Compare commits
5 Commits
tmp-Collec
...
temp-scene
Author | SHA1 | Date | |
---|---|---|---|
3fa048a95b | |||
4b96452e62 | |||
9cdda6e9ca | |||
f846f7164e | |||
e77b4a30c0 |
@@ -2,6 +2,5 @@
|
||||
"project_id" : "Blender",
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||||
"conduit_uri" : "https://developer.blender.org/",
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||||
"git.default-relative-commit" : "origin/blender2.8",
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||||
"arc.land.update.default" : "rebase",
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||||
"arc.land.onto.default" : "blender2.8"
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||||
"arc.land.update.default" : "rebase"
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||||
}
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||||
|
4
.gitmodules
vendored
4
.gitmodules
vendored
@@ -3,18 +3,22 @@
|
||||
url = ../blender-addons.git
|
||||
branch = blender2.8
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||||
ignore = all
|
||||
branch = master
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||||
[submodule "release/scripts/addons_contrib"]
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||||
path = release/scripts/addons_contrib
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||||
url = ../blender-addons-contrib.git
|
||||
branch = master
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||||
ignore = all
|
||||
branch = master
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||||
[submodule "release/datafiles/locale"]
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||||
path = release/datafiles/locale
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||||
url = ../blender-translations.git
|
||||
branch = master
|
||||
ignore = all
|
||||
branch = master
|
||||
[submodule "source/tools"]
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||||
path = source/tools
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||||
url = ../blender-dev-tools.git
|
||||
branch = master
|
||||
ignore = all
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||||
branch = master
|
||||
|
158
CMakeLists.txt
158
CMakeLists.txt
@@ -66,12 +66,21 @@ endif()
|
||||
# set_property(GLOBAL PROPERTY RULE_MESSAGES OFF)
|
||||
|
||||
# global compile definitions since add_definitions() adds for all.
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS
|
||||
$<$<CONFIG:Debug>:DEBUG;_DEBUG>
|
||||
$<$<CONFIG:Release>:NDEBUG>
|
||||
$<$<CONFIG:MinSizeRel>:NDEBUG>
|
||||
$<$<CONFIG:RelWithDebInfo>:NDEBUG>
|
||||
)
|
||||
|
||||
if(NOT (${CMAKE_VERSION} VERSION_LESS 3.0))
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS
|
||||
$<$<CONFIG:Debug>:DEBUG;_DEBUG>
|
||||
$<$<CONFIG:Release>:NDEBUG>
|
||||
$<$<CONFIG:MinSizeRel>:NDEBUG>
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||||
$<$<CONFIG:RelWithDebInfo>:NDEBUG>
|
||||
)
|
||||
else()
|
||||
# keep until CMake-3.0 is min requirement
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_DEBUG DEBUG _DEBUG)
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELEASE NDEBUG)
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_MINSIZEREL NDEBUG)
|
||||
set_property(DIRECTORY APPEND PROPERTY COMPILE_DEFINITIONS_RELWITHDEBINFO NDEBUG)
|
||||
endif()
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Set policy
|
||||
@@ -156,6 +165,7 @@ option_defaults_init(
|
||||
_init_OPENCOLORIO
|
||||
_init_SDL
|
||||
_init_FFTW3
|
||||
_init_GAMEENGINE
|
||||
_init_OPENSUBDIV
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||||
)
|
||||
|
||||
@@ -225,6 +235,13 @@ option(WITH_FFTW3 "Enable FFTW3 support (Used for smoke, ocean sim, and
|
||||
option(WITH_BULLET "Enable Bullet (Physics Engine)" ON)
|
||||
option(WITH_SYSTEM_BULLET "Use the systems bullet library (currently unsupported due to missing features in upstream!)" )
|
||||
mark_as_advanced(WITH_SYSTEM_BULLET)
|
||||
option(WITH_GAMEENGINE "Enable Game Engine" ${_init_GAMEENGINE})
|
||||
if(APPLE)
|
||||
set(WITH_GAMEENGINE_DECKLINK OFF)
|
||||
else()
|
||||
option(WITH_GAMEENGINE_DECKLINK "Support BlackMagicDesign DeckLink cards in the Game Engine" ON)
|
||||
endif()
|
||||
option(WITH_PLAYER "Build Player" OFF)
|
||||
option(WITH_OPENCOLORIO "Enable OpenColorIO color management" ${_init_OPENCOLORIO})
|
||||
|
||||
option(WITH_CLAY_ENGINE "Enable Clay engine" ON)
|
||||
@@ -236,8 +253,6 @@ option(WITH_OPENSUBDIV "Enable OpenSubdiv for surface subdivision" _init_OPEN
|
||||
|
||||
option(WITH_OPENVDB "Enable features relying on OpenVDB" OFF)
|
||||
option(WITH_OPENVDB_BLOSC "Enable blosc compression for OpenVDB, only enable if OpenVDB was built with blosc support" OFF)
|
||||
option(WITH_OPENVDB_3_ABI_COMPATIBLE "Assume OpenVDB library has been compiled with version 3 ABI compatibility" OFF)
|
||||
mark_as_advanced(WITH_OPENVDB_3_ABI_COMPATIBLE)
|
||||
|
||||
# GHOST Windowing Library Options
|
||||
option(WITH_GHOST_DEBUG "Enable debugging output for the GHOST library" OFF)
|
||||
@@ -310,6 +325,7 @@ option(WITH_IMAGE_TIFF "Enable LibTIFF Support" ON)
|
||||
option(WITH_IMAGE_DDS "Enable DDS Image Support" ON)
|
||||
option(WITH_IMAGE_CINEON "Enable CINEON and DPX Image Support" ON)
|
||||
option(WITH_IMAGE_HDR "Enable HDR Image Support" ON)
|
||||
option(WITH_IMAGE_FRAMESERVER "Enable image FrameServer Support for rendering" ON)
|
||||
|
||||
# Audio/Video format support
|
||||
option(WITH_CODEC_AVI "Enable Blenders own AVI file support (raw/jpeg)" ON)
|
||||
@@ -399,7 +415,7 @@ option(WITH_CYCLES_OSL "Build Cycles with OSL support" ${_init_CYCLES_OSL})
|
||||
option(WITH_CYCLES_OPENSUBDIV "Build Cycles with OpenSubdiv support" ${_init_CYCLES_OPENSUBDIV})
|
||||
option(WITH_CYCLES_CUDA_BINARIES "Build Cycles CUDA binaries" OFF)
|
||||
option(WITH_CYCLES_CUBIN_COMPILER "Build cubins with nvrtc based compiler instead of nvcc" OFF)
|
||||
set(CYCLES_CUDA_BINARIES_ARCH sm_30 sm_35 sm_37 sm_50 sm_52 sm_60 sm_61 CACHE STRING "CUDA architectures to build binaries for")
|
||||
set(CYCLES_CUDA_BINARIES_ARCH sm_20 sm_21 sm_30 sm_35 sm_37 sm_50 sm_52 sm_60 sm_61 CACHE STRING "CUDA architectures to build binaries for")
|
||||
mark_as_advanced(CYCLES_CUDA_BINARIES_ARCH)
|
||||
unset(PLATFORM_DEFAULT)
|
||||
option(WITH_CYCLES_LOGGING "Build Cycles with logging support" ON)
|
||||
@@ -410,13 +426,6 @@ mark_as_advanced(WITH_CYCLES_LOGGING)
|
||||
mark_as_advanced(WITH_CYCLES_DEBUG)
|
||||
mark_as_advanced(WITH_CYCLES_NATIVE_ONLY)
|
||||
|
||||
option(WITH_CYCLES_DEVICE_CUDA "Enable Cycles CUDA compute support" ON)
