
SpaceImage *sima= (SpaceImage *)sa->spacedata.first;
// fixme... are these settings still needed?
offsx= 0;
offsy= 0;
sizex= sa->winx;
sizey= sa->winy;
myortho2(sima->v2d.cur.xmin, sima->v2d.cur.xmax, sima->v2d.cur.ymin, sima->v2d.cur.ymax);
}
break;
default: /* for spacetype not yet handled */
offsx= 0;
offsy= 0;
sizex= sa->winx;
sizey= sa->winy;
break;
}
/* draw it! */
dflag = (GP_DRAWDATA_ONLYI2D|GP_DRAWDATA_NOSTATUS);
gp_draw_data(gpd, sa->winx, sa->winy, dflag);
gp_draw_data(gpd, offsx, offsy, sizex, sizey, dflag);
}
/* draw grease-pencil sketches to specified 2d-view assuming that matrices are already set correctly
@ -893,7 +941,7 @@ void draw_gpencil_2dview (ScrArea *sa, short onlyv2d)
/* draw it! */
if (onlyv2d) dflag |= (GP_DRAWDATA_ONLYV2D|GP_DRAWDATA_NOSTATUS);
gp_draw_data(gpd, sa->winx, sa->winy, dflag);
gp_draw_data(gpd, 0, 0, sa->winx, sa->winy, dflag);
}
/* draw grease-pencil sketches to specified 3d-view assuming that matrices are already set correctly
@ -910,7 +958,7 @@ void draw_gpencil_3dview (ScrArea *sa, short only3d)
/* draw it! */
if (only3d) dflag |= (GP_DRAWDATA_ONLY3D|GP_DRAWDATA_NOSTATUS);
gp_draw_data(gpd, sa->winx, sa->winy, dflag);
gp_draw_data(gpd, 0, 0, sa->winx, sa->winy, dflag);
}
/* draw grease-pencil sketches to opengl render window assuming that matrices are already set correctly */
@ -924,7 +972,7 @@ void draw_gpencil_oglrender (View3D *v3d, int winx, int winy)
if (gpd == NULL) return;
/* pass 1: draw 3d-strokes ------------ > */
gp_draw_data(gpd, winx, winy, (GP_DRAWDATA_NOSTATUS|GP_DRAWDATA_ONLY3D));
gp_draw_data(gpd, 0, 0, winx, winy, (GP_DRAWDATA_NOSTATUS|GP_DRAWDATA_ONLY3D));
/* pass 2: draw 2d-strokes ------------ > */
/* adjust view matrices */
@ -932,7 +980,7 @@ void draw_gpencil_oglrender (View3D *v3d, int winx, int winy)
glLoadIdentity();
/* draw it! */
gp_draw_data(gpd, winx, winy, GP_DRAWDATA_NOSTATUS);
gp_draw_data(gpd, 0, 0, winx, winy, GP_DRAWDATA_NOSTATUS);
}
/* ************************************************** */

@ -52,6 +52,7 @@
#include "DNA_camera_types.h"
#include "DNA_color_types.h"
#include "DNA_image_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
@ -79,6 +80,7 @@
#include "BDR_editface.h"
#include "BDR_drawobject.h"
#include "BDR_drawmesh.h"
#include "BDR_gpencil.h"
#include "BDR_imagepaint.h"
#include "BIF_cursors.h"
@ -86,6 +88,7 @@
#include "BIF_graphics.h"
#include "BIF_mywindow.h"
#include "BIF_drawimage.h"
#include "BIF_drawgpencil.h"
#include "BIF_resources.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
@ -1778,6 +1781,45 @@ static void image_panel_preview(ScrArea *sa, short cntrl) // IMAGE_HANDLER_PREVI
}
static void image_panel_gpencil(short cntrl) // IMAGE_HANDLER_GREASEPENCIL
{
uiBlock *block;
SpaceImage *sima;
sima= curarea->spacedata.first;
block= uiNewBlock(&curarea->uiblocks, "image_panel_gpencil", UI_EMBOSS, UI_HELV, curarea->win);
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
uiSetPanelHandler(IMAGE_HANDLER_GREASEPENCIL); // for close and esc
if (uiNewPanel(curarea, block, "Grease Pencil", "SpaceImage", 100, 30, 318, 204)==0) return;
/* allocate memory for gpd if drawing enabled (this must be done first or else we crash) */
if (sima->flag & SI_DISPGP) {
if (sima->gpd == NULL)
gpencil_data_setactive(curarea, gpencil_data_addnew());
}
if (sima->flag & SI_DISPGP) {
bGPdata *gpd= sima->gpd;
short newheight;
/* this is a variable height panel, newpanel doesnt force new size on existing panels */
/* so first we make it default height */
uiNewPanelHeight(block, 204);
/* draw button for showing gpencil settings and drawings */
uiDefButBitI(block, TOG, SI_DISPGP, B_REDR, "Use Grease Pencil", 10, 225, 150, 20, &sima->flag, 0, 0, 0, 0, "Display freehand annotations overlay over this Image/UV Editor (draw using Shift-LMB)");
/* extend the panel if the contents won't fit */
newheight= draw_gpencil_panel(block, gpd, curarea);
uiNewPanelHeight(block, newheight);
}
else {
uiDefButBitI(block, TOG, SI_DISPGP, B_REDR, "Use Grease Pencil", 10, 225, 150, 20, &sima->flag, 0, 0, 0, 0, "Display freehand annotations overlay over this Image/UV Editor");
uiDefBut(block, LABEL, 1, " ", 160, 180, 150, 20, NULL, 0.0, 0.0, 0, 0, "");
}
}
static void image_blockhandlers(ScrArea *sa)
{
SpaceImage *sima= sa->spacedata.first;
@ -1788,7 +1830,6 @@ static void image_blockhandlers(ScrArea *sa)
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
switch(sima->blockhandler[a]) {
case IMAGE_HANDLER_PROPERTIES:
image_panel_properties(sima->blockhandler[a+1]);
break;
@ -1806,7 +1847,10 @@ static void image_blockhandlers(ScrArea *sa)
break;
case IMAGE_HANDLER_PREVIEW:
image_panel_preview(sa, sima->blockhandler[a+1]);
break;
break;
case IMAGE_HANDLER_GREASEPENCIL:
image_panel_gpencil(sima->blockhandler[a+1]);
break;
}
/* clear action value for event */
sima->blockhandler[a+1]= 0;
@ -2339,9 +2383,17 @@ void drawimagespace(ScrArea *sa, void *spacedata)
}
draw_image_transform(ibuf, xuser_asp, yuser_asp);
/* draw grease-pencil ('image' strokes) */
if (sima->flag & SI_DISPGP)
draw_gpencil_2dimage(sa, ibuf);
mywinset(sa->win); /* restore scissor after gla call... */
myortho2(-0.375, sa->winx-0.375, -0.375, sa->winy-0.375);
/* draw grease-pencil (screen strokes) */
if (sima->flag & SI_DISPGP)
draw_gpencil_2dview(sa, 0);
if(G.rendering==0) {
draw_image_view_tool();

