Commit Graph

42 Commits

Author SHA1 Message Date
Benoit Bolsee
40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00
1dfbcd88d5 Fix a few compiler warnings with OS X / clang. 2016-04-17 01:05:50 +02:00
Thomas Szepe
2583cc88de Fix Moto overflow warnings
This fault (level 2, C4056) was introduced by changing Moto from double to float.
2015-12-30 12:45:36 +01:00
Jorge Bernal
ee59df521f BGE clean up: use float version of trigonometric functions 2015-12-16 01:53:48 +01:00
Jorge Bernal
0dcca69589 Moto Clean-up: double-promotion warnings 2015-12-13 02:56:30 +01:00
Porteries Tristan
6329e20cbb BGE: Use float as default instead of double in Moto library.
Use float in moto instead of double for MT_Scalar.
This switch allow future optimization like SSE.
Additionally, it changes the OpenGL calls to float versions as they are
very bad with doubles.

Reviewers: campbellbarton, moguri, lordloki

Reviewed By: lordloki

Subscribers: brecht, lordloki

Differential Revision: https://developer.blender.org/D1610
2015-12-13 02:09:05 +01:00
8a66d4966a Moto: remove some unused code. 2015-12-11 01:40:56 +01:00
Jorge Bernal
1bf87fa26c BGE: TrackTo actuator: increasing up & track axis options
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.

With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.

Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.

The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).

Test file is here: {F97623}

I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:

{F91992} {F91990}

Reviewers: moguri, dfelinto

Reviewed By: moguri

CC: Genome36

Differential Revision: https://developer.blender.org/D565
2014-07-14 18:30:27 -07:00
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
Nathan Letwory
b07988274e doxygen: intern/moto tagged. 2011-02-25 11:49:19 +00:00
Nathan Letwory
a293f76cdf Use DEBUG instead of NDEBUG 2010-10-18 06:52:10 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Nathan Letwory
46487ad59e == COLLADA ==
* fix win64 build and add proper library usage for COLLADA 64bit. Update also lib/win64 (r24263).
2009-11-02 23:55:04 +00:00
Campbell Barton
eb22a7b210 PyRNA API support for matrix types as Mathutils matrix (with callbacks) rather then a generic rna sequence of floats.
Any 3x3 or 4x4 rna matrix will automatically be returned as a Mathutils matrix.
This makes useful stuff like multiplying a vector location by an object matrix possible.
 ob = bpy.data.scenes[0].objects[0]
 print (ob.data.verts[0].co * ob.matrix)

Also added mathutils matrix types to the BGE GameObject.localOrientation, worldOrientation

* MT_Matrix3x3 added getValue3x3 and setValue3x3, assumed a 4x3 float array.
* KX_GameObject.cpp convenience functions NodeSetGlobalOrientation, NodeGetLocalOrientation, NodeGetLocalScaling, NodeGetLocalPosition.
* 2.5 python api now initializes modules BGL, Mathutils and Geometry
* modules py3 PyModuleDef's use PyModuleDef_HEAD_INIT, rather then {}, was making msvc fail to build.
* added macros for Vector_ReadCallback, Vector_WriteCallback etc. to check if the callback pointer is set before calling the function.
2009-06-23 13:34:45 +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
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
Brecht Van Lommel
99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00
Brecht Van Lommel
d5f4b3620f Fix for bug #8680: GameLogic.getRandomFloat() returns very small
values on 64 bit, instead of range 0..1. Also a warning fix.
2008-06-29 20:53:17 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Benoit Bolsee
3444d6612a Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the following limitations:
1. All Ipo channels are now independent. 
In Blender 2.45, all 3 Loc Ipo channels were automatically set
together. For example, having just a LocX Ipo channel was sufficient
to fix the X, Y and Z coordinates, with the Y and Z value taken
from the object original Y and Z location in Blender. The same
was true for the 3 Rot and the 3 Scale Ipo channels: the missing
channels were assumed to have constant value taken from the object
original orientation/scale in Blender.
With this patch, all Ipo channels are now independent. 
THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to
define the 3 channels of a same type together in your Blend file:
the undefined Loc, Rot, Scale coordinates of the object will
be influenced by the parent/spawner Loc/Rot/Scale in case the
object is a child or dynamically created.

2. Delta Loc, Rot, Scale are now supported with the following
limitations:
- The delta Loc/Rot Ipo modify the object global (NOT local)
location/orientation
- The delta Scale change the object local scale
- The delta Ipo curves are relative to the object starting
Loc/Rot/Scale when the Ipo was first activated; after that, the
delta Ipo becomes global. This means that the object will return
to this initial Loc/Rot/Scale when you later restart the Ipo
curve, even if you had changed the object Loc/Rot/Scale in the
meantime. Of course this applies only to the specific Loc/Rot/Scale
coordinate that are defined in the Ipo channels as the channels
are now independent.

3. When the objects are converted from Blender to the BGE, the
delta Loc/Rot/Scale that might result from initial non-zero values
in delta Ipo Curves will be ignored. However, as soon as the
delta Ipo curve is activated, the non-zero values will be taken
into account and the object will jump to the same Loc/Rot/Scale
situation as in Blender. Note that delta Ipo curves with initial
non-zero values is bad practice; logically, a delta Ipo curver
should always start from 0.

4. If you define both a global and delta channel of the same
type (LocX and DLocX), the result will be a global channel equivalent
to the sum of the two channels (LocX+DLocX).
2008-03-12 21:33:24 +00:00
Stephen Swaney
59fe967476 more gcc 4.1.x warning cleanup:
applied MT_QueryAssert_patch.diff part of
patch [#6994] Fixing warnings: conversion from string constant to char *

Submitted by Renato Perini (mjordan).
Thanks, Renato!
2007-09-12 01:56:50 +00:00
Kent Mein
4ddec269c2 This does nothing to fix the irix stuff but gets rid of a couple of simple
warnings that showup on irix.

