Commit Graph

150 Commits

Author SHA1 Message Date
ed7f4f2e3c make BGL and BLF modile names lowercase 2010-02-28 14:57:26 +00:00
b65a983d39 use BLI_findstring in more places & remove some warnings, no functional changes. 2010-02-22 09:22:36 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f7b7d7952d BGE: patch [#20293] Added python sensor attribute: Status. 2010-01-30 18:53:33 +00:00
cfdd53a4f8 BGE: patch #20399 Python control over adding/removing scenes. 2010-01-30 18:23:13 +00:00
1cb013f877 evil 1 liner to get bge.logic, bge.render, bge.keys etc.. may eventually replace GameLogic, GameKeys module names. 2010-01-10 22:15:29 +00:00
affe84a453 get rid of annoying duplicate python initialization code, added setupGamePython() which initializes modules 2010-01-10 22:03:26 +00:00
854cc87a80 option to have scripts run on startup for per blendfile UI's 2009-11-20 15:01:09 +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
51a9da2dcf BGE patch #19751: Add game actuator like methods to GameLogic. 2009-10-29 21:59:31 +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
52b28fddec Removed the termporary defines added to make the Game Engine compile. Hopefully this fixes all of the cases which broke. 2009-09-29 01:52:54 +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
Nathan Letwory
fb649d5824 * cleaning up warnings (mostly windows). A collection of other warning fixes too (undefined function, assuming int, etc.)
This compiled fine with scons/msvc and scons/mingw (gcc 4.4.0). Please test and report any problems.
2009-09-06 13:20:05 +00:00
ac3f0695a2 remove Py_CmpToRich (copy of py3.0 function), instead only support == and != for PyRNA and KX_PySequence types.
mesh1 > mesh2 # will raise an error.
2009-09-03 01:52:10 +00:00
e80b37cd75 * KX_PythonSeq - comparisons work again. eg. act1.sensors == act2.sensors, had to copy Py_CmpToRich inline grr!, mailed python-dev about this.
* Shift-Click on states in the logic UI works again.
* New Logic Space has all the view options pressed.
2009-09-02 20:46:28 +00:00
75697c40a0 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875 2009-08-29 23:41:09 +00:00
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
33e2d118bc removing GameLogic.EvalExpression(),
unlikely anyone will miss it, was only accessible in 2.49, invalid expressions would crash, valid ones leak memory.
2009-08-25 12:43:25 +00:00
c3041ae7cd - fix for BGE warnings
- when C++ uses guardedalloc SYS_DeleteSystem was called after MEM_printmemlist(), making it look like there was a leak.
2009-08-19 10:26:43 +00:00
3682624616 2.5: Game Engine
* Added Shading and Performance panels in the scene buttons,
  containing the options previously in the 2.4x game menu.
* Added show framerate/debug/physics/warnings back in game menu.
* Moved these settings from G.fileflags to scene GameData.
* Enabled Display Lists by default.
* Some other small game scene button tweaks.
2009-08-18 15:27:48 +00:00
a27cc1adf0 2.5 audio cleanup:
* Removed CD Actuator
* Removed bSample and bSoundListener
* Removed SoundSystem
* Removed -noaudio parameter
2009-08-10 15:39:11 +00:00
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
0b3fd395ef svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22075:22099 2009-07-31 23:42:22 +00:00
3eb8000eb4 remove more unneeded args, also allow ipo to animate the ref value for KX_BlenderMaterial's 2009-07-31 09:05:13 +00:00
a97b645a44 * workaround for PySys_SetArgv() in python3 needing wchar_t
* PyRNA - id_struct.keyframe_insert("path", index, frame)
2009-07-08 09:23:49 +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
489db9994d Some generic modules from blender 2.4x building with py3k and mostly working.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3

python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-06-17 20:33:34 +00:00
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
2ecbe1c81c BGE Py API
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
  Looks like they want us to use init-tab array, but this doesn't suit us since
  it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
2009-06-16 07:16:51 +00:00
6efd2e6439 saving globalDict didnt work with python3.x 2009-06-15 20:22:50 +00:00
611e2f484c GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
2009-06-13 17:25:54 +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
617b45256a BGE Blendfile path bug (use for loading and saving the GameLogic.globalDict)
the original blendfile path wasn't reset when loading new blendfiles.
blenderplayer was ok, but running the BGE from blender would set the blendfile original path and never reset it on loading other blend files.
2009-06-01 12:36:22 +00:00
94af724293 YoFrankie bug [#18857] On start gives ImportError: No module named frankie_scripts
GameEngine sys.path creation was broken because of a pesky slash at the end of each path name.
Win32 sys.paths were also failing when running a game that switched between blend files in different directories

On win32 for some reason making absolute paths from lib->name failed, work around this by using lib->filename.

STR_String.h, cast to float to quiet compiler warnings.
2009-06-01 05:43:58 +00:00
25569b0f7d BGE PyAPI Bug reported by Pitel on blenderartist.
importing "pygame" failed when running the BGE for the second time.

