Commit Graph

1527 Commits

Author SHA1 Message Date
7d9067ca2c Make memstat easier to read, add missing Intel ID and cleanups. 2010-04-14 21:12:05 +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
Dalai Felinto
a8bca52d09 BGE fix #20456 - 2.5: mouse position problem (offseted by 1 vertically)
In Blender 2.49 the win width and height were been calculated including an extra pixel (e.g. a fullscreen editor would be (width + 1) by (height + 1) )
In opposite to that, Blender 2.5 window/editor code were fixed to have the exact width,height size.
So although the BGE canvas code was still the same as 2.49 it was producing a wrong result.

I'm also adding some commentaries in the setViewport code. BGE is setting the viewports 1 pixel larger.
the setViewport command is been used as if one should pass (minx, miny, width, height), while it should be (minx, miny, maxx, maxy). I will take care of that later, if any one has extra comments on that, please let me know.
2010-04-11 01:53:21 +00:00
70540fca3b bugfix [#21230] set-scene animation updates not working
fix for empty scenes with SETLOOPER macro.
2010-04-02 13:43:56 +00:00
Dalai Felinto
ea0e0b3f15 BGE fix: Parenting the object to itself crashes BGE + stubs update
it may happen if you start doing exec, setParent, ... in Python
not a big deal, but to crash Blender is always bad
2010-03-31 22:49:59 +00:00
Dalai Felinto
77f55d9cb3 BGE API DOC: a guide on how to build epydoc for windows
We have already a .sh file to build epydocs from Linux, so why not to have it in Windows as well ;) I think that this guide can help people interested in help with the API documentation to test their work.

I'm actually already in touch with at least one volunteer helping with PhysicsConstraints module. VideoTexture may not be a one man job though, for I hope this document can also help.
2010-03-30 06:37:44 +00:00
Dalai Felinto
5089663962 BGE PyDoc: fix for KX_Object not linked to the class in some actuators API page 2010-03-30 04:59:24 +00:00
03c81862c4 BGE patch [#21019]: Python function for Scene suspend/resume. 2010-03-28 20:50:20 +00:00
41425c1aa4 VideoTexture: more PyDoc. 2010-03-28 20:15:45 +00:00
9792d39ab4 VideoTexture: clean previous commit. 2010-03-28 20:12:28 +00:00
982886d34e BGE: repair armature animation. Was broken since commit 27766. 2010-03-28 20:08:16 +00:00
a99d584008 VideoTexture: fix video capture lagging when CPU is busy. This problem was caused by special frame handling that was appropriate for video streaming but not for video capture: drift compensation and no frame skipping. Disable that for video capture to take into account the realtime nature of video. 2010-03-28 17:50:45 +00:00
Dalai Felinto
822dcc48cd bgl/BGE: glCopyTexImage2D + bgl.buffer creation error more verbose + dome post_draw (it draw only for the last overlayed scene)
1) glCopyTexImage2D - www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml

2) dome post_draw. Now dome mode can also use scene.post_draw. It only runs for the last scene. It's really useful. I'm working on a nice showcase for this (a dome visualizer for the dome mode running with bgl. In the mean time this is a (lame) example of both working together (the buffer is being copied and draw on top of the window):
http://blenderecia.orgfree.com/blender/tmp/dome_bgl_copytex2d.jpg
2010-03-28 10:20:26 +00:00
Dalai Felinto
3925f58b6a BGE: fix for [#21180] - missing min and max values in the API + mode fix (interval wasn't working)
of course it wasn't only a matter of adding the properties in the api :)

The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions.

Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
2010-03-26 07:21:48 +00:00
3ed81eeccf BGE: [#19836] Recursive Parenting in game crashes Blender. Added parenting loop detection. 2010-03-25 21:43:36 +00:00
2ae418e0a8 Fix compilation error in MinGW with my last commit. 2010-03-25 08:48:31 +00:00
f1cfb5f13c BGE: bug #21684 fixed: multiple material with static modifier now supported with display list. 2010-03-24 22:55:45 +00:00
377f06082a enable compiling without python again 2010-03-23 21:37:02 +00:00
42ac4a3e7d Fix syntax for ID keyword. 2010-03-21 01:14:04 +00:00
Dalai Felinto
15bd165ca0 BGE: bindId property in VideoTexture.Texture (to get the openGL id of the texture)
Now if you have a VideoTexture.Texture you can use its id and draw it with bgl
The Id is only going to be valid if the obj you are getting the VideoTexture.Texture from has a valid texture. In the examples you will see them as planes, that become invisible at load time, but are needed to validate the texture id.

This is a simple example file:
http://blenderecia.orgfree.com/blender/bind_id_simple.blend

And a (much) more advanced one:
http://blenderecia.orgfree.com/blender/bind_id.blend
(get also this image and save it to the same folder of your blend file - http://blenderecia.orgfree.com/blender/mask.png )

Benoit, I couldn't decide on better names so for now I'm glad with this one.
2010-03-20 00:11:25 +00:00
1cf95d2494 Keying Set Fixes:
* 'Export Keying Set' operator works again - a change in the previous commit broke the created code
* Relative Keying Sets don't get their paths shown 
* Keying Set paths show options for inserting keyframes too now

---

Another attempt at fixing compile troubles, and removed some commented out + obsolete stuff.
2010-03-16 10:18:19 +00:00
b9211135ef [#21261] Bugfix for dynamically loaded scenes' lights not mixing in multitexture
from Mitchell Stokes (moguri)
2010-03-10 07:41:16 +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
50b13f0a56 BGE 2D Filters: slightly change dfelinto patch to use SCA_IScene instead of KX_Scene. It is rather anecdotic since KX_Scene is the only implementation of SCA_IScene but it's better to keep GameLogic and Ketsji separated. 2010-03-06 21:22:09 +00:00
Dalai Felinto
790d6ca256 small png include adjustments (ifndef NOPNG ...).
* gameplayer is now probably not going to build without PNG turned ON.

