Commit Graph

260 Commits

Author SHA1 Message Date
Dalai Felinto
fc59a6c6c8 BGE: Moving Constraint Actuator Defines. It was leading to some errors in documentation 2010-06-02 17:38:38 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
b63d069055 [#22177] Adding BLF to the BGE and exposing BLF_load as blf.load
from Mitchell Stokes (moguri) 

also updated blf docs
2010-05-05 06:38:49 +00:00
45abe2baf2 Added F13 - F19 keys for game engine too. 2010-04-20 01:04:00 +00:00
Dalai Felinto
795b438bf5 Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri)
The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).

"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse

These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.

SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.

SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""

Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).

Code Sample:
######
from bge import logic, events

mouse = logic.mouse
keyboard = logic.keyboard

for key,status in keyboard.events:
    if status == logic.KX_INPUT_JUST_ACTIVATED:
        if key == events.WKEY:
            print(mouse.position)
            # move_forward()

mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5  # centralize mouse - use tuple
######

* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
67cfc427ee PyAPI
- added new mathutils.Color() type, use with rna so we can do for eg:
 material.diffuse_color.r = 1.0
 # also has hsv access
 material.diffuse_color.s = 0.6

 - made Mathutils and Geometry module names lowercase.
2010-04-11 14:22:27 +00:00
fe9a22a018 py api file rename
- prefix mathutils api.
- 2 blf.c files (annoying for debugging)
- py api docs ignore keying sets as with operators.
2010-04-11 12:05:27 +00:00
1708ac0723 rename some functions to use easier to understand names.
'BLI_makestringcode' --> 'BLI_path_rel'
'BLI_convertstringcwd' --> 'BLI_path_cwd'
'BLI_convertstringframe' --> 'BLI_path_frame'
'BLI_convertstringframe_range' --> 'BLI_path_frame_range'
'BLI_make_cwdpath' --> 'BLI_path_cwd'
2010-03-09 17:36:23 +00:00
b356eb6a8b image re-project now uses offscreen render function and has input for render size.
unrelated changes that ended up being more trouble to commit separate...

- removed BLI_split_dirfile(), was nasty, occasionaly modifying the source string, it could create directories and used the $CWD in some cases. was only used in 2 places in filesel.c, if this gives problems can address without bringing back this function.
  renamed BLI_split_dirfile_basic --> BLI_split_dirfile

- view3d_operator_needs_opengl was being called for offscreen render when it wasnt needed.
2010-03-08 20:08:04 +00:00
ed7f4f2e3c make BGL and BLF modile names lowercase 2010-02-28 14:57:26 +00:00
b65a983d39 use BLI_findstring in more places & remove some warnings, no functional changes. 2010-02-22 09:22:36 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f7b7d7952d BGE: patch [#20293] Added python sensor attribute: Status. 2010-01-30 18:53:33 +00:00
cfdd53a4f8 BGE: patch #20399 Python control over adding/removing scenes. 2010-01-30 18:23:13 +00:00
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
affe84a453 get rid of annoying duplicate python initialization code, added setupGamePython() which initializes modules 2010-01-10 22:03:26 +00:00
854cc87a80 option to have scripts run on startup for per blendfile UI's 2009-11-20 15:01:09 +00:00
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
51a9da2dcf BGE patch #19751: Add game actuator like methods to GameLogic. 2009-10-29 21:59:31 +00:00
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
52b28fddec Removed the termporary defines added to make the Game Engine compile. Hopefully this fixes all of the cases which broke. 2009-09-29 01:52:54 +00:00
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
Nathan Letwory
fb649d5824 * cleaning up warnings (mostly windows). A collection of other warning fixes too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06 13:20:05 +00:00
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
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
75697c40a0 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875 2009-08-29 23:41:09 +00:00
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
33e2d118bc removing GameLogic.EvalExpression(),
unlikely anyone will miss it, was only accessible in 2.49, invalid expressions would crash, valid ones leak memory.
2009-08-25 12:43:25 +00:00
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
3682624616 2.5: Game Engine
* Added Shading and Performance panels in the scene buttons,
  containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
2009-08-18 15:27:48 +00:00
a27cc1adf0 2.5 audio cleanup:
* Removed CD Actuator
* Removed bSample and bSoundListener
* Removed SoundSystem
* Removed -noaudio parameter
2009-08-10 15:39:11 +00:00
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
0b3fd395ef svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22075:22099 2009-07-31 23:42:22 +00:00
3eb8000eb4 remove more unneeded args, also allow ipo to animate the ref value for KX_BlenderMaterial's 2009-07-31 09:05:13 +00:00
a97b645a44 * workaround for PySys_SetArgv() in python3 needing wchar_t
* PyRNA - id_struct.keyframe_insert("path", index, frame)
2009-07-08 09:23:49 +00:00
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
489db9994d Some generic modules from blender 2.4x building with py3k and mostly working.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3