|
||||
option(WITH_CYCLES_DEVICE_OPENCL "Enable Cycles OpenCL compute support" ON)
|
||||
option(WITH_CYCLES_NETWORK "Enable Cycles compute over network support (EXPERIMENTAL and unfinished)" OFF)
|
||||
mark_as_advanced(WITH_CYCLES_DEVICE_CUDA)
|
||||
mark_as_advanced(WITH_CYCLES_DEVICE_OPENCL)
|
||||
mark_as_advanced(WITH_CYCLES_NETWORK)
|
||||
|
||||
option(WITH_CUDA_DYNLOAD "Dynamically load CUDA libraries at runtime" ON)
|
||||
mark_as_advanced(WITH_CUDA_DYNLOAD)
|
||||
|
||||
@@ -448,8 +457,7 @@ option(WITH_BOOST "Enable features depending on boost" ON)
|
||||
|
||||
# Unit testsing
|
||||
option(WITH_GTESTS "Enable GTest unit testing" OFF)
|
||||
option(WITH_OPENGL_RENDER_TESTS "Enable OpenGL render related unit testing (Experimental)" OFF)
|
||||
option(WITH_OPENGL_DRAW_TESTS "Enable OpenGL UI drawing related unit testing (Experimental)" OFF)
|
||||
option(WITH_OPENGL_TESTS "Enable OpenGL related unit testing (Experimental)" OFF)
|
||||
|
||||
|
||||
# Documentation
|
||||
@@ -511,52 +519,6 @@ if(CMAKE_COMPILER_IS_GNUCC)
|
||||
mark_as_advanced(WITH_LINKER_GOLD)
|
||||
endif()
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang")
|
||||
option(WITH_COMPILER_ASAN "Build and link against address sanitizer (only for Debug & RelWithDebInfo targets)." OFF)
|
||||
mark_as_advanced(WITH_COMPILER_ASAN)
|
||||
|
||||
if(WITH_COMPILER_ASAN)
|
||||
set(_asan_defaults "\
|
||||
-fsanitize=address \
|
||||
-fsanitize=bool \
|
||||
-fsanitize=bounds \
|
||||
-fsanitize=enum \
|
||||
-fsanitize=float-cast-overflow \
|
||||
-fsanitize=float-divide-by-zero \
|
||||
-fsanitize=nonnull-attribute \
|
||||
-fsanitize=returns-nonnull-attribute \
|
||||
-fsanitize=signed-integer-overflow \
|
||||
-fsanitize=undefined \
|
||||
-fsanitize=vla-bound \
|
||||
-fno-sanitize=alignment \
|
||||
")
|
||||
|
||||
if(NOT MSVC) # not all sanitizers are supported with clang-cl, these two however are very vocal about it
|
||||
set(_asan_defaults "${_asan_defaults} -fsanitize=leak -fsanitize=object-size" )
|
||||
endif()
|
||||
set(COMPILER_ASAN_CFLAGS "${_asan_defaults}" CACHE STRING "C flags for address sanitizer")
|
||||
mark_as_advanced(COMPILER_ASAN_CFLAGS)
|
||||
set(COMPILER_ASAN_CXXFLAGS "${_asan_defaults}" CACHE STRING "C++ flags for address sanitizer")
|
||||
mark_as_advanced(COMPILER_ASAN_CXXFLAGS)
|
||||
|
||||
unset(_asan_defaults)
|
||||
|
||||
if(NOT MSVC)
|
||||
find_library(COMPILER_ASAN_LIBRARY asan ${CMAKE_C_IMPLICIT_LINK_DIRECTORIES})
|
||||
else()
|
||||
find_library( COMPILER_ASAN_LIBRARY NAMES clang_rt.asan-x86_64
|
||||
PATHS [HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\LLVM\\LLVM;]/lib/clang/7.0.0/lib/windows
|
||||
[HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\LLVM\\LLVM;]/lib/clang/6.0.0/lib/windows
|
||||
)
|
||||
endif()
|
||||
mark_as_advanced(COMPILER_ASAN_LIBRARY)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Dependency graph
|
||||
option(WITH_LEGACY_DEPSGRAPH "Build Blender with legacy dependency graph" ON)
|
||||
mark_as_advanced(WITH_LEGACY_DEPSGRAPH)
|
||||
|
||||
if(WIN32)
|
||||
# Use hardcoded paths or find_package to find externals
|
||||
option(WITH_WINDOWS_FIND_MODULES "Use find_package to locate libraries" OFF)
|
||||
@@ -608,13 +570,17 @@ endif()
|
||||
#-----------------------------------------------------------------------------
|
||||
# Check for conflicting/unsupported configurations
|
||||
|
||||
if(NOT WITH_BLENDER AND NOT WITH_CYCLES_STANDALONE)
|
||||
if(NOT WITH_BLENDER AND NOT WITH_PLAYER AND NOT WITH_CYCLES_STANDALONE)
|
||||
message(FATAL_ERROR
|
||||
"At least one of WITH_BLENDER or WITH_CYCLES_STANDALONE "
|
||||
"must be enabled, nothing to do!"
|
||||
"At least one of WITH_BLENDER or WITH_PLAYER or "
|
||||
"WITH_CYCLES_STANDALONE must be enabled, nothing to do!"
|
||||
)
|
||||
endif()
|
||||
|
||||
if(NOT WITH_GAMEENGINE AND WITH_PLAYER)
|
||||
message(FATAL_ERROR "WITH_PLAYER requires WITH_GAMEENGINE")
|
||||
endif()
|
||||
|
||||
if(NOT WITH_CXX11)
|
||||
if(WITH_AUDASPACE AND NOT WITH_SYSTEM_AUDASPACE)
|
||||
message(FATAL_ERROR "WITH_AUDASPACE requires WITH_CXX11")
|
||||
@@ -628,6 +594,9 @@ if(NOT WITH_AUDASPACE)
|
||||
if(WITH_JACK)
|
||||
message(FATAL_ERROR "WITH_JACK requires WITH_AUDASPACE")
|
||||
endif()
|
||||
if(WITH_GAMEENGINE)
|
||||
message(FATAL_ERROR "WITH_GAMEENGINE requires WITH_AUDASPACE")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(NOT WITH_SDL AND WITH_GHOST_SDL)
|
||||
@@ -635,6 +604,10 @@ if(NOT WITH_SDL AND WITH_GHOST_SDL)
|
||||
endif()
|
||||
|
||||
# python module, needs some different options
|
||||
if(WITH_PYTHON_MODULE AND WITH_PLAYER)
|
||||
message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PLAYER to be OFF")
|
||||
endif()
|
||||
|
||||
if(WITH_PYTHON_MODULE AND WITH_PYTHON_INSTALL)
|
||||
message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PYTHON_INSTALL to be OFF")
|
||||
endif()
|
||||
@@ -740,15 +713,6 @@ if(WITH_AUDASPACE)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Auto-enable CUDA dynload if toolkit is not found.
|
||||
if(NOT WITH_CUDA_DYNLOAD)
|
||||
find_package(CUDA)
|
||||
if (NOT CUDA_FOUND)
|
||||
message("CUDA toolkit not found, using dynamic runtime loading of libraries instead")
|
||||
set(WITH_CUDA_DYNLOAD ON)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Check for valid directories
|
||||
# ... a partial checkout may cause this.
|
||||
@@ -817,19 +781,6 @@ set(PLATFORM_LINKLIBS "")
|
||||
set(PLATFORM_LINKFLAGS "")
|
||||
set(PLATFORM_LINKFLAGS_DEBUG "")
|
||||
|
||||
if(WITH_COMPILER_ASAN)
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${COMPILER_ASAN_CFLAGS}")
|
||||
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} ${COMPILER_ASAN_CFLAGS}")
|
||||
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${COMPILER_ASAN_CXXFLAGS}")
|
||||
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} ${COMPILER_ASAN_CXXFLAGS}")
|
||||
if(MSVC)
|
||||
set(COMPILER_ASAN_LINKER_FLAGS "/FUNCTIONPADMIN:6")
|
||||
endif()
|
||||
set(PLATFORM_LINKLIBS "${PLATFORM_LINKLIBS};${COMPILER_ASAN_LIBRARY}")
|
||||
set(PLATFORM_LINKFLAGS "${COMPILER_ASAN_LIBRARY} ${COMPILER_ASAN_LINKER_FLAGS}")
|
||||
set(PLATFORM_LINKFLAGS_DEBUG "${COMPILER_ASAN_LIBRARY} ${COMPILER_ASAN_LINKER_FLAGS}")
|
||||
endif()
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
#Platform specifics
|
||||
@@ -1273,7 +1224,7 @@ if(WITH_LIBMV OR WITH_GTESTS OR (WITH_CYCLES AND WITH_CYCLES_LOGGING))
|
||||
if(WIN32)
|
||||
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/src/windows)
|
||||