To fix that it would be necessary to use #ifndef NOPNG  around the GPC_Canvas::MakeScreenShot.
Since I don't this function it's working in 2.5 yet it's better to wait for that before doing it.
2010-03-03 19:34:17 +00:00
Dalai Felinto
c5231858d4 fix for CMake compile in windows. ($PNG_INC was needed) - partial revert of commit 27251 2010-03-03 19:18:50 +00:00
f09efddcda fix for minor errors/warnings 2010-03-03 13:59:57 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
ed7f4f2e3c make BGL and BLF modile names lowercase 2010-02-28 14:57:26 +00:00
71f7e50451 VideoTexture: optional arguments to ImageBuff constructor.
ImageBuff([width,height[,color[,scale]]])

width, height: size of buffer in pixel.
               default: buffer not allocated.
color: initial value of RGB channels. Alpha channel is 255.
       Possible values: 0(black=default) -> 255 (white)
scale: True or False to enable or disable fast scaling
       default: False

This constructors eliminates the need to use the load function
when you just want to initialize the image buffer to black or white.
2010-02-26 22:14:31 +00:00
9352c9f0c1 use negate_v3 rather then multiplying a vector by -1.0 (no functional changes) 2010-02-26 09:02:52 +00:00
af987c12b5 VideoTexture: fix a bug with AV sync that was causing a loss of sync in case of rewind to the begining of the file. 2010-02-25 22:12:16 +00:00
Dalai Felinto
4d3accd0cb BGE Dome: BlenderPlayer Console arguments: warpdata working now (only with absolute path)
I forgot to say in the last commit that those arguments are only for the BlenderPlayer.
we can now set external warpdata files.

2Do:
(1) convert relative to absolute paths for warpdata files
(2) investigate weird bug on lack of light in blenderplayer with warpmesh

... [old 2Do]

(3) documentation
(4) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
2010-02-25 06:05:56 +00:00
Dalai Felinto
47d79b04d1 BGE Dome: Console arguments: angle, tilt, mode and warpdata (not working yet)
2Do:
(1) open external warpdata file
(2) documentation
(3) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
otherwise it's a nightmare to update all your files every time you change your projection system. See note.
Maybe SYS_WriteCommandLineInt/Float/String can be used for that. Gotta investigate further.

* Note: an external warpdata file is a must ! Currently every time you need to calibrate your system you have to update the warp file in all your demo files. This is terrible. I'm glad I *now* have a dome near by to test it ;)
* FYI: A recent 'Yo Frankie in a dome' video if you want to see how it works: http://www.vimeo.com/9629626 I'm going to record a better one tomorrow.
2010-02-24 23:01:49 +00:00
0c89dcc25c matrix functions, to_3x3, to_4x4
force fixed time when recording in the BGE.
2010-02-23 09:39:47 +00:00
4ef1fd1078 game engine support for recording animation back & some other minor changes. 2010-02-22 12:25:58 +00:00
b65a983d39 use BLI_findstring in more places & remove some warnings, no functional changes. 2010-02-22 09:22:36 +00:00
756dace6f5 fix for typo 2010-02-22 09:02:05 +00:00
81847df968 Fix for the player by nazg-gul. 2010-02-22 08:27:45 +00:00
37b9c9fe4d VideoTexture: improvements to image data access API.
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.

The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.

BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.

It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".

All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.

v = memoryview(source)

A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:

if source.valid:
    v = memoryview(source)
    ...	

Note: the BGL buffer object itself does not yet support
the buffer interface.

Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:

# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
    v = memoryview(texture.source)
    # process image
    ...
    # invalidate image for next texture refresh
    texture.source.refresh()

Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
2010-02-21 22:20:00 +00:00
71125002a9 No need for this change anymore (force include to get BLO_sys_types.h in GE) 2010-02-20 22:51:22 +00:00
f7d82af101 Compile fix for CMake 2010-02-20 22:38:21 +00:00
aefe9be5db [#18961] Use const char * where appropriate (2.5)
from Sean Bartell (wtachi) 

added own changes bpy_props.c
2010-02-16 16:47:41 +00:00
ea8b072b75 [#21023] 2 Dynamic loading patches (one bugfix, one feature)
patch from Mitchell Stokes (moguri), only the bugfix part for now.
2010-02-15 09:01:52 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Dalai Felinto
2541429ded BGE: linear velocity and angular velocity are attributes now
... what lead me to wonder if we should remove obj.setAngularVelocity, obj.setLinearVelocity, obj.getLinearVelocity and obj.getAngularVelocity.

* this was so Copy and Paste ... anyways tests are welcome (I never used those methods in python myself).
2010-02-12 03:40:28 +00:00
Dalai Felinto
0119072fc3 BGE API DOC update - scene add/restart/end. patch by Gomer 2010-02-11 04:24:58 +00:00
9827a3e9ea 2.5 Audio:
- recode of the whole sequencer audio handling
- encode audio flag removed, instead you choose None as audio codec, added None for video codec too
- ffmpeg formats/codecs: enabled: theora, ogg, vorbis; added: matroska, flac (not working, who can fix?), mp3, wav
- sequencer wave drawing
- volume animation (now also working when mixing down to a file!)
- made sequencer strip position and length values unanimatable
2010-02-07 23:41:17 +00:00