Commit Graph

251 Commits

Author SHA1 Message Date
c36f78dd41 [#19258] [patch] Adding drawing capabilities to BGE Python
patch from Mitchell Stokes (moguri)

simple use case
 scene.post_draw = [pyOpenGLFunc]

this only needs to be set once, then the funcion runs each redraw.

note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.

made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list

---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-22 14:42:22 +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
09cf011879 patch from Dave Plater which fixes some problems building the BGE with cmake 2009-11-21 13:47:16 +00:00
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
1f2fe7ec14 fix for own error in active bone commit, wasnt checking object type was an armature
also fix for warning with printf
2009-11-10 13:20:32 +00:00
c3ff4b09be svn merge https://svn.blender.org/svnroot/bf-blender/branches/blender2.4 -r23566:23567 2009-09-30 13:58:21 +00:00
8b6f5c171d - rather then passing the python namespace dictionary to the controller function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-29 22:49:33 +00:00
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
69995bb1b3 Sound:
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.

I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
2009-09-26 20:03:01 +00:00
aa989c1e83 almost all event managers stored a pointer back to the logic manager, easier if this pointer is in the base class - SCA_EventManager 2009-09-25 16:30:15 +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
0a3694cd6e white space commit. (2 spaces -> tab).
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
2009-09-06 01:51:23 +00:00
Nathan Letwory
9216efcba2 == SCons ==
* bring back 'player' libtype, after investigation with ideasman.
  scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05 01:58:02 +00:00
Nathan Letwory
20f39ec7d8 == SCons ==
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04 12:56:30 +00:00
Nathan Letwory
bade641408 == SCons ==
* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
2009-09-04 10:40:41 +00:00
Nathan Letwory
3f5115064a == SCons ==
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01 23:32:34 +00:00
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
1ef190088b patch from Ron Walker (o6a).
Descriptions for TFM, TEXT, CONSOLE and ED operators.
- Made some minor edits.
2009-08-24 09:17:09 +00:00
fa8e44556d svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22701:22704 2009-08-22 14:23:54 +00:00
f08a4c9719 missed this in last commit. keyboard event manager was stored twice. 2009-08-22 14:19:27 +00:00
1e14ab9992 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22668:22701 2009-08-22 10:57:07 +00:00
a4f3f5c23c - BGE, Some sensors, stored the event manager in 2 places (became confusing to do changes in this area)
- Change compiler warnings for linux/scons/C++
2009-08-22 10:51:21 +00:00
14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00
9236f92dab - remove UNSET becuase it only works with newer versions of cmake,
- changed the SDL and Freetype vars to match CMake's names
- removed unneeded freetype, SDL and ftgl includes
2009-08-15 13:30:28 +00:00
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
c371f49d9a svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21908:22075 2009-07-31 00:42:10 +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
4d0a6fee4a cmake option to disable SDL,
bpy_interface.c - change order of checking scripts to avoid calling stat on .py files.
2009-07-20 10:24:53 +00:00
Nathan Letwory
2e854ec7cf SCons
* ensure all SConscripts are ready for win64-vc (where necessary).
* ensure we have proper _DEBUG flag for Python when we're doing a debug build.
* some cleaning up of linking etc.
* ensure /EHsc is there for game engine modules.
2009-07-16 19:41:28 +00:00
9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00
c50bbe5ae7 BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.x 2009-06-29 02:25:54 +00:00
6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00
fa01eef27e svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20849:20855
to get the BGE building with py3k and no sdl
2009-06-13 14:07:38 +00:00
c7debe1455 allow building without SDL 2009-06-13 11:28:29 +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
cf6ed23578 BGE small fixes
- script template use new property syntax
- Python could set the axis/hat to a negative index and crash blender (nobody complained)
- Servo control UI had overlapping text
2009-06-04 07:42:03 +00:00
903722299d BGE PyAPI fixes
- CValue warning ShowDeprecationWarning("val = ob.attr", "val = ob['attr']"); had false positives because of python using getattr() internally. Only show the wanring now when a CValue is found.
- Py functions that accepted a vector and a GameObject were slowed down by PySequence_Check() first called on the GameObject, though this would fail it would try and get attributes from the game object - ending up in ~8 attribute lookups each time. Avoiding PySequence_Check() makes ob.getDistanceTo(otherOb) over twice as fast.

