Commit Graph

136 Commits

Author SHA1 Message Date
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
c02006bc2b BGE Animations: Adding the ipo flag options to the action actuator. This still needs more testing. 2011-06-16 01:18:52 +00:00
8ff0c2e107 Merge with trunk r37475. 2011-06-14 12:06:21 +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
8e85491ab7 BGE Animations: Adding a layer option to Action actuators. 2011-06-11 01:03:03 +00:00
c8a654c41c add includes for windows. 2011-06-09 18:28:58 +00:00
15d0d3f41e replace log() calls with constants 2011-06-09 14:27:51 +00:00
6394261e54 BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :) 2011-06-01 06:43:10 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
1c6956a4d6 quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +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
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
4dceafc928 bugfix [#24995] Object rotation seems to be applied incorrectly
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2. 
- Remove scaling and use do_versions to adjust existing files.
2010-12-06 07:45:07 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
Nick Samarin
b5f4144d25 added option to set "up" vector of the actor orientation using navmesh normal (steering actuator) 2010-08-15 17:40:57 +00:00
Nick Samarin
b822f0bb7a added option for automatic facing in steering actuator 2010-08-15 12:58:13 +00:00
Nick Samarin
0fbca1dc19 - added options to enable visualization for obstacle simulation and steering actuator
- added python attributes for parameters of steering actuator
2010-07-15 18:41:29 +00:00
Nick Samarin
c92d0dfdf6 Added:
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
2010-06-18 23:48:52 +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
0932f365bf added obstacle avoidance code; object movement is implemented via setting velocity 2010-06-04 23:29:49 +00:00
Nick Samarin
05b92f0fc9 Added new actuator type for following steering behaviors: seek, flee, path following; renamed KX_Pathfinder to KX_NavMeshObject 2010-05-31 22:35:22 +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
081c1205a3 correct fsf address 2010-02-12 13:34:04 +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
Dalai Felinto
573be3e687 BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)

How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).

Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.

Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-22 00:01:52 +00:00
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
47ce314bc5 2.5 Sound:
- Cleaned up DNA_sound_types.h, especially the bSound structure.
- Fixed a caching bug.
2009-08-26 14:19:29 +00:00
a27cc1adf0 2.5 audio cleanup:
* Removed CD Actuator
* Removed bSample and bSoundListener
* Removed SoundSystem
* Removed -noaudio parameter
2009-08-10 15:39:11 +00:00
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
3eb8000eb4 remove more unneeded args, also allow ipo to animate the ref value for KX_BlenderMaterial's 2009-07-31 09:05:13 +00:00
dd918da8de ReplaceMesh Actuator option to replace the physics mesh and display mesh + python api options.
When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh.
like calling gameOb.reinstancePhysicsMesh() from python.
2009-07-26 01:32:37 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
4c7a02f6a1 BGE: memory leak in Random actuator + make actuator truly random when seed=0 in the UI. When running the game, seed 0 is replaced by a random seed accessible through Python in seed attribute of the actuator. Other seed value will be left unchanged and will generate fixed pseudo random series. 2009-06-01 18:41:58 +00:00
06a7155b68 BGE: user control to compound shape and setParent.
Compound shape control
======================
1) GUI control
It is now possible to control which child shape is added to 
a parent compound shape in the Physics buttons. The "Compound"
shape button becomes "Add to parent" on child objects and
determines whether the child shape is to be added to the top
parent compound shape when the game is stated.

Notes: * "Compound" is only available to top parent objects
         (objects without parent).
       * Nesting of compound shape is not possible: a child
         object with "Add to parent" button set will be added
         to the top parent compound shape, regardless of its
         position in the parent-child hierarchy and even if its
         immediate parent doesn't have the "Add to parent" button set.

2) runtime control
It is now possible to control the compound shape at runtime:
The SetParent actuator has a new "Compound" button that indicates
whether the object shape should be added to the compound shape
of the parent object, provided the parent has a compound shape
of course. If not, the object retain it's individual state
while parented.
Similarly, the KX_GameObject.setParent() python function has
a new compound parameter.