@ -2689,7 +2689,8 @@ static void draw_dupli_objects_color(View3D *v3d, Base *base, int color)
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
dt= tbase.object->dt; tbase.object->dt= base->object->dt;
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
@ -2940,9 +2941,9 @@ static void gpu_render_lamp_update(View3D *v3d, Object *ob, Object *par, float o
lamp = GPU_lamp_from_blender(G.scene, ob, par);
if(lamp) {
GPU_lamp_update(lamp, obmat);
if(GPU_lamp_has_shadow_buffer(lamp)) {
GPU_lamp_update(lamp, ob->lay, obmat);
if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
shadow->lamp = lamp;
BLI_addtail(shadows, shadow);

@ -275,6 +275,12 @@ void sound_initialize_sounds(void)
bSound *sound;
if(ghSoundScene) {
for(sound=G.main->sound.first; sound; sound=sound->id.next) {
if(sound->snd_sound) {
SND_RemoveSound(ghSoundScene, sound->snd_sound);
sound->snd_sound = NULL;
}
}
/* clear the soundscene */
SND_RemoveAllSounds(ghSoundScene);
@ -908,7 +914,16 @@ void sound_stop_all_sounds(void)
void sound_end_all_sounds(void)
{
#if GAMEBLENDER == 1
bSound *sound;
if(ghSoundScene) {
for(sound=G.main->sound.first; sound; sound=sound->id.next) {
if(sound->snd_sound) {
SND_RemoveSound(ghSoundScene, sound->snd_sound);
sound->snd_sound = NULL;
}
}
sound_stop_all_sounds();
SND_RemoveAllSounds(ghSoundScene);
}

@ -62,6 +62,7 @@
#include "BKE_blender.h"
#include "BKE_armature.h"
#include "BKE_curve.h"
#include "BKE_image.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
@ -1137,7 +1138,7 @@ static void gp_session_initpaint (tGPsdata *p)
/* set the current area */
p->sa= curarea;
p->v2d= &sima->v2d;
//p->ibuf= BKE_image_get_ibuf(sima->image, &sima->iuser);
p->ibuf= BKE_image_get_ibuf(sima->image, &sima->iuser);
}
break;
/* unsupported views */
@ -1249,20 +1250,13 @@ static void gp_stroke_convertcoords (tGPsdata *p, short mval[], float out[])
else if ( (gpd->sbuffer_sflag & GP_STROKE_2DIMAGE) &&
(p->v2d) && (p->ibuf) )
{
ImBuf *ibuf= p->ibuf;
float x, y;
/* convert to 'canvas' coordinates, then adjust for view */
/* convert to 'canvas' coordinates (not need to adjust to canvas) */
areamouseco_to_ipoco(p->v2d, mval, &x, &y);
if (ibuf) {
out[0]= x*ibuf->x;
out[1]= y*ibuf->y;
}
else {
out[0]= x;
out[1]= y;
}
out[0]= x;
out[1]= y;
}
/* 2d - relative to screen (viewport area) */
@ -1637,7 +1631,9 @@ static void gp_paint_initstroke (tGPsdata *p, short paintmode)
break;
case SPACE_IMAGE:
{
p->gpd->sbuffer_sflag |= GP_STROKE_2DIMAGE;
/* check if any ibuf available */
if (p->ibuf)
p->gpd->sbuffer_sflag |= GP_STROKE_2DIMAGE;
}
break;
}

@ -477,6 +477,9 @@ static void do_image_viewmenu(void *arg, int event)
G.sima->flag ^= SI_LOCAL_UV;
allqueue(REDRAWIMAGE, 0);
break;
case 15: /* Grease Pencil... */
add_blockhandler(curarea, IMAGE_HANDLER_GREASEPENCIL, UI_PNL_UNSTOW);
break;
}
allqueue(REDRAWVIEW3D, 0);
}
@ -499,6 +502,8 @@ static uiBlock *image_viewmenu(void *arg_unused)
uiDefIconTextBut(block, BUTM, 1, ICON_MENU_PANEL, "Curves Tool...", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 11, "");
uiDefIconTextBut(block, BUTM, 1, ICON_MENU_PANEL, "Composite Preview...|Shift P", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 12, "");
uiDefIconTextBut(block, BUTM, 1, ICON_MENU_PANEL, "Grease Pencil...", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 15, "");
if(G.sima->flag & SI_LOCAL_UV) uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "UV Local View|NumPad /", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 14, "");
else uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "UV Local View|NumPad /", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 14, "");
if(!(G.sima->flag & SI_LOCAL_UV)) uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "UV Global View|NumPad /", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 14, "");

@ -112,7 +112,7 @@ static void do_node_viewmenu(void *arg, int event)
break;
case 4: /* Grease Pencil */
add_blockhandler(curarea, NODES_HANDLER_GREASEPENCIL, UI_PNL_UNSTOW);
break;
break;
}
allqueue(REDRAWNODE, 0);
}

@ -390,7 +390,7 @@ int decode_key_string(char *str, unsigned short *key, unsigned short *qual)
}
/* Compare last part against key names */
if (len-prev==1 || len-prev==4 && !strncmp(str+prev, "KEY", 3)) {
if ((len-prev==1) || ((len-prev==4) && !strncmp(str+prev, "KEY", 3))) {
if (str[prev]>='A' && str[prev]<='Z') {
*key= str[prev]-'A'+AKEY;

