Commit Graph

77 Commits

Author SHA1 Message Date
Jorge Bernal
6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00
Jorge Bernal
4cd37541b0 BGE: Fix for T44374 Crash when collision sensor deactivated
Don't allocate memory for sensor logic brick if it is deactivated
2015-04-17 02:12:57 +02:00
Jorge Bernal
8c98b1649d BGE: Fix for T42341 Sensor.frequency is badly named
"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses.

Naming something (frequency) the exact opposite of what it represents (period) was the worst choice.

Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated.

Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions.

Thanks to Sybren for the investigation.

{F162440}

Reviewers: campbellbarton, sybren, moguri, hg1

Reviewed By: sybren, hg1

Differential Revision: https://developer.blender.org/D1229
2015-04-16 06:39:33 +02:00
Mitchell Stokes
7307973063 BGE: Add property/material detection and X-Ray for mouse over any sensor
This patch adds a Property/Material detection and a X-Ray mode to the mouse over any sensor like on the ray sensor.

Proposal:
http://blenderartists.org/forum/showthread.php?261847-BGE-proposal-Mouse-Over-Any-sensor-with-Property-and-X-Ray&highlight=proposal

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D653
2014-07-17 23:00:30 -07:00
Jorge Bernal
8c16f4c7d0 BGE: New Property sensor evaluation types
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
Also, I have attached a screenshot and a blend to check.

Reviewers: dfelinto, moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D476
2014-06-16 14:56:36 -07:00
Mitchell Stokes
b4cb467359 BGE: Fixing memory leaks when deactivating Sensors, Controllers, or actuators.
Found by Coverity and confirmed with Valgrind.
2014-04-19 14:51:29 -07:00
Jorge Bernal
a5b9f22454 BGE - button for deactivate sensors, controllers and actuators
This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new.

NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log.

{F61628}

Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey

Reviewed By: moguri

CC: billrey

Differential Revision: https://developer.blender.org/D16
2014-04-16 22:40:07 -03:00
Campbell Barton
5621e63d36 Code cleanup: duplicate headers 2014-02-14 10:55:38 +11:00
Bastien Montagne
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
Mitchell Stokes
a565e34c39 BGE Rasterizer Cleanup: Removing KX_BlenderGL since it was mostly one-line functions used by KX_BlenderCanvas. KX_BlenderCanvas now just calls those functions directly. 2013-11-04 19:21:16 +00:00
Mitchell Stokes
b9b806e0a0 BGE: Removing the touch sensor and converting all touch sensors to collision sensors. 2013-09-04 22:14:14 +00:00
Campbell Barton
fdc336510a code cleanup: remove redundant NULL checks 2013-08-04 19:13:07 +00:00
Mitchell Stokes
815e00917d BGE cleanup: Removing the PHY__Vector classes and replacing them with MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes. 2013-02-21 18:30:11 +00:00
Campbell Barton
5549904171 style cleanup 2012-10-29 02:11:40 +00:00
Campbell Barton
d599b643b7 style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
2012-10-21 07:58:38 +00:00
Campbell Barton
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
ee96cde864 style cleanup: whitespace 2012-08-26 11:35:43 +00:00
Campbell Barton
d0e892a728 quiet double promotion warnings for the game engine. 2012-07-18 23:03:27 +00:00
Mitchell Stokes
298feff390 Committing patch [#31704] "Patch to fix keyboard sensor from blocking quit game key binding" by Jay Parker. This patch fixes [#31671] "Keyboard Sensor blocks Quit Game Key Binding" 2012-06-10 19:32:57 +00:00
Campbell Barton
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
Campbell Barton
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Campbell Barton
2365c64014 whitespace bge edits 2011-09-01 02:12:53 +00:00
Campbell Barton
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
Nathan Letwory
ab523e91d0 doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Campbell Barton
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Matt Ebb
45abe2baf2 Added F13 - F19 keys for game engine too. 2010-04-20 01:04:00 +00:00
Campbell Barton
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
Benoit Bolsee
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
Campbell Barton
01d4748e5f svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22704:22717 2009-08-23 07:46:34 +00:00
Campbell Barton
4a4a3b4989 Option for MouseFocus sensor. only used when 'Mouse over any' type is set.
Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.

When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.

This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.

Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
2009-08-23 06:17:59 +00:00
Campbell Barton
0b3fd395ef svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22075:22099 2009-07-31 23:42:22 +00:00
Campbell Barton
3eb8000eb4 remove more unneeded args, also allow ipo to animate the ref value for KX_BlenderMaterial's 2009-07-31 09:05:13 +00:00
Brecht Van Lommel
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
Benoit Bolsee
6d8d7cd768 BGE: Random sensor will produce true random sequence of events when seed is set to 0 in the GUI (the actual seed value is stored in the sensor seed attribute). Positive values will use fixed pseudo random sequence. 2009-05-23 14:40:36 +00:00
Benoit Bolsee
386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
Benoit Bolsee
be2c21bcdb BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.

The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.

Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
2009-05-04 22:21:02 +00:00
Brecht Van Lommel
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
Campbell Barton
514c78ba39 BGE MouseFocusSensor
- fix for multiple viewpors broke single viewport (both work now)
- python could get uninitialized values from m_prevTargetPoint and m_prevSourcePoint
- getting the RayDirection for python could crash blender trying to normalize a zero length vector.
- added python attributes
- removed unused canvas from the MouseFocusSensor class
2009-04-15 13:50:56 +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
Brecht Van Lommel
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
Campbell Barton
a4ad52f1aa New Pulse option for the collision sensor (off by default wont change existing logic)
Previously only the first collision would trigger an event (no collisions a negative event ofcourse)

With the Pulse option enabled, any change to the set of colliding objects will trigger an event.

Added this because there was no way to count how many sheep were on a platform in YoFrankie without running a script periodically.

Changes in collision are detected by comparing the number of objects colliding with the last event, as well as a hash made from the object pointers.

Also changed the touch sensors internal list of colliding objects to only contain objects that match the property or material.

- pulse isnt a great name, could change this.
2009-02-25 17:19:30 +00:00
Ton Roosendaal
f377be3783 2.5
Assorted smaller fixes:

- Fix: modal keymaps for editmode in view3d were not set again
  when you copy areas or go fullscreen.

- Improved "redo last op" (F6) to search back in history for
  a redoable operator. Operator also used wrong pupmenu type.

- On creating new FCurve editor, the channel rainbow colors are
  set correct.

- EditMesh: fixed code for Spin/Screw, correct props, init and
  error reporting. (Spin hotkey ALT+R temporary)

- recompiled all to check for uninitialized variable warnings.
  (compile flag should be -O for this). Fixed some proto's.
2009-02-19 16:22:07 +00:00
Brecht Van Lommel
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
Brecht Van Lommel
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00