else()
|
||||
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/include)
|
||||
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/src)
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
@@ -1410,7 +1361,6 @@ if(CMAKE_COMPILER_IS_GNUCC)
|
||||
# flags to undo strict flags
|
||||
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_DEPRECATED_DECLARATIONS -Wno-deprecated-declarations)
|
||||
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_UNUSED_PARAMETER -Wno-unused-parameter)
|
||||
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_UNUSED_FUNCTION -Wno-unused-function)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCC AND (NOT "${CMAKE_C_COMPILER_VERSION}" VERSION_LESS "7.0"))
|
||||
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_IMPLICIT_FALLTHROUGH -Wno-implicit-fallthrough)
|
||||
@@ -1475,8 +1425,8 @@ elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
|
||||
ADD_CHECK_CXX_COMPILER_FLAG(CXX_WARNINGS CXX_WARN_NO_SIGN_COMPARE -Wno-sign-compare)
|
||||
|
||||
# disable numbered, false positives
|
||||
set(C_WARNINGS "${C_WARNINGS} -wd188,186,144,913,556,858,597,177,1292,167,279,592,94,2722,3199")
|
||||
set(CXX_WARNINGS "${CXX_WARNINGS} -wd188,186,144,913,556,858,597,177,1292,167,279,592,94,2722,3199")
|
||||
set(C_WARNINGS "${C_WARNINGS} -wd188,186,144,913,556")
|
||||
set(CXX_WARNINGS "${CXX_WARNINGS} -wd188,186,144,913,556")
|
||||
elseif(CMAKE_C_COMPILER_ID MATCHES "MSVC")
|
||||
# most msvc warnings are C & C++
|
||||
set(_WARNINGS
|
||||
@@ -1494,7 +1444,6 @@ elseif(CMAKE_C_COMPILER_ID MATCHES "MSVC")
|
||||
"/wd4267" # conversion from 'size_t' to 'type', possible loss of data
|
||||
"/wd4305" # truncation from 'type1' to 'type2'
|
||||
"/wd4800" # forcing value to bool 'true' or 'false'
|
||||
"/wd4828" # The file contains a character that is illegal
|
||||
# errors:
|
||||
"/we4013" # 'function' undefined; assuming extern returning int
|
||||
"/we4133" # incompatible pointer types
|
||||
@@ -1559,12 +1508,7 @@ else()
|
||||
endif()
|
||||
|
||||
# Visual Studio has all standards it supports available by default
|
||||
# Clang on windows copies this behavior and does not support these switches
|
||||
if(
|
||||
CMAKE_COMPILER_IS_GNUCC OR
|
||||
(CMAKE_C_COMPILER_ID MATCHES "Clang" AND (NOT MSVC)) OR
|
||||
(CMAKE_C_COMPILER_ID MATCHES "Intel")
|
||||
)
|
||||
if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang" OR CMAKE_C_COMPILER_ID MATCHES "Intel")
|
||||
# Use C99 + GNU extensions, works with GCC, Clang, ICC
|
||||
if(WITH_C11)
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu11")
|
||||
@@ -1618,7 +1562,7 @@ if(WITH_GTESTS)
|
||||
include(GTestTesting)
|
||||
endif()
|
||||
|
||||
if(WITH_BLENDER)
|
||||
if(WITH_BLENDER OR WITH_PLAYER)
|
||||
add_subdirectory(intern)
|
||||
add_subdirectory(extern)
|
||||
|
||||
@@ -1643,6 +1587,13 @@ if(WITH_BLENDER)
|
||||
endif()
|
||||
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Blender Player
|
||||
if(WITH_PLAYER)
|
||||
add_subdirectory(source/blenderplayer)
|
||||
endif()
|
||||
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Testing
|
||||
add_subdirectory(tests)
|
||||
@@ -1657,6 +1608,9 @@ include(build_files/cmake/packaging.cmake)
|
||||
if(WITH_BLENDER)
|
||||
openmp_delayload(blender)
|
||||
endif()
|
||||
if(WITH_PLAYER)
|
||||
openmp_delayload(blenderplayer)
|
||||
endif()
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
# Print Final Configuration
|
||||
@@ -1690,6 +1644,8 @@ if(FIRST_RUN)
|
||||
message(STATUS "C++ Compiler: \"${CMAKE_CXX_COMPILER_ID}\"")
|
||||
|
||||
info_cfg_text("Build Options:")
|
||||
info_cfg_option(WITH_GAMEENGINE)
|
||||
info_cfg_option(WITH_PLAYER)
|
||||
info_cfg_option(WITH_BULLET)
|
||||
info_cfg_option(WITH_IK_SOLVER)
|
||||
info_cfg_option(WITH_IK_ITASC)
|
||||
|
13
GNUmakefile
13
GNUmakefile
@@ -236,10 +236,9 @@ help: .FORCE
|
||||
@echo " * check_descriptions - check for duplicate/invalid descriptions"
|
||||
@echo ""
|
||||
@echo "Utilities (not associated with building blender)"
|
||||
@echo " * icons - updates PNG icons from SVG files."
|
||||
@echo " * icons_geom - updates Geometry icons from BLEND file."
|
||||
@echo " * tgz - create a compressed archive of the source code."
|
||||
@echo " * update - updates git and all submodules"
|
||||
@echo " * icons - updates PNG icons from SVG files."
|
||||
@echo " * tgz - create a compressed archive of the source code."
|
||||
@echo " * update - updates git and all submodules"
|
||||
@echo ""
|
||||
@echo "Environment Variables"
|
||||
@echo " * BUILD_CMAKE_ARGS - arguments passed to CMake."
|
||||
@@ -424,12 +423,8 @@ icons: .FORCE
|
||||
"$(BLENDER_DIR)/release/datafiles/blender_icons_update.py"
|
||||
"$(BLENDER_DIR)/release/datafiles/prvicons_update.py"
|
||||
|
||||
icons_geom: .FORCE
|
||||
BLENDER_BIN="$(BUILD_DIR)/bin/blender" \
|
||||
"$(BLENDER_DIR)/release/datafiles/blender_icons_geom_update.py"
|
||||
|
||||
update: .FORCE
|
||||
if [ "$(OS_NCASE)" = "darwin" ] && [ ! -d "../lib/$(OS_NCASE)" ]; then \
|
||||
if [ "$(OS_NCASE)" == "darwin" ] && [ ! -d "../lib/$(OS_NCASE)" ]; then \
|
||||
svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/$(OS_NCASE) ../lib/$(OS_NCASE) ; \
|
||||
fi
|
||||
if [ -d "../lib" ]; then \
|
||||
|
@@ -58,6 +58,7 @@ include(cmake/openexr.cmake)
|
||||
include(cmake/freetype.cmake)
|
||||
include(cmake/freeglut.cmake)
|
||||
include(cmake/glew.cmake)
|
||||
include(cmake/hdf5.cmake)
|
||||
include(cmake/alembic.cmake)
|
||||
include(cmake/glfw.cmake)
|
||||
include(cmake/clew.cmake)
|
||||
|
@@ -53,20 +53,17 @@ if(WIN32)
|
||||
if(BUILD_MODE STREQUAL Release)
|
||||
set(BOOST_HARVEST_CMD ${BOOST_HARVEST_CMD} && ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/boost/include/boost-1_60/ ${HARVEST_TARGET}/boost/include/)
|
||||
endif()
|
||||
set(BOOST_PATCH_COMMAND ${PATCH_CMD} --verbose -p 1 -N -d ${BUILD_DIR}/boost/src/external_boost < ${PATCH_DIR}/boost.diff)
|
||||
|
||||
elseif(APPLE)
|
||||
set(BOOST_CONFIGURE_COMMAND ./bootstrap.sh)
|
||||
set(BOOST_BUILD_COMMAND ./bjam)
|
||||
set(BOOST_BUILD_OPTIONS toolset=clang cxxflags=${PLATFORM_CXXFLAGS} linkflags=${PLATFORM_LDFLAGS} --disable-icu boost.locale.icu=off)
|
||||
set(BOOST_HARVEST_CMD echo .)
|
||||
set(BOOST_PATCH_COMMAND echo .)
|
||||
else()
|
||||
set(BOOST_HARVEST_CMD echo .)
|
||||
set(BOOST_CONFIGURE_COMMAND ./bootstrap.sh)
|
||||
set(BOOST_BUILD_COMMAND ./bjam)
|
||||
set(BOOST_BUILD_OPTIONS cxxflags=${PLATFORM_CXXFLAGS} --disable-icu boost.locale.icu=off)
|
||||
set(BOOST_PATCH_COMMAND echo .)
