Commit Graph

31 Commits

Author SHA1 Message Date
Campbell Barton
95335af1b9 fix for a bug reported by zapman on blenderartist.
De-activating a loop-end actuator didnt work (it kept looping).
Looked into this further and it turns out that the actuators run with both positive and negative events false, the sound actuator assumes because its not negative that its a positive event and plays the sound anyway.

Fix by checking that its a positive event before playing.

The size limit on the message actuator was 100 which broke some scripts, set to 16384 instead.
2009-06-17 12:32:28 +00:00
Campbell Barton
a543a1549e Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.
2009-06-11 10:26:53 +00:00
Campbell Barton
1a16fb1953 BGE Py API
use PY_SET_ATTR_FAIL and PY_SET_ATTR_SUCCESS return values so the fake subclassing can know if a value failed to be set or if it was missing from the type. (with PY_SET_ATTR_MISSING)

Also noticed some other mistakes.
- KX_LightObject, setting the type didnt check for an int.
- KX_SoundActuator, didnt return an error when assigning an invalid orientation value
- KX_GameObject, worldOrientation didnt return an error value.
2009-05-19 07:16:40 +00:00
Campbell Barton
b8657fd648 Name attributes added since 2.48a more consistently.
BL_ActionActuator::blendin -> blendIn
BL_ActionActuator::end -> frameEnd
BL_ActionActuator::property -> propName
BL_ActionActuator::start -> frameStart
BL_ActionActuator::type -> mode
BL_ShapeActionActuator::blendin -> blendIn
BL_ShapeActionActuator::end -> frameEnd
BL_ShapeActionActuator::frameProperty -> framePropName
BL_ShapeActionActuator::property -> propName
BL_ShapeActionActuator::start -> frameStart
BL_ShapeActionActuator::type -> mode
KX_CameraActuator::xy -> useXY
KX_ConstraintActuator::property -> propName
KX_GameActuator::file -> fileName
KX_GameObject::localScaling -> localScaling
KX_GameObject::worldScaling -> worldScaling
KX_IpoActuator::endFrame -> frameEnd
KX_IpoActuator::startFrame -> frameStart
KX_IpoActuator::type -> mode
KX_RaySensor::property -> propName
KX_SCA_DynamicActuator::operation -> mode
KX_Scene::objects_inactive -> objectsInactive
KX_SoundActuator::filename -> fileName
KX_SoundActuator::type -> mode
KX_TouchSensor::objectHit -> hitObject
KX_TouchSensor::objectHitList -> hitObjectList
KX_TouchSensor::property -> propName
KX_TouchSensor::pulseCollisions -> usePulseCollision
KX_VisibilityActuator::occlusion -> useOcclusion
KX_VisibilityActuator::recursion -> useRecursion
SCA_2DFilterActuator::passNb -> passNumber
SCA_PropertyActuator::property -> propName
SCA_PropertyActuator::type -> mode
SCA_PropertySensor::property -> propName
SCA_PropertySensor::type -> mode
SCA_RandomActuator::property -> propName
2009-05-15 03:26:53 +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
81dfdf8374 ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
2009-04-29 16:54:45 +00:00
Campbell Barton
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
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
f5fc4ebdd8 BGE Python API
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-19 21:01:12 +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
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
Benoit Bolsee
09a5ffdf07 BGE API cleanup: sound actuator. 2009-04-09 20:40:12 +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
2eb85c01f3 remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if  statements
2009-02-25 03:26:02 +00:00
Campbell Barton
9d5c2af1d1 * removed typedefs that were not used (from anonymous enums and structs)
* Missed some cases of using a 'char *' as an attribute
* replace BGE's Py_Return macro with Pythons Py_RETURN_NONE
* other minor warnings removed
2009-02-21 12:43:24 +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
9ca5b78d1a BGE bug fix: fix several bugs and inconsistencies in sound actuator:
- support stopping of loop sound
- support stopping by python
- keep state of actuator in sync with audio device. 
  The lack of state sync was causing several other problems:
  - actuator stop playing the sound
  - sound chopped before the end
  - not possible to pause sound
2008-10-09 06:06:11 +00:00
Benoit Bolsee
c8d0a540f5 BGE patch: fix division by 0 error when sound sample cannot be loaded in sound actuator. 2008-08-28 08:13:58 +00:00
Campbell Barton
38cfe9c1a2 importing the GameLogic module was being done by adding the text "import GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with. 2008-07-14 00:47:07 +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
Kester Maddock
c844aa265a Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2005-03-25 10:33:39 +00:00
Jean-Luc Peurière
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kester Maddock
baa2f99f07 Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
2004-07-17 05:28:23 +00:00
Kester Maddock
2fd6e72851 Changed Python _getattr/_setattr methods to use const STR_String& instead of char* - makes using these methods much nicer. 2004-05-16 13:05:15 +00:00
Kent Mein
209a2ede2c Last of the config.h mods...
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

added to these files.

Kent
--
mein@cs.umn.edu
2002-11-25 15:29:57 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00