Commit Graph

341 Commits

Author SHA1 Message Date
87a7149831 BPY Docs: Correct spelling (Addon --> Add-on)
Differential Revision: https://developer.blender.org/D2293
2016-10-14 01:25:05 +02:00
1fd773ed14 T48694: fix bge.texture.Texture.refresh() documentation
first parameter is mandatory and must be a bool indicating if the image
source should be refreshed after updating the texture.
2016-06-21 23:23:05 +02:00
421ec97276 Docs: Support out-of-source reference-API builds
This was originally supported, however relative links to examples & templates made it fail.
Now files in the source tree are copied to the build-dir, with ".." replaced with "__"
to avoid having to mirror Blender's source-layout in the Sphinx build-dir.

Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh
instead of aborting (so people w/o SSH access to our servers can use the shell-script).
2016-06-12 11:31:28 +10:00
2b15a588a1 Cleanup: API docs (whitespace/line length) 2016-06-12 10:05:35 +10:00
eea89417f4 BGE: DeckLink card support for video capture and streaming.
You can capture and stream video in the BGE using the DeckLink video
   cards from Black Magic Design. You need a card and Desktop Video software
   version 10.4 or above to use these features in the BGE.
   Many thanks to Nuno Estanquiero who tested the patch extensively
   on a variety of Decklink products, it wouldn't have been possible without
   his help.
   You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
   The full API details and samples are in the Python API documentation.

bge.texture.VideoDeckLink(format, capture=0):

   Use this object to capture a video stream. the format argument describes
   the video and pixel formats and the capture argument the card number.
   This object can be used as a source for bge.texture.Texture so that the frame
   is sent to the GPU, or by itself using the new refresh method to get the video
   frame in a buffer.
   The frames are usually not in RGB but in YUV format (8bit or 10bit); they
   require a shader to extract the RGB components in the GPU. Details and sample
   shaders in the documentation.
   3D video capture is supported: the frames are double height with left and right
   eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
   sample the 3D frame when the BGE is also in stereo mode. This allows to composite
   a 3D video stream with a 3D scene and render it in stereo.
   In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
   performance boost by using 'GPUDirect': a method to send a video frame to the GPU
   without going through the OGL driver. The 'pinned memory' OGL extension is also
   supported (only on high-end AMD GPU) with the same effect.

bge.texture.DeckLink(cardIdx=0, format=""):

   Use this object to send video frame to a DeckLink card. Only the immediate mode
   is supported, the scheduled mode is not implemented.
   This object is similar to bge.texture.Texture: you need to attach a image source
   and call refresh() to compute and send the frame to the card.
   This object is best suited for video keying: a video stream (not captured) flows
   through the card and the frame you send to the card are displayed above it (the
   card does the compositing automatically based on the alpha channel).
   At the time of this commit, 3D video keying is supported in the BGE but not in the
   DeckLink card due to a color space issue.
2016-06-11 22:26:05 +02:00
c0bf881ebf BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode:
    0.0 for the left eye, 0.5 for the right eye.
    In non stereo mode, the value of the uniform is fixed to 0.0.
    The typical use of this uniform is in stereo mode to sample stereo textures
    containing the left and right eye images in a top-bottom order.

    python:
      shader = obj.meshes[0].materials[mat].getShader()
      shader.setUniformEyef("eye")

    shader:
      uniform float eye;
      uniform sampler2D tex;
      void main(void)
      {
         vec4 color;
         float ty, tx;
         tx = gl_TexCoord[0].x;
         ty = eye+gl_TexCoord[0].y*0.5;
         // ty will be between 0 and 0.5 for the left eye render
         // and 0.5 and 1.0 for the right eye render.
         color = texture(tex, vec2(tx, ty));
         ...
      }
2016-06-11 22:24:18 +02:00
40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00
23bdcfe560 BGE: Fix KX_LightObject python API documentation.
Replace "..attribute::" by ".. attribute::".
2016-05-15 14:56:40 +00:00
7499fcf177 Python docs: minor cleanup and adding missing parenthesis to a code sample 2016-03-05 19:46:01 +00:00
608ee3e073 BGE: Allow access to original texture openGL Bind code/Id/Number
This patch adds a python method to get openGL bind code of material's texture according to the texture slot.