|
||||
endif()
|
||||
|
||||
set(BOOST_OPTIONS
|
||||
@@ -99,7 +96,6 @@ ExternalProject_Add(external_boost
|
||||
URL_HASH MD5=${BOOST_MD5}
|
||||
PREFIX ${BUILD_DIR}/boost
|
||||
UPDATE_COMMAND ""
|
||||
PATCH_COMMAND ${BOOST_PATCH_COMMAND}
|
||||
CONFIGURE_COMMAND ${BOOST_CONFIGURE_COMMAND}
|
||||
BUILD_COMMAND ${BOOST_BUILD_COMMAND} ${BOOST_BUILD_OPTIONS} -j${MAKE_THREADS} architecture=x86 address-model=${BOOST_ADDRESS_MODEL} variant=${BOOST_BUILD_TYPE} link=static threading=multi ${BOOST_OPTIONS} --prefix=${LIBDIR}/boost install
|
||||
BUILD_IN_SOURCE 1
|
||||
|
@@ -103,7 +103,6 @@ ExternalProject_Add(external_ffmpeg
|
||||
--disable-indev=jack
|
||||
--disable-indev=alsa
|
||||
--disable-outdev=alsa
|
||||
--disable-crystalhd
|
||||
PATCH_COMMAND ${PATCH_CMD} --verbose -p 0 -N -d ${BUILD_DIR}/ffmpeg/src/external_ffmpeg < ${PATCH_DIR}/ffmpeg.diff
|
||||
BUILD_COMMAND ${CONFIGURE_ENV_NO_PERL} && cd ${BUILD_DIR}/ffmpeg/src/external_ffmpeg/ && make -j${MAKE_THREADS}
|
||||
INSTALL_COMMAND ${CONFIGURE_ENV_NO_PERL} && cd ${BUILD_DIR}/ffmpeg/src/external_ffmpeg/ && make install
|
||||
|
@@ -102,6 +102,8 @@ if(BUILD_MODE STREQUAL Release)
|
||||
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/python/ ${HARVEST_TARGET}/python/ &&
|
||||
# alembic
|
||||
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/alembic ${HARVEST_TARGET}/alembic &&
|
||||
# hdf5
|
||||
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/hdf5 ${HARVEST_TARGET}/hdf5 &&
|
||||
# BlendThumb
|
||||
${CMAKE_COMMAND} -E copy ${LIBDIR}/BlendThumb64/bin/blendthumb.dll ${HARVEST_TARGET}/ThumbHandler/lib/BlendThumb64.dll &&
|
||||
${CMAKE_COMMAND} -E copy ${LIBDIR}/BlendThumb32/bin/blendthumb.dll ${HARVEST_TARGET}/ThumbHandler/lib/BlendThumb.dll &&
|
||||
|
@@ -25,7 +25,6 @@ if(BUILD_MODE STREQUAL Release)
|
||||
-DALSOFT_CONFIG=Off
|
||||
-DALSOFT_HRTF_DEFS=Off
|
||||
-DALSOFT_INSTALL=On
|
||||
-DALSOFT_BACKEND_SNDIO=Off
|
||||
)
|
||||
|
||||
if(UNIX)
|
||||
|
@@ -90,7 +90,6 @@ set(OPENIMAGEIO_EXTRA_ARGS
|
||||
-DUSE_PYTHON=OFF
|
||||
-DUSE_PYTHON3=OFF
|
||||
-DUSE_OCIO=OFF
|
||||
-DUSE_WEBP=${WITH_WEBP}
|
||||
-DOIIO_BUILD_TOOLS=${OIIO_TOOLS}
|
||||
-DOIIO_BUILD_TESTS=OFF
|
||||
-DBUILD_TESTING=OFF
|
||||
|
@@ -27,7 +27,7 @@ else()
|
||||
set(SNDFILE_OPTIONS --enable-static --disable-shared )
|
||||
endif()
|
||||
|
||||
if(UNIX)
|
||||
if(APPLE)
|
||||
set(SNDFILE_PATCH_CMD ${PATCH_CMD} --verbose -p 0 -d ${BUILD_DIR}/sndfile/src/external_sndfile < ${PATCH_DIR}/sndfile.diff)
|
||||
else()
|
||||
set(SNDFILE_PATCH_CMD)
|
||||
|
@@ -1650,6 +1650,7 @@ compile_OIIO() {
|
||||
cmake_d="$cmake_d -D LINKSTATIC=OFF"
|
||||
cmake_d="$cmake_d -D USE_SIMD=sse2"
|
||||
|
||||
cmake_d="$cmake_d -D ILMBASE_VERSION=$ILMBASE_VERSION"
|
||||
cmake_d="$cmake_d -D OPENEXR_VERSION=$OPENEXR_VERSION"
|
||||
|
||||
if [ "$_with_built_openexr" = true ]; then
|
||||
@@ -1668,7 +1669,6 @@ compile_OIIO() {
|
||||
cmake_d="$cmake_d -D BUILD_TESTING=OFF"
|
||||
cmake_d="$cmake_d -D OIIO_BUILD_TESTS=OFF"
|
||||
cmake_d="$cmake_d -D OIIO_BUILD_TOOLS=OFF"
|
||||
cmake_d="$cmake_d -D TXT2MAN="
|
||||
#cmake_d="$cmake_d -D CMAKE_EXPORT_COMPILE_COMMANDS=ON"
|
||||
#cmake_d="$cmake_d -D CMAKE_VERBOSE_MAKEFILE=ON"
|
||||
|
||||
|
@@ -1,37 +0,0 @@
|
||||
--- a/boost/config/compiler/visualc.hpp 2015-12-08 11:55:19 -0700
|
||||
+++ b/boost/config/compiler/visualc.hpp 2018-03-17 10:29:52 -0600
|
||||
@@ -287,12 +287,3 @@
|
||||
# define BOOST_COMPILER "Microsoft Visual C++ version " BOOST_STRINGIZE(BOOST_COMPILER_VERSION)
|
||||
#endif
|
||||
|
||||
-//
|
||||
-// last known and checked version is 19.00.23026 (VC++ 2015 RTM):
|
||||
-#if (_MSC_VER > 1900)
|
||||
-# if defined(BOOST_ASSERT_CONFIG)
|
||||
-# error "Unknown compiler version - please run the configure tests and report the results"
|
||||
-# else
|
||||
-# pragma message("Unknown compiler version - please run the configure tests and report the results")
|
||||
-# endif
|
||||
-#endif
|
||||
--- a/boost/type_traits/has_nothrow_assign.hpp 2015-12-13 05:49:42 -0700
|
||||
+++ b/boost/type_traits/has_nothrow_assign.hpp 2018-05-27 11:11:02 -0600
|
||||
@@ -24,7 +24,7 @@
|
||||
#include <boost/type_traits/remove_reference.hpp>
|
||||
#endif
|
||||
#endif
|
||||
-#if defined(__GNUC__) || defined(__SUNPRO_CC)
|
||||
+#if defined(__GNUC__) || defined(__SUNPRO_CC) || defined(__clang__)
|
||||
#include <boost/type_traits/is_const.hpp>
|
||||
#include <boost/type_traits/is_volatile.hpp>
|
||||
#include <boost/type_traits/is_assignable.hpp>
|
||||
--- a/boost/type_traits/has_nothrow_constructor.hpp 2015-12-13 05:49:42 -0700
|
||||
+++ b/boost/type_traits/has_nothrow_constructor.hpp 2018-05-27 11:11:02 -0600
|
||||
@@ -17,7 +17,7 @@
|
||||
#if defined(BOOST_MSVC) || defined(BOOST_INTEL)
|
||||
#include <boost/type_traits/has_trivial_constructor.hpp>
|
||||
#endif
|
||||
-#if defined(__GNUC__ ) || defined(__SUNPRO_CC)
|
||||
+#if defined(__GNUC__ ) || defined(__SUNPRO_CC) || defined(__clang__)
|
||||
#include <boost/type_traits/is_default_constructible.hpp>
|
||||
#endif
|
||||
|
@@ -8,7 +8,7 @@ project(OpenVDB)
|
||||
|
||||
# --------------------------------------------------------------------------------
|
||||
|
||||
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules")
|
||||
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/Modules")
|
||||
|
||||
# --------------------------------------------------------------------------------
|
||||
|
||||
|
@@ -88,14 +88,6 @@ elseif(WIN32)
|
||||
set(DISABLE_RTTI "/EHs- /GR- ")
|
||||
endif()
|
||||
|
||||
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
|
||||
include(CheckCXXCompilerFlag)
|
||||
check_cxx_compiler_flag("-flifetime-dse=1" SUPPORTS_FLIFETIME)
|
||||
if (SUPPORTS_FLIFETIME)
|
||||
add_definitions(-flifetime-dse=1)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Linker export definitions
|
||||
if (WIN32)
|
||||
add_custom_command(OUTPUT tbb.def
|
||||
|
@@ -10,29 +10,3 @@ diff -Naur osl/src/external_osl/src/cmake/flexbison.cmake osl_bak/src/external_o
|
||||
MAIN_DEPENDENCY ${flexsrc}
|
||||
DEPENDS ${${compiler_headers}}
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} )
|
||||
--- a/src/include/OSL/oslconfig.h 2016-10-31 16:48:19 -0600
|
||||
+++ b/src/include/OSL/oslconfig.h 2018-05-27 11:18:08 -0600
|
||||
@@ -44,12 +44,18 @@
|
||||
// same if another packages is compiling against OSL and using these headers
|
||||
// (OSL may be C++11 but the client package may be older, or vice versa --
|
||||
// use these two symbols to differentiate these cases, when important).
