Commit Graph

1469 Commits

Author SHA1 Message Date
Dalai Felinto
90e2b22fee BGE: fix for [#20684] Game Render blanks screen on Anaglyph Stereo view
The problem was: the Blender default camera has DOF distance as 0.0. Since we are using this as Focal Length for the stereo calculation we had terrible stereo by default.

Fix: whenever DOF == 0.0 we use focal length as eye separation * 30.0 (known to be a reasonable value)
2010-02-01 15:13:05 +00:00
Campbell Barton
1943a73439 rename game object obcolor to color 2010-01-30 21:59:20 +00:00
Benoit Bolsee
f7b7d7952d BGE: patch [#20293] Added python sensor attribute: Status. 2010-01-30 18:53:33 +00:00
Benoit Bolsee
cfdd53a4f8 BGE: patch #20399 Python control over adding/removing scenes. 2010-01-30 18:23:13 +00:00
Campbell Barton
014a24ff62 same fix from 2.4x r26392. 2010-01-29 09:56:32 +00:00
Matt Ebb
0c5998e799 Radians -> Degrees (in UI)
Rotations are now stored internally as radians, while exposing degrees in the UI - 
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what 
you see in the UI.

All rotation data is consistently accessible in DNA and RNA as radians, degrees are only 
used for the UI controls and graph editor.

This commit includes conversions will convert old files (stored data and also fcurve data) 
to the new units, hopefully everything should go smoothly!

Part of this also changes a few properties that were hard-coded as degrees before (such 
as IK pole angle and brush texture rotation) to also use the same consistent system of 
radians (dna/rna) and degrees (ui).

Thanks to Joshua for hints and review here too.
2010-01-25 06:24:05 +00:00
Dalai Felinto
9356b1b7ee BGE: Mouse Sensor type defaults to 1 (MOUSELEFT ) + remove camera attribute from Camera objects.
(if you want to mark your camera objects create a property manually ;)

That way object.getPropertyNames() works consistently across all object types.
2010-01-17 21:46:34 +00:00
Campbell Barton
68c8054191 patch [#20560] [patch] KX_GameObject.obcolor
by Mitchell Stokes (moguri)
* renamed attribute obcolor to color
2010-01-16 23:53:51 +00:00
Campbell Barton
b0f87935a8 spelling errors, no real changes to code. 2010-01-14 10:59:42 +00:00
Campbell Barton
1cb013f877 evil 1 liner to get bge.logic, bge.render, bge.keys etc.. may eventually replace GameLogic, GameKeys module names. 2010-01-10 22:15:29 +00:00
Campbell Barton
affe84a453 get rid of annoying duplicate python initialization code, added setupGamePython() which initializes modules 2010-01-10 22:03:26 +00:00
Dalai Felinto
580345394e BGE API_DOC: VideoTexture and PhysicsConstraints templates (need the functions to be filled with their description).
PhysicsConstraints is documented in the Game Kit Book:
http://download.blender.org/documentation/gamekit1/

VideoTexture is documented in the wiki:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture

I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it.

Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)!

* + added GameLogic.Lave/LoadGlobalDict + some typo fixes
2010-01-10 19:35:42 +00:00
Dalai Felinto
4463597dcd PyDoc updated for Rasterizer setEyeSeparation and setFocalLength + blenderplayer building again.
stubs.c update patch by Mitchel Stokes - Moguri
2010-01-07 05:23:54 +00:00
Benoit Bolsee
042c2b2aa5 BGE: KX_GameObject.rayCast() to return 5-tuple in case of no hit when poly=2 option is used. 2010-01-06 08:44:10 +00:00
Dalai Felinto
09994fb444 BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
2009-12-31 18:51:02 +00:00
Dalai Felinto
bccda9857b BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps).

The good news is: GLSL Lamps looks in BGE like working perfectly now.

Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on).

From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
2009-12-31 07:17:14 +00:00
Dalai Felinto
3e5b6ed469 BGE: (1) stereo tooltip update (2) blenderplayer working with new stereo setting (3) blenderplayer building again (patch by Mitchell Stokes - Moguri)
(1) the new text suggest what was the default eye separation before. Now I'm confident that changing the eye separation for the UI is a good move
(2) no big deal here. It's not reading the parameter from the command line. But does it ever read it?
(3) stubs.c update and glew linking statically. patch by Mitchell Stokes, thanks for that. 

