Commit Graph

990 Commits

Author SHA1 Message Date
Campbell Barton
066098dfec this should fix building with mingw 2009-04-12 22:05:09 +00:00
Dalai Felinto
8664e35adf 2DFilter bugfixes:
[#18154] 2dFilter and motion blur should run only once to all the scenes
[#18504] The GL_PROJECTION matrix is being reset by the 2dfilter.
2009-04-12 19:46:50 +00:00
Campbell Barton
17f35293ee PropertyActuator toggle option didnt run when the Value field was empty. 2009-04-12 16:10:43 +00:00
Campbell Barton
332032fb99 BGE Python API
Support for assigning any Type to a KX_GameObject

so you can do...
 gameOb.follow = otherGameOb
 gameOb[otherGameOb] = distanceTo
 gameOb["path"] = [(x,y,x), (x,y,x)]
 del gameOb[mesh]


* types that cannot be converted into CValue types are written into the KX_GameObject dict
* the KX_GameObject dict is only initialized when needed
* Python properties in this dict cannot be accessed by logic bricks
* dir(ob) and ob.getPropertyNames() return items from both CValue and Py dictionary properties.

Also found that CType was converting python lists to CType Lists but very buggy, would crash after printing the list most times.
Use python lists instead since logic bricks dont deal with lists.
2009-04-12 14:22:51 +00:00
Campbell Barton
ee24c829b5 need strtoll defined as _strtoi64 to build on windows 2009-04-12 10:56:36 +00:00
Campbell Barton
5b306b7541 BGE Python API
added defines PY_SET_ATTR_FAIL, PY_SET_ATTR_MISSING and PY_SET_ATTR_SUCCESS

This is useful when objects that have user defined attributes (GameObject and Scene)
When calling setattr on the parent, a return value of PY_SET_ATTR_FAIL means the attribute exists but failed to be set, so don't set the custom attribute.
2009-04-12 09:56:30 +00:00
Campbell Barton
55d2b184ec added "toggle" an option for the property actuator.
much less hassle then setting up a property sensor and 2 assignment actuators, or through python.
2009-04-12 07:24:04 +00:00
Campbell Barton
33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00
Campbell Barton
4cd088b105 BGE Py API
- setting the scene attributes would always add to the scenes custom dictionary.
- new CListValue method from_id(id)

so you can store a Game Objects id and use it to get the game object back.

 ob_id = id(gameOb)
 ...
 gameOb = scene.objects.from_id(ob_id)
 
This is useful because names are not always unique.
2009-04-11 20:58:09 +00:00
Campbell Barton
37e53b2e1f bugfix from Moguri, AddReplica wasnt setting the light layer from the parent 2009-04-11 15:59:11 +00:00
Andre Susano Pinto
2fff90bbb4 Added function name to many of the PyArg_ParseTuple calls in gameengine
This way python raises more useful messages.
2009-04-10 16:45:19 +00:00
Benoit Bolsee
5031fe982e BGE API cleanup: ConstraintActuator. 2009-04-09 23:10:12 +00:00
Campbell Barton
ac45472a17 BGE Bugfix
The End key didn't work work at all for the keyboard sensor.
Removed getEventList() since it was added since 2.48a release.
2009-04-09 22:15:26 +00:00
Benoit Bolsee
b0cca7de26 BGE API cleanup: StateActuator. 2009-04-09 21:15:44 +00:00
Benoit Bolsee
09a5ffdf07 BGE API cleanup: sound actuator. 2009-04-09 20:40:12 +00:00
Campbell Barton
4669fa48a8 Added GameKeys.EventToCharacter(event, is_shift) so you can get the character that would be types when pressing a key.
Last commit was made in the pydocs folder only, so this includes changes mentioned in rev 19620.
2009-04-09 16:00:45 +00:00
Campbell Barton
e14e66f041 BGE Py API
- added keyboard senser attribute "events" to replace getEventList()
- fix 2 memory leaks in the python api (was making a list but not returning it)
- setting readonly attributes didnt give a good error message.
2009-04-09 12:53:56 +00:00
Benoit Bolsee
3be2b8995e Remove redundant include GL/glu.h in KX_Dome.cpp. 2009-04-09 10:29:07 +00:00
Campbell Barton
65f65a729a key logging didnt work for alphanum keys -=_+ and |\ since revision 2 and nobody noticed! 2009-04-09 10:28:14 +00:00
Campbell Barton
eacf5b5d6d BGE Text
- multi-line strings for bitmap text 
- keyboard sensor now logs return and pad enter as "\n"

BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp
The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
2009-04-09 09:50:17 +00:00
Benoit Bolsee
5b0d75e831 BGE API cleanup: 2DFilterActuator. 2009-04-08 21:40:55 +00:00
Benoit Bolsee
24f1355d4f Fix gcc compiling problem with C++ syntax in KX_Dome.cpp. 2009-04-08 20:10:27 +00:00
Campbell Barton
1ee970e03b small bge edits
- Only try and remove light objects from the light list.
- Only loop over mesh verts once when getting the bounding box
- dont return None from python attribute localInertia when theres no physics objects. better return a vector still.
- add names to send message PyArg_ParseTuple functions.
2009-04-08 17:40:09 +00:00
Benoit Bolsee
db33320df7 BGE patch #18350: Add sendMessage() to GameLogic. Added sendMessage to both GameLogic and KX_GameObject. 2009-04-08 16:57:08 +00:00
Benoit Bolsee
370850146f BGE patch #18051: add localInertia attribute to GameObject. 2009-04-08 16:25:00 +00:00
Benoit Bolsee
2074128fad Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera

Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer 

Known limitation:
- resizing of the screen doesn't work in the gameplayer

Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light
2009-04-08 15:06:20 +00:00
Benoit Bolsee
4b77f9504c Fixed scons and cmake after BGE scenegraph and culling improvements. 2009-04-08 08:22:03 +00:00
Campbell Barton
e063682ed3 gcc wouldn't compile using a reference 2009-04-07 23:21:30 +00:00
Benoit Bolsee
51b4145841 BGE Scenegraph and View frustrum culling improvement.
This commit contains a number of performance improvements for the
BGE in the Scenegraph (parent relation between objects in the
scene) and view frustrum culling.