|
||||
-#if (__cplusplus >= 201402L)
|
||||
-# define OSL_CPLUSPLUS_VERSION 14
|
||||
-#elif (__cplusplus >= 201103L)
|
||||
-# define OSL_CPLUSPLUS_VERSION 11
|
||||
+
|
||||
+// Force C++03 for MSVC in blender since svn the libraries are build with that
|
||||
+#if !defined(_MSC_VER)
|
||||
+ #if (__cplusplus >= 201402L)
|
||||
+ # define OSL_CPLUSPLUS_VERSION 14
|
||||
+ #elif (__cplusplus >= 201103L)
|
||||
+ # define OSL_CPLUSPLUS_VERSION 11
|
||||
+ #else
|
||||
+ # define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
|
||||
+ #endif
|
||||
#else
|
||||
-# define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
|
||||
+ # define OSL_CPLUSPLUS_VERSION 3 /* presume C++03 */
|
||||
#endif
|
||||
|
||||
// Symbol export defines
|
||||
|
@@ -21,8 +21,9 @@ else()
|
||||
message(FATAL_ERROR "Unknown build environment")
|
||||
endif()
|
||||
|
||||
# Default to only build Blender
|
||||
# Default to only build Blender, not the player
|
||||
set(WITH_BLENDER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_PLAYER OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# ######## Linux-specific build options ########
|
||||
# Options which are specific to Linux-only platforms
|
||||
@@ -139,10 +140,6 @@ set(ZLIB_LIBRARY "/usr/lib${MULTILIB}/libz.a" CACHE STRING "" FORCE)
|
||||
# OpenVDB
|
||||
set(OPENVDB_LIBRARY
|
||||
/opt/lib/openvdb/lib/libopenvdb.a
|
||||
CACHE BOOL "" FORCE
|
||||
)
|
||||
|
||||
set(BLOSC_LIBRARY
|
||||
/opt/lib/blosc/lib/libblosc.a
|
||||
CACHE BOOL "" FORCE
|
||||
)
|
||||
|
12
build_files/buildbot/config/blender_linux_player.cmake
Normal file
12
build_files/buildbot/config/blender_linux_player.cmake
Normal file
@@ -0,0 +1,12 @@
|
||||
# This is applied as an override on top of blender_linux.config
|
||||
# Disables all the areas which are not needed for the player.
|
||||
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_CYCLES OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_FREESTYLE OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_GHOST_XDND OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_OPENCOLLADA OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_OPENSUBDIV OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
|
||||
|
||||
set(WITH_BLENDER OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_PLAYER ON CACHE BOOL "" FORCE)
|
368
build_files/buildbot/master.cfg
Normal file
368
build_files/buildbot/master.cfg
Normal file
@@ -0,0 +1,368 @@
|
||||
# -*- python -*-
|
||||
# ex: set syntax=python:
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
# List of the branches being built automatically overnight
|
||||
NIGHT_SCHEDULE_BRANCHES = [None, "blender2.8"]
|
||||
|
||||
# List of the branches available for force build
|
||||
FORCE_SCHEDULE_BRANCHES = ["master", "blender2.8", "experimental-build"]
|
||||
|
||||
"""
|
||||
Stock Twisted directory lister doesn't provide any information about last file
|
||||
modification time, we hack the class a bit in order to have such functionaliity
|
||||
:)
|
||||
"""
|
||||
|
||||
from buildbot.status.web.base import DirectoryLister
|
||||
|
||||
|
||||
def get_files_and_directories(self, directory):
|
||||
from twisted.web.static import (getTypeAndEncoding,
|
||||
formatFileSize)
|
||||
import urllib
|
||||
import cgi
|
||||
import time
|
||||
import os
|
||||
files = []
|
||||
dirs = []
|
||||
for path in directory:
|
||||
url = urllib.quote(path, "/")
|
||||
escapedPath = cgi.escape(path)
|
||||
lastmodified = time.ctime(os.path.getmtime(
|
||||
os.path.join(self.path, path)))
|
||||
if os.path.isdir(os.path.join(self.path, path)):
|
||||
url = url + '/'
|
||||
dirs.append({'text': escapedPath + "/", 'href': url,
|
||||
'size': '', 'type': '[Directory]',
|
||||
'encoding': '',
|
||||
'lastmodified': lastmodified})
|
||||
else:
|
||||
mimetype, encoding = getTypeAndEncoding(path, self.contentTypes,
|
||||
self.contentEncodings,
|
||||
self.defaultType)
|
||||
try:
|
||||
size = os.stat(os.path.join(self.path, path)).st_size
|
||||
except OSError:
|
||||
continue
|
||||
files.append({
|
||||
'text': escapedPath, "href": url,
|
||||
'type': '[%s]' % mimetype,
|
||||
'encoding': (encoding and '[%s]' % encoding or ''),
|
||||
'size': formatFileSize(size),
|
||||
'lastmodified': lastmodified})
|
||||
return dirs, files
|
||||
DirectoryLister._getFilesAndDirectories = get_files_and_directories
|
||||
|
||||
# Dictionary that the buildmaster pays attention to.
|
||||
c = BuildmasterConfig = {}
|
||||
|
||||
# BUILD SLAVES
|
||||
#
|
||||
# We load the slaves and their passwords from a separator file, so we can have
|
||||
# this one in SVN.
|
||||
|
||||
from buildbot.buildslave import BuildSlave
|
||||
import master_private
|
||||
|
||||
c['slaves'] = []
|
||||
|
||||
for slave in master_private.slaves:
|
||||
c['slaves'].append(BuildSlave(slave['name'], slave['password']))
|
||||
|
||||
# TCP port through which slaves connect
|
||||
|
||||
c['slavePortnum'] = 9989
|
||||
|
||||
# CHANGE SOURCES
|
||||
|
||||
from buildbot.changes.svnpoller import SVNPoller
|
||||
from buildbot.changes.gitpoller import GitPoller
|
||||
|
||||
c['change_source'] = GitPoller(
|
||||
'git://git.blender.org/blender.git',
|
||||
pollinterval=1200)
|
||||
|
||||
|
||||
# CODEBASES
|
||||
#
|
||||
# Allow to control separately things like branches for each repo and submodules.
|
||||
|
||||
all_repositories = {
|
||||
r'git://git.blender.org/blender.git': 'blender',
|
||||
r'git://git.blender.org/blender-translations.git': 'blender-translations',
|
||||
r'git://git.blender.org/blender-addons.git': 'blender-addons',
|
||||
r'git://git.blender.org/blender-addons-contrib.git': 'blender-addons-contrib',
|
||||
r'git://git.blender.org/blender-dev-tools.git': 'blender-dev-tools',
|
||||
r'https://svn.blender.org/svnroot/bf-blender/': 'lib svn',
|
||||
}
|
||||
|
||||
|
||||
def codebaseGenerator(chdict):
|
||||
return all_repositories[chdict['repository']]
|
||||
|
||||
c['codebaseGenerator'] = codebaseGenerator
|
||||
|
||||
|
||||
# SCHEDULERS
|
||||
#
|
||||
# Decide how to react to incoming changes.
|
||||
|
||||
# from buildbot.scheduler import Scheduler
|
||||
from buildbot.schedulers import timed, forcesched
|
||||
|
||||
c['schedulers'] = []
|
||||
|
||||
|
||||
def schedule_force_build(name):
|
||||
c['schedulers'].append(forcesched.ForceScheduler(name='force ' + name,
|
||||
builderNames=[name],
|
||||
codebases=[forcesched.CodebaseParameter(
|
||||
codebase="blender",
|
||||
branch=forcesched.ChoiceStringParameter(
|
||||
name="branch", choices=FORCE_SCHEDULE_BRANCHES, default="master"),
|
||||
# Do not hide revision, can be handy!
|
||||
repository=forcesched.FixedParameter(name="repository", default="", hide=True),
|
||||
project=forcesched.FixedParameter(name="project", default="", hide=True)),
|
||||
# For now, hide other codebases.
|
||||
forcesched.CodebaseParameter(hide=True, codebase="blender-translations"),
|
||||
forcesched.CodebaseParameter(
|
||||
codebase="blender-addons",
|
||||
branch=forcesched.ChoiceStringParameter(
|
||||
name="branch", choices=["master", "blender2.8"], default="master"),
|
||||
repository=forcesched.FixedParameter(name="repository", default="", hide=True),
|
||||
project=forcesched.FixedParameter(name="project", default="", hide=True),
|
||||
revision=forcesched.FixedParameter(name="revision", default="", hide=True),
|
||||
),
|
||||
forcesched.CodebaseParameter(hide=True, codebase="blender-addons-contrib"),
|
||||
forcesched.CodebaseParameter(hide=True, codebase="blender-dev-tools"),
|
||||
forcesched.CodebaseParameter(hide=True, codebase="lib svn")],
|
||||
properties=[]))
|
||||
|
||||
|
||||
def schedule_build(name, hour, minute=0):
|
||||
for current_branch in NIGHT_SCHEDULE_BRANCHES:
|
||||
scheduler_name = "nightly " + name
|
||||
if current_branch:
