Commit Graph

3138 Commits

Author SHA1 Message Date
e58bb562d2 == python api docs ==
*  source/blender/python/doc/sphinx_doc_gen.py
	
	changed syntax for declating attributes type to use :type: instead of *type* os it

* source/gameengine/Ketsji/KX_PythonInit.cpp

	While documenting I've found that we have two naming conventions for constraints in BGE python api,
	example: KX_CONSTRAINTACT_DIRPZ and KX_ACT_CONSTRAINT_FHPX: the right convention is KX_CONSTRAINTACT_xxx
	After talking with dalai and cambpell we agreed that this kind of change is better suited for NExyon GSoC
	so I marked as TODO
	
	Also, found 2 duplicate rows, fixed after askin nexyon

* source/gameengine/PyDoc/bge.logic.rst

	there were 2 blocks for constraints, I've put them together in docs and fixed some other lines
	
* source/gameengine/PyDoc/bge.types.rst

	first cleanup: mainly started using ":type:", it was mixed usage of *type* and **type**
	started cleaning some bullet list in a way that varibles link to the constant in appropriate page
	I'll continue later
2010-06-02 21:28:17 +00:00
9cbbc9d3af rename some rna properties filename --> filepath
* filename == "foo.ext"
 * filepath == "/path/to/and/including/foo.ext"

this was alredy followed in some places not not everywhere.
2010-06-02 17:58:28 +00:00
Dalai Felinto
fc59a6c6c8 BGE: Moving Constraint Actuator Defines. It was leading to some errors in documentation 2010-06-02 17:38:38 +00:00
Nick Samarin
d3d2e92fcc synched branch with trunk at revision 29109 2010-05-31 23:44:43 +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
8ad29c02e0 == bge api docs ==
- fixed small typo in bge.events.rst
- also testing committing to bf-blender, my first commit :)
2010-05-30 18:18:14 +00:00
Dalai Felinto
c6bec43330 reverting previous commit from Mitchell. His commit went to the trunk instead of the branch :)
svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-29 21:31:57 +00:00
9d3157eed0 Reversing the last merge because I botched it. 2010-05-29 21:22:24 +00:00
6b918fb86f = Game Engine PyDocs =
Document's headers trailing dots removed, to make them consistent with other docs.
2010-05-28 19:59:15 +00:00
Nick Samarin
d7a701c2c5 - added new game object type for navigation mesh
- added py api for path finding and ray casting
- set svn properties for KX_Pathfinder
2010-05-27 20:18:56 +00:00
Dalai Felinto
5416f51b7a BGE Fix for: [#22142] Armature deformation does not work in Game Engine. + parent type to modifiers doversion(). Patch by Xavier Thomas (xat)
This fix the problem of not being able to play animations created with Blender 2.5 in BGE. Patch reviewed by Benoit

Added also other parent to modifier conversions as requested by Joshua (aligorith). I didn't bump subversion here, but the patch should work still. If not I'm increasing subversion sooner anyways (tomorrow or by the middle of the week I hope).

I was waiting to commit this one together with the Logic Editor datablock patch (converting material_name DNA properties to struct Material *). However my patch is getting too big and it's better if it's alone (easier to analyze later, eventual fixes, ...)

Mitchell, this commit adds a function that can help hardware skinning - HasArmatureDeformer()
2010-05-25 08:42:11 +00:00
Nick Samarin
56784fcde9 added converting mesh of game object to Detour StatNavMesh (game object is defined by property "navmesh") 2010-05-19 01:42:17 +00:00
45444ceee3 include game engine docs in sphinx doc generation:
bge.events, logic, render & types (others still need work)

