Commit Graph

3138 Commits

Author SHA1 Message Date
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
00c12e0906 BGE patch: dynamically update the coumpound parent shape when parenting to a compound object.
This patch modifies the way the setParent actuator and KX_GameObject::setParent() function
works when parenting to a compound object: the collision shape of the object being parented
is dynamically added to the coumpound shape. 
Similarly, unparenting an object from a compound object will cause the child collision shape
to be dynamically removed from the parent shape provided that is was previously added with 
setParent.

Note: * This also works if the object is parented to a child of a compound object: the
        collision shape is added to the compound shape of the top parent.
      * The collision shape is added with the transformation (position, scale and orientation)
        it had at the time of the parenting.
      * The child shape is rigidly attached to the compound shape, the transformation is not
        affected by any further change in position/scale/orientation of the child object.
      * While the child shape is added to the compound shape, the child object is removed from
        the dynamic world to avoid superposition of shapes (one for the object itself and
        one for the compound child shape). This means that collision sensors on the child
        object are disabled while the child object is parent to a compound object.
      * There is no difference when setParent is used on a non-compound object: the child
        object is automatically changed to a static ghost object to avoid bad interaction
        with the parent shape; collision sensors on the child object continue to be active
        while the object is parented.
      * The child shape dynamically added to a compound shape modifies the inertia of the
        compound object but not the mass. It participates to collision detection as any other
        "static" child shape.
2009-01-13 22:59:18 +00:00
41ee139c16 Yeah, and then the game engine too! 2009-01-05 15:48:24 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
9ce30005de BGE bug #18070 fixed: 2dFilter actuator is always pulsed. 2009-01-02 22:15:05 +00:00
10702bf93f BGE API cleanup: more bricks converted to attributes. 2009-01-02 22:09:57 +00:00
cc569504d0 BGE API Cleanup: update the python attribute definition framework.
* Value clamping to min/max is now supported as an option for integer, float 
  and string attribute (for string clamping=trim to max length)
* Post check function now take PyAttributeDef parameter so that more 
  generic function can be written.
* Definition of SCA_ILogicBrick::CheckProperty() function to check that
  a string attribute contains a valid property name of the parent game object.
* Definition of enum attribute vi KX_PYATTRIBUTE_ENUM... macros. 
  Enum are handled just like integer but to be totally paranoid, the sizeof()
  of the enum member is check at run time to match integer size.
* More bricks updated to use the framework.
2009-01-02 17:43:56 +00:00
2dfd34994f BGE API cleanup: introduction of a generic framework to link Python attributes to logic brick class member. See KX_PYATTRIBUTE macros in PyObjectPlus.h. 2008-12-31 20:35:20 +00:00
cbceb6c8b2 BGE API cleanup: more consistent type check on set attribute (mouse and keyboard so far). Check type after name so that the user get a type error when assigning a wrong type to a built-in attribute. 2008-12-30 16:44:34 +00:00
1c663bbc7e First batch of GE API cleanup.
The principle is to replace most get/set methods of logic bricks by direct property access. 
To make porting of game code easier, the properties have usually the same type and use than
the return values/parameters of the get/set methods. 
More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up

Old methods are still available but will produce deprecation warnings on the console: 

"<method> is deprecated, use the <property> property instead"

You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu.