@ -3738,6 +3738,11 @@ void drawinfospace(ScrArea *sa, void *spacedata)
"Snap objects and sub-objects to grid units when scaling");
uiBlockEndAlign(block);
uiDefButBitI(block, TOG, USER_ORBIT_ZBUF, B_DRAWINFO, "Auto Depth",
(xpos+edgsp+mpref+spref+(2*midsp)),y2,spref,buth,
&(U.uiflag), 0, 0, 0, 0,
"Use the depth under the mouse to improve view pan/rotate/zoom functionality");
uiDefButBitI(block, TOG, USER_LOCKAROUND, B_DRAWINFO, "Global Pivot",
(xpos+edgsp+mpref+spref+(2*midsp)),y1,spref,buth,
&(U.uiflag), 0, 0, 0, 0,
@ -5336,7 +5341,15 @@ static void winqreadimagespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
if(val==0) return;
if(uiDoBlocks(&sa->uiblocks, event, 1)!=UI_NOTHING ) event= 0;
/* grease-pencil drawing before draw-tool */
if (event == LEFTMOUSE) {
if (gpencil_do_paint(sa, L_MOUSE)) return;
}
else if (event == RIGHTMOUSE) {
if (gpencil_do_paint(sa, R_MOUSE)) return;
}
if (sima->image && (sima->flag & SI_DRAWTOOL)) {
switch(event) {
case CKEY:
@ -5359,7 +5372,7 @@ static void winqreadimagespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
event = LEFTMOUSE;
}
}
/* Draw tool is inactive, editmode is enabled and the image is not a render or composite */
if (EM_texFaceCheck() && (G.sima->image==0 || (G.sima->image->type != IMA_TYPE_R_RESULT && G.sima->image->type != IMA_TYPE_COMPOSITE))) {
switch(event) {
@ -6340,6 +6353,8 @@ void freespacelist(ScrArea *sa)
SpaceImage *sima= (SpaceImage *)sl;
if(sima->cumap)
curvemapping_free(sima->cumap);
if(sima->gpd)
free_gpencil_data(sima->gpd);
}
else if(sl->spacetype==SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
@ -6407,6 +6422,10 @@ void duplicatespacelist(ScrArea *newarea, ListBase *lb1, ListBase *lb2)
SpaceSeq *sseq= (SpaceSeq *)sl;
sseq->gpd= gpencil_data_duplicate(sseq->gpd);
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
sima->gpd= gpencil_data_duplicate(sima->gpd);
}
sl= sl->next;
}

@ -483,9 +483,12 @@ static void init_userdef_file(void)
if ((G.main->versionfile < 247) || (G.main->versionfile == 247 && G.main->subversionfile < 1)) {
bTheme *btheme;
for(btheme= U.themes.first; btheme; btheme= btheme->next) {
SETCOL(btheme->tipo.handle_vertex, 0xff, 0x70, 0xff, 255);
SETCOL(btheme->tipo.handle_vertex_select, 0xff, 0xff, 0x70, 255);
btheme->tipo.handle_vertex_size= 3;
char *col;
col = btheme->tipo.vertex;
SETCOL(btheme->tipo.handle_vertex, col[0], col[1], col[2], 255);
col = btheme->tipo.vertex_select;
SETCOL(btheme->tipo.handle_vertex_select, col[0], col[1], col[2], 255);
btheme->tipo.handle_vertex_size= btheme->tipo.vertex_size;
}
}

@ -43,6 +43,8 @@
#include "BIF_verse.h"
#include "BIF_space.h"
#include "GPU_draw.h"
/*
* unsubscribe from verse bitmap
*/

@ -793,6 +793,82 @@ void viewmoveNDOFfly(int mode)
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
}
int view_autodist( float mouse_worldloc[3] ) //, float *autodist )
{
View3D *v3d = G.vd;
/* Zooms in on a border drawn by the user */
short mval[2];
rcti rect;
/* ZBuffer depth vars */
bglMats mats;
float depth, depth_close= MAXFLOAT;
int had_depth = 0;
double cent[2], p[3];
int xs, ys;
getmouseco_areawin(mval);
persp(PERSP_VIEW);
rect.xmax = mval[0] + 4;
rect.ymax = mval[1] + 4;
rect.xmin = mval[0] - 4;
rect.ymin = mval[1] - 4;
/* Get Z Depths, needed for perspective, nice for ortho */
bgl_get_mats(&mats);
draw_depth(curarea, (void *)v3d, NULL);
/* force updating */
if (v3d->depths) {
had_depth = 1;
v3d->depths->damaged = 1;
}
view3d_update_depths(v3d);
/* Constrain rect to depth bounds */
if (rect.xmin < 0) rect.xmin = 0;
if (rect.ymin < 0) rect.ymin = 0;
if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
/* Find the closest Z pixel */
for (xs=rect.xmin; xs < rect.xmax; xs++) {
for (ys=rect.ymin; ys < rect.ymax; ys++) {
depth= v3d->depths->depths[ys*v3d->depths->w+xs];
if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
if (depth_close > depth) {
depth_close = depth;
}
}
}
}
if (depth_close==MAXFLOAT)
return 0;
if (had_depth==0) {
MEM_freeN(v3d->depths->depths);
v3d->depths->depths = NULL;
}
v3d->depths->damaged = 1;
cent[0] = (double)mval[0];
cent[1] = (double)mval[1];
if (!gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2]))
return 0;
mouse_worldloc[0] = (float)p[0];
mouse_worldloc[1] = (float)p[1];
mouse_worldloc[2] = (float)p[2];
return 1;
}
void viewmove(int mode)
{
static float lastofs[3] = {0,0,0};
@ -825,15 +901,11 @@ void viewmove(int mode)
Mat3MulVecfl(mat, upvec);
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
}
/* sometimes this routine is called from headerbuttons */
areawinset(curarea->win);
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
QUATCOPY(oldquat, G.vd->viewquat);
getmouseco_areawin(mval_area); /* for zoom to mouse loc */
@ -867,9 +939,44 @@ void viewmove(int mode)
VECCOPY(obofs, lastofs);
VecMulf(obofs, -1.0f);
}
else if (U.uiflag & USER_ORBIT_ZBUF) {
if ((use_sel=view_autodist(obofs))) {
if (G.vd->persp==V3D_PERSP) {
float my_origin[3]; /* original G.vd->ofs */
float my_pivot[3]; /* view */
VECCOPY(my_origin, G.vd->ofs);
VecMulf(my_origin, -1.0f); /* ofs is flipped */
/* Set the dist value to be the distance from this 3d point */
/* this means youll always be able to zoom into it and panning wont go bad when dist was zero */
/* remove dist value */
upvec[0] = upvec[1] = 0;
upvec[2] = G.vd->dist;
Mat3CpyMat4(mat, G.vd->viewinv);
Mat3MulVecfl(mat, upvec);
VecSubf(my_pivot, G.vd->ofs, upvec);
VecMulf(my_pivot, -1.0f); /* ofs is flipped */
/* find a new ofs value that is allong the view axis (rather then the mouse location) */
lambda_cp_line_ex(obofs, my_pivot, my_origin, dvec);
dist0 = G.vd->dist = VecLenf(my_pivot, dvec);
VecMulf(dvec, -1.0f);
VECCOPY(G.vd->ofs, dvec);
}
VecMulf(obofs, -1.0f);
VECCOPY(ofs, G.vd->ofs);
} else {
ofs[0] = ofs[1] = ofs[2] = 0.0f;
}
}
else
ofs[0] = ofs[1] = ofs[2] = 0.0f;
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
reverse= 1.0f;
if (G.vd->persmat[2][1] < 0.0f)
reverse= -1.0f;
@ -1046,9 +1153,20 @@ void viewmove(int mode)
zfac*G.vd->dist < 10.0*G.vd->far)
view_zoom_mouseloc(zfac, mval_area);
/* these limits are in toets.c too */
if(G.vd->dist<0.001*G.vd->grid) G.vd->dist= 0.001*G.vd->grid;
if(G.vd->dist>10.0*G.vd->far) G.vd->dist=10.0*G.vd->far;
if ((U.uiflag & USER_ORBIT_ZBUF) && (U.viewzoom==USER_ZOOM_CONT) && (G.vd->persp==V3D_PERSP)) {
/* Secret apricot feature, translate the view when in continues mode */
upvec[0] = upvec[1] = 0;
upvec[2] = (dist0 - G.vd->dist) * G.vd->grid;
G.vd->dist = dist0;
Mat3CpyMat4(mat, G.vd->viewinv);
Mat3MulVecfl(mat, upvec);
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
} else {
/* these limits are in toets.c too */
if(G.vd->dist<0.001*G.vd->grid) G.vd->dist= 0.001*G.vd->grid;
if(G.vd->dist>10.0*G.vd->far) G.vd->dist=10.0*G.vd->far;
}
if(G.vd->persp==V3D_ORTHO || G.vd->persp==V3D_CAMOB) preview3d_event= 0;
}
@ -2353,3 +2471,4 @@ void smooth_view_to_camera(View3D *v3d)
v3d->persp= V3D_CAMOB;
}
}