And now we finish 2009 with a building blenderplayer =D
2009-12-31 04:56:23 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00
Campbell Barton
5cd837a562 * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
  eg: 
    ListBase *lb= objects= &CTX_data_main(C)->object;
    Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);

* made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-29 15:40:26 +00:00
Benoit Bolsee
21e2d9b85a BGE: fix more transpose bug when MathUtils is not used. 2009-12-23 09:55:34 +00:00
Benoit Bolsee
81a7bf2db9 BGE: fix more matrix transpose bugs in assignement to game object matrices.
Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.

The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.

This function is also used in the following methods:

BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()

(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)

KX_Camera.projection_matrix

(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)
2009-12-22 23:38:09 +00:00
Benoit Bolsee
1941ef0940 BGE: update for new soft body helpers API. 2009-12-22 19:53:44 +00:00
Benoit Bolsee
8c72e18354 BGE: fix bug with rigid body joint constraint target name: skip OB letter. 2009-12-22 18:39:42 +00:00
Brecht Van Lommel
96df285ff6 Fix #20367: game engine crash, origindex layer is now optional. 2009-12-14 10:52:02 +00:00
Campbell Barton
6b207579c8 invalid value for BGE PyObjects was inverted 2009-12-13 20:08:57 +00:00
Campbell Barton
646575f8d9 clear loc/size/rot wasnt updating child transformations, also removed some warnings 2009-12-13 11:49:17 +00:00
Benoit Bolsee
445d077cf4 BGE: Add plot method to VideoTexture.ImageBuff class.
Synopsis: plot(brush,width,height,x,y,mode)
          plot(imgbuff,x,y,mode)

The first form uses a byte array containing the brush shape.
The second form uses another ImageBuff object as a brush.
The ImageBuff object must be initialized before you can call
these methods. Use load(rgb_buffer,sizex,sizey) method to create
an image buffer of given size (with alpha channel set to 255).
The brush is plotted directly in the image buffer. The texture
is updated only when the VideoTexture.Texture parent object is
refreshed: this will download the image buffer to the GPU.

brush:  Byte array containing RGBA data to be plotted in image buffer.
        The data must be continuous in memory, organized row by row
        starting from lower left corner of the image. Each pixel is
        4 bytes representing RGBA data in that order.
width:  Horizontal size in pixels of image in brush.
height: Vertical size in pixels of the image in brush.
imgbuff:Another ImageBuff object that is used as a brush. The object
        must have been initialized first with load().
x:      Horizontal position in pixel from left side of the image buffer
        where the brush will be plotted. The brush is plotted on pixels
        positions x->x+width-1. Clipping is performed if the brush falls
        partially outside the image buffer.
y:      Vertical position in pixel from bottom side of the image buffer
        where the brush will be plotted.
mode:   Mode of drawing. Use one of the following value:
        0 : MIX
        1 : ADD
	2 : SUB
        3 : MUL
        4 : LIGHTEN
        5 : DARKEN
        6 : ERASE ALPHA
        7 : ADD ALPHA
        1000 : COPY RGBA (default)
        1001 : COPY RGB
        1002 : COPY ALPHA

