Commit Graph

81 Commits

Author SHA1 Message Date
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
60e387f5e3 Cleanup: Rename callback flags from library_query to IDWALK_CB_...
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
2017-01-31 09:47:59 +01:00
df63195d2a Cleanup id->newid usage, initial work.
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.

To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.

This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.

This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
2016-11-30 15:27:59 +01:00
dd0de53d29 Fix T49466: Stupid typo in logicbricks new copy code from rB776a8548f03a
Moved that code forth and back a few times while creating rB776a8548f03a fix,
ended up forgetting to update it correctly for function where it layed down in the end.

Last-minute fixes are never a good thing... Now we already have real reason for 2.78 'a' release :(
2016-09-27 17:55:12 +02:00
7c53260109 Fix crash in own recent rB776a8548f03a049.
New ID may be null, have to check this too!

Reported by @panzergame over IRC, thanks.

To be ported to 2.78 as well.
2016-09-26 09:49:34 +02:00
776a8548f0 Fix T49430: append scene with gamelogic broken.
In fact, it was the whole remapping process that was broken in logic bricks area,
due to terrible design of links between those bricks...

Object copying was also broken in that case, fixed as well.

To be backported to 2.78.

Note that issue was actually probably there since ages, hidden behind dirty hacks
used in previous append code (though likely visible in some corner cases).

Listen kids: do not, never, ever, do what has been done for links between logic bricks. Never. Ever.
Even as pure runtime data it would have been bad, but as stored data...
2016-09-23 14:25:15 +02:00
897e97f078 ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.

Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).

One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).

This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).

This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.

A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)

Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:53:50 +02:00
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
3ab5075cf9 Add logicbricks to ID looper. 2015-10-08 15:05:37 +02:00
5d0696052a BGE: Fix T41502 Path following jumping
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.

Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).

{F142195}

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: sergey

Differential Revision: https://developer.blender.org/D1074
2015-02-18 23:24:02 +01:00
dd6edac803 Bring copy/free operations into line with changes in previous commit 2015-02-15 00:06:19 +13:00
1bf87fa26c BGE: TrackTo actuator: increasing up & track axis options
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.

With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.

Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.

The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).

Test file is here: {F97623}

I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:

{F91992} {F91990}

Reviewers: moguri, dfelinto

Reviewed By: moguri

CC: Genome36

Differential Revision: https://developer.blender.org/D565
2014-07-14 18:30:27 -07:00
7d99a4ded9 BGE: New Mouse Actuator
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.

This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.

{F94520}

{F91859}

Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}

Reviewers: moguri

Reviewed By: moguri

CC: gomer, lordodin

Differential Revision: https://developer.blender.org/D559
2014-06-25 15:47:37 -07:00
46eef60d93 Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.

WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).

Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.

- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.

- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.

- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.

Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt

Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!

Differential Revision: http://developer.blender.org/D59
2013-12-03 20:35:45 +01:00
b9b806e0a0 BGE: Removing the touch sensor and converting all touch sensors to collision sensors. 2013-09-04 22:14:14 +00:00
8ef934c73f ghash/bli-listbase edits, rename BLI_ghash_pop -> BLI_ghash_popkey (since it takes a key as an arg and isnt popping any element from the hash as you might expect).
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
2013-08-26 23:37:08 +00:00
e8d532f1dd style cleanup 2013-03-31 03:28:46 +00:00
4df5b943ed patch [#34103] - listbase.patch, insertlinkbefore.patch
from Lawrence D'Oliveiro (ldo) 


notes from tracker:
use bool for return type from BLI_remlink_safe, necessitating including BLI_utildefines.h in BLI_listbase.h
get rid of duplicate BLI_insertlink, use BLI_insertlinkafter instead.

A few places which were using BLI_insertlinkafter (actually BLI_insertlink), when it would be simpler to use BLI_insertlinkbefore instead.
2013-02-22 14:12:55 +00:00
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
Dalai Felinto
184a232ccc 2.49 feature: Game Controller State name shows up when mouse over them (the name of a state is the name of the top controller of this state)
review and small tweaks by Campbell Barton
2012-09-21 04:09:09 +00:00
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
aaafa0c2fe code cleanup: move file string defines into BLI_path_utils.h, BKE_utildefines is now unused but keep incase we want to add defines there later. 2012-09-03 22:04:14 +00:00
b96c622015 style cleanup 2012-08-11 22:12:32 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
69e6894b15 style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:18:31 +00:00
Dalai Felinto
1f928833f3 option for the Armature Actuator to change the influence of a bone constraint.
Also adds DampedTrackTo to the list of supported constraints in the BGE

Test file:
http://www.pasteall.org/blend/11715

Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
2012-03-03 02:47:01 +00:00
Dalai Felinto
782f0b6382 bge camera actuator: -X and -Y axis
The camera actuator only allows to look the object from its front face.