The scenegraph improvement consists in avoiding position update
if the object has not moved since last update and the removal
of redundant updates and synchronization with the physics engine.

The view frustrum culling improvement consists in using the DBVT
broadphase facility of Bullet to build a tree of graphical objects
in the scene. The elements of the tree are Aabb boxes (Aligned 
Axis Bounding Boxes) enclosing the objects. This provides good
precision in closed and opened scenes. This new culling system
is enabled by default but just in case, it can be disabled with
a button in the World settings. There is no do_version in this
commit but it will be added before the 2.49 release. For now you
must manually enable the DBVT culling option in World settings
when you open an old file.

The above improvements speed up scenegraph and culling up to 5x.
However, this performance improvement is only visible when
you have hundreds or thousands of objects.

The main interest of the DBVT tree is to allow easy occlusion
culling and automatic LOD system. This will be the object of further
improvements.
2009-04-07 22:14:06 +00:00
Campbell Barton
d012a222a2 Some users have odd joysticks with more then 8 axises, increased to 16 (so 4 joysticks)
Ideally there would be no limit but I dont think its worth the effort.
Also had a bug in last commit for the pytyhon api's "axisSingle" attribute, UI index starts at 1 not zero.
2009-04-07 19:21:48 +00:00
Campbell Barton
ca1c3be302 BGE Py API
- Added OpenGL access to the game engine as a module so you can import BGL directly.
2009-04-07 18:55:35 +00:00
Campbell Barton
bdfa61fbbe BGE api added place holder docs and CListValue docs. 2009-04-07 17:54:56 +00:00
Campbell Barton
18511c56d3 BGE Python API (small changes)
- Make BGE's ListValue types convert to python lists for printing since the CValue GetText() function didnt work well- printing lists as [,,,,,] for scene objects and mesh materials for eg.
- Check attributes are descriptor types before casting.
- py_getattr_dict use the Type dict rather then Method and Attribute array.
2009-04-07 16:00:32 +00:00
Campbell Barton
1534eca60f Updated bge_api_validate_py.txt to check for undocumented attributes
All types methods and attributes are now documented (except for some types have no epydoc .py files for at all)
2009-04-07 11:45:48 +00:00
Campbell Barton
5d64dd019e BGE Python API
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time.

This also means attributes can be found in the type without having to do a dir() on the instance.
2009-04-07 11:06:35 +00:00
Campbell Barton
885fa49aa4 BGE Joystick Sensor
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)

If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
2009-04-07 06:23:45 +00:00
Campbell Barton
816a9f3acb error in last commit 2009-04-07 03:20:59 +00:00
Campbell Barton
46a440c7a5 BGE Python API
- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
2009-04-06 13:27:28 +00:00
Campbell Barton
960fa534b7 BGE Epydocs were missing some functions
renamed KX_Light -> KX_LightObject
added some missing controllers
2009-04-06 13:13:25 +00:00
Campbell Barton
64fe09ab20 - remove debug printf
- remove test for importing the module rather then creating a new one (didnt mean to commit)
- added constants for the mouse sensor to use.
2009-04-06 12:47:15 +00:00
Campbell Barton
c10d1c2853 Python ref-counting fixes 2009-04-06 08:17:04 +00:00
Campbell Barton
b4e4ccf92d BGE PyAPI can now import text (within the blend-file)
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
2009-04-05 19:37:13 +00:00
Campbell Barton
3dacfbb231 BGE Python API
- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
2009-04-05 14:55:50 +00:00
Campbell Barton
033a63f858 BGE Bugfixes (mostly in the py api)
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)

* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault) 

* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
2009-04-05 14:01:49 +00:00
Campbell Barton
7d4dc4f0f5 - fixed errors with bge epydocs
- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
2009-04-05 10:03:23 +00:00
Campbell Barton
f8cc272575 added experimental KX_GameObject attributes "sensors", "controllers" and "actuators" 2009-04-05 08:48:51 +00:00
Campbell Barton
77da8461f3 Make materials use PyAttributeDef's 2009-04-05 07:41:03 +00:00
Campbell Barton
53e721305e BGE Python API
- made camera use PyAttributeDef's
- removed unneeded duplicate matrix type checks
- fixed own bug (added since 2.48a) that broke a converting 4x4 matrix to a PyObject
2009-04-05 06:08:41 +00:00
Campbell Barton
04ef5a492a Made KX_MeshProxy use PyAttributeDef. simplified getting the 'materials' attribute (no need to differentiate between types)
Added KX_GameObject 'meshes' attribute to replace getMesh(i)
2009-04-04 15:54:07 +00:00
Campbell Barton
cb26c7e75a BGE Py API, mistake when redoing set action as a static function. 2009-04-04 11:02:13 +00:00