|
||||
scheduler_name += ' ' + current_branch
|
||||
# Use special addons submodule branch when building blender2.8 branch.
|
||||
addons_branch = "master"
|
||||
if current_branch == "blender2.8":
|
||||
addons_branch = "blender2.8"
|
||||
c['schedulers'].append(timed.Nightly(name=scheduler_name,
|
||||
codebases={
|
||||
"blender": {"repository": ""},
|
||||
"blender-translations": {"repository": "", "branch": "master"},
|
||||
"blender-addons": {"repository": "", "branch": addons_branch},
|
||||
"blender-addons-contrib": {"repository": "", "branch": "master"},
|
||||
"blender-dev-tools": {"repository": "", "branch": "master"},
|
||||
"lib svn": {"repository": "", "branch": "trunk"}},
|
||||
branch=current_branch,
|
||||
builderNames=[name],
|
||||
hour=hour,
|
||||
minute=minute))
|
||||
|
||||
|
||||
# BUILDERS
|
||||
#
|
||||
# The 'builders' list defines the Builders, which tell Buildbot how to
|
||||
# perform a build: what steps, and which slaves can execute them.
|
||||
# Note that any particular build will only take place on one slave.
|
||||
|
||||
from buildbot.process.factory import BuildFactory
|
||||
from buildbot.process.properties import Interpolate
|
||||
from buildbot.steps.source import SVN
|
||||
from buildbot.steps.source import Git
|
||||
from buildbot.steps.shell import ShellCommand
|
||||
from buildbot.steps.shell import Compile
|
||||
from buildbot.steps.shell import Test
|
||||
from buildbot.steps.transfer import FileUpload
|
||||
from buildbot.steps.master import MasterShellCommand
|
||||
from buildbot.config import BuilderConfig
|
||||
|
||||
# add builder utility
|
||||
|
||||
c['builders'] = []
|
||||
buildernames = []
|
||||
|
||||
|
||||
def add_builder(c, name, libdir, factory, branch='',
|
||||
rsync=False, hour=3, minute=0):
|
||||
slavenames = []
|
||||
|
||||
for slave in master_private.slaves:
|
||||
if name in slave['builders']:
|
||||
slavenames.append(slave['name'])
|
||||
|
||||
if len(slavenames) > 0:
|
||||
f = factory(name, libdir, branch, rsync)
|
||||
c['builders'].append(BuilderConfig(name=name,
|
||||
slavenames=slavenames,
|
||||
factory=f,
|
||||
category='blender'))
|
||||
buildernames.append(name)
|
||||
|
||||
schedule_build(name, hour, minute)
|
||||
schedule_force_build(name)
|
||||
|
||||
# common steps
|
||||
|
||||
|
||||
def git_submodule_step(submodule):
|
||||
return Git(name=submodule + '.git',
|
||||
repourl='git://git.blender.org/' + submodule + '.git',
|
||||
mode='update',
|
||||
codebase=submodule,
|
||||
workdir=submodule + '.git')
|
||||
|
||||
|
||||
def git_step(branch=''):
|
||||
if branch:
|
||||
return Git(name='blender.git',
|
||||
repourl='git://git.blender.org/blender.git',
|
||||
mode='update',
|
||||
branch=branch,
|
||||
codebase='blender',
|
||||
workdir='blender.git',
|
||||
submodules=True)
|
||||
else:
|
||||
return Git(name='blender.git',
|
||||
repourl='git://git.blender.org/blender.git',
|
||||
mode='update',
|
||||
codebase='blender',
|
||||
workdir='blender.git',
|
||||
submodules=True)
|
||||
|
||||
|
||||
def git_submodules_update():
|
||||
command = ['git', 'submodule', 'update', '--remote']
|
||||
return ShellCommand(name='Submodules Update',
|
||||
command=command,
|
||||
description='updating',
|
||||
descriptionDone='up to date',
|
||||
workdir='blender.git')
|
||||
|
||||
|
||||
def lib_svn_step(dir):
|
||||
return SVN(name='lib svn',
|
||||
baseURL='https://svn.blender.org/svnroot/bf-blender/%%BRANCH%%/lib/' + dir,
|
||||
codebase='lib svn',
|
||||
mode='update',
|
||||
defaultBranch='trunk',
|
||||
workdir='lib/' + dir)
|
||||
|
||||
|
||||
def rsync_step(id, branch, rsync_script):
|
||||
return ShellCommand(name='rsync',
|
||||
command=['python', rsync_script, id, branch],
|
||||
description='uploading',
|
||||
descriptionDone='uploaded',
|
||||
workdir='install')
|
||||
|
||||
# generic builder
|
||||
|
||||
|
||||
def generic_builder(id, libdir='', branch='', rsync=False):
|
||||
filename = 'uploaded/buildbot_upload_' + id + '.zip'
|
||||
compile_script = '../blender.git/build_files/buildbot/slave_compile.py'
|
||||
test_script = '../blender.git/build_files/buildbot/slave_test.py'
|
||||
pack_script = '../blender.git/build_files/buildbot/slave_pack.py'
|
||||
rsync_script = '../blender.git/build_files/buildbot/slave_rsync.py'
|
||||
unpack_script = 'master_unpack.py'
|
||||
|
||||
f = BuildFactory()
|
||||
if libdir != '':
|
||||
f.addStep(lib_svn_step(libdir))
|
||||
|
||||
for submodule in ('blender-translations',
|
||||
'blender-addons',
|
||||
'blender-addons-contrib',
|
||||
'blender-dev-tools'):
|
||||
f.addStep(git_submodule_step(submodule))
|
||||
|
||||
f.addStep(git_step(branch))
|
||||
f.addStep(git_submodules_update())
|
||||
|
||||
f.addStep(Compile(command=['python', compile_script, id], timeout=3600))
|
||||
f.addStep(Test(command=['python', test_script, id]))
|
||||
f.addStep(ShellCommand(name='package',
|
||||
command=['python', pack_script, id, branch or Interpolate('%(src:blender:branch)s')],
|
||||
description='packaging',
|
||||
descriptionDone='packaged'))
|
||||
if rsync:
|
||||
f.addStep(rsync_step(id, branch, rsync_script))
|
||||
else:
|
||||
f.addStep(FileUpload(name='upload',
|
||||
slavesrc='buildbot_upload.zip',
|
||||
masterdest=filename,
|
||||
maxsize=180 * 1024 * 1024,
|
||||
workdir='install'))
|
||||
f.addStep(MasterShellCommand(name='unpack',
|
||||
command=['python2.7', unpack_script, filename],
|
||||
description='unpacking',
|
||||
descriptionDone='unpacked'))
|
||||
return f
|
||||
|
||||
# Builders
|
||||
|
||||
add_builder(c, 'mac_x86_64_10_9_cmake', 'darwin', generic_builder, hour=1)
|
||||
add_builder(c, 'linux_glibc219_i686_cmake', '', generic_builder, hour=2)
|
||||
add_builder(c, 'linux_glibc219_x86_64_cmake', '', generic_builder, hour=1)
|
||||
add_builder(c, 'win32_cmake_vc2013', 'windows_vc12', generic_builder, hour=1)
|
||||
add_builder(c, 'win64_cmake_vc2013', 'win64_vc12', generic_builder, hour=2)
|
||||
add_builder(c, 'win32_cmake_vc2015', 'windows_vc14', generic_builder, hour=3)
|
||||
add_builder(c, 'win64_cmake_vc2015', 'win64_vc14', generic_builder, hour=4)
|
||||
|
||||
# STATUS TARGETS
|
||||
#
|
||||
# 'status' is a list of Status Targets. The results of each build will be
|
||||
# pushed to these targets. buildbot/status/*.py has a variety to choose from,
|
||||
# including web pages, email senders, and IRC bots.
|
||||
|
||||
c['status'] = []
|
||||
|
||||
from buildbot.status import html
|
||||
from buildbot.status.web import authz
|
||||
from buildbot.status.web import auth
|
||||
|
||||
users = []
|
||||
for slave in master_private.slaves:
|
||||
users += [(slave['name'], slave['password'])]
|
||||
|
||||
authz_cfg = authz.Authz(
|
||||
auth=auth.BasicAuth(users),
|
||||
# change any of these to True to enable; see the manual for more
|
||||
# options
|
||||
gracefulShutdown=False,
|
||||
forceBuild=True, # use this to test your slave once it is set up
|
||||
forceAllBuilds=False,
|
||||
pingBuilder=False,
|
||||
stopBuild=True,
|
||||
stopAllBuilds=False,
|
||||
cancelPendingBuild=True,
|
||||
)
|
||||
|
||||
c['status'].append(html.WebStatus(http_port=8010, authz=authz_cfg))
|
||||
#c['status'].append(html.WebStatus(http_port=8010))
|
||||
|
||||
# PROJECT IDENTITY
|
||||
|
||||
c['projectName'] = "Blender"
|
||||
c['projectURL'] = "http://www.blender.org"
|
||||
|
||||
# the 'buildbotURL' string should point to the location where the buildbot's
|
||||
# internal web server (usually the html.WebStatus page) is visible. This
|
||||
# typically uses the port number set in the Waterfall 'status' entry, but
|
||||
# with an externally-visible host name which the buildbot cannot figure out
|
||||
# without some help.
|
||||
|
||||
c['buildbotURL'] = "http://builder.blender.org/"
|
||||
|
||||
# DB URL
|
||||
#
|
||||
# This specifies what database buildbot uses to store change and scheduler
|
||||
# state. You can leave this at its default for all but the largest
|
||||
# installations.
|
||||
|
||||
c['db_url'] = "sqlite:///state.sqlite"
