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The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =)
I'm adding some comments to help on that.
Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.
Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.
Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers
In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
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The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
* Built-in filters were not being analyzed, which means no depth or luminance textures for them
* Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
disabling GL_Blend at the 2dfilter drawing routine makes the trick here. there is not a clear function invoked before the 2dfilter drawing routine. Therefore I found better to disable alpha blending while we are setting the other OpenGl attributes/matrixes.
We are not re-enabling GL_BLEND after we disable it. We could and it wouldn't hurt but I can't see why to. open to suggestions here of course.
- 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).
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).
"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse
These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.
SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.
SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""
Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).
Code Sample:
######
from bge import logic, events
mouse = logic.mouse
keyboard = logic.keyboard
for key,status in keyboard.events:
if status == logic.KX_INPUT_JUST_ACTIVATED:
if key == events.WKEY:
print(mouse.position)
# move_forward()
mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5 # centralize mouse - use tuple
######
* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.