Commit Graph

949 Commits

Author SHA1 Message Date
b4e4ccf92d BGE PyAPI can now import text (within the blend-file)
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
2009-04-05 19:37:13 +00:00
3dacfbb231 BGE Python API
- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
2009-04-05 14:55:50 +00:00
033a63f858 BGE Bugfixes (mostly in the py api)
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)

* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault) 

* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
2009-04-05 14:01:49 +00:00
7d4dc4f0f5 - fixed errors with bge epydocs
- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
2009-04-05 10:03:23 +00:00
f8cc272575 added experimental KX_GameObject attributes "sensors", "controllers" and "actuators" 2009-04-05 08:48:51 +00:00
77da8461f3 Make materials use PyAttributeDef's 2009-04-05 07:41:03 +00:00
53e721305e BGE Python API
- made camera use PyAttributeDef's
- removed unneeded duplicate matrix type checks
- fixed own bug (added since 2.48a) that broke a converting 4x4 matrix to a PyObject
2009-04-05 06:08:41 +00:00
04ef5a492a Made KX_MeshProxy use PyAttributeDef. simplified getting the 'materials' attribute (no need to differentiate between types)
Added KX_GameObject 'meshes' attribute to replace getMesh(i)
2009-04-04 15:54:07 +00:00
cb26c7e75a BGE Py API, mistake when redoing set action as a static function. 2009-04-04 11:02:13 +00:00
b6114be5e3 include PyObjectPlus method in __dict__ 2009-04-04 09:54:05 +00:00
a35a8f7a38 - should fix compiling with older python versions (<2.5)
- made the isA() function accept python types as well as strings.
- renamed _getattr_dict to py_getattr_dict
2009-04-04 08:20:52 +00:00
6be6921184 moved more attributes from getattr into PyAttributeDef's 2009-04-04 02:57:35 +00:00
07930c0b09 BGE API cleanup: RandomActuator. 2009-04-03 19:09:52 +00:00
e6985d31b5 Some users could not build with python 2.5, hopefully this fixes it. 2009-04-03 15:08:38 +00:00
fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00
d573e9c539 BGE Python api
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-03 04:12:20 +00:00
Dalai Felinto
0499d98311 Setting ignore_deprecation_warnings as 1 by default in GamePlayer
(in the embed BGE it is still 0)
2009-04-03 03:52:19 +00:00
b22705f169 BGE Python
- Bugfix for running dir() on all BGE python objects. was not getting the immediate methods and attributes for each class.
- Use attributes for KX_Scene (so they are included with dir())
- Override __dict__ attributes for KX_Scene and KX_GameObject so custom properties are included with a dir()
2009-04-03 02:16:56 +00:00
941a8a2504 [#18472] [patch] Speeding up Blenderplayer's profile drawing
from Mitchell Stokes (moguri)
2009-04-02 06:59:27 +00:00
fcc23faa3a Added getitem/setitem access for KX_GameObject
ob.someProp = 10
can now be...
ob["someProp"] = 10

For simple get/set test with an objects 10 properties, this is ~30% faster.

Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class).

This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses.

Made some other small optimizations,
- Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup).
- CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
2009-04-02 05:38:05 +00:00
48e4a48340 BGE API cleanup: ReplaceMeshActuator mesh attributes now returns a KX_MeshProxy. Fix a bug in KX_MeshProxy where the Python type was not set right. 2009-04-01 08:59:36 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
f6f47a08eb BGE API cleanup: DynamicActuator, ReplaceMeshActuator, TrackToActuator. 2009-03-31 21:03:15 +00:00
8518f6e660 BGE API cleanup, patch from Moguri: RaySensor, NetworkMessageActuator, NetworkMessageSensor. 2009-03-31 19:02:01 +00:00
c1b41b20b0 r19455 to Re-enable vertex welding for soft-bodies failed even on simple cases like a cube with scrambled mesh data.
Please test before committing.

m_vertexArray has no doubles now and is not aligned to 3, using m_triFaceArray to get the verts for each face.
2009-03-30 00:40:19 +00:00
b182778e71 Applied patch #18446, to do versions on damping
Re-enable vertex welding, only for soft bodies. They require it. Future versions could expose such vertexWeldingThreshold.
2009-03-29 19:54:05 +00:00
30fa7a7286 Only apply advanced setting of angular/linear factor to rigid bodies (with angular rotation). The setting broke 'dynamic'-only objects. 2009-03-29 18:34:35 +00:00
d57811ada1 BGE API cleanup: CDActuator, ParentActuator, VisibilityActuator done. Thanks to Andre. 2009-03-29 15:17:55 +00:00
fdc6df9253 game engine compile fix for MSVC, game engine team might want to check. 2009-03-28 11:09:53 +00:00
afec404962 BGE API Cleanup: GameActuator (patch from Andre) 2009-03-27 22:11:30 +00:00
059c2a10c4 BGE API cleanup: AddObject, DeleteObject and Scene actuator added. 2009-03-27 21:54:16 +00:00
bba2bdf41e Added attributes for Ipo Actuator settings (replacing all methods) 2009-03-26 01:42:01 +00:00
c78b460fce Use Benoits attributes in KX_GameObject.
Deprecated..
getPosition, setPosition, getOrientation, setOrientation, getState, setState, getParent, getVisible, getMass

* swapped set/get to get/set in KX_PYATTRIBUTE_RW_FUNCTION macro to match pythons getsetattrs.
* deprecation warnings in the api and notes in epydocs.
* added 'state' attribute
* gameob.mass = 10 # now works because its not checking only for float values.
* dir(gameob) # includes attributes now
2009-03-24 19:37:17 +00:00
ce8badeb18 Fix for bug #18423: BGE lights in overlay scene also affected
other scenes, for texture face / multitexture materials.