@ -50,6 +50,7 @@
#include "MT_Matrix4x4.h"
#include "BKE_utildefines.h"
#include "FloatValue.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>

@ -49,6 +49,7 @@
#include "BLI_arithb.h"
#include "MT_Matrix4x4.h"
#include "BKE_utildefines.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>

@ -962,10 +962,9 @@ void BL_ConvertActuators(char* maggiename,
bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data;
KX_VisibilityActuator * tmp_vis_act = NULL;
bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0);
bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0);
tmp_vis_act =
new KX_VisibilityActuator(gameobj,
!v);
tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, recursive);
baseact = tmp_vis_act;
}

@ -36,6 +36,7 @@ include nan_compile.mk
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include

@ -43,6 +43,33 @@
* Python defines
------------------------------*/
/*
Py_RETURN_NONE
Python 2.4 macro.
defined here until we switch to 2.4
also in api2_2x/gen_utils.h
*/
#ifndef Py_RETURN_NONE
#define Py_RETURN_NONE return Py_BuildValue("O", Py_None)
#endif
#ifndef Py_RETURN_FALSE
#define Py_RETURN_FALSE return PyBool_FromLong(0)
#endif
#ifndef Py_RETURN_TRUE
#define Py_RETURN_TRUE return PyBool_FromLong(1)
#endif
/* for pre Py 2.5 */
#if PY_VERSION_HEX < 0x02050000
typedef int Py_ssize_t;
#define PY_SSIZE_T_MAX INT_MAX
#define PY_SSIZE_T_MIN INT_MIN
#else
/* Py 2.5 and later */
#define intargfunc ssizeargfunc
#define intintargfunc ssizessizeargfunc
#endif
// some basic python macros
#define Py_Return { Py_INCREF(Py_None); return Py_None;}

@ -42,6 +42,7 @@ CPPFLAGS += -I../Expressions
CPPFLAGS += -I../Rasterizer
CPPFLAGS += -I$(NAN_STRING)/include
CPPFLAGS += -I$(NAN_MOTO)/include
CPPFLAGS += -I../../blender/makesdna
CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION)
CPPFLAGS += $(NAN_SDLCFLAGS)

@ -27,6 +27,7 @@
*/
#include "SCA_ILogicBrick.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>

@ -30,8 +30,11 @@
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
#include "PyObjectPlus.h"
#include <iostream>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -33,10 +33,12 @@
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
#include "PyObjectPlus.h"
#include "compile.h"
#include "eval.h"
#include <algorithm>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -717,7 +717,11 @@ void GPG_Application::stopEngine()
if (gameLogic) {
PyObject* pyGlobalDict = PyDict_GetItemString(PyModule_GetDict(gameLogic), "globalDict"); // Same as importing the module
if (pyGlobalDict) {
#ifdef Py_MARSHAL_VERSION
PyObject* pyGlobalDictMarshal = PyMarshal_WriteObjectToString( pyGlobalDict, 2); // Py_MARSHAL_VERSION == 2 as of Py2.5
#else
PyObject* pyGlobalDictMarshal = PyMarshal_WriteObjectToString( pyGlobalDict );
#endif
if (pyGlobalDictMarshal) {
m_pyGlobalDictString_Length = PyString_Size(pyGlobalDictMarshal);
PyObject_Print(pyGlobalDictMarshal, stderr, 0);

@ -22,7 +22,7 @@ BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lig
mMat(ma),
mLightLayer(lightlayer)
{
mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName());
mBlenderScene = scene->GetBlenderScene();
mBlendMode = GPU_BLEND_SOLID;
if(mMat)
@ -52,7 +52,7 @@ void BL_BlenderShader::SetProg(bool enable, double time)
{
if(VerifyShader()) {
if(enable)
GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time);
GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, ~0, time);
else
GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat));
}

@ -35,6 +35,8 @@
#include <math.h>
#include "KX_GameObject.h"
#include "PyObjectPlus.h"
STR_String KX_CameraActuator::X_AXIS_STRING = "x";
STR_String KX_CameraActuator::Y_AXIS_STRING = "y";

