Commit Graph

22 Commits

Author SHA1 Message Date
Campbell Barton
a11c80d3bb cyclic gc support for KX_PythonSeq 2011-02-27 03:59:17 +00:00
Nathan Letwory
bb6e7faf72 doxygen: gameengine/Ketsji tagged. 2011-02-25 13:35:59 +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
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
Campbell Barton
fd31436897 spelling correction: alredy --> already 2010-07-17 18:08:14 +00:00
Campbell Barton
c2ffcb8497 no functional changes
- add PySequenceMethods members (all NULL)
- spaces -> tabs
- cmake syntax warning from recent ghost commit
2010-05-16 10:09:07 +00:00
Guillermo S. Romero
42ac4a3e7d Fix syntax for ID keyword. 2010-03-21 01:14:04 +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
ac3f0695a2 remove Py_CmpToRich (copy of py3.0 function), instead only support == and != for PyRNA and KX_PySequence types.
mesh1 > mesh2 # will raise an error.
2009-09-03 01:52:10 +00:00
Campbell Barton
e80b37cd75 * KX_PythonSeq - comparisons work again. eg. act1.sensors == act2.sensors, had to copy Py_CmpToRich inline grr!, mailed python-dev about this.
* Shift-Click on states in the logic UI works again.
* New Logic Space has all the view options pressed.
2009-09-02 20:46:28 +00:00
Campbell Barton
c3041ae7cd - fix for BGE warnings
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
2009-08-19 10:26:43 +00:00
Campbell Barton
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
Campbell Barton
c50bbe5ae7 BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.x 2009-06-29 02:25:54 +00:00
Campbell Barton
0a66e24bd7 KX_PythonSeq (used for a number of BGE sequence types)
* cont.actuators.get("key", default) # dict like get function
* if "key" in cont.sensors: ...

Updated docs
Added missing include to Particle.c
2009-06-16 08:52:04 +00:00
Campbell Barton
b40eb540d3 G.sipo was being passed in the BGE when it wasnt needed, just access G.sipo directly.
KX_PythonSeq.cpp - disable the cmpfunc with py3, need to have richcmp.
2009-06-13 13:02:01 +00:00
Campbell Barton
9cc61dd9c8 use the same sequence mapping types as CListValue, hopefully this means it will build on different python versions 2009-05-10 22:33:21 +00:00
Benoit Bolsee
a417334026 Linux compilation problem 2009-05-10 22:06:11 +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
Campbell Barton
6f5ef6044d remove unneeded vars and wasn't returning on some errors 2009-05-10 15:23:18 +00:00
Campbell Barton
136d4c34ba deprecate controller.getActuator(name) and controller.getSensor(name) for
controller.actuators[name] and controller.sensors[name]

Made a read-only sequence type for logic brick sensors and actuators which can access single items or be used like a list or dictionary.
We could use a python dictionary or CValueList but that would be slower to create.

So you can do...
 for s in controller.sensors: print s

 print controller.sensors["Sensor"]

 print controller.sensors[0]

 sensors = list(controller.sensors)

This sequence type keeps a reference to the proxy it came from and will raise an error on access if the proxy has been removed.
2009-05-10 01:48:14 +00:00