Rather then clearing modules, backup and restore them (as its doing with sys.path)

This way the BGE will never remember any modules imported during game play (which can cause bugs/crashes), but it also wont break pythons state by possibly removing modules that are being used internally.
2009-05-26 18:06:09 +00:00
3053ce1a8c [#18819] save and load globalDictionary actuators don't load the proper files in 2.49 RC3
For this actuator to be useful it needs to use the first opened blendfile as the base name for the configuration file.
A recent fix that made the gp_GamePythonPath always match the current loaded blend file made this actuator work differently.

keep the original filename to use for making the config name so you can load the config between loading blendfiles.
2009-05-25 02:39:05 +00:00
036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
      the actual fps is less than nominal. This allows the 
      physics to keep up with real time even if the graphics slows
      down the game.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
log:  Maximum number of logic steps per game frame in case the 
      actual fps is less than nominal. This allows the logic
      system to follow the physics simulation. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
	Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00
Dalai Felinto
dc6ae673b1 Moving ScreenSpace methods from Rasterizer to KX_Camera (getScreenPos, getScreenVect, getScreenRay)
The modules were moved in order to access the camera internal matrixes. It will make then compatible with multiple viewports in a near future.
So far the problem I found was:
1) KX_Camera doesn't store the canvas viewport
2) RAS_ICanvas methods: GetDisplayArea and GetWindowArea are affected by multiple viewports (and they shouldn't).

Test file is here: http://www.pasteall.org/blend/68
2009-05-20 05:33:39 +00:00
10ed9a4f64 setting up the BGE Python sys.path for importing modules wasnt working for library paths. 2009-05-16 13:19:23 +00:00
42557f90bd BGE performance, 3rd round: culling and rasterizer.
This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive 
performance improvement in the culling and in the rasterizer when 
the majority of objects are static.

Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
  between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function

The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing 
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time

Scenegraph+rasterizer(ms)       2.48      1st round       3rd round

All objects static,            323.0           86.0             7.2
all visible, 1000 in 
the view frustrum

All objects static,            219.0           49.7             N/A(*)
all invisible.

All objects moving,            323.0          105.6            34.7
all visible, 1000 in 
the view frustrum

Scene destruction              40min          40min              4s

(*) : this time is not representative because the frame rate was at 60fps.
      In that case, the GPU holds down the GE by frame sync. By design, the
      overhead of the rasterizer is 0 when the the objects are invisible. 

This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.

An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.

Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00
779bf435ef python3 compatibility for the BGE api, this only works with scons when WITH_BF_NOBLENDER is enabled.
Mathutils, Geometry and BGL modules are currently disabled with python3
2009-05-07 05:23:15 +00:00
2f7cd19ff5 print BGE Py api warnings only once to avoid flooding the terminal and slowing the game down too much, resets on loading scenes/blendfiles and restarting the game engine. 2009-05-04 08:55:54 +00:00
d85bbb8070 on second thought its less trouble to make a python script that makes all the getset's in the array, apologies to Alex for suggesting this be dynamic :/
included python script to print out getsets as a comment
2009-05-03 19:47:13 +00:00
8a83aff9f5 [#18678] Swizzle properties for Mathutils.Vector
patch from Alex Fraser (z0r)

eg.
  - vec.xyz = vec.zyx
  - vec.xy = vec.zw
  - vec.xxy = vec.wzz
  - vec.yzyz = vec.yxyx

See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)

made some minor modifications to this patch.

tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups.
2009-05-03 17:52:03 +00:00
22b501c791 fixes for bugs submitted by BGE users, fixes by myself and Mitchell Stokes
- when the attribute check function failed it didnt set an error raising a SystemError instead
- Rasterizer.getMaterialMode would never return KX_BLENDER_MULTITEX_MATERIAL
- PropertySensor value attribute checking function was always returning a fail.
- Vertex Self Shadow python script didnt update for meshes with modifiers.
2009-05-03 09:21:58 +00:00
ef20036b84 BGE Py API patch from Mitchell Stokes, adds extra attributes and docs 2009-05-02 02:40:11 +00:00
672492f563 BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.
This function sets the maximum number of logic frame executed per render frame.
Valid values: 1..5

This function is useful to control the amount of processing consumed by logic.
By default, up to 5 logic frames can be executed per render frame. This is fine
as long as the time spent on logic is negligible compared to the render time. 
If it's not the case, the default value will drag the performance of the game
down by executing unnecessary logic frames that take up most of the CPU time. 

You can avoid that by lowering the value with this function. 
The drawback is less precision in the logic system to physics and I/O activity.
	
Note that it does not affect the physics system: physics will still run 
at full frame rate (actually up to 5 times the ticrate).
You can further control the render frame rate with GameLogic.setLogicTicRate().
2009-05-01 16:35:06 +00:00
bb3fa18a95 add blendfile dirs to the sys.path without the scripts subdir 2009-05-01 04:55:40 +00:00
fdf6ea916d added Geometry as a BGE module, removed its dependency on gen_utils.c 2009-04-30 12:45:13 +00:00