Example:
import bge

cont = bge.logic.getCurrentController()
own = cont.owner

bindId = own.meshes[0].materials[0].getTextureBindcode(0)
Test file: http://www.pasteall.org/blend/40679

This can be used to play with texture in openGL, for example, remove mipmap on the texture or play with all wrapping or filtering options.
And this can be used to learn openGL with Blender.

Reviewers: TwisterGE, kupoman, moguri, panzergame

Reviewed By: TwisterGE, kupoman, moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1804
2016-02-18 12:05:53 +01:00
318d3b9ab4 Cleanup: rst style 2016-02-15 19:43:08 +11:00
41fb953fa0 Docs: update tip on using the systems Python 2016-02-15 19:35:54 +11:00
33fb344171 Docs: remove bmesh py api warning 2016-02-13 20:44:47 +11:00
4a0b896671 Minor correction to API docs 2016-01-27 07:51:53 +11:00
4f8b7f4420 Docs: quiet warnings in reference doc syntax 2016-01-25 20:26:39 +11:00
c4c2bd1350 BGE: Allow access to light shadow settings with python
This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows.

Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1

Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1690
2016-01-17 18:47:14 +01:00
Arnaud Degroote
aae93ae4c6 BGE: Improve clock management
This patch improves clock management in BGE, to be able to accelerate /
slow the time, and also to finely synchronize clock with external
engines. Several new python functions have been added and existence ones
have been improved for that purpose. Now we have:

- getClockTime(): Get the current BGE render time, in seconds. The BGE
render time is the simulation time corresponding to the next scene that
will be rendered.

- getFrameTime(): Get the current BGE frame time, in seconds. The BGE
frame time is the simulation time corresponding to the current call of
the logic system. Generally speaking, it is what the user is interested
in.

- getRealTime(): Get the number of real (system-clock) seconds elapsed
since the beginning of the simulation.

- getTimeScale(): Get the time multiplier between real-time and
simulation time. The default value is 1.0. A value greater than 1.0
means that the simulation is going faster than real-time, a value lower
than 1.0 means that the simulation is going slower than real-time.

- setTimeScale(time_scale): Set the time multiplier between real-time
and simulation time. A value greater than 1.0 means that the simulation
is going faster than real-time, a value lower than 1.0 means that the
simulation is going slower than real-time. Note that a too large value
may lead to some physics instabilities.

- getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely
or on an external clock. The default is to use the inner BGE clock.

- setUseExternalClock(use_external_clock): Set if the BGE use the inner
BGE clock, or rely or on an external clock. If the user selects the use
of an external clock, he should call regularly the setClockTime method.

- setClockTime(new_time): Set the next value of the simulation clock. It
is preferable to use this method from a custom main function in python,
as calling it in the logic block can easily lead to a blocked system (if
the time does not advance enough to run at least the next logic step).

Rationale are described more precisely in the thread
http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html.

See also T37640

Reviewers: sybren, panzergame, #game_engine, lordloki, moguri

Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri

Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki

Projects: #game_engine

Maniphest Tasks: T37640

Differential Revision: https://developer.blender.org/D728
2015-12-12 02:46:53 +01:00
41e267b4b4 API Docs: use importlib in examples 2015-11-05 19:08:17 +11:00
f29f4c92f2 BGE: Remove KX_IPOActuator.
KX_IPOActuator is not used since 2.4.

This patch removes:
	- KX_IPOActuator.h/cpp;
	- Python doc;
	- Write of IPO actuator in write.c;
	- Allocation of IPOactuator in sca.c;
	- Conversion in KX_ConvertActuators.cpp;
	- Initialization of the python proxy in KX_PythonInitTypes.cpp;
	- Other minor remove in logic_windows.c and in KX_PythonInit.cpp.

Reviewers: sybren, campbellbarton

Reviewed By: campbellbarton

Subscribers: moguri

Differential Revision: https://developer.blender.org/D1603
2015-11-03 10:31:08 +01:00
06d2ad0185 BGE: Fix issues with async libload.
This patch fixes:
- the call of LibFree on a unfinished loaded library;
- memory leak created on end of game : the async libraries are loaded but not converted, so not freed with the master scene.