Updated http://www.blender.org/documentation/250PythonDoc
2010-05-17 20:38:54 +00:00
3a12668e92 epydoc to sphinx markup for GameLogic module 2010-05-17 19:52:25 +00:00
882ae4ea8f convert GameKeys epydoc into sphinx markup 2010-05-16 23:25:05 +00:00
d8eace82d1 convert Rasterizer module to sphinx 2010-05-16 23:13:30 +00:00
9df8552ce3 convert GameTypes from epydoc into sphinx compatible markup, also removed deprecated functions 2010-05-16 22:57:22 +00:00
c2ffcb8497 no functional changes
- add PySequenceMethods members (all NULL)
- spaces -> tabs
- cmake syntax warning from recent ghost commit
2010-05-16 10:09:07 +00:00
008863daec Merge image related changes from the render branch. This includes the image
tile cache code in imbuf, but it is not hooked up to the render engine.


Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).

* Added a ImFileType struct with callbacks to make adding an file format type,
  or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
  a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
  editing the code directly.
* Functions removed that were only used for sequencer plugin API:
  IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
  IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
  IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
  line utility 'exrheader'

For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
2010-05-07 15:18:04 +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
b28c6d3c14 bugfix for own error [#22269] object vector operations (position) not working properly after rev. 28471
double checked other get_index callbacks for the same error.
2010-05-06 22:07:03 +00:00
b63d069055 [#22177] Adding BLF to the BGE and exposing BLF_load as blf.load
from Mitchell Stokes (moguri) 

also updated blf docs
2010-05-05 06:38:49 +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
124c55fcc3 remove redundant argument from mathutils callbacks 2010-04-27 19:21:36 +00:00
6bb55fd93e py/rna, euler objects order is now wrapped correctly...
eg:
 eul = bpy.context.object.rotation_euler
 eul.order = 'XZY' # will update the objects setting.
2010-04-26 21:04:42 +00:00
93f420b666 correct typo's 2010-04-25 15:24:18 +00:00
Dalai Felinto
edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).

(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)

I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-23 22:48:26 +00:00
ed4377faa7 replace referenecs to python 2.x 2010-04-20 15:46:28 +00:00
Dalai Felinto
dd2080f5c4 BGE EPY Docs: PhysicsConstraints and fixes in other modules
PhysicsConstraints module documented by Jean-François (Ninja Goliath) based on GameKit 2nd ed.
Thanks for the initiative and the great help!

General advice for anyone helping with EpyDocs:
* use :: instead of : to keep the indentation correct,
* use B{} for clarity when needed (e.g. createConstraints)

Adding F13 to F19 to complement Matt's recent commit
* There are other (not so important) functions in PhysicsConstraints module that are not exposed in the documentation right now.

The generated page is temporarily here, if someone want to review it:
http://blenderecia.orgfree.com/blender/tmp/PhysicsConstraints-module.html
2010-04-20 08:23:22 +00:00
45abe2baf2 Added F13 - F19 keys for game engine too. 2010-04-20 01:04:00 +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
45441c07d4 various minor fixes
- collada export would run MEM_freeN on an un-initialized pointer in some cases.
- makesrna was missing a call to close a file.
- text cursor update function was missing a NULL check for st->text.
- possible (unlikely) un-initialized return value for bge python lamp.type, set error instead.
- possible (unlikely) missing NULL terminator with strncpy for ffmpeg.
2010-04-18 09:12:18 +00:00
00e46ef739 SVN maintenance. 2010-04-17 22:43:18 +00:00
4cf697de89 - for BGE mouse and keyboard events use tuples rather then lists
- pep8 corrections
2010-04-17 19:05:53 +00:00
392e1da179 bugfix and cleanup
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
2010-04-17 15:47:00 +00:00
Dalai Felinto
795b438bf5 Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri)
The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).

"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse

These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.

SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.

SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""

Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).

