Commit Graph

534 Commits

Author SHA1 Message Date
Mitchell Stokes
5aade17bdf Revert "BGE : KX_VertexProxy support for more than 2 UV channel."
This reverts commit fb0dd596e9a58f095730359a11759c40ea46be44.

This commit reintroduced a deprecated API that we'd rather not see in a
release. A better solution is being worked on.
2015-06-06 13:12:27 -07:00
Quentin Wenger
be4d34ca86 BGE Python API: Completing doc for bge.types.KX_FontObject
This adds description of the Font object and about its (only one)
attribute, as well as an example of use.

Reviewers: campbellbarton, fsiddi, dfelinto, moguri

Reviewed By: dfelinto

Subscribers: lordloki

Projects: #documentation, #game_engine

Differential Revision: https://developer.blender.org/D863
2015-05-27 17:18:43 +02:00
Thomas Szepe
093d11df35 BGE: Some changes for the constraint document
* Change the constraint type alignment to vertical.
* Changed PHY_CONE_TWIST_CONSTRAINT to the correct value.
* Some minor changes.
2015-05-20 18:49:18 +02:00
Thomas Szepe
2c5d5a9feb BGE: Remove chapter in KX_WorldInfo python API 2015-05-20 18:36:02 +02:00
Campbell Barton
5d30c23c35 doxygen: corrections/updates
Also add depsgraph & physics
2015-05-20 14:12:22 +10:00
Campbell Barton
922d5ed939 doxygen: update config 2015-05-20 14:09:43 +10:00
Campbell Barton
f0c143ca72 doxygen: rename included files (they were ignored) 2015-05-20 13:06:42 +10:00
Porteries Tristan
a1e8547877 BGE: Use CameCase code style for KX_WorldInfo python API. 2015-05-19 23:13:30 +02:00
Campbell Barton
847ec075eb Cleanup: pep8 2015-05-17 17:26:01 +10:00
Campbell Barton
34c78a659b Doc: add bpy.utils.previews
Updated sphinx_doc_gen.py to better handle pure py-classes.
2015-05-12 18:24:32 +10:00
Campbell Barton
f727df6076 Doc: correct rst syntax
also remove some API docs from example
2015-05-12 18:23:29 +10:00
Campbell Barton
8a231185aa Doc: minor fixes
- check for class/static methods assumed nonzero args.
- subclass references and set-flag items are now sorted.
- use 'order' for Py operator mix-ins,
  so operator settings don't show in random order.
2015-05-12 18:23:24 +10:00
Thomas Szepe
1c02a201ba BGE: Cleanup constraints documentation
* Fixing Python example. Behavior has changed with Blender 2.74
* Adding missing return type
* Fixing typo simbolic
* Fixing note for upper/lower limit
* Adding link to constraints constants
2015-05-10 15:58:17 +02:00
Porteries Tristan
fb0dd596e9 BGE : KX_VertexProxy support for more than 2 UV channel.
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp.

Reviewers: sybren, lordloki, hg1

Reviewed By: lordloki, hg1

Subscribers: agoose77

Differential Revision: https://developer.blender.org/D1240
2015-05-06 22:55:46 +02:00
Sybren A. Stüvel
4e7ef3f5cd BGE: Added 'ghost' arg to KX_GameObject.suspendDynamics() method
The implementation of this 'ghost' argument already existed in the C++
source, but wasn't exposed to Python yet.
2015-05-04 12:04:09 +08:00
Porteries Tristan
5efbd2a407 BGE : addObject in python without reference object.
Making the reference argument optional for the addObject function.
```
scene.addObject("Cube")
```

This allows to keep the rotation, scale and position of the original object.
To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene.

Reviewers: lordloki, moguri, hg1, sybren

Reviewed By: hg1, sybren

Subscribers: agoose77

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1222
2015-04-26 16:29:58 +02:00
Ines Almeida
324751259e correcting typos in python api docs 2015-04-24 14:08:31 +01:00
Dalai Felinto
9425a8ff38 BGE: scene.pre_draw_setup[] callback
This callback allows the user to change the camera data right before the
rendering calculations.

scene.pre_draw[] is not enough here, because if you want to change the
camera matrices (projection/modelview) the culling test is done before
that (after pre_draw_setup[] though).