Reviewers: campbellbarton, sybren, youle, hg1, moguri, lordloki

Reviewed By: moguri, lordloki

Differential Revision: https://developer.blender.org/D1571
2015-10-25 19:22:29 +01:00
e60d535443 3D View: support non-uniform scaled lamps
D1378 by @youle

Non-uniform scaled lamps now cast oval/rectangular shadows, viewport & BGE.
2015-10-15 22:36:31 +11:00
bd6febc4c4 BGE: Change KX_WolrdInfo mathutils vector to color
Change the mathutils callback from vector to color for mistColor, backgroundColor and ambientColor.

Reviewers: lordloki, campbellbarton, panzergame, moguri, sybren

Reviewed By: panzergame, moguri, sybren

Projects: #game_engine, #game_logic

Differential Revision: https://developer.blender.org/D1432
2015-10-11 18:43:05 +02:00
83721682bb BGE: Change character jumping to char
* Change the character jumping variables and methods from int to char.
* Limit the maxJumps integer value from 0 to 255.
* Allow to set the minimum jump amount to 0.

Reviewers: panzergame, lordloki, moguri

Reviewed By: lordloki, moguri

Subscribers: agoose77

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1305
2015-10-11 15:41:40 +02:00
720d4521cd BGE : Collision mask support in raycast + and raycast cleanup.
I have removed the m_pHitObject, m_xray and m_testPropName and replace them by a temporary struct "RayCastData" which contains these datas and a collision mask. Finally i add a collision mask argument in the python function "rayCast" :
```
rayCast(to, from, dist, prop, face, xray, poly, mask)
```

It can be useful to hit only object which are on the right colision layer. for example if you have hitbox for a charater or vehicle you don't want to hit it with raycast.

test file : {F237337}
left mouse click on two planes and see console messages.

Somewhat more elaborate test file by @sybren: {F237779}
Look around and click on the cubes. One cube lamp responds, the other doesn't, based on their collision groups.

Reviewers: moguri, hg1, agoose77, campbellbarton, sybren

Reviewed By: agoose77, campbellbarton, sybren

Subscribers: campbellbarton, sergey, blueprintrandom, sybren

Projects: #game_engine, #game_physics

Differential Revision: https://developer.blender.org/D1239
2015-10-07 22:14:43 +02:00
1a6d45527f BGE docs fix: link to the correct method name 2015-09-27 17:20:10 +02:00
8ea5cfd448 BGE documentation updates
Mostly added missing :arg: clauses -- these caused the :type:-clauses
that were already in the RST files to be hidden from the output HTML.

I also fixed some argument types from 'list' to 'Vector' where applicable
and corrected some obvious mistakes.
2015-09-27 16:32:16 +02:00
77b0b661dd Doc: PyAPI docs, quiet warnings, fix URL's 2015-09-07 18:23:16 +10:00
1c5b15eab3 Doc: update Python 'gpu' module reference
- add missing uniforms.
- add uniform types.
- link to RNA equivalent.
- remove 'value' from uniforms (they were wrong, better use module members anyway).
- various corrections & edits.

Fixes T45505
2015-09-07 16:11:05 +10:00
e709da3def Cleanup: minor RST edits 2015-09-04 01:11:26 +10:00
2c2f075929 BGE docs: resolution & fullscreen changes don't work in the embedded player
The documentation for bge.render.{setWindowSize,setFullScreen,getFullScreen}
did not mention that those functions are no-ops when using the Blender-
embedded player.
2015-09-03 15:05:36 +02:00
ba5807c271 BGE: added bge.logic.{get,set}AnimRecordFrame functions
By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.

The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.

The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.

Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith

Reviewed By: panzergame, aligorith

Differential Revision: https://developer.blender.org/D1449
2015-08-25 13:42:09 +02:00
d4a9da28e8 Doc fix: rather then -> rather than 2015-08-05 12:48:04 +02:00
Mateo de Mayo
23f54076db BGE: Added getActionName() function to KX_GameObject()
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing.