- Joystick hat events could crash the BGE for joysticks with more then 4 hats.
- PLY Import failed on PLY files from Carve, added some extra types.
2009-06-03 04:12:59 +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
edcb9f8863 workaround for strange python problem in the BGE and BPy API where printing warnings mistook the blender binary for a script - argv[0], Binary lines were printed into the console sometimes causing console beeps and corrupting future console output.
Internal texts file on disk is not used it seems python warnings dont support this (even though exceptions do).

The most common cause of this is passing a float as an argument to a method that took an int.
get around this by setting __file__ in the namespace to the script name before executing the script, the file lines are not found but at least the output is not weird and confusing.

Added read only 'mode' attribute to the python controller so there is a way to tell if its executing a module or a script. Updated docs to better explain execution methods.
2009-05-29 09:22:24 +00:00
8c4620f3d3 [#18840] Joystick sensor lag
if(SDL_PollEvent(&sdl_event)) // if -> while fixed it
removed 'm_buttonnum' was misleading, wasn't used as you expect.

Added gravity to variable to world to be used by collada.
2009-05-28 13:44:32 +00:00
b9d8a2716a renamed python 'bookmark' attribute to 'useHighPriority', was renamed in the UI but not in python. 2009-05-28 07:11:12 +00:00
Chris Want
74977721a4 BGE build probs with CMake: directory "source/gameengine/SceneGraph"
was been referenced as "source/gameengine/Scenegraph" in some
include paths.
2009-05-26 17:15:29 +00:00
2fa8504dd1 BGE Joystick Hat Bugfix
bug reported by blenderage on blenderartist (found other bugs too).

- "All Hat Events" didnt work.
- Multiple hats didnt work
- use a menu with direction names rather then have the user guess. disallow zero as a direction.
- Allow up to 4 hats (was 2).
- Python api was clamping the axis to 2, maximum is currently JOYAXIS_MAX - 16
- New python attributes hatValues and hatSingle, match axis functions.
- Use SDL Axis events to fill in the axis and hat array rather then filling in every axis with SDL_JoystickGetAxis for each axis event.
2009-05-25 06:24:23 +00:00
e41eeaa045 BGE: renamed sensor type enum to avoid conflict with mingw (NEAR was causing the problem). 2009-05-24 12:53:49 +00:00
5441323dca BGE: fix memleaks.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.

After these fix, YoFrankie runs without memleak.
2009-05-23 14:46:43 +00:00
3820e4f3db BGE PyController module reloading didnt check that the base of the function was a module (could be a class). 2009-05-23 04:56:37 +00:00
66ed4325f4 the debug option for BGE scripts only reloaded modules but not packages submodules.
Now reload all the submodules too.

It was also hiding the error message if there was a syntax error which wasnt so helpful.
2009-05-22 09:48:05 +00:00
c0844b7938 BGE logic patch: fix another incompatibility with YF.
Previous patch was not sorting the state actuators. This was causing 
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
2009-05-20 08:45:42 +00:00
1a16fb1953 BGE Py API
use PY_SET_ATTR_FAIL and PY_SET_ATTR_SUCCESS return values so the fake subclassing can know if a value failed to be set or if it was missing from the type. (with PY_SET_ATTR_MISSING)

Also noticed some other mistakes.
- KX_LightObject, setting the type didnt check for an int.
- KX_SoundActuator, didnt return an error when assigning an invalid orientation value
- KX_GameObject, worldOrientation didnt return an error value.
2009-05-19 07:16:40 +00:00
9a40f4d2a6 BGE: bookmark option on controller to make them run before all other controllers.
A new bookmark button is available on the controller UI. 
When set, the controller is guaranteed to execute before all
other non-bookmarked controllers, provided it is scheduled 
for execution. 

This is useful for initialization scripts that run once at startup or
scripts that must set some prerequisite for the other controllers at
the start of each logic frame.

This feature is also available at python level with the "bookmark"
attribute. It can be changed during the game.

Note that if several script are bookmarked, their relative order of 
execution is not guaranteed. Make sure they don't depend on each other.
2009-05-17 21:50:31 +00:00