Reviewers: moguri, campbellbarton

Differential Revision: https://developer.blender.org/D1251

Python sample code using this. The sample scene would need a default
camera (not used for rendering), a dummy camera ('Camera.VR'), and two
cameras ('Camera.Left', 'Camera.Right') that will be used for the actual
rendering.

```
import bge

def callback():
    scene = bge.logic.getCurrentScene()
    objects = scene.objects

    vr_camera = objects.get('Camera.VR')

    if bge.render.getStereoEye() ==  bge.render.LEFT_EYE:
        camera = objects.get('Camera.Left')
    else:
        camera = objects.get('Camera.Right')

    vr_camera.worldOrientation = camera.worldOrientation
    vr_camera.worldPosition =  camera.worldPosition

def init():
    scene = bge.logic.getCurrentScene()
    main_camera = scene.active_camera
    main_camera.useViewport = True

   scene.pre_draw_setup.append(callback)

    objects = scene.objects
    vr_camera = objects.get('Camera.VR')
    vr_camera.useViewport = True
    vr_camera.setViewport(
            0,
            0,
            bge.render.getWindowWidth(),
            bge.render.getWindowHeight() )
```
2015-04-21 17:41:23 -03:00
Porteries Tristan
3d55859924 BGE: Support for collision group/mask from the api + activated on EndObject.
A Python API for the collision group / mask has been added:
```
KX_GameObject.collisionGroup
KX_GameObject.collisionMask
```
The maximum number of collision groups and masked has been increased from eight to sixteen.
This means that the max value of collisionGroup/Mask is (2 ** 16) - 1

EndObject will now activate objects that were sleeping and colliding with the removed object.
This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before.

Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately.

Thanks to agoose77 for his help.

Reviewers: scorpion81, hg1, agoose77, sergof

Reviewed By: agoose77, sergof

Subscribers: sergof, moguri

Projects: #game_physics, #game_engine

Differential Revision: https://developer.blender.org/D1243
2015-04-19 01:04:22 +02:00
Jorge Bernal
8c98b1649d BGE: Fix for T42341 Sensor.frequency is badly named
"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses.

Naming something (frequency) the exact opposite of what it represents (period) was the worst choice.

Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated.

Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions.

Thanks to Sybren for the investigation.

{F162440}

Reviewers: campbellbarton, sybren, moguri, hg1

Reviewed By: sybren, hg1

Differential Revision: https://developer.blender.org/D1229
2015-04-16 06:39:33 +02:00
Gaia Clary
6fbf05f326 Make python gotchas more clear (regarding handling of stale data) 2015-04-13 11:00:22 +02:00
Thomas Szepe
87b6d3c796 BGE: Add keyword arguments to createConstraint API
Added keyword arguments to createConstraint.
Changed initial values for the pivod XYZ  form 1 to 0.0.
Changed initial values for the axis Z form 1 to 0.0.
Delete the parsing for 4 parameters, because parsing only the X pivot is not necessary, also it was not working correctly (int instead of  float).

Reviewers: brita_, sybren, lordloki, campbellbarton, moguri

Reviewed By: lordloki, campbellbarton

Subscribers: campbellbarton

Differential Revision: https://developer.blender.org/D705
2015-04-11 16:17:07 +02:00
Campbell Barton
11a48b7227 Python API docs, don't hard-code sphinx themes
also set the theme to classic (as it was for 2.73)
2015-04-10 15:49:07 +10:00
Thomas Szepe
e36b0cb8f3 BGE: New API method getDisplayDimensions
This patch adds a new API function to get the actual display dimensions in pixels.

Reviewers: dfelinto, sybren, lordloki, moguri

Reviewed By: lordloki, moguri

Differential Revision: https://developer.blender.org/D648
2015-04-07 18:32:25 +02:00
Sybren A. Stüvel
3e5332bb95 BGE: fixed nomenclature of KX_Scene::addObject and KX_Scene::AddReplicaObject
KX_Scene::addObject: Changed the parameter "other" to "reference", as "other" doesn't mean anything.
KX_Scene::AddReplicaObject: Changed the parameter "parentobject" to "referenceobject", as the parameter did NOT contain a parent object in any way.