@ -27,6 +27,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
#include <Python.h>
#include "PyObjectPlus.h"
#include "KX_ConstraintWrapper.h"
#include "PHY_IPhysicsEnvironment.h"

@ -65,6 +65,8 @@ typedef unsigned long uint_ptr;
#include "SCA_IActuator.h"
#include "SCA_ISensor.h"
#include "PyObjectPlus.h" /* python stuff */
// This file defines relationships between parents and children
// in the game engine.
@ -364,15 +366,36 @@ void KX_GameObject::AddMeshUser()
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->AddMeshUser(this);
UpdateBuckets();
UpdateBuckets(false);
}
void KX_GameObject::UpdateBuckets()
static void UpdateBuckets_recursive(SG_Node* node)
{
NodeList& children = node->GetSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* childnode = (*childit);
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj != NULL) // This is a GameObject
clientgameobj->UpdateBuckets(0);
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
UpdateBuckets_recursive(childnode);
}
}
void KX_GameObject::UpdateBuckets( bool recursive )
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
if (recursive) {
UpdateBuckets_recursive(m_pSGNode);
}
}
void KX_GameObject::RemoveMeshes()
@ -502,12 +525,33 @@ KX_GameObject::GetVisible(
return m_bVisible;
}
static void setVisible_recursive(SG_Node* node, bool v)
{
NodeList& children = node->GetSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* childnode = (*childit);
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj != NULL) // This is a GameObject
clientgameobj->SetVisible(v, 0);
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
setVisible_recursive(childnode, v);
}
}
void
KX_GameObject::SetVisible(
bool v
bool v,
bool recursive
)
{
m_bVisible = v;
if (recursive)
setVisible_recursive(m_pSGNode, v);
}
bool
@ -880,7 +924,7 @@ PyMethodDef KX_GameObject::Methods[] = {
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
{"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_O},
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
{"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
{"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
@ -1036,8 +1080,8 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr
int val = PyInt_AsLong(value);
if (attr == "visible")
{
SetVisible(val != 0);
UpdateBuckets();
SetVisible(val != 0, false);
UpdateBuckets(false);
return 0;
}
}
@ -1198,17 +1242,14 @@ PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
return NULL;
}
PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value)
PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
{
int visible = PyInt_AsLong(value);
if (visible==-1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "expected 0 or 1");
int visible, recursive = 0;
if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive))
return NULL;
}
SetVisible(visible != 0);
UpdateBuckets();
SetVisible(visible ? true:false, recursive ? true:false);
UpdateBuckets(recursive ? true:false);
Py_RETURN_NONE;
}

@ -566,6 +566,7 @@ public:
*/
void
UpdateBuckets(
bool recursive
);
/**
@ -640,7 +641,8 @@ public:
*/
void
SetVisible(
bool b
bool b,
bool recursive
);
/**
@ -762,7 +764,7 @@ public:
KX_PYMETHOD_NOARGS(KX_GameObject,GetOrientation);
KX_PYMETHOD_O(KX_GameObject,SetOrientation);
KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
KX_PYMETHOD_O(KX_GameObject,SetVisible);
KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
KX_PYMETHOD_O(KX_GameObject,SetState);
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);

@ -105,7 +105,7 @@ void KX_LightObject::Update()
for(int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
GPU_lamp_update(lamp, obmat);
GPU_lamp_update(lamp, m_lightobj.m_layer, obmat);
}
}

@ -43,6 +43,8 @@
#include "KX_PyMath.h"
#include "KX_ConvertPhysicsObject.h"
#include "PyObjectPlus.h"
PyTypeObject KX_MeshProxy::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,

@ -36,6 +36,8 @@
#include "KX_GameObject.h"
#include "KX_PythonInit.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -27,6 +27,8 @@
* ***** END GPL LICENSE BLOCK *****
*/
#include <Python.h>
#include "PyObjectPlus.h"
#include "KX_PhysicsObjectWrapper.h"
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"

