Commit Graph

20 Commits

Author SHA1 Message Date
Campbell Barton
217bbb7800 BGE Python API
Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
2009-04-20 23:17:52 +00:00
Campbell Barton
dee32d0b3f BGE Python API
- initialize pythons sys.argv in the blenderplayer
- ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game.
- add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3.
- add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name.
- Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from.
- deprecated brick.getOwner() for the "owner" attribute.
2009-04-20 09:13:59 +00:00
Campbell Barton
6bc162e679 BGE Python API
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
2009-04-19 17:29:07 +00:00
Campbell Barton
7dbc9dc719 BGE Python API cleanup - no functionality changes
- comments to PyObjectPlus.h
- remove unused/commented junk.
- renamed PyDestructor to py_base_dealloc for consistency
- all the PyTypeObject's were still using the sizeof() their class, can use sizeof(PyObjectPlus_Proxy) now which is smaller too.
2009-04-19 14:57:52 +00:00
Campbell Barton
8d2cb5bea4 BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource.
The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject.

This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python.

Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases.

Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time.
When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error).
- This replaces the m_zombie bool and IsZombie() tests added recently.

In python return values that used to be..
 return value->AddRef();
Are now
 return value->GetProxy();
or...
 return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-19 12:46:39 +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
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
Campbell Barton
fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00
Campbell Barton
d573e9c539 BGE Python api
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-03 04:12:20 +00:00
Campbell Barton
c785532bec Py BGE API
Python dir(ob) for game types now includes attributes names,
* Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible
* Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro.
* Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-26 09:04:06 +00:00
Campbell Barton
cdec2b3d15 BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.

Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19 13:42:07 +00:00
Benoit Bolsee
c119fb6e51 BGE showstopper bug fix:
- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject().
- Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references. 
- Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
2008-10-16 23:33:40 +00:00
Kent Mein
115cf18bed converted my gen_utils.h fix to PyObjectPlus.h
Also added a fix for PyMarshal_WriteObjectToString

Now I just need to figure out linking of the gameengine on my imac.

Kent
2008-09-06 14:13:31 +00:00
Kent Mein
8675ff6d1d Trying to keep things compiling on my imac (10.4.11)
I'm getting this error now:
GPG_Application.cpp: In member function 'void GPG_Application::stopEngine()':
/System/Library/Frameworks/Python.framework/Versions/2.3/include/python2.3/marshal.h:12: error: too many arguments to function 'PyObject* PyMarshal_WriteObjectToString(PyObject*)'
GPG_Application.cpp:720: error: at this point in file

Are we offically not supporint older versions of python now? :)

Kent
2008-09-06 02:46:11 +00:00
Campbell Barton
3f2cb6e878 game engine python api
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-08-14 03:23:36 +00:00
Campbell Barton
b0958b6646 Checked all cases where PyArg_ParseTuple is used in blenders game engine and made sure all will raise errors when called with invalid args. 2008-07-01 16:43:46 +00:00
Erwin Coumans
fb622c7c3c //someone reversed axle direction conventions inside Bullet (axle winding), so need to compensate to keep game blender vehicles working the same. 2007-07-06 04:45:57 +00:00
Erwin Coumans
e3b840d086 exposed a few more tuning paramters 2006-02-21 07:08:23 +00:00
Erwin Coumans
f55e45f855 more vehicle preparation and some bullet collision detection bugfixes (related to collision margin) 2006-02-13 06:28:35 +00:00
Erwin Coumans
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00