Notes: * When an object is dynamically added to a compound 
         shape, it looses temporarily all its physics capability
         to the benefit of the parent: it cannot register collisions
         and the characteristics of its shape are lost (ghost, sensor,
         dynamic, etc.). 
       * Nested compound shape is not supported: if the object
         being parented is already a compound shape, it is not
         added to the compound parent (as if the Compound option 
         was not set in the actuator or the setParent function).
       * To ensure compatibility with old blend files, the Blender
         subversion is changed to 2.48.5 and the old blend files
         are automatically converted to match the old behavior: 
         all children of a Compound object will have the "Add to
         parent" button set automatically.

Child ghost control
===================
It is now possible to control if an object should becomes ghost
or solid when parented. This is only applicable if the object
is not added to the parent compound shape (see above).
A new "Ghost" button is available on the SetParent actuator to 
that effect. Similarly the KX_GameObject.setParent() python function
has a new compound parameter.

Notes: * This option is not applicable to sensor objects: they stay
         ghost all the time.
       * Make sure the child object does not enter in collision with
         the parent shape when the Ghost option if off and the parent is
         dynamic: the collision creates a reaction force but the parent
         cannot escape the child, so the force builds up and produces
         eratic movements.
       * The collision capability of an ordinary object (dynamic or static)
         is limited when it is parented: it becomes automatically static
         and can only detect dynamic and sensor objects.
       * A sensor object retain its full collision capability when parented:
         it can detect static and dynamic object.

Python control
==============
KX_GameObject.setParent(parent,compound,ghost):
	Sets this object's parent. 
	Control the shape status with the optional compound and ghost parameters:
	compound=1: the object shape should be added to the parent compound shape (default)
	compound=0: the object should keep its individual shape. 
	In that case you can control if it should be ghost or not:
	ghost=1 if the object should be made ghost while parented (default)
	ghost=0 if the object should be solid while parented 
	Note: if the object type is sensor, it stays ghost regardless of ghost parameter
		
	parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00
07fc2aa526 BGE #18665: Servo control and relative motion
Servo control motion actuator did not work as expected when the object
is moving on a moving platform. 

This patch introduces a new Ref field in the servo motion actuator
to set a reference object for the velocity calculation.
You can set the object during the game using the actuator "reference"
attribute; use an object name or an object reference.

The servo controller takes into account the angular velocity of the
reference object to compute the relative local velocity.
2009-05-18 08:22:51 +00:00
89c2d80d32 Linux compilation problem, better fix 2009-05-10 21:30:30 +00:00
a6721e549d changes to get benoits logic updates building on scons with gcc 2009-05-10 21:22:25 +00:00
386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
d2ff190dfb Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft bodies (this broke susanne softbody regression test) 2009-04-27 04:21:05 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
0b8661ab4d BGE: Occlusion culling and other performance improvements.
Added occlusion culling capability in the BGE. 
More info: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine#BGE_Scenegraph_improvement
MSVC, scons, cmake, Makefile updated.

Other minor performance improvements:
- The rasterizer was computing the openGL model matrix of the objects too many times
- DBVT view frustrum culling was not properly culling behind the near plane:
  Large objects behind the camera were sent to the GPU
- Remove all references to mesh split/join feature as it is not yet functional
2009-04-13 20:08:33 +00:00
fdc6df9253 game engine compile fix for MSVC, game engine team might want to check. 2009-03-28 11:09:53 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
509ca83ef1 BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value. 2009-01-14 22:33:39 +00:00
df00a4b878 interpreted request from Carsten - make message sensor work.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--

M    source/gameengine/Converter/KX_ConvertActuators.cpp
M    source/blender/blenkernel/BKE_blender.h
M    source/blender/src/buttons_logic.c
M    source/blender/blenloader/intern/readfile.c
2008-10-03 09:51:43 +00:00
c2b8702a83 BGE patch: add frameProp to Ipo actuator (Carsten's request). 2008-10-01 21:17:00 +00:00
8550c2b594 BGE patch: new force field constraint actuator
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have 
  different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
  on the same object in different direction (think of a 
  space ship in a tunnel with a repulsive force field
  on each wall).
- You can have a different damping for the rotation.

Besides that it provides the same dynamic behavior and the 
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.

Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters. 
Support for friction will be added in a future revision.
2008-10-01 19:16:13 +00:00
18c954e95b BGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated. 2008-09-22 21:49:48 +00:00