@ -34,6 +34,8 @@
#include "PHY_IPhysicsController.h"
#include "PHY_IVehicle.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -68,6 +68,8 @@
#include "KX_PyMath.h"
#include "PyObjectPlus.h"
extern "C" {
#include "Mathutils.h" // Blender.Mathutils module copied here so the blenderlayer can use.
}
@ -123,15 +125,13 @@ static PyObject* gPyGetRandomFloat(PyObject*)
static PyObject* gPySetGravity(PyObject*, PyObject* args)
{
MT_Vector3 vec = MT_Vector3(0., 0., 0.);
if (PyVecArgTo(args, vec))
{
if (gp_KetsjiScene)
gp_KetsjiScene->SetGravity(vec);
Py_Return;
}
if (!PyVecArgTo(args, vec))
return NULL;
if (gp_KetsjiScene)
gp_KetsjiScene->SetGravity(vec);
return NULL;
Py_RETURN_NONE;
}
static char gPyExpandPath_doc[] =
@ -149,13 +149,12 @@ static PyObject* gPyExpandPath(PyObject*, PyObject* args)
char expanded[FILE_MAXDIR + FILE_MAXFILE];
char* filename;
if (PyArg_ParseTuple(args,"s",&filename))
{
BLI_strncpy(expanded, filename, FILE_MAXDIR + FILE_MAXFILE);
BLI_convertstringcode(expanded, G.sce);
return PyString_FromString(expanded);
}
return NULL;
if (!PyArg_ParseTuple(args,"s",&filename))
return NULL;
BLI_strncpy(expanded, filename, FILE_MAXDIR + FILE_MAXFILE);
BLI_convertstringcode(expanded, G.sce);
return PyString_FromString(expanded);
}
@ -183,6 +182,12 @@ static PyObject* gPyGetSpectrum(PyObject*)
PyList_SetItem(resultlist, index, PyFloat_FromDouble(spectrum[index]));
}
}
else {
for (int index = 0; index < 512; index++)
{
PyList_SetItem(resultlist, index, PyFloat_FromDouble(0.0));
}
}
return resultlist;
}
@ -193,16 +198,17 @@ static PyObject* gPyStartDSP(PyObject*, PyObject* args)
{
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
if (audiodevice)
{
if (!usedsp)
{
audiodevice->StartUsingDSP();
usedsp = true;
Py_Return;
}
if (!audiodevice) {
PyErr_SetString(PyExc_RuntimeError, "no audio device available");
return NULL;
}
return NULL;
if (!usedsp) {
audiodevice->StartUsingDSP();
usedsp = true;
}
Py_RETURN_NONE;
}
@ -211,28 +217,27 @@ static PyObject* gPyStopDSP(PyObject*, PyObject* args)
{
SND_IAudioDevice* audiodevice = SND_DeviceManager::Instance();
if (audiodevice)
{
if (usedsp)
{
audiodevice->StopUsingDSP();
usedsp = false;
Py_Return;
}
if (!audiodevice) {
PyErr_SetString(PyExc_RuntimeError, "no audio device available");
return NULL;
}
return NULL;
if (usedsp) {
audiodevice->StopUsingDSP();
usedsp = true;
}
Py_RETURN_NONE;
}
static PyObject* gPySetLogicTicRate(PyObject*, PyObject* args)
{
float ticrate;
if (PyArg_ParseTuple(args, "f", &ticrate))
{
KX_KetsjiEngine::SetTicRate(ticrate);
Py_Return;
}
if (!PyArg_ParseTuple(args, "f", &ticrate))
return NULL;
return NULL;
KX_KetsjiEngine::SetTicRate(ticrate);
Py_RETURN_NONE;
}
static PyObject* gPyGetLogicTicRate(PyObject*)
@ -243,26 +248,21 @@ static PyObject* gPyGetLogicTicRate(PyObject*)
static PyObject* gPySetPhysicsTicRate(PyObject*, PyObject* args)
{
float ticrate;
if (PyArg_ParseTuple(args, "f", &ticrate))
{
PHY_GetActiveEnvironment()->setFixedTimeStep(true,ticrate);
Py_Return;
}
if (!PyArg_ParseTuple(args, "f", &ticrate))
return NULL;
return NULL;
PHY_GetActiveEnvironment()->setFixedTimeStep(true,ticrate);
Py_RETURN_NONE;
}
static PyObject* gPySetPhysicsDebug(PyObject*, PyObject* args)
{
int debugMode;
if (PyArg_ParseTuple(args, "i", &debugMode))
{
PHY_GetActiveEnvironment()->setDebugMode(debugMode);
Py_Return;
}
if (!PyArg_ParseTuple(args, "i", &debugMode))
return NULL;
return NULL;
PHY_GetActiveEnvironment()->setDebugMode(debugMode);
Py_RETURN_NONE;
}
@ -425,22 +425,14 @@ static struct PyMethodDef game_methods[] = {
static PyObject* gPyGetWindowHeight(PyObject*, PyObject* args)
{
int height = (gp_Canvas ? gp_Canvas->GetHeight() : 0);
PyObject* heightval = PyInt_FromLong(height);
return heightval;
return PyInt_FromLong((gp_Canvas ? gp_Canvas->GetHeight() : 0));
}
static PyObject* gPyGetWindowWidth(PyObject*, PyObject* args)
{
int width = (gp_Canvas ? gp_Canvas->GetWidth() : 0);
PyObject* widthval = PyInt_FromLong(width);
return widthval;
return PyInt_FromLong((gp_Canvas ? gp_Canvas->GetWidth() : 0));
}
@ -451,15 +443,11 @@ bool gUseVisibilityTemp = false;
static PyObject* gPyEnableVisibility(PyObject*, PyObject* args)
{
int visible;
if (PyArg_ParseTuple(args,"i",&visible))
{
gUseVisibilityTemp = (visible != 0);
}
else
{
if (!PyArg_ParseTuple(args,"i",&visible))
return NULL;
}
Py_Return;
gUseVisibilityTemp = (visible != 0);
Py_RETURN_NONE;
}
@ -467,23 +455,20 @@ static PyObject* gPyEnableVisibility(PyObject*, PyObject* args)
static PyObject* gPyShowMouse(PyObject*, PyObject* args)
{
int visible;
if (PyArg_ParseTuple(args,"i",&visible))
{
if (visible)
{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
} else
{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
}
}
else {
if (!PyArg_ParseTuple(args,"i",&visible))
return NULL;
if (visible)
{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
} else
{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
}
Py_Return;
Py_RETURN_NONE;
}
@ -491,74 +476,81 @@ static PyObject* gPyShowMouse(PyObject*, PyObject* args)
static PyObject* gPySetMousePosition(PyObject*, PyObject* args)
{
int x,y;
if (PyArg_ParseTuple(args,"ii",&x,&y))
{
if (gp_Canvas)
gp_Canvas->SetMousePosition(x,y);
}
else {
if (!PyArg_ParseTuple(args,"ii",&x,&y))
return NULL;
}
Py_Return;
if (gp_Canvas)
gp_Canvas->SetMousePosition(x,y);
Py_RETURN_NONE;
}
static PyObject* gPySetEyeSeparation(PyObject*, PyObject* args)
{
float sep;
if (PyArg_ParseTuple(args, "f", &sep))
{
if (gp_Rasterizer)
gp_Rasterizer->SetEyeSeparation(sep);
Py_Return;
if (!PyArg_ParseTuple(args, "f", &sep))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
return NULL;
gp_Rasterizer->SetEyeSeparation(sep);
Py_RETURN_NONE;
}
static PyObject* gPyGetEyeSeparation(PyObject*, PyObject*, PyObject*)
{
if (gp_Rasterizer)
return PyFloat_FromDouble(gp_Rasterizer->GetEyeSeparation());
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
return NULL;
return PyFloat_FromDouble(gp_Rasterizer->GetEyeSeparation());
}
static PyObject* gPySetFocalLength(PyObject*, PyObject* args)
{
float focus;
if (PyArg_ParseTuple(args, "f", &focus))
{
if (gp_Rasterizer)
gp_Rasterizer->SetFocalLength(focus);
Py_Return;
}
if (!PyArg_ParseTuple(args, "f", &focus))
return NULL;
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetFocalLength(focus);
Py_RETURN_NONE;
}
static PyObject* gPyGetFocalLength(PyObject*, PyObject*, PyObject*)
{
if (gp_Rasterizer)
return PyFloat_FromDouble(gp_Rasterizer->GetFocalLength());
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
return PyFloat_FromDouble(gp_Rasterizer->GetFocalLength());
Py_RETURN_NONE;
}
static PyObject* gPySetBackgroundColor(PyObject*, PyObject* args)
{
MT_Vector4 vec = MT_Vector4(0., 0., 0.3, 0.);
if (PyVecArgTo(args, vec))
{
if (gp_Canvas)
{
gp_Rasterizer->SetBackColor(vec[0], vec[1], vec[2], vec[3]);
}
Py_Return;
}
if (!PyVecArgTo(args, vec))
return NULL;
return NULL;
if (gp_Canvas)
{
gp_Rasterizer->SetBackColor(vec[0], vec[1], vec[2], vec[3]);
}
Py_RETURN_NONE;
}
@ -567,16 +559,16 @@ static PyObject* gPySetMistColor(PyObject*, PyObject* args)
{
MT_Vector3 vec = MT_Vector3(0., 0., 0.);
if (PyVecArgTo(args, vec))
{
if (gp_Rasterizer)
{
gp_Rasterizer->SetFogColor(vec[0], vec[1], vec[2]);
}
Py_Return;
}
if (!PyVecArgTo(args, vec))
return NULL;
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetFogColor(vec[0], vec[1], vec[2]);
Py_RETURN_NONE;
}
@ -585,17 +577,17 @@ static PyObject* gPySetMistStart(PyObject*, PyObject* args)
{
float miststart;
if (PyArg_ParseTuple(args,"f",&miststart))
{
if (gp_Rasterizer)
{
gp_Rasterizer->SetFogStart(miststart);
}
}
else {
if (!PyArg_ParseTuple(args,"f",&miststart))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
Py_Return;
gp_Rasterizer->SetFogStart(miststart);
Py_RETURN_NONE;
}
@ -604,17 +596,17 @@ static PyObject* gPySetMistEnd(PyObject*, PyObject* args)
{
float mistend;
if (PyArg_ParseTuple(args,"f",&mistend))
{
if (gp_Rasterizer)
{
gp_Rasterizer->SetFogEnd(mistend);
}
}
else {
if (!PyArg_ParseTuple(args,"f",&mistend))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
Py_Return;
gp_Rasterizer->SetFogEnd(mistend);
Py_RETURN_NONE;
}
@ -622,16 +614,16 @@ static PyObject* gPySetAmbientColor(PyObject*, PyObject* args)
{
MT_Vector3 vec = MT_Vector3(0., 0., 0.);
if (PyVecArgTo(args, vec))
{
if (gp_Rasterizer)
{
gp_Rasterizer->SetAmbientColor(vec[0], vec[1], vec[2]);
}
Py_Return;
}
if (!PyVecArgTo(args, vec))
return NULL;
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetAmbientColor(vec[0], vec[1], vec[2]);
Py_RETURN_NONE;
}
@ -640,42 +632,43 @@ static PyObject* gPySetAmbientColor(PyObject*, PyObject* args)
static PyObject* gPyMakeScreenshot(PyObject*, PyObject* args)
{
char* filename;
if (PyArg_ParseTuple(args,"s",&filename))
{
if (gp_Canvas)
{
gp_Canvas->MakeScreenShot(filename);
}
}
else {
if (!PyArg_ParseTuple(args,"s",&filename))
return NULL;
if (gp_Canvas)
{
gp_Canvas->MakeScreenShot(filename);
}
Py_Return;
Py_RETURN_NONE;
}
static PyObject* gPyEnableMotionBlur(PyObject*, PyObject* args)
{
float motionblurvalue;
if (PyArg_ParseTuple(args,"f",&motionblurvalue))
{
if(gp_Rasterizer)
{
gp_Rasterizer->EnableMotionBlur(motionblurvalue);
}
}
else {
if (!PyArg_ParseTuple(args,"f",&motionblurvalue))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
Py_Return;
gp_Rasterizer->EnableMotionBlur(motionblurvalue);
Py_RETURN_NONE;
}
static PyObject* gPyDisableMotionBlur(PyObject*, PyObject* args)
{
if(gp_Rasterizer)
{
gp_Rasterizer->DisableMotionBlur();
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
Py_Return;
gp_Rasterizer->DisableMotionBlur();
Py_RETURN_NONE;
}
int getGLSLSettingFlag(char *setting)
@ -704,30 +697,33 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
int enable, flag;
if (PyArg_ParseTuple(args,"si",&setting,&enable))
{
flag = getGLSLSettingFlag(setting);
return NULL;
flag = getGLSLSettingFlag(setting);
if (flag==-1) {
PyErr_SetString(PyExc_ValueError, "glsl setting is not known");
return NULL;
}
if (enable)
G.fileflags &= ~flag;
else
G.fileflags |= flag;
if(flag != -1) {
if (enable)
G.fileflags &= ~flag;
else
G.fileflags |= flag;
/* display lists and GLSL materials need to be remade */
if(gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
KX_SceneList::iterator it;
/* display lists and GLSL materials need to be remade */
if(gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
KX_SceneList::iterator it;
for(it=scenes->begin(); it!=scenes->end(); it++)
if((*it)->GetBucketManager())
(*it)->GetBucketManager()->ReleaseDisplayLists();
}
GPU_materials_free();
}
for(it=scenes->begin(); it!=scenes->end(); it++)
if((*it)->GetBucketManager())
(*it)->GetBucketManager()->ReleaseDisplayLists();
}
Py_Return;
GPU_materials_free();
Py_RETURN_NONE;
}
static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
@ -737,14 +733,17 @@ static PyObject* gPyGetGLSLMaterialSetting(PyObject*,
char *setting;
int enabled = 0, flag;
if (PyArg_ParseTuple(args,"s",&setting))
{
flag = getGLSLSettingFlag(setting);
if(flag != -1)
enabled = ((G.fileflags & flag) != 0);
if (!PyArg_ParseTuple(args,"s",&setting))
return NULL;
flag = getGLSLSettingFlag(setting);
if (flag==-1) {
PyErr_SetString(PyExc_ValueError, "glsl setting is not known");
return NULL;
}
enabled = ((G.fileflags & flag) != 0);
return PyInt_FromLong(enabled);
}