PyDoc is updated to include the new properties and display a deprecation warning
for the get/set methods that are being deprecated.
2008-12-29 16:36:58 +00:00
aa56346b12 * disable back buffer selection drawing while projection painting (was redoing for every update while painting)
* remove unneeded return from game engines py api - ConvertPythonToGameObject
2008-12-24 21:53:15 +00:00
Nathan Letwory
0d7027ecab 2.5 / SCons / BGE
* this should bring back BGE with scons building. Tested on scons/msvc, will test scons/gcc in a bit
  NOTE: this is not WITH_BF_PLAYER yet.
2008-12-24 21:33:51 +00:00
Nathan Letwory
13e8e936b3 2.5 BGE
* dna property types had define names renamed for RNA, do that here too.
2008-12-24 21:23:07 +00:00
630c16feb7 patch [#18110] [patch] Update blenderplayer.exe -h text
from Mitchell Stokes (moguri)
2008-12-20 07:12:38 +00:00
3bda5490f7 2.5: globals cleanup
* G.version removed, use BLENDER_VERSION
* G.order removed, ENDIAN_ORDER
* G.vd, G.sipo, G.buts, G.sima, .. removed.
* G.qual removed
* G.simulf removed (was unused in 2.4x)
* error() and some other unused stubs removed
2008-12-19 19:11:02 +00:00
3c9ae035fb Typo was making actuator.getExecutePriority() crash 2008-12-19 03:26:41 +00:00
d9de6fca6c 2.5: Change blenloader module to use the Report system for reporting errors. 2008-12-19 00:50:21 +00:00
4da3c4b9d5 fix for [bf-blender-Bug Tracker][18089] scons compiling bug
and removed unused vars
2008-12-16 11:26:55 +00:00
Chris Want
024b4b3dda B
Linking of blenderplayer was failing with unresolved symbols
(initVideoTexture) when building without FFMPEG. Needs
testing with SCons and Makefiles.
2008-12-15 20:53:45 +00:00
ec00764dd2 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17434:HEAD 2008-12-14 17:32:24 +00:00
e8effb2d0f started whiping cmake into shape for 2.5 still need to figure out
the rna stuff but its close.  Need to get it working for
blender then copy over same to game engine.

Kent
2008-12-12 20:41:30 +00:00
1ecf855276 VideoTexture.ImageMirror: if the mirror is horizontal in mesh coord, take the Y axis as the up direction for the UV map. If the mirror is not perfectly vertical(horizontal), the projection of the Z(Y) axis on the mirror plane is the mirror Up direction. 2008-12-11 23:02:33 +00:00
cd47292745 ImageMirror: add clip attribute to limit clipping distance of mirror rendering 2008-12-09 14:16:10 +00:00
1adb5b5442 patch from Mitchell Stokes
#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.

*applyForce	=> setForce
*applyTorque	=> setTorque
*applyRotation	=> setDRot
*applyMovement	=> setDLoc
2008-12-09 04:13:23 +00:00
2746034295 BGE bug #17731 fixed: No sleeping Button disables dynamics of an object if it's parented+unparented 2008-12-05 23:13:23 +00:00
149d231d69 VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.

Constructor:

  VideoTexture.ImageMirror(scene,observer,mirror,material)
    scene:    reference to the scene that will be rendered.
              Both observer and mirror must be part of that scene.
    observer: reference to a game object used as view point for
              mirror rendering: the scene will be rendered through
              the mirror as if the active camera was at the observer 
              location. Usually the observer is the active camera
              but you can use any game obejct.
    mirror:   reference to the mesh object holding the mirror.
    material: material ID of the mirror texture as returned by 
              VideoTexture.materialID(). The mirror is formed by 
              the polygons mapped to that material.

There are no specific methods or attributes. ImageMirror inherits 
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror 
rendering.

Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror 
  rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
  or quasi planar mirror. For spherical mirror, you will get better
  results with ImageRender and a camera at the center of the mirror. 
  ImageMirror automatically computes the mirror orientation and 
  position. The mirror doesn't need to be rectangular, it can be 
  circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
  coordinates. If the mirror is not vertical, ImageMirror will 
  compute the up direction as being the projection of the Z axis
  on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
  - make a planar projection of the mirror polygons (Unwrap or projection from view)
  - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
  - scale the projection so that the extreme points touch the border of the texture
  - flip the UV projection horizontally (scale -1 on X axis). This is needed
    because the mirror texture is rendered from the back of the mirror and
    thus is reversed from the view point of the observer. Horizontal flip 
    in the UV map restores the correct orientation.

Besides these simple rules, the mirror rendering is completely automatic. 
In particular, you don't need to allocate a camera for the rendering, 
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the 
algorithm always computes the correct camera position based on observer 
relative position. You don't have to worry about mirror position in the scene: 
the algorithm automatically computes the camera frustum so that any object 
behind the mirror is not rendered.

Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
  a pointer to them but does not increment the reference count. You must ensure 
  that these game objects are not deleted as long as you refresh() the ImageMirror
  object. You must release the ImageMirror object before you delete the game
  objects. To release the ImageMirror object (normally stored in GameLogic),
  just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
  but it is not disabled when the mirror is out of sight of the observer.
  You should only refresh the mirror when you know that the observer is likely to see it.
  For example, no need to refresh a car inner mirror when the player is not in the car.

