Commit Graph

76 Commits

Author SHA1 Message Date
95164a09a7 BGE: generic python callback list + replace KX_PythonSeq.
I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory).  In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces.
5 callbacks are used :
- Check if the list is valid = allow acces (like PyObjectPlus.invalid)
- Get the list size
- Get an item in the list by index.
- Get an item name in the list by index (used for operator `list["name"]`)
- Set an item in the list at the index position.
All of these callback take as first argument the client instance.
Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp

To check if the list can be accessed from python by the user, we check if the python proxy,  which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner).

This python list is easily defined with :
```
CPythonCallBackList(
void *client, // The client instance
PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq)
bool (*checkValid)(void *), // A callback to check if this list is till valid (optional)
int (*getSize)(void *), // A callback to get size
PyObject *(*getItem)(void *, int), // A callback to get an item
const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key
bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional)
)
```
To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels.

Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message.

Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey

Reviewed By: campbellbarton, moguri, agoose77, sergey

Subscribers: sergey

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1363
2015-10-26 20:27:08 +01:00
29c2a64694 BGE: Fix T46302: abort call for unnormalized quaterions. 2015-10-01 13:06:57 +02:00
5af7257309 Cleanup: whitespace 2015-08-06 13:03:07 +10:00
d2fac7df32 BGE: Fix T45544 Adding Armatures takes an increasing amount of logic time
Armatures were not totaly freed (only the armature object not the armature) and the original armature user count was not decrease after replication.
2015-07-24 17:08:55 +02:00
98cbde91d2 Fix compilation of game engine in ubuntu 2015-03-30 13:06:54 +02:00
bf157ce927 Fix T42919 & T42218: BGE: Python-driven armature animation got buggy
Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.

Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.

Fix T42919 & Fix T42218
2015-02-15 02:00:56 +01:00
6bde5381bb Cleanup: indentation 2014-10-02 10:33:15 +02:00
de04c921b0 Fix to get iTaSC working again in the BGE 2014-08-09 15:46:26 +02:00
c92c3ef611 Fix T40761: Bone constraints broken in the BGE
Extra bonus: calculating bone constraints now happens parallel!
2014-06-30 21:00:46 -07:00
3216e4b202 API Cleanup: Use BKE_constraint prefix for constraint api 2014-04-11 11:47:07 +10:00
fe05f97841 BGE: Multi-threading animation updates and skinning.
This required BL_ArmatureObject to have tighter control over armatures and poses.
Also, (Blender) armature objects are now copied instead of shared between
BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy,
shape key drivers need a bit of extra fiddling to get the correct armature copy.

Initially OpenMP was used for threading, but then BLI_task was used due to being
less compiler dependent.

This commit also places time spent on skinning updates in the Animation
profiler category (was previously under the Rasterizer category).
2014-04-06 16:30:59 -07:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
2b0162b622 Fix T37289: ID User decrement error for Shapes on Bones when playing in BGE
GE was copying the pose channels without increasing user counter for a
custom bone shape object. Freeing copied pose will for give decrement
errors.

The same increment issue seems to happen in BKE_pose_copy_data, which
is also solved now.
2013-11-18 17:19:15 +06:00
9afae77fed BGE: Finally adding support for additive layer blending.
Currently this is only for the Python API. The logic brick will be updated in a future commit.
2013-08-14 23:31:49 +00:00
655ed9cc7f style cleanup 2013-03-18 11:44:56 +00:00
ba14beb000 Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from blenkernel... 2012-12-23 11:31:15 +00:00
936f0388e8 code cleanup: some warnings and formatting for PyMethodDef's in the BGE. 2012-11-10 05:42:50 +00:00
3a947cf537 code cleanup: remove redundant casts 2012-10-14 08:49:01 +00:00
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
07065b27b8 style cleanup 2012-03-28 05:03:24 +00:00
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
f6ae27daef style cleanup - comment spelling + translate some dutch. 2012-03-04 04:35:12 +00:00
a2c182e923 style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide). 2012-03-03 16:31:46 +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
85540d5aa7 more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel. 2011-11-06 16:38:21 +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
61389bba41 fix spelling mistakes in comments (and in some python error messages), nothing to effect translations. 2011-10-17 06:39:13 +00:00
862aababb3 - remove deprecated pose channel members
- change short -> char for flags that support it.
- add pose 'temp' pointer to use for outliner drawing (was using 'prev' and restoring which seems dodjy)
2011-09-16 02:42:50 +00:00
103b06d4df BGE animations: fixing initialization order issues for BL_ActionActuator and BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix. 2011-09-04 01:42:47 +00:00
296cc41b03 BGE Animations: Various changes to make code reviewers happy:
* Naming/style changes
  * Taking advantage of switch statements
  * Removing unneeded NULL checks
  * etc
2011-08-29 06:19:55 +00:00
1f65b3b1a8 BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4). 2011-07-26 06:10:05 +00:00
7e72356b8d BGE Animations: Allow the Copy Transform constraint to work with external targets in the game engine. 2011-07-17 20:06:50 +00:00
5f4f75c51a BGE Animations: Adding in layer weights to allow for layer blending. 2011-07-03 01:59:17 +00:00
3afe0e9c88 BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1. 2011-06-29 02:42:46 +00:00
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
Nathan Letwory
ab523e91d0 doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
d1759639dc - remove unused includes IMB_*, BIF_* & MEM_*
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-16 05:46:10 +00:00
9c3376a030 bugfix [#22716] Game engine corrupts rig ID-Properties. 2010-07-23 19:47:25 +00:00
389e590460 ghash alloc string from render branch
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573
 svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576
2010-05-07 07:54:25 +00:00
610c4befd4 option to copy constraints without making their ID references direct links.
needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
2010-04-29 15:31:53 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
982886d34e BGE: repair armature animation. Was broken since commit 27766. 2010-03-28 20:08:16 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00