|
151
build_files/buildbot/master_unpack.py
Normal file
151
build_files/buildbot/master_unpack.py
Normal file
@@ -0,0 +1,151 @@
|
||||
# ##### BEGIN GPL LICENSE BLOCK #####
|
||||
#
|
||||
# This program is free software; you can redistribute it and/or
|
||||
# modify it under the terms of the GNU General Public License
|
||||
# as published by the Free Software Foundation; either version 2
|
||||
# of the License, or (at your option) any later version.
|
||||
#
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
# GNU General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU General Public License
|
||||
# along with this program; if not, write to the Free Software Foundation,
|
||||
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
#
|
||||
# ##### END GPL LICENSE BLOCK #####
|
||||
|
||||
# Runs on Buildbot master, to unpack incoming unload.zip into latest
|
||||
# builds directory and remove older builds.
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
import os
|
||||
import shutil
|
||||
import sys
|
||||
import zipfile
|
||||
|
||||
|
||||
# extension stripping
|
||||
def strip_extension(filename):
|
||||
extensions = '.zip', '.tar', '.bz2', '.gz', '.tgz', '.tbz', '.exe'
|
||||
|
||||
for ext in extensions:
|
||||
if filename.endswith(ext):
|
||||
filename = filename[:-len(ext)]
|
||||
|
||||
return filename
|
||||
|
||||
|
||||
# extract platform from package name
|
||||
def get_platform(filename):
|
||||
# name is blender-version-platform.extension. we want to get the
|
||||
# platform out, but there may be some variations, so we fiddle a
|
||||
# bit to handle current and hopefully future names
|
||||
filename = strip_extension(filename)
|
||||
filename = strip_extension(filename)
|
||||
|
||||
tokens = filename.split("-")
|
||||
platforms = ('osx', 'mac', 'bsd',
|
||||
'win', 'linux', 'source',
|
||||
'irix', 'solaris')
|
||||
platform_tokens = []
|
||||
found = False
|
||||
|
||||
for i, token in enumerate(tokens):
|
||||
if not found:
|
||||
for platform in platforms:
|
||||
if platform in token.lower():
|
||||
found = True
|
||||
break
|
||||
|
||||
if found:
|
||||
platform_tokens += [token]
|
||||
|
||||
return '-'.join(platform_tokens)
|
||||
|
||||
|
||||
def get_branch(filename):
|
||||
if filename.startswith("blender-2.8"):
|
||||
return "blender2.8"
|
||||
|
||||
tokens = filename.split("-")
|
||||
branch = ""
|
||||
|
||||
for token in tokens:
|
||||
if token == "blender":
|
||||
return branch
|
||||
|
||||
if branch == "":
|
||||
branch = token
|
||||
else:
|
||||
branch = branch + "-" + token
|
||||
|
||||
return ""
|
||||
|
||||
# get filename
|
||||
if len(sys.argv) < 2:
|
||||
sys.stderr.write("Not enough arguments, expecting file to unpack\n")
|
||||
sys.exit(1)
|
||||
|
||||
filename = sys.argv[1]
|
||||
|
||||
# open zip file
|
||||
if not os.path.exists(filename):
|
||||
sys.stderr.write("File %r not found.\n" % filename)
|
||||
sys.exit(1)
|
||||
|
||||
try:
|
||||
z = zipfile.ZipFile(filename, "r")
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Failed to open zip file: %s\n' % str(ex))
|
||||
sys.exit(1)
|
||||
|
||||
if len(z.namelist()) != 1:
|
||||
sys.stderr.write("Expected one file in %r." % filename)
|
||||
sys.exit(1)
|
||||
|
||||
package = z.namelist()[0]
|
||||
packagename = os.path.basename(package)
|
||||
|
||||
# detect platform and branch
|
||||
platform = get_platform(packagename)
|
||||
branch = get_branch(packagename)
|
||||
|
||||
if platform == '':
|
||||
sys.stderr.write('Failed to detect platform ' +
|
||||
'from package: %r\n' % packagename)
|
||||
sys.exit(1)
|
||||
|
||||
# extract
|
||||
if not branch or branch == 'master':
|
||||
directory = 'public_html/download'
|
||||
elif branch == 'experimental-build':
|
||||
directory = 'public_html/download/experimental'
|
||||
else:
|
||||
directory = 'public_html/download'
|
||||
|
||||
try:
|
||||
filename = os.path.join(directory, packagename)
|
||||
zf = z.open(package)
|
||||
f = file(filename, "wb")
|
||||
|
||||
shutil.copyfileobj(zf, f)
|
||||
os.chmod(filename, 0644)
|
||||
|
||||
zf.close()
|
||||
z.close()
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Failed to unzip package: %s\n' % str(ex))
|
||||
sys.exit(1)
|
||||
|
||||
# remove other files from the same platform and branch
|
||||
try:
|
||||
for f in os.listdir(directory):
|
||||
if get_platform(f) == platform and get_branch(f) == branch:
|
||||
if f != packagename:
|
||||
os.remove(os.path.join(directory, f))
|
||||
except Exception as ex:
|
||||
sys.stderr.write('Failed to remove old packages: %s\n' % str(ex))
|
||||
sys.exit(1)
|
@@ -60,6 +60,7 @@ if 'cmake' in builder:
|
||||
|
||||
# Config file to be used (relative to blender's sources root)
|
||||
cmake_config_file = "build_files/cmake/config/blender_full.cmake"
|
||||
cmake_player_config_file = None
|
||||
cmake_cuda_config_file = None
|
||||
|
||||
# Set build options.
|
||||
@@ -72,9 +73,8 @@ if 'cmake' in builder:
|
||||
if builder.endswith('x86_64_10_9_cmake'):
|
||||
cmake_extra_options.append('-DCMAKE_OSX_ARCHITECTURES:STRING=x86_64')
|
||||
cmake_extra_options.append('-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9')
|
||||
# Used to trick CUDFA to see CLang as an older version.
|
||||
# cmake_extra_options.append('-DCUDA_HOST_COMPILER=/usr/local/cuda-hack/clang')
|
||||
# cmake_extra_options.append('-DCUDA_NVCC_EXECUTABLE=/usr/local/cuda-hack/nvcc')
|
||||
cmake_extra_options.append('-DCUDA_HOST_COMPILER=/usr/local/cuda-hack/clang')
|
||||
cmake_extra_options.append('-DCUDA_NVCC_EXECUTABLE=/usr/local/cuda-hack/nvcc')
|
||||
|
||||
elif builder.startswith('win'):
|
||||
if builder.endswith('_vc2015'):
|
||||
@@ -100,30 +100,32 @@ if 'cmake' in builder:
|
||||
elif glibc == 'glibc211':
|
||||
deb_name = "squeeze"
|
||||
cmake_config_file = "build_files/buildbot/config/blender_linux.cmake"
|
||||
cmake_player_config_file = "build_files/buildbot/config/blender_linux_player.cmake"
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_' + deb_name + '_x86_64'
|
||||
targets = ['blender']
|
||||
targets = ['player', 'blender']
|
||||
elif builder.endswith('i686_cmake'):
|
||||
bits = 32
|
||||
chroot_name = 'buildbot_' + deb_name + '_i686'
|
||||
targets = ['blender']
|
||||
cuda_chroot_name = 'buildbot_' + deb_name + '_x86_64'
|
||||
targets = ['player', 'blender', 'cuda']
|
||||
cmake_extra_options.extend(["-DCMAKE_C_COMPILER=/usr/bin/gcc-7",
|
||||
"-DCMAKE_CXX_COMPILER=/usr/bin/g++-7"])
|
||||
|
||||
cmake_options.append("-C" + os.path.join(blender_dir, cmake_config_file))
|
||||
|
||||
# Prepare CMake options needed to configure cuda binaries compilation, 64bit only.
|
||||
if bits == 64:
|
||||
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=%s" % ('ON' if build_cubins else 'OFF'))
|
||||
cuda_cmake_options.append("-DCYCLES_CUDA_BINARIES_ARCH=sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61;sm_70")
|
||||
if build_cubins or 'cuda' in targets:
|
||||
# Prepare CMake options needed to configure cuda binaries compilation.
|
||||
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=%s" % ('ON' if build_cubins else 'OFF'))
|
||||
cuda_cmake_options.append("-DCYCLES_CUDA_BINARIES_ARCH=sm_20;sm_21;sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61")
|
||||
if build_cubins or 'cuda' in targets:
|
||||
if bits == 32:
|
||||
cuda_cmake_options.append("-DCUDA_64_BIT_DEVICE_CODE=OFF")
|
||||
else:
|
||||
cuda_cmake_options.append("-DCUDA_64_BIT_DEVICE_CODE=ON")