Example:

  contr = GameLogic.getCurrentController()
  # object holding the mirror
  mirror = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # observer will be the active camere
  camera = scene.getObjectList()['OBCamera']
  matID = VideoTexture.materialID(mirror, 'IMmirror.png')
  GameLogic.mirror = VideoTexture.Texture(mirror, matID)
  GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
  # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
6a51ba54cd VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.

Constructor:

  VideoTexture.ImageRender(scene,cam)
    cam  : camera object that will be used for the render.
           It must be an inactive camera.
    scene: reference to the scene that will be rendered.
           The camera must be part of that scene.
  Returns an object that can be used as a source of a VideoTexture.Texture object

Methods: none

Attributes:

  background: 
     4-tuple representing the background color of the rendering
     as RGBA color components, each component being an integer 
     between 0 and 255. 
     Default value = [0,0,255,255] (=saturated blue)
     Note: athough the alpha component can be specified, it is not
           supported at the moment, the alpha channel of the rendered
           texture will always be 255. You can however introduce an
           alpha channel by appending a FilterBlueScreen() filter, it
           will set the alpha to 0 (transparent) on all pixels that were
           not rendered.

  capsize:
     2-tuple representing the size of the render area as [x,y] number of pixels.
     Default value = largest rectangle with power of 2 dimensions that fits in the canvas 
     You may want to reduce the render area to increase performance. For example,
     a render area of [256,128] is probably sufficient to implement a car inner mirror.
     For best performance, use power of 2 dimensions and don't set any filter: this
     allows direct transfer between the GPU frame buffer and texture memory
     without going through the host.

  alpha: 
     Boolean indicating if the render alpha channel should be copied to the texture.
     Default value: False
     Experimental, do not use.

  whole:
     Boolean indicating if the entire canvas should be used for the rendering. 
     Default value: False
     Note: There is no reason to set this attribute to True: the rendering will
           in any case be scaled down to the largest rectangle with power of 2
           dimensions before transfering to the texture.

Attributes inherited from the ImageBase class:

  image : image binary data, read-only
  size  : [x,y] size of the texture, read-only
  scale : set to True for fast scale down in case the render area dimensions are not power of 2
  flip  : set to True for vertical flip. 
  filter: set a post-processing filter on the render.

Notes:

* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y) 
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted 
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.

* Order of rendering
The rendereing is performed when you call the refresh() method of the parent 
Texture object. This happens outside the normal frame rendering and will have no 
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be 
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.

* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.

* Example:

  cont = GameLogic.getCurrentController()
  # object that receives the texture
  obj = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # camera used for the render
  tvcam = scene.getObjectList()['OBtvcam']
  # assume obj has some faces UV assigned to tv.png
  matID = VideoTexture.materialID(obj, 'IMtv.png')
  GameLogic.tv = VideoTexture.Texture(obj, matID)
  GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
  GameLogic.tv.source.capsize = [256,256]
  # to render the texture, just call GameLogic.tv.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
15e193f253 BGE update: helper functions for VideoTexture render to texture feature. 2008-11-26 17:38:54 +00:00
650ac62919 BGE bug fix: culling algorithm didn't used the correct camera. 2008-11-26 17:35:53 +00:00
f1474648d3 patch #8583: Add support for gcc on irix
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.

Other changes related to irix:
 * compile solid from extern/
 * don't build plugins (yet) with "make release" when using gcc (the shell
   script used assumes MIPSpro is installed)
 * use statvfs instead of statfs on irix, like done on solaris
 * use external libs from $(LCGDIR) instead of /usr/freeware
 * use glew header files from $(LCGDIR)/glew instead of the ones installed on
   the system (this applies to other platforms as well)
 * ffmpeg support currently is disabled on irix
2008-11-24 14:15:05 +00:00
0bee65b624 Fix compilation on OS X
Patch by dfelinto
2008-11-17 00:54:45 +00:00
6ea6edfa32 2.5: patch to comment out some more bad level calls in the game engine,
apparently msvc is more strict here, provided by Jean-Michel Soler.
2008-11-16 21:13:53 +00:00
d840fbc9ba 2.5 branch: Makefile for videotexture pointed to wrong include path (BIF_gl.h) 2008-11-16 11:13:19 +00:00
da1738377f 17973Patch by dfelinto, and also fixed a bug in 2d-filters 2008-11-15 12:10:16 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
483136c8e4 Adjusted scons files so disabling quicktime, python and sdl also removes their includes when building.
writefile.c had usless include.
2008-11-11 14:14:22 +00:00
773824bbea VideoTexture: support VideoTexture in blenderplayer 2008-11-10 22:17:40 +00:00
2de476c88f VideoTexture: Preserve alpha channel if present in video, images and sequences. Better detection of end of video. 2008-11-09 21:42:30 +00:00
Nathan Letwory
6eaaf2ce72 === SCons ===
* merge the recent scons changes from trunk, so this means that the same rules now apply:
  - scons-local available
  - platform default configs updated
  - check your user-config.py if you have made a full copy of default config