        Modes 0 to 7 are 'blend' modes: the brush pixels are combined
        with the image pixel in various ways. Refer to Blender documentation
        to learn more about these modes.
2009-12-08 10:02:22 +00:00
Benoit Bolsee
d765068fca BGE: add hitUV property to mouse focus sensor to return UV coordinates under mouse pointer. Useful for texture painting. More details in PyDoc. 2009-12-08 08:58:24 +00:00
Benoit Bolsee
2318886f70 BGE: fix bug in mouse button release detection 2009-12-08 08:46:07 +00:00
Dalai Felinto
b7e0d5ac34 BGE fix for GameLogic["post_draw"] not working with 2DFilters
(reported by Mike Pan(mpan3), it's not in the tracker)
2009-12-05 02:30:20 +00:00
Benoit Bolsee
0b6873a776 BGE: Add option to return UV coordinates aofthe hit point to KX_GameObject::rayCast(). Details in PyDoc. 2009-12-04 11:27:40 +00:00
Benoit Bolsee
1c4150f211 BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually). 2009-11-28 17:30:34 +00:00
Dalai Felinto
f3692d5e72 BPlayer fix (we were still using old scene.r instead of scene.gm here) and more stubs update from Mitchell Stokes (Moguri)
(+ a fix in a logic_window.c comment)
2009-11-28 01:26:14 +00:00
Benoit Bolsee
8d9fba6568 BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a quick fix, it doesn't work yet on skinned mesh. 2009-11-26 09:40:37 +00:00
Campbell Barton
a306759b7a small change to BGE callbacks, only allocate empty args once in the callback loop. 2009-11-25 23:35:58 +00:00
Guillermo S. Romero
7b6bc0225d Add guardealloc for RAS_MeshObject.cpp (and clean whitespace). 2009-11-24 23:24:56 +00:00
Benoit Bolsee
5b722b1e87 BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh
will be instantiated with the soft body settings of the
object. The position and orientation of the soft body
is preserved after the replacement.

Known limitation: the velocity of the soft body is reset
aftet the replacement. This is because soft body don't
have a well defined velocity.
2009-11-24 22:44:29 +00:00
Campbell Barton
acf837e3c5 epydocs for bge pre/post render callbacks 2009-11-23 01:10:47 +00:00
Campbell Barton
20dc752e14 missing decref from patch #19258 2009-11-22 14:57:19 +00:00
Campbell Barton
c36f78dd41 [#19258] [patch] Adding drawing capabilities to BGE Python
patch from Mitchell Stokes (moguri)

simple use case
 scene.post_draw = [pyOpenGLFunc]

this only needs to be set once, then the funcion runs each redraw.

note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.

made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list

---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-22 14:42:22 +00:00
Andrea Weikert
8fdaa263c0 MSVC 9 projectfiles
* Added GLEW_STATIC where necessary to make Blender compile again
* First attempt at compiling blenderplayer again - compiles, but doesn't link yet 
* removed deprecated SND_ functions from blenderplayer
2009-11-22 13:15:36 +00:00
Dalai Felinto
573be3e687 BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)

How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).

Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.

Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-22 00:01:52 +00:00
Dalai Felinto
d875f4927e patch [#19796] GLEW update by Mitchell Stokes (Moguri)
GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.

* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-11-21 20:36:03 +00:00
Campbell Barton
09cf011879 patch from Dave Plater which fixes some problems building the BGE with cmake 2009-11-21 13:47:16 +00:00
Campbell Barton
854cc87a80 option to have scripts run on startup for per blendfile UI's 2009-11-20 15:01:09 +00:00
Campbell Barton
67c295da9c rename pose_channels to bones
was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
2009-11-18 11:40:55 +00:00
Dalai Felinto
2e104b44c6 bge: fix for "dome mode not working with Letterboxing".
This bug was introduced after commit # 24102 (BGE: when letterbox is enabled use the camera framing as a clipping area) reported in IRC by Pete Carss (domejunky)

*) an extra stub fix for recent commit. By the way: we want to have blenderplayer running in blender 2.5 beta0. Therefore if you are doing big changes in the last minutes (Friday, Saturday??) It would help a lot if you could enable blenderplayer in your builds. links problems are really easy to fix)

**) an typo I spotted in recent mesh dynamic load in bge.
2009-11-16 02:52:02 +00:00
Guillermo S. Romero
aa739e7a71 Add include path to find BLO_readfile.h. 2009-11-16 00:44:07 +00:00
Benoit Bolsee
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
Dalai Felinto
349fa813ea bpplayer compiling fixes: ([#19890] Getting the Blenderplayer to build again by Mitchel Stokes (moguri) and some changes form mine)
1) SetDisplayArea was created in Blender but we forgot to set it in the player
2) Fix some SCons incs (using lists instead of strings)
3) added more nasty stubs calls (this file is getting big)

* typo fix from last commit

**) it's raining with bolts here and I have to turn the internet off. I couldnt hard test this commit but it looks like working. sorry if sometihng go wrong
2009-11-15 23:48:21 +00:00