Commit Graph

334 Commits

Author SHA1 Message Date
40fc1d2af7 BGE PyController module type.
- Added support for any number of attributes, this means packages are supported automatically.
 so as well as "myModule.myFunc" you can do "myPackage.myModule.myFunc", nested packages work too.
- pass the controller to the python function as an argument for functions that take 1 arg, this check is only done at startup so it wont slow things down.

added support for
2009-05-02 15:09:06 +00:00
ef20036b84 BGE Py API patch from Mitchell Stokes, adds extra attributes and docs 2009-05-02 02:40:11 +00:00
07abb9dee2 BGE performance:
- Vast performance increase when removing scene containing large number of 
  objects: the sensor/controller map was updated for each deleted object, 
  causing massive slow down when the number of objects was large (O(n^2)).
- Use reference when scanning the sensor map => avoid useless copy.
- Remove dynamically the object bounding box from the DBVT when the object
  is invisible => faster culling.
2009-05-01 20:34:23 +00:00
1782be5c72 Not sure why this INCREF is needed since making a replica wont use the m_bytecode so why should it add a user?
Removed in 19974 but that crashes YoFrankie so adding back in for now.
2009-04-30 00:51:11 +00:00
81dfdf8374 ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
2009-04-29 16:54:45 +00:00
d6c525d624 attempt to fix for py2.3 2009-04-29 16:48:00 +00:00
f8656d3510 BGE alternative run mode for python controllers.
Option to run a function in a module rather then a script from a python controller, this has a number of advantages.

- No allocating and freeing the namespace dictionary for every time its triggered
  (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster)

- Ability to use external python scripts for game logic.

- Convenient debug option that lets you edit scripts while the game engine runs.
2009-04-29 12:43:09 +00:00
e8f5c75005 patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing attributes 2009-04-23 00:47:45 +00:00
f6d27e73ee BGE: some more cleanup, remove useless ReplicaSetName(), move code to ProcessReplica. 2009-04-22 16:58:04 +00:00
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
0145a93f24 Patch from Mitchell Stokes for KX_Light to use attrdef's
Added type access to the SCA_PropertyActuator, added missing function in library docs.
2009-04-21 23:15:18 +00:00
720f7a8b69 use PyList_SET_ITEM instead of PyList_SetItem,
PyList_SetItem does error checking and decref's existing values, PyList_SET_ITEM is a macro for direct assignment, only for use on new lists.
2009-04-20 23:27:53 +00:00
217bbb7800 BGE Python API
Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
2009-04-20 23:17:52 +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
dee32d0b3f BGE Python API
- initialize pythons sys.argv in the blenderplayer
- ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game.
- add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3.
- add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name.
- Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from.
- deprecated brick.getOwner() for the "owner" attribute.
2009-04-20 09:13:59 +00:00
f5fc4ebdd8 BGE Python API
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-19 21:01:12 +00:00
6bc162e679 BGE Python API
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
2009-04-19 17:29:07 +00:00
7dbc9dc719 BGE Python API cleanup - no functionality changes
- comments to PyObjectPlus.h
- remove unused/commented junk.
- renamed PyDestructor to py_base_dealloc for consistency
- all the PyTypeObject's were still using the sizeof() their class, can use sizeof(PyObjectPlus_Proxy) now which is smaller too.
2009-04-19 14:57:52 +00:00
8d2cb5bea4 BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource.
The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject.

This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python.

Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases.

Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time.
When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error).
- This replaces the m_zombie bool and IsZombie() tests added recently.

In python return values that used to be..
 return value->AddRef();
Are now
 return value->GetProxy();
or...
 return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-19 12:46:39 +00:00
df8cf26404 Added m_zombie to the base python class (PyObjectPlus), when this is set all the subclasses will raise an error on access to their members.
Other small changes...
- KX_Camera and KX_Light didnt have get/setitem access in their PyType definition.
- CList.from_id() error checking for a long was checking for -1 against an unsigned value (own fault)
- CValue::SpecialRelease was incrementing an int for no reason.
- renamed m_attrlist to m_attr_dict since its a PyDict type.
- removed custom getattro/setattro functions for KX_Scene and KX_GameObject, use py_base_getattro, py_base_setattro for all subclasses of PyObjectPlus.
- lowercase windows.h in VideoBase.cpp for cross compiling.
2009-04-17 20:06:06 +00:00
1dd980768d Missing <stdlib.h> for abs() made this file not compile for me. 2009-04-17 10:24:44 +00:00
efb7dd86ff Fix for own recent reference count error.
- The armature weakref list was  being incref'd twice then decrefed twice (incref and decref were used incorrectly), now only once. My 'fix' broke this.
- In bpy_pydriver_create_dict the 2 refs added from running PyDict_SetItemString twice were undone when clearing the dictionary (added comment)
- changed Py_XDECREF to Py_DECREF int BPY_pyconstraint_update and BPY_pyconstraint_target, Py_XDECREF checs for NULL value which would have crashed blender before it got to Py_XDECREF anyway.
- after every error is reported (PyErr_Print), remove sys.last_traceback and clear the error, I found this fixed certain crashes (usually when starting the game engine or exiting blender), so best do this all the time.