Given that Blender takes -Y as the default forward orientation, the current
functionality doesn't let a camera to track an actor from behind.

This patch allows for -X and -Y axis tracking. This way a camera over the
shoulders of a character is possible (without resorting to rotate the
mesh/armature original orientation.

- patch reviewed by Campbell Barton, thanks
2012-01-11 07:27:39 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
f2c2ba7ef3 Detour: fix bug with steering actuator: object pointer not removed. 2011-09-27 17:47:41 +00:00
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
Dalai Felinto
a2dda7c74d BGE Patch: [#27425] Allow to change the damping of the camera actuator
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
210ee1ade4 whitespace only, no functional change mixed tabs/spaces --> tabs. 2011-04-21 13:11:51 +00:00
Nathan Letwory
0ff06e21cd doxygen: blender/blenkernel tagged. 2011-02-27 20:40:57 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
0955c664aa fix for warnings from Sparse static source code checker, mostly BKE/BLI and python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
2011-02-13 10:52:18 +00:00
22295fd1a2 Recast: add missing ID_NEW() for new steering actuator in set_sca_new_poins_ob() as pointed out by Dalai. 2010-09-01 08:11:23 +00:00
e5b9ad3817 Added missing ID_NEW() in set_sca_new_poins_ob() as pointed out by Dalai. 2010-09-01 08:09:23 +00:00
Nick Samarin
b822f0bb7a added option for automatic facing in steering actuator 2010-08-15 12:58:13 +00:00
Nick Samarin
c6ea23c77c synched with trunk at revision 30597 2010-07-21 20:54:53 +00:00
Nick Samarin
b4b9e01f8d - set defaults to steering actuator parameters
- fixed order of triangle indexes for navigation mesh representation
2010-07-20 14:09:05 +00:00
Dalai Felinto
7aebd56153 fixing small ambiguity in the logic brick link code
(not sure it booms in any compiler, but it doesn't hurt to make it right)
2010-07-18 01:51:14 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
f91f4d3176 Fix type mismatch. 2010-07-10 23:21:25 +00:00
Dalai Felinto
96a7e478b6 Logic Editor Python API: link/unlink logics through python
After initial talk with Matt (awhile ago) we realzed that rna_api would fit well for this instead of an operator.

The next step would be to move the current UI code to use the rna funcs instead.
Note: it takes the s/c/a as argument, not its name. (e.g. cont.link(actuator=act) )

Sample code to link all the logic bricks between each other:
ob = bpy.context.object
for cont in ob.game.controllers:
    for sens in ob.game.sensors:
        cont.link(sensor=sens)
    for act in ob.game.actuators:
        cont.link(actuator=act)

For a script to create bricks, link bricks, unlink bricks and remove them:
http://www.pasteall.org/14266
2010-07-10 21:15:10 +00:00
Dalai Felinto
1f019c23fd Logic Editor UI: move s/c/a operators and interface buttons
Tchatcharantcharan ...

Three new operators:
bpy.ops.logic.sensor_move
bpy.ops.logic.controller_move
bpy.ops.logic.actuator_move
direction is a parameter (UP,DOWN)

Moved some interface code to sca.c instead of logic_window.c. (and changed accordingly).
One note: as in 2.49, the move up/down button is only available in non-expanded mode. However instead of one button with two options we have 2 buttons (as we had originally in 2.50).

That also means the s/c/a header is getting more clunky. Design, thoughts, ideas are appreciated. For the time been functionality back is still the priority (mine at least ;)
2010-07-09 00:14:46 +00:00
Nick Samarin
147e8d01eb - added acceleration and turn speed parameters for obstacle simulation
- added debug visualization for object velocities
2010-06-11 21:13:59 +00:00
Nick Samarin
d3d2e92fcc synched branch with trunk at revision 29109 2010-05-31 23:44:43 +00:00