Note: BGE and blenderplayer still not working, but that is normal ;) (so turn them off!)
2008-11-07 19:21:52 +00:00
8b2811d9d5 VideoTexture: VideoTexture.materialID() can now take texture image name.
You can specify a image name (starting with 'IM') instead of a material
name in VideoTexture.materialID() and return the material ID matching
this texture.
The advantage of this method is that is works with blender material
and UV texture. In case of UV texture, it grabs the internal material
corresponding to the faces that are assigned to this texture. In case
of blender material, it grabs the material that has an image texture
matching the name as first texture channel.
In both cases, the texture id used in VideoTexture.Texture() should be 0.

Ex:

matID = VideoTexture.materialID(obj,'IMvideo.png')
GameLogic.video = VideoTexture.Texture(obj, matID, 0)
2008-11-07 10:54:32 +00:00
5567f3dded VideoTexture: comment was misplaced after previous commit. 2008-11-06 23:52:47 +00:00
87538be426 VideoTexture: fix compile error when FFmpeg is disabled. 2008-11-06 16:01:17 +00:00
ce1625ebc0 VideoTexture: new VideoTexture.ImageFFmpeg to load and reload images.
The FFmpeg library allows to load image files. Although it is possible
to load images using the VideoFFmpeg class, it is not very efficient.
The new class VideoTexture.ImageFFmpeg is dedicated to image management.

Constructor:
-----------
VideoTexture.ImageFFmpeg('image_file_name')
  Opens the file but does not load the texture yet.
  The file name can also be a network address. It can also be a video
  file name; in that case only the first image is loaded.

Methods:
-------
refresh(True)
  Loads the image to texture. 
  You just need to call it once, the file is automatically closed after
  that and calling refresh() again will have no effect.

reload('new_file_name')
  Reloads the image (if new_file_name is omitted) or loads a new image.
  The file is opened but the texture is not updated yet, you need
  to call refresh() once to load the texture.

Attributes:
----------
status
  returns the image status:
    2 : file opened, texture not loaded
    3 : file closed, texture loaded

image
  returns the image data as a string of RGBA pixel

size
  returns the image size [x,y]

scale
  get/set the scale flag. 
  If the scale flag is False, the image is rescale to texture format
  using gluScaleImage() function, slow but good quality.
  If the scale flag is True, the image is rescaled using a fast but
  less accurate algorithm.

flip
  get/set Y-flip flag.
  Set to True by default as FFmpeg always provides the image upside down

filter
  get/set filter(s) on the image.

Example:
2008-11-05 21:53:22 +00:00
0ade815aff VideoTexture: fixing a crash when loading an image as a video file - yes it works, provided that you don't set repeat and also no need to refresh all the time. 2008-11-05 17:38:31 +00:00
8916f84622 VideoTexture: Add support for GLSL. FIx small printout bug in Exception printout 2008-11-05 13:22:10 +00:00
1886b7bf52 VideoTexture: fix RGB/BGR confusion, make code compatible with big endian CPU, add RGBA source filter. 2008-11-04 12:04:59 +00:00
6eb3bf53dd VideoTexture: Bug report #17946: add (char*) casting to fix compile error with Python get-set method and module object. 2008-11-04 09:21:27 +00:00
b7fdf2ab50 Add's GSR's INT64_C fix and removes dos line endings...
Kent
2008-11-03 23:35:41 +00:00
17296efd62 VideoTexture: fix compile error with GLint in ImageViewport under osx, part 2 2008-11-02 18:41:24 +00:00
7d63f5a7fe VideoTexture: fix compile error with GLint in ImageViewport under osx. 2008-11-02 18:31:54 +00:00