Now both functions use the same kind of name for the same thing.

Thanks to panzergame / Porteries Tristan.
2015-04-06 17:11:36 +02:00
Campbell Barton
38c4645f0a rename BGE attr from D1091 (match methods) 2015-03-27 22:23:19 +11:00
Porteries Tristan
a12b2ec66d BGE: New isDynamicSuspended python attribute
This is a new KX_GameObject attribute that it increments the
possibilities of optimization during the game

Additionally the unused m_bSuspendDynamics variable is removed.

Reviewers: moguri, agoose77, lordloki

Reviewed By: agoose77, lordloki

Subscribers: agoose77, lordloki

Differential Revision: https://developer.blender.org/D1091
2015-03-27 06:11:23 +01:00
Ines Almeida
765fd7044b Updating python API documentation for function bge.render.makeScreenshot 2015-03-24 10:17:55 +00:00
Thomas Szepe
ee57968461 BGE: Remove old world bge.render API
This patch can be used to remove the old world bge.render API if the new world API D157 is used.

If  the new world API is applied we can remove the old API because the old has newer worked.
The patch keep the two old working methods for backward compatibility.

Reviewers: campbellbarton, moguri

Reviewed By: campbellbarton, moguri

Subscribers: brecht

Differential Revision: https://developer.blender.org/D158
2015-03-24 00:27:45 +01:00
Thomas Szepe
fd22a92939 BGE: Add new world API KX_WorldInfo (KX_Scene)
This Patch will add a the world API (mist, background, ambient)  to KX_WorldInfo.
The new API uses now attributes.

Reviewers: campbellbarton, moguri

Reviewed By: moguri

Subscribers: klauser, brecht

Differential Revision: https://developer.blender.org/D157
2015-03-24 00:23:40 +01:00
Thomas Szepe
d07c666a0e BGE: Add setMistType and setMistIntensity API.
This patch adds the missing setMistType() and setMistIntensity() to the API

Reviewers: campbellbarton, brecht, moguri

Reviewed By: campbellbarton, brecht, moguri

Subscribers: campbellbarton, dingto

Differential Revision: https://developer.blender.org/D149
2015-03-23 21:40:11 +01:00
Thomas Szepe
2affbb437b BGE: Multitexture world (mist, ambient) fix
This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).

Reviewers: dfelinto, campbellbarton, moguri

Reviewed By: moguri

Subscribers: solarlune, jta, brecht

Projects: #bf_blender:_next

Differential Revision: https://developer.blender.org/D148
2015-03-23 21:36:08 +01:00
Pierluigi Grassi
225027ce5d BGE - new read-only attribute in KX_GameObject python api (LOD level)
Added a new "current_lod_level" property to the python api of
KX_GameObject. The property returns the current lod level of the game
object. The purpose of the property is activate logic routines only when
an object is at a certain lod-distance from the camera, avoiding to
separately recomputing the same distance in the logic script. Usage in
python script might look like:

owner = bge.logic.getCurrentController().owner
lod_level = owner.currentLodLevel
if lod_level == 0: ...do something
else: ... object might be too distant

Reviewers: dfelinto, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D978
2015-03-15 17:26:49 +01:00
Ines Almeida
f15bb2b793 doxygen: updating blender version and link to tracker 2015-02-21 12:16:20 +00:00
Ines Almeida
7501bdc52e python bge.types module - Updating documentation to close T40778 2015-02-21 12:16:20 +00:00
Ines Almeida
e0187ec0c3 Documentation update: references to OpenGL tutorials in the python bgl module 2015-02-21 12:16:19 +00:00
Sybren A. Stüvel
59c0a1e7c8 Typo fix + clarification in mathutils.Vector example 2015-02-10 21:25:01 +01:00
Ines Almeida
4edc1bbe02 BGE - Vehicle Controller - add background and API checks for arguments of function calls
Fixes T41570 crash
For readability, attachDir was renamed to downDir and the Python API docs renamed accordingly
2015-02-09 20:58:15 +00:00
Sybren A. Stüvel
dd65a44c9a BGE physics: When colliding, report first contact point to Python
This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:

```
def on_colliding(other, point, normal):
    print("Colliding with %s at %s with normal %s" % (other, point, normal))

game_ob.collisionCallbacks.append(on_colliding)
```

The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.