@ -39,6 +39,8 @@
#include "KX_GameObject.h"
#include "KX_IPhysicsController.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -37,6 +37,8 @@
#include "KX_SCA_ReplaceMeshActuator.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
@ -80,7 +82,7 @@ PyParentObject KX_SCA_ReplaceMeshActuator::Parents[] = {
PyMethodDef KX_SCA_ReplaceMeshActuator::Methods[] = {
{"setMesh", (PyCFunction) KX_SCA_ReplaceMeshActuator::sPySetMesh, METH_VARARGS, SetMesh_doc},
{"setMesh", (PyCFunction) KX_SCA_ReplaceMeshActuator::sPySetMesh, METH_O, SetMesh_doc},
KX_PYMETHODTABLE(KX_SCA_ReplaceMeshActuator, instantReplaceMesh),
KX_PYMETHODTABLE(KX_SCA_ReplaceMeshActuator, getMesh),
@ -99,28 +101,29 @@ PyObject* KX_SCA_ReplaceMeshActuator::_getattr(const STR_String& attr)
/* 1. setMesh */
char KX_SCA_ReplaceMeshActuator::SetMesh_doc[] =
"setMesh(name)\n"
"\t- name: string\n"
"\t- name: string or None\n"
"\tSet the mesh that will be substituted for the current one.\n";
PyObject* KX_SCA_ReplaceMeshActuator::PySetMesh(PyObject* self,
PyObject* args,
PyObject* kwds)
PyObject* KX_SCA_ReplaceMeshActuator::PySetMesh(PyObject* self, PyObject* value)
{
char* meshname;
if (!PyArg_ParseTuple(args, "s", &meshname))
{
return NULL;
}
void* mesh = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(meshname));
if (mesh) {
if (value == Py_None) {
m_mesh = NULL;
} else {
char* meshname = PyString_AsString(value);
if (!meshname) {
PyErr_SetString(PyExc_ValueError, "Expected the name of a mesh or None");
return NULL;
}
void* mesh = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(meshname));
if (mesh==NULL) {
PyErr_SetString(PyExc_ValueError, "The mesh name given does not exist");
return NULL;
}
m_mesh= (class RAS_MeshObject*)mesh;
Py_Return;
}
return NULL;
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, getMesh,
@ -129,7 +132,7 @@ KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, getMesh,
)
{
if (!m_mesh)
Py_Return;
Py_RETURN_NONE;
return PyString_FromString(const_cast<char *>(m_mesh->GetName().ReadPtr()));
}
@ -139,7 +142,7 @@ KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, instantReplaceMesh,
"instantReplaceMesh() : immediately replace mesh without delay\n")
{
InstantReplaceMesh();
Py_Return;
Py_RETURN_NONE;
}
/* ------------------------------------------------------------------------- */