Example:

```
import bge
own = bge.logic.getCurrentController().owner
own.playAction("SomeAction",0,20)
print(own.getActionName())
```
>> SomeAction

Here is an example file, just open the blend file with the terminal opened
and press P, you can see how the current animation is being printed:
{F217484}

Reviewers: moguri, hg1, panzergame, campbellbarton

Reviewed By: panzergame

Subscribers: campbellbarton, hg1, #game_engine

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1443
2015-08-04 00:10:33 +02:00
40a866dad4 Doc fix: wolrd -> world
The documentation for bge.types.KX_WorldInfo had two typos.
2015-07-27 15:53:15 +02:00
532b735ee8 Docs; Py API gotcha's section
Minor corrections and cleanup
2015-07-12 20:50:44 +10:00
1d021956f5 Remove redundant lists, link instead 2015-07-07 21:25:51 +10:00
86f09e58d4 Remove unnecessary constant info
Noting every constant as an int isnt helping,
this is only meant to be passed to only.
2015-07-07 21:17:33 +10:00
Quentin Wenger
6ed1a1abe2 BGE: bge.texture API documentation enhancement
This patch attempts to improve and review the documentation of bge.texture, as requested in the [[ http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/GameEngine#Video_Texture | TODO list ]].

More specifically, it

  - fixes the rst syntax, including titles of the examples bge.texture.py and bge.texture.1.py;

  - adds, standardizes and reviews description of the API elements, particularly signatures, types, etc.

  - adds SOURCE_* constants to the doc

  - splits the doc into thematical parts (Video, Image, Texture, and Filter Classes, Functions, Constants).

Notes:

  - The parameter "mode" of ImageBuff.plot has to be described better. Actually, the whole set of IMB_BLEND_* constants (from IMB_imbuf.h) should be exposed to Python. I'll do that in a future diff, and complete the doc at the same moment (adding those IMB_BLEND_* constants to the Constants part of this doc).

  - The option of using webcams in VideoFFmpeg is still particularly not well documented. I am planning to make a proposal about fixing T18634 (and its corresponding TODO in the list) by integrating OpenCV in the BGE (and Blender?). The idea would then probably be to add a new class, f.ex. ImageWebcam, making this functionnality more specialized. So for now I don't think it is worth to document that part much.

This patch fixes T44284 too.

Reviewers: moguri, kupoman, campbellbarton, panzergame, lordloki

Reviewed By: panzergame, lordloki

Subscribers: hg1

Projects: #game_engine, #game_python, #documentation

Maniphest Tasks: T44284

Differential Revision: https://developer.blender.org/D1352
2015-07-06 21:48:25 +02:00
145ab8c49e BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…)
Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial.

Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1

Reviewed By: moguri, campbellbarton, hg1

Subscribers: dfelinto

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1298
2015-07-03 11:47:48 +02:00
Dalai Felinto
fdb474fc8a Game Engine: Camera Lens Shift: support to change it during game 2015-07-02 13:51:30 -03:00
0e084f93d9 BGE: Remove KX_PolygonMaterial reference in documentation. 2015-07-01 14:56:02 +02:00
9f48aa45ad BGE: added clamping of angular velocity.
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.

Reviewed by: campbellbarton, panzergame, ton

Differential Revision: https://developer.blender.org/D1365
2015-06-28 12:54:53 +02:00
Quentin Wenger
6f17fb8630 BGE: Missing dot in 2d filter actuator documentation. 2015-06-24 22:34:55 +02:00
Quentin Wenger
fc668df245 BGE: Fix 2dfilter actuator mode constants. 2015-06-24 15:31:55 +02:00
90b4131d16 BGE: Fix 57065a, missing dots. 2015-06-23 14:57:38 +02:00
57065a6df5 Minor tweaks to bge.constraints docs 2015-06-23 21:58:08 +10:00
1c251d7cb6 Update bge.constraints API doc
D1357 by @Matpi with edits.
2015-06-23 21:37:28 +10:00
18f228d593 update hand written rst docs
- minor corrections
- link to new manual
- wrap lines at 120
2015-06-18 08:00:46 +10:00
Quentin Wenger
a62392dea7 BGE: remove outdated doc of KX_PolygonMaterial, update doc of KX_BlenderMaterial
This patch suppresses the outdated KX_PolygonMaterial.rst documentation file and moves the example contained in it into KX_BlenderMaterial.rst.
The file KX_BlenderMaterial.rst receives some extra formatting changes (lists are not supported in methods arguments types).

Reviewers: kupoman, campbellbarton, lordloki, panzergame, moguri

Reviewed By: panzergame, moguri

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1355
2015-06-17 22:43:29 +02:00
94eb2647d5 BGE: correct case for createConstraint keyword 2015-06-16 21:22:41 +10:00