The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.

Reviewers: brita_, campbellbarton

Subscribers: sergey, sybren, agoose77

Projects: #game_physics

Differential Revision: https://developer.blender.org/D926
2015-02-08 15:52:13 +01:00
Sybren A. Stüvel
2e6e92cf50 Documentation: Support documenting constructors in class __doc__
Python types defined in C can now start their docstring with a
`.. class:: TypeName(args)` line, to document their constructor.
In that case the documentation writer is responsible for indenting the
remainder of the docstring by 3 spaces, matching the generated
documentation.
2015-02-01 14:00:43 +01:00
Sybren A. Stüvel
9fa628f35b mathutils: added exponential map to Quaternion
Added conversion to and from exponential map representation. This
representation is useful for interpolation of > 2 quaternions, or in
PD controllers.

Implementation in C functions quat_to_expmap,
quat_normalized_to_expmap, and expmap_to_quat with Python API, unit
tests and documentation.

Added Quaternion.to_exponential_map() and Quaternion(3-vector) to
Python API.

Reviewers: campbellbarton

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D1049
2015-02-01 13:06:00 +01:00
Campbell Barton
65574b0b03 cleanup: shebang lines
D888 by @sambler
2015-01-29 15:56:23 +11:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
Sergey Sharybin
424100cecb Update scons build documentation
- fix dead blender.org link (build dependencies)
  - rewrite $BLENDERHOME/{config,tools}/* to $BLENDERHOME/build_files/scons/{config,tools}/*

Patch by David Creswick, thanks!

Reviewers: jesterking

Differential Revision: https://developer.blender.org/D798
2015-01-28 23:40:41 +05:00
Dalai Felinto
5c6ef95b71 Docs: touch ups in the bge.render doc introduction 2015-01-22 03:20:39 -02:00
Dalai Felinto
8ed439b89e bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYE
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.

The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.

Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.

Sample Test Python Script:
"""
import bge
import bgl
import blf

def init():
    """init function - runs once"""
    scene = bge.logic.getCurrentScene()
    scene.post_draw.append(write)

def write():
    """write on screen - depending on the eye"""
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    eye = bge.render.getStereoEye()

    if eye == bge.render.LEFT_EYE:
        blf.position(0, (width * 0.2), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Left")

    else: # bge.render.RIGHT_EYE:
        blf.position(0, (width * 0.7), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Right")
"""
2015-01-22 03:00:24 -02:00
Sybren A. Stüvel
ecc58da8f1 Documentation: fixed documented types to match actual types
The BGE API uses Vectors, but often this was documented as list.

Maniphest Tasks: T43240

Differential Revision: https://developer.blender.org/D1006
2015-01-18 11:08:33 +01:00
Sybren A. Stüvel
ed8dc78691 BGE physics: get/set linear and angular damping
This patch adds the following R/W properties and method to `KX_GameObject`:

  - `linearDamping`  -- get/set linear damping
  - `angluarDamping`  -- get/set angular damping
  - `setDamping(linear, angular)` -- set both simultaneously

These allow runtime changes to the same properties that are accessible at design time in Blender's UI via `game.damping` and `game.rotation_damping`. The names of the properties were chosen to mirror the internal names of the BGE physics engine, as these are (AFAIK) also the commonly used names in physics literature.

Reviewers: campbellbarton

Projects: #game_physics

Differential Revision: https://developer.blender.org/D936
2015-01-15 18:37:22 +01:00
Campbell Barton
7c53c3483c PyAPI docs: minor changes to sphinx docs. 2015-01-08 03:55:01 +11:00
Campbell Barton
51a66a5a6e fix for doc generator 2014-12-29 22:16:44 +11:00