|
||||
|
||||
# Only modify common cmake options if cuda doesn't require separate target.
|
||||
if 'cuda' not in targets:
|
||||
cmake_options += cuda_cmake_options
|
||||
else:
|
||||
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=OFF")
|
||||
# Only modify common cmake options if cuda doesn't require separate target.
|
||||
if 'cuda' not in targets:
|
||||
cmake_options += cuda_cmake_options
|
||||
|
||||
cmake_options.append("-DCMAKE_INSTALL_PREFIX=%s" % (install_dir))
|
||||
|
||||
@@ -157,7 +159,9 @@ if 'cmake' in builder:
|
||||
os.chdir(target_build_dir)
|
||||
# Tweaking CMake options to respect the target
|
||||
target_cmake_options = cmake_options[:]
|
||||
if target == 'cuda':
|
||||
if target == 'player':
|
||||
target_cmake_options.append("-C" + os.path.join(blender_dir, cmake_player_config_file))
|
||||
elif target == 'cuda':
|
||||
target_cmake_options += cuda_cmake_options
|
||||
target_chroot_prefix = cuda_chroot_prefix[:]
|
||||
target_name = 'cycles_kernel_cuda'
|
||||
|
@@ -126,6 +126,7 @@ if builder.find('cmake') != -1:
|
||||
|
||||
elif builder.startswith('linux_'):
|
||||
blender = os.path.join(install_dir, 'blender')
|
||||
blenderplayer = os.path.join(install_dir, 'blenderplayer')
|
||||
|
||||
buildinfo_h = os.path.join(build_dir, "source", "creator", "buildinfo.h")
|
||||
blender_h = os.path.join(blender_dir, "source", "blender", "blenkernel", "BKE_blender_version.h")
|
||||
@@ -137,18 +138,18 @@ if builder.find('cmake') != -1:
|
||||
blender_glibc = builder.split('_')[1]
|
||||
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_jessie_x86_64'
|
||||
chroot_name = 'buildbot_squeeze_x86_64'
|
||||
bits = 64
|
||||
blender_arch = 'x86_64'
|
||||
elif builder.endswith('i686_cmake'):
|
||||
chroot_name = 'buildbot_jessie_i686'
|
||||
chroot_name = 'buildbot_squeeze_i686'
|
||||
bits = 32
|
||||
blender_arch = 'i686'
|
||||
|
||||
# Strip all unused symbols from the binaries
|
||||
print("Stripping binaries...")
|
||||
chroot_prefix = ['schroot', '-c', chroot_name, '--']
|
||||
subprocess.call(chroot_prefix + ['strip', '--strip-all', blender])
|
||||
subprocess.call(chroot_prefix + ['strip', '--strip-all', blender, blenderplayer])
|
||||
|
||||
print("Stripping python...")
|
||||
py_target = os.path.join(install_dir, blender_version)
|
||||
|
@@ -44,9 +44,9 @@ if "cmake" in builder:
|
||||
|
||||
"""
|
||||
if builder.endswith('x86_64_cmake'):
|
||||
chroot_name = 'buildbot_jessie_x86_64'
|
||||
chroot_name = 'buildbot_squeeze_x86_64'
|
||||
elif builder.endswith('i686_cmake'):
|
||||
chroot_name = 'buildbot_jessie_i686'
|
||||
chroot_name = 'buildbot_squeeze_i686'
|
||||
if chroot_name:
|
||||
chroot_prefix = ['schroot', '-c', chroot_name, '--']
|
||||
"""
|
||||
|
@@ -1,72 +0,0 @@
|
||||
# - Find Blosc library
|
||||
# Find the native Blosc includes and library
|
||||
# This module defines
|
||||
# BLOSC_INCLUDE_DIRS, where to find blosc.h, Set when
|
||||
# Blosc is found.
|
||||
# BLOSC_LIBRARIES, libraries to link against to use Blosc.
|
||||
# BLOSC_ROOT_DIR, The base directory to search for Blosc.
|
||||
# This can also be an environment variable.
|
||||
# BLOSC_FOUND, If false, do not try to use Blosc.
|
||||
#
|
||||
# also defined, but not for general use are
|
||||
# BLOSC_LIBRARY, where to find the Blosc library.
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2018 Blender Foundation.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
|
||||
# If BLOSC_ROOT_DIR was defined in the environment, use it.
|
||||
IF(NOT BLOSC_ROOT_DIR AND NOT $ENV{BLOSC_ROOT_DIR} STREQUAL "")
|
||||
SET(BLOSC_ROOT_DIR $ENV{BLOSC_ROOT_DIR})
|
||||
ENDIF()
|
||||
|
||||
SET(_blosc_SEARCH_DIRS
|
||||
${BLOSC_ROOT_DIR}
|
||||
/usr/local
|
||||
/sw # Fink
|
||||
/opt/local # DarwinPorts
|
||||
/opt/lib/blosc
|
||||
)
|
||||
|
||||
FIND_PATH(BLOSC_INCLUDE_DIR
|
||||
NAMES
|
||||
blosc.h
|
||||
HINTS
|
||||
${_blosc_SEARCH_DIRS}
|
||||
PATH_SUFFIXES
|
||||
include
|
||||
)
|
||||
|
||||
FIND_LIBRARY(BLOSC_LIBRARY
|
||||
NAMES
|
||||
blosc
|
||||
HINTS
|
||||
${_blosc_SEARCH_DIRS}
|
||||
PATH_SUFFIXES
|
||||
lib64 lib
|
||||
)
|
||||
|
||||
# handle the QUIETLY and REQUIRED arguments and set BLOSC_FOUND to TRUE if
|
||||
# all listed variables are TRUE
|
||||
INCLUDE(FindPackageHandleStandardArgs)
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(BLOSC DEFAULT_MSG
|
||||
BLOSC_LIBRARY BLOSC_INCLUDE_DIR)
|
||||
|
||||
IF(BLOSC_FOUND)
|
||||
SET(BLOSC_LIBRARIES ${BLOSC_LIBRARY})
|
||||
SET(BLOSC_INCLUDE_DIRS ${BLOSC_INCLUDE_DIR})
|
||||
ELSE()
|
||||
SET(BLOSC_BLOSC_FOUND FALSE)
|
||||
ENDIF()
|
||||
|
||||
MARK_AS_ADVANCED(
|
||||
BLOSC_INCLUDE_DIR
|
||||
BLOSC_LIBRARY
|
||||
)
|
@@ -32,7 +32,6 @@ macro(BLENDER_SRC_GTEST_EX NAME SRC EXTRA_LIBS DO_ADD_TEST)
|
||||
${EXTRA_LIBS}
|
||||
${PLATFORM_LINKLIBS}
|
||||
bf_testing_main
|
||||
bf_intern_eigen
|
||||
bf_intern_guardedalloc
|
||||
extern_gtest
|
||||
extern_gmock
|
||||
|
@@ -16,6 +16,7 @@ set(WITH_CYCLES_OPENSUBDIV ON CACHE BOOL "" FORCE)
|
||||
set(WITH_FFTW3 ON CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
|
||||
set(WITH_GAMEENGINE ON CACHE BOOL "" FORCE)
|
||||
set(WITH_COMPOSITOR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_FREESTYLE ON CACHE BOOL "" FORCE)
|
||||
set(WITH_GHOST_XDND ON CACHE BOOL "" FORCE)
|
||||
@@ -23,6 +24,7 @@ set(WITH_IK_SOLVER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IK_ITASC ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_CINEON ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_DDS ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_FRAMESERVER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_HDR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENEXR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENJPEG ON CACHE BOOL "" FORCE)
|
||||
@@ -49,6 +51,7 @@ set(WITH_SDL ON CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XINPUT ON CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XF86VMODE ON CACHE BOOL "" FORCE)
|
||||
|
||||
set(WITH_PLAYER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)
|
||||
|
||||
|
||||
|
@@ -6,6 +6,7 @@
|
||||
#
|
||||
|
||||
set(WITH_HEADLESS ON CACHE BOOL "" FORCE)
|
||||
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# disable audio, its possible some devs may want this but for now disable
|
||||
# so the python module doesnt hold the audio device and loads quickly.
|
||||
|
@@ -9,7 +9,6 @@ set(WITH_INSTALL_PORTABLE ON CACHE BOOL "" FORCE)
|
||||
set(WITH_SYSTEM_GLEW ON CACHE BOOL "" FORCE)
|
||||
|
||||
set(WITH_ALEMBIC OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_BOOST OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_BUILDINFO OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_BULLET OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_CODEC_AVI OFF CACHE BOOL "" FORCE)
|
||||
@@ -21,6 +20,7 @@ set(WITH_CYCLES_OPENSUBDIV OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_LLVM OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_FREESTYLE OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_GHOST_XDND OFF CACHE BOOL "" FORCE)
|
||||
@@