Code Sample:
######
from bge import logic, events

mouse = logic.mouse
keyboard = logic.keyboard

for key,status in keyboard.events:
    if status == logic.KX_INPUT_JUST_ACTIVATED:
        if key == events.WKEY:
            print(mouse.position)
            # move_forward()

mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5  # centralize mouse - use tuple
######

* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
7d9067ca2c Make memstat easier to read, add missing Intel ID and cleanups. 2010-04-14 21:12:05 +00:00
67cfc427ee PyAPI
- added new mathutils.Color() type, use with rna so we can do for eg:
 material.diffuse_color.r = 1.0
 # also has hsv access
 material.diffuse_color.s = 0.6

 - made Mathutils and Geometry module names lowercase.
2010-04-11 14:22:27 +00:00
fe9a22a018 py api file rename
- prefix mathutils api.
- 2 blf.c files (annoying for debugging)
- py api docs ignore keying sets as with operators.
2010-04-11 12:05:27 +00:00
Dalai Felinto
a8bca52d09 BGE fix #20456 - 2.5: mouse position problem (offseted by 1 vertically)
In Blender 2.49 the win width and height were been calculated including an extra pixel (e.g. a fullscreen editor would be (width + 1) by (height + 1) )
In opposite to that, Blender 2.5 window/editor code were fixed to have the exact width,height size.
So although the BGE canvas code was still the same as 2.49 it was producing a wrong result.

I'm also adding some commentaries in the setViewport code. BGE is setting the viewports 1 pixel larger.
the setViewport command is been used as if one should pass (minx, miny, width, height), while it should be (minx, miny, maxx, maxy). I will take care of that later, if any one has extra comments on that, please let me know.
2010-04-11 01:53:21 +00:00
70540fca3b bugfix [#21230] set-scene animation updates not working
fix for empty scenes with SETLOOPER macro.
2010-04-02 13:43:56 +00:00
Dalai Felinto
ea0e0b3f15 BGE fix: Parenting the object to itself crashes BGE + stubs update
it may happen if you start doing exec, setParent, ... in Python
not a big deal, but to crash Blender is always bad
2010-03-31 22:49:59 +00:00
Dalai Felinto
77f55d9cb3 BGE API DOC: a guide on how to build epydoc for windows
We have already a .sh file to build epydocs from Linux, so why not to have it in Windows as well ;) I think that this guide can help people interested in help with the API documentation to test their work.

I'm actually already in touch with at least one volunteer helping with PhysicsConstraints module. VideoTexture may not be a one man job though, for I hope this document can also help.
2010-03-30 06:37:44 +00:00
Dalai Felinto
5089663962 BGE PyDoc: fix for KX_Object not linked to the class in some actuators API page 2010-03-30 04:59:24 +00:00
03c81862c4 BGE patch [#21019]: Python function for Scene suspend/resume. 2010-03-28 20:50:20 +00:00
41425c1aa4 VideoTexture: more PyDoc. 2010-03-28 20:15:45 +00:00
9792d39ab4 VideoTexture: clean previous commit. 2010-03-28 20:12:28 +00:00
982886d34e BGE: repair armature animation. Was broken since commit 27766. 2010-03-28 20:08:16 +00:00
a99d584008 VideoTexture: fix video capture lagging when CPU is busy. This problem was caused by special frame handling that was appropriate for video streaming but not for video capture: drift compensation and no frame skipping. Disable that for video capture to take into account the realtime nature of video. 2010-03-28 17:50:45 +00:00
Dalai Felinto
822dcc48cd bgl/BGE: glCopyTexImage2D + bgl.buffer creation error more verbose + dome post_draw (it draw only for the last overlayed scene)
1) glCopyTexImage2D - www.opengl.org/sdk/docs/man/xhtml/glCopyTexImage2D.xml

2) dome post_draw. Now dome mode can also use scene.post_draw. It only runs for the last scene. It's really useful. I'm working on a nice showcase for this (a dome visualizer for the dome mode running with bgl. In the mean time this is a (lame) example of both working together (the buffer is being copied and draw on top of the window):
http://blenderecia.orgfree.com/blender/tmp/dome_bgl_copytex2d.jpg
2010-03-28 10:20:26 +00:00