- header_text.c, CcdPhysicsEnvironment.cpp, KX_CameraActuator.cpp - remove some warnings.
2009-04-15 04:34:27 +00:00
17f35293ee PropertyActuator toggle option didnt run when the Value field was empty. 2009-04-12 16:10:43 +00:00
55d2b184ec added "toggle" an option for the property actuator.
much less hassle then setting up a property sensor and 2 assignment actuators, or through python.
2009-04-12 07:24:04 +00:00
33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00
9d922b4c24 Changed the script UI registration to import rather then run each python script,
this means it caches the compiled pyc files after importing fro the first time.

My times for importing 501 buttons_objects.py files were.
- running each as a script 1.9sec
- importing for the first time 1.8sec
- importing a second time (using pyc files) 0.57sec

Also added "bpy" to sys.modules so it can be imported.
2009-04-11 05:46:40 +00:00
2fff90bbb4 Added function name to many of the PyArg_ParseTuple calls in gameengine
This way python raises more useful messages.
2009-04-10 16:45:19 +00:00
ac45472a17 BGE Bugfix
The End key didn't work work at all for the keyboard sensor.
Removed getEventList() since it was added since 2.48a release.
2009-04-09 22:15:26 +00:00
4669fa48a8 Added GameKeys.EventToCharacter(event, is_shift) so you can get the character that would be types when pressing a key.
Last commit was made in the pydocs folder only, so this includes changes mentioned in rev 19620.
2009-04-09 16:00:45 +00:00
65f65a729a key logging didnt work for alphanum keys -=_+ and |\ since revision 2 and nobody noticed! 2009-04-09 10:28:14 +00:00
eacf5b5d6d BGE Text
- multi-line strings for bitmap text 
- keyboard sensor now logs return and pad enter as "\n"

BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp
The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
2009-04-09 09:50:17 +00:00
5b0d75e831 BGE API cleanup: 2DFilterActuator. 2009-04-08 21:40:55 +00:00
d012a222a2 Some users have odd joysticks with more then 8 axises, increased to 16 (so 4 joysticks)
Ideally there would be no limit but I dont think its worth the effort.
Also had a bug in last commit for the pytyhon api's "axisSingle" attribute, UI index starts at 1 not zero.
2009-04-07 19:21:48 +00:00
5d64dd019e BGE Python API
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time.

This also means attributes can be found in the type without having to do a dir() on the instance.
2009-04-07 11:06:35 +00:00
885fa49aa4 BGE Joystick Sensor
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)

If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
2009-04-07 06:23:45 +00:00
46a440c7a5 BGE Python API
- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
2009-04-06 13:27:28 +00:00
6be6921184 moved more attributes from getattr into PyAttributeDef's 2009-04-04 02:57:35 +00:00
07930c0b09 BGE API cleanup: RandomActuator. 2009-04-03 19:09:52 +00:00
fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00
d573e9c539 BGE Python api
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-03 04:12:20 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
Nathan Letwory
1e1b88c118 BGE
* getting state of RMB was impossible due to wrong check.
2009-03-15 23:40:59 +00:00
a37cec2802 BGE patch 18368: Modulus (ie %) expression controller in BGE. Implement a cache for the expression for better performance. 2009-03-11 22:11:52 +00:00
c785532bec Py BGE API
Python dir(ob) for game types now includes attributes names,
* Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible
* Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro.
* Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-26 09:04:06 +00:00
2eb85c01f3 remove warnings for the BGE
- variables that shadow vers declared earlier
- Py_Fatal print an error to the stderr
- gcc was complaining about the order of initialized vars (for classes)
- const return values for ints and bools didnt do anything.
- braces for ambiguous if  statements
2009-02-25 03:26:02 +00:00
6c7c38a4e4 BGE Py API
* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult).

* Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator.
* Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway.

GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True)
...can be replaced with...
controller.activate("SomeAct")
2009-02-24 05:50:45 +00:00
394d893e13 compile scripts when converting controllers to give more predictable performance and print syntax errors early on rather then when the script is first executed. 2009-02-24 03:29:31 +00:00
9d5c2af1d1 * removed typedefs that were not used (from anonymous enums and structs)
* Missed some cases of using a 'char *' as an attribute
* replace BGE's Py_Return macro with Pythons Py_RETURN_NONE
* other minor warnings removed
2009-02-21 12:43:24 +00:00
d3e7b37fff BGE API Cleanup: distinction between array and list of values in KX_PYATTRIBUTE macros. Fix compilation problem under Windows with strcasecmp: define it as stricmp 2009-02-19 23:13:41 +00:00
cdec2b3d15 BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.

Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19 13:42:07 +00:00