Fix for bug #18428: BGE lights on hidden layers were still used,
for all material types, now they have no effect
2009-03-24 15:45:08 +00:00
4a07876562 Speedup for bullet physics mesh conversion
Was adding each face with a remove doubles option that made conversion increasingly slower for larger meshes, this would often hang blender when starting with the BGE with larger meshes.

Replace btTriangleMesh()->addTriangle() with btTriangleIndexVertexArray()

YoFrankie level_1_home.blend starts a third faster, level_nut about twice as fast.

- previous commit was also incorrect using the original meshes vert locations rather then the vert locations that came from the derived mesh.
- Softbody is relying on removing doubles at 0.01 to give stable results, this no longer works but seems a bit dodgy anyway. Maybe some post-processing filter could fix up a mesh for bullet softbody.
2009-03-23 06:00:21 +00:00
e3d0dfc9eb BGE API cleanup: add support for attribute set/get through functions only. 2009-03-22 21:36:48 +00:00
1914ed72b2 Speedup for bullet creating convex hull meshes
In a simple test with ~12000 verts, overall BGE startup time went from ~4.5 sec to a bit under a second.

- before adding each vert it did a check for a duplicates.
- Using RAS_Polygon verts can give a lot of duplicates because the verts also store UV's and normals.
- Was increasing the array one item at a time, now resize the array once.
- Use the blender mesh mvert array rather then RAS_TexVert's, so needed to include some DNA headers.
2009-03-22 21:04:28 +00:00
615c5232c7 == FFMPEG ==
Updated ffmpeg to release version 0.5
updated x264 to today's daily build
thanks to ben2610 for first patches (but you got hddaudio.c wrong :)
2009-03-22 19:19:21 +00:00
d5d2d1fece removed edgecode from the game engines RAS_Polygon class since its not used 2009-03-22 17:03:55 +00:00
2a373f6c44 Fix for bug #18419: game engine debug drawing interfered with alpha blending. 2009-03-17 22:03:21 +00:00
28f6d223d0 This is patch:
[#17974] two small fix for blender 2.48 (memory leak and uninitalized vars)
Submitted By:
Pavel Nemec (nemecp) 

(changes delete to [] and sets to vars to NULL)

Kent
2009-03-16 17:02:19 +00:00
Nathan Letwory
1e1b88c118 BGE
* getting state of RMB was impossible due to wrong check.
2009-03-15 23:40:59 +00:00
a37cec2802 BGE patch 18368: Modulus (ie %) expression controller in BGE. Implement a cache for the expression for better performance. 2009-03-11 22:11:52 +00:00
06d455f428 Add support to lock individual axis during rigid body simulation, for translation and rotation. This makes it easier to do 1D or 2D physics (tetris, blockout)
todo: create some example/demo.blend.
2009-03-09 07:12:16 +00:00
6e85d00055 Fix: The debug lines of Physics Debug Visualization were drawn incorrectly when using overlay scenes (it was using the wrong camera) 2009-03-09 05:01:16 +00:00
abb338ddf9 upgrade to latest Bullet trunk, fix related to vehicle anti-roll, added constraint visualization.
This commit doesn't add new functionality, but more updates are planned before Blender 2.49 release.
2009-03-09 04:21:28 +00:00
e4ce0d629e BGE patch: undo patch about removing blenderplayer console in Windows: it interferes with scripts that write to the console. Back to previous state: console cannot be disabled in Windows. 2009-03-08 17:23:36 +00:00
ab8e9ba3dd VideoTexture: reactivate VideoTexture for scons/cmake/makefile compilation systems, fix video streaming, fix camera support in Linux, add multi-thread cache service, fix crash when a VideoFFmpeg object could not be created.
The multi-thread cache service is activated only on multi-core processors.
It consists in loading, decoding and caching the video frames in a 
separate thread. The cache size is 5 decoded frames and 30 raw frames.
Note that the opening of video file/stream/camera is not multi-thread:
you will still experience a delay at the VideoFFmpeg object creation.
Processing of the video frame (resize, loading to texture) is still done
in the main thread.  Caching is automatically enabled for video file, 
video streaming and video camera. 

Video streaming now works correctly: the videos frames are loaded
at the correct rate. Network delays and frequency drifts are automatically
compensated. 
Note: an http video source is always treated as a streaming source,
even though the http protocol allows seeking. For the user it means that
he cannot define start/stop range and cannot restart the video except
by reopening the source. Pause/play is however possible.

Video camera is now correctly handled on Linux: it will not slow down the BGE.
A video camera is treated as a streaming source.
2009-03-05 15:16:43 +00:00
982a5cc60d Upgraded to Bullet 2.74. The upgrade introduced a few bugs, which need to be fixed before Blender 2.49.
In particular, the Bullet vehicle seems broken, and some soft-body demos don't work.
No new features or benefits are added yet, but a few improvements are planned before Blender 2.49 release.

Please update the build systems, and add those 3 files:
extern/bullet2/src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp
extern/bullet2/src/BulletCollision/CollisionDispatch/btGhostObject.cpp
extern/bullet2/src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp

I'll watch the Blender mailing list, in case this commit causes some issues.
2009-03-03 03:41:24 +00:00
f8ef887880 minor update to be compatible with Bullet 2.74 physics:
btPoint3 has been deprecated, it was already a typedef to btVector3
replace std::vector by btAlignedObjectArray when storing Bullet objects, because MSVC STL implementation has some bugs, preventing to contain aligned objects
(btVector3 is 16-byte aligned, to allow SIMD)
2009-03-02 17:43:35 +00:00