Mitchell Stokes
abb3f8c80b
BGE Animations: Fixing a crash with "IPO" animations on an object with modifiers.
2011-07-20 06:20:49 +00:00
Mitchell Stokes
71eda5ca4d
BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor.
2011-07-20 06:09:41 +00:00
Campbell Barton
5792bd7cc7
cmake: cleanup include paths, some duplicates and going up some unneeded dirs.
2011-07-17 09:11:13 +00:00
Campbell Barton
410c5e3cd2
cmake source definitions:
...
remove missing includes and use more strict formatting.
2011-07-16 23:01:14 +00:00
Mitchell Stokes
c9c51776ee
BGE Animations: Some updates to the Python api:
...
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
* Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
* Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
* Fixed a few newline issues.
2011-07-16 05:25:15 +00:00
Campbell Barton
3a6158a8bf
move mathutils into its own lib.
2011-07-15 04:01:47 +00:00
Mitchell Stokes
ad08de4c2a
BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more.
2011-07-14 07:03:33 +00:00
Joerg Mueller
d9cf985730
Merging trunk up to r38329.
2011-07-12 13:09:22 +00:00
Campbell Barton
7370ba1839
fix for NULL pointer usages
2011-07-09 19:59:32 +00:00
Mitchell Stokes
a79fefee8c
BGE Animations: Adding constants for the action play modes to bge.logic:
...
* KX_ACTION_MODE_PLAY
* KX_ACTION_MODE_LOOP
* KX_ACTION_MODE_PING_PONG
2011-07-08 07:32:45 +00:00
Mitchell Stokes
5a0f3690d0
BGE Animations: Fixing a crash when animating non-armature objects that didn't have shape keys.
2011-07-08 07:31:40 +00:00
Mitchell Stokes
0eacdc94ba
BGE Animations: Removing unused code and adding some more comments.
2011-07-07 03:53:24 +00:00
Joerg Mueller
34c5784f99
Merging trunk up to r38167.
2011-07-06 20:26:56 +00:00
Brecht Van Lommel
11645e7a3f
Fix #27877 : writing .avi files > 4 GB not working on windows.
...
Solution is to replace "long" by "int64_t" and "fseek" by "_fseeki64", because
long on 64 bit windows is still 32 bit.
2011-07-06 10:19:04 +00:00
Mitchell Stokes
eb55fd1b17
BGE Animations: Fixing a typo: fram -> frame
2011-07-05 22:33:01 +00:00
Mitchell Stokes
ceabc6d119
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
2011-07-05 05:22:02 +00:00
Mitchell Stokes
e66b778fd6
BGE Animations: Updating some copy+pasted license blocks.
2011-07-04 21:21:49 +00:00
Mitchell Stokes
1b7ebd3857
BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though.
2011-07-04 21:19:11 +00:00
Mitchell Stokes
5f4f75c51a
BGE Animations: Adding in layer weights to allow for layer blending.
2011-07-03 01:59:17 +00:00
Mitchell Stokes
b85e0c3e85
BGE Animations: Moving the BL_Action::IsDone() implementation from the header file to the source file.
2011-06-29 02:45:08 +00:00
Mitchell Stokes
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
Mitchell Stokes
d122f24c1a
BGE Animations: Fixing a bug with priority and non continuous animations.
2011-06-29 01:53:17 +00:00
Mitchell Stokes
de3c95a09c
BGE Animations: Adding blendin for Shape Actions.
2011-06-29 01:05:12 +00:00
Mitchell Stokes
a165ad251e
BGE Animations: Removing no longer used code and variables.
2011-06-24 00:31:13 +00:00
Mitchell Stokes
f969b813a4
BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame().
2011-06-23 23:19:39 +00:00
Mitchell Stokes
12ca476b8b
BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short.
2011-06-23 23:18:53 +00:00
Mitchell Stokes
ea47125f16
BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time.
2011-06-23 22:44:24 +00:00
Mitchell Stokes
f1a2d46aa0
BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.
2011-06-23 22:12:49 +00:00
Mitchell Stokes
545bf50e1d
BGE Animations: Adding shape actions to BL_Action. This means Shape Actions now work through the Action actuator. I still need to handle blendin for shape actions though.
2011-06-23 19:49:53 +00:00
Mitchell Stokes
8d179ca920
BGE Animations: BL_Action now creates a PointerRNA only when constructed instead of on each Update() call.
2011-06-23 19:20:28 +00:00
Joerg Mueller
413bc87e4f
Merge with trunk r37757.
2011-06-23 17:30:56 +00:00
Campbell Barton
2023db70a8
cmake option to build without an audio library.
2011-06-23 09:27:56 +00:00
Joerg Mueller
c89b4e4b66
3D Audio GSoC:
...
- Implemented a nice rechanneling solution with unofficial speaker arrangement standards similar to what OpenAL soft has
- Renamend AUD_Channel in the C API to AUD_Handle
- Removed the unlogical 7.2 speaker configuration, that's a hardware only config
2011-06-21 20:24:40 +00:00
Joerg Mueller
044887b5a4
3D Audio GSoC:
...
- Created Handle classes
- Changed Reference counting completely
- Fixing some streaming bugs
- Completely disabled OpenAL Buffered Factories (they were unused anyway)
2011-06-21 20:21:43 +00:00
Joerg Mueller
207911bdb3
Merge with trunk r37677
2011-06-20 22:55:18 +00:00
Campbell Barton
758450ee49
BGE: Camera.getScreenPosition wasn't working because of an unhandled exception when called with a non vector argument (object or object name).
2011-06-17 07:27:27 +00:00
Joerg Mueller
a90d30c863
3D Audio GSoC:
...
GameEngine Python access sound actuator's sound (with setting! :-D).
2011-06-16 09:13:29 +00:00
Mitchell Stokes
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
Mitchell Stokes
a3e296fc40
Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
...
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering
One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00
Joerg Mueller
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
Mitchell Stokes
e67edaf6ac
BGE Animations: KX_GameObjects now only instantiate a BL_ActionManger if they need one.
2011-06-11 00:22:35 +00:00
Mitchell Stokes
c431863312
BGE Animations:
...
* Adding BL_Action::Play() and BL_Action::Stop()
* Making BL_ActonManger reuse BL_Actions instead of recreating them all the time
* Making the Property play type work for the Action actuator.
2011-06-11 00:14:47 +00:00
Mitchell Stokes
b9abe6211f
BGE Animations: Removing some redundant pose copies from BL_Action.
2011-06-06 23:35:24 +00:00
Nick Samarin
5ceb8b3d35
synched with trunk at revision 37212
2011-06-05 18:51:00 +00:00
Joerg Mueller
cd04cff180
Merge with trunk revision 37149.
2011-06-03 23:24:01 +00:00
Mitchell Stokes
39bbf3854a
BGE Animations: Reimplemented the continuous function of the action actuator.
...
* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
2011-06-01 07:42:40 +00:00
Mitchell Stokes
54a37ba855
BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject:
...
BL_ActionManager:
* IsActionDone(short layer) - Checks to see if the animation on the given layer has finished.
KX_GameObject:
* PlayAction(...) - Adds an action to the object's action manager
* StopAction(short layer) - Remove an action from the object's action manager
* IsActionDone(short layer) - Check if an action has finished playing
2011-06-01 05:46:19 +00:00
Mitchell Stokes
b31385f3bd
BGE Animations: fixing a crash with looping armature actions.
2011-06-01 05:40:48 +00:00
Campbell Barton
09da9d4393
cmake maintenance
...
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
2011-05-31 01:15:44 +00:00