python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-06-17 20:33:34 +00:00
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
2ecbe1c81c BGE Py API
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
  Looks like they want us to use init-tab array, but this doesn't suit us since
  it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
2009-06-16 07:16:51 +00:00
6efd2e6439 saving globalDict didnt work with python3.x 2009-06-15 20:22:50 +00:00
611e2f484c GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
2009-06-13 17:25:54 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
617b45256a BGE Blendfile path bug (use for loading and saving the GameLogic.globalDict)
the original blendfile path wasn't reset when loading new blendfiles.
blenderplayer was ok, but running the BGE from blender would set the blendfile original path and never reset it on loading other blend files.
2009-06-01 12:36:22 +00:00
94af724293 YoFrankie bug [#18857] On start gives ImportError: No module named frankie_scripts
GameEngine sys.path creation was broken because of a pesky slash at the end of each path name.
Win32 sys.paths were also failing when running a game that switched between blend files in different directories

On win32 for some reason making absolute paths from lib->name failed, work around this by using lib->filename.

STR_String.h, cast to float to quiet compiler warnings.
2009-06-01 05:43:58 +00:00
25569b0f7d BGE PyAPI Bug reported by Pitel on blenderartist.
importing "pygame" failed when running the BGE for the second time.

Rather then clearing modules, backup and restore them (as its doing with sys.path)

This way the BGE will never remember any modules imported during game play (which can cause bugs/crashes), but it also wont break pythons state by possibly removing modules that are being used internally.
2009-05-26 18:06:09 +00:00
3053ce1a8c [#18819] save and load globalDictionary actuators don't load the proper files in 2.49 RC3
For this actuator to be useful it needs to use the first opened blendfile as the base name for the configuration file.
A recent fix that made the gp_GamePythonPath always match the current loaded blend file made this actuator work differently.

keep the original filename to use for making the config name so you can load the config between loading blendfiles.
2009-05-25 02:39:05 +00:00
036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
      the actual fps is less than nominal. This allows the 
      physics to keep up with real time even if the graphics slows
      down the game.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
log:  Maximum number of logic steps per game frame in case the 
      actual fps is less than nominal. This allows the logic
      system to follow the physics simulation. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
	Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00
Dalai Felinto
dc6ae673b1 Moving ScreenSpace methods from Rasterizer to KX_Camera (getScreenPos, getScreenVect, getScreenRay)
The modules were moved in order to access the camera internal matrixes. It will make then compatible with multiple viewports in a near future.
So far the problem I found was:
1) KX_Camera doesn't store the canvas viewport
2) RAS_ICanvas methods: GetDisplayArea and GetWindowArea are affected by multiple viewports (and they shouldn't).

Test file is here: http://www.pasteall.org/blend/68
2009-05-20 05:33:39 +00:00
10ed9a4f64 setting up the BGE Python sys.path for importing modules wasnt working for library paths. 2009-05-16 13:19:23 +00:00