@ -76,7 +76,7 @@ class KX_SCA_ReplaceMeshActuator : public SCA_IActuator
void InstantReplaceMesh();
/* 1. setMesh */
KX_PYMETHOD_DOC(KX_SCA_ReplaceMeshActuator,SetMesh);
KX_PYMETHOD_DOC_O(KX_SCA_ReplaceMeshActuator,SetMesh);
KX_PYMETHOD_DOC(KX_SCA_ReplaceMeshActuator,getMesh);
KX_PYMETHOD_DOC(KX_SCA_ReplaceMeshActuator,instantReplaceMesh);

@ -1235,7 +1235,7 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
}
gameobj->SetCulled(!visible);
gameobj->UpdateBuckets();
gameobj->UpdateBuckets(false);
}
}
if (node->Left())
@ -1253,7 +1253,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
gameobj->UpdateBuckets();
gameobj->UpdateBuckets(false);
return;
}
@ -1300,10 +1300,10 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->SetCulled(false);
gameobj->UpdateBuckets();
gameobj->UpdateBuckets(false);
} else {
gameobj->SetCulled(true);
gameobj->UpdateBuckets();
gameobj->UpdateBuckets(false);
}
}

@ -42,6 +42,8 @@
#include <iostream>
#include "KX_GameObject.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

@ -1,6 +1,8 @@
#include <Python.h>
#include "PyObjectPlus.h"
#include "KX_VehicleWrapper.h"
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IVehicle.h"

@ -38,10 +38,12 @@
KX_VisibilityActuator::KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
bool recursive,
PyTypeObject* T
)
: SCA_IActuator(gameobj,T),
m_visible(visible)
m_visible(visible),
m_recursive(recursive)
{
// intentionally empty
}
@ -75,8 +77,8 @@ KX_VisibilityActuator::Update()
KX_GameObject *obj = (KX_GameObject*) GetParent();
obj->SetVisible(m_visible);
obj->UpdateBuckets();
obj->SetVisible(m_visible, m_recursive);
obj->UpdateBuckets(m_recursive);
return true;
}

@ -39,12 +39,14 @@ class KX_VisibilityActuator : public SCA_IActuator
/** Make visible? */
bool m_visible;
bool m_recursive;
public:
KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
bool recursive,
PyTypeObject* T=&Type
);

@ -59,8 +59,9 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
def setMesh(name):
"""
Sets the name of the mesh that will replace the current one.
When the name is None it will unset the mesh value so no action is taken.
@type name: string
@type name: string or None
"""
def getMesh():
"""
@ -68,6 +69,6 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
Returns None if no mesh has been scheduled to be added.
@rtype: string
@rtype: string or None
"""

@ -131,19 +131,29 @@ void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it)
int startvertex, endvertex;
int startindex, endindex;
it.array = m_displayArrays[m_startarray];
it.array = (m_displayArrays.size() > 0)? m_displayArrays[m_startarray]: NULL;
startvertex = m_startvertex;
endvertex = (m_startarray == m_endarray)? m_endvertex: it.array->m_vertex.size();
startindex = m_startindex;
endindex = (m_startarray == m_endarray)? m_endindex: it.array->m_index.size();
if(it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) {
it.array = NULL;
it.vertex = NULL;
it.index = NULL;
it.startvertex = 0;
it.endvertex = 0;
it.totindex = 0;
}
else {
startvertex = m_startvertex;
endvertex = (m_startarray == m_endarray)? m_endvertex: it.array->m_vertex.size();
startindex = m_startindex;
endindex = (m_startarray == m_endarray)? m_endindex: it.array->m_index.size();
it.vertex = &it.array->m_vertex[0];
it.index = &it.array->m_index[startindex];
it.startvertex = startvertex;
it.endvertex = endvertex;
it.totindex = endindex-startindex;
it.arraynum = m_startarray;
it.vertex = &it.array->m_vertex[0];
it.index = &it.array->m_index[startindex];
it.startvertex = startvertex;
it.endvertex = endvertex;
it.totindex = endindex-startindex;
it.arraynum = m_startarray;
}
}
void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it)