Kent
2007-09-11 04:05:44 +00:00
Kent Mein
4e2143f639 This commit fixes up a bunch of svn properties to hopefully make things a little nicer for everyone.
Patch provied by gsrb3d

bug tracker #7061

Kent
2007-08-28 10:07:08 +00:00
Brecht Van Lommel
ae9dcb3dc2 Update SConscript.
Fix some warnings.
Merge with latest soc code.

What changed in IK lib:

Fully restructured, with components now as follows:
  - IK_Solver: C <=> C++ interface
  - IK_QSegment: base class for bone/segment with 0
    to 3 DOF
  - IK_QTask: base class for a task (currently there's
    a position and a rotation task)
  - IK_QJacobian: the Jacobian matrix, with SVD
    decomposition, damping, etc
  - IK_QJacobianSolver: the iterative solver

The exponential map parametrization is no longer used,
instead we have now:
  - 3DOF and 2DOF XZ segments: directly update matrix
    with Rodrigues' formula
  - Other: Euler angles (no worries about singularities
    here)

Computation of the Jacobian inverse has also changed:
  - The SVD algorithm is now based on LAPACK code,
    instead of NR, to avoid some problems with rounding
    errors.
  - When the problem is underconstrained (as is the case
    most of the time), the SVD is computed for the transpose
    of the Jacobian (faster).
  - A new damping algorithm called the Selectively Damped
    Least Squares is used, result in faster and more
    stable convergence.
  - Stiffness is implemented as if a weighted psuedo-inverse
    was used.

Tree structure support.

Rotation limits:
  - 3DOF and 2DOF XZ segments limits are based on a swing
    (direct axis-angle over XZ) and twist/roll (rotation
    over Y) decomposition. The swing region is an ellipse
    on a sphere.
  - Rotation limits are implemented using an inner clamping
    loop: as long as there is a violation, a violating DOF
    is clamped and removed from the Jacobian, and the solution
    is recomputed.

Convergence checking is based now on the max norm of angle
change, or the maximum number of iterations.
2005-08-27 13:45:19 +00:00
Ton Roosendaal
a7f2ebf06c Second commit for Brecht's IK work.
(Moto needs 'make install' before you can do IK lib btw)
2005-08-27 12:45:29 +00:00
Erwin Coumans
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Ton Roosendaal
e5304a967c Disabled assert foolery in Decimator. :)
Code provided by Matthew Plough. Verified to run OK in OSX, Windows.

Solves bug #2598, which crashed blender on using non-manifold meshes with
decimator.
2005-05-24 10:44:14 +00:00
Kent Mein
55af35d795 I'll break this commit into two sections in the moto files
I got rid of a few warnings about blah shadows a previous declaration.

In the gameengine files I fix the following:
	removed some unused vars
	removed dos style line breaks
	added newlines to last line in a couple of files to remove warnings.

Kent
2005-03-25 16:31:05 +00:00
Kent Mein
57f72f4081 Small fix for the following warning:
../include/MT_Quaternion.h:62: warning: declaration of 'angle' shadows a member
of 'this'

Kent
2005-03-25 14:48:29 +00:00
Kester Maddock
b908cfcb07 Use the default windows assert for VisualC
Update Scons
2005-01-17 11:02:44 +00:00
Kester Maddock
cb289b215f Advanced MT_assert macro.
It will attempt to break into the debugger instead of aborting the program.  On Windows you have a nice MessageBox function, so you can choose to break, ignore, or permanently ignore the assert.
2005-01-16 04:28:55 +00:00
Kester Maddock
4f2e57a541 Fix bug #2006:
Floating point imprecision made MT_Quaternion::angle return NaN, since acos(x) is NaN for |x| > 1.

Because of the way NaN's propagate through float math, the view pos would be set to [NaN, NaN, NaN] resulting in a grey screen.
2005-01-09 00:06:45 +00:00
Kester Maddock
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
Kester Maddock
b16d1c7bde Fix m_type used uninitialised in MT_Transform. 2004-07-17 00:44:48 +00:00
Jean-Luc Peurière
f24be4c6ad rewind of previous commit as some experiment bad problems.
This means that bug #1292 is alive again unless you define MT_NDEBUG
which I doubt many do.
2004-06-14 18:52:56 +00:00
Jean-Luc Peurière
e06fba8a1d changed MT_NDEBUG macro to a MT_DEBUG one and reversed defines
So now by default, assert is not used in moto code.

If you want to use assert (and stop blender if one fail),
define MT_DEBUG.

solve bug #1292 and better fix for #1260
2004-06-13 21:11:10 +00:00
Daniel Dunbar
f8f1591442 Killed MT_Scalar to float conversion warnings (should be
explicit cast anyway).
2003-03-18 23:20:10 +00:00
Kent Mein
f78de74b20 WooHoo me again ;)
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif

Kent
--
mein@cs.umn.edu
2002-12-26 18:25:17 +00:00
Kent Mein
4a9377a861 Gilles's patch to get rid of the the same identifier warnings
Kent
--
mein@cs.umn.edu
2002-12-14 15:38:45 +00:00
Kent Mein
0fbadc8eb7 Yes I did it again ;)
added the following 3 lines to everything in the intern dir:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Kent
--
mein@cs.umn.edu
2002-11-25 09:53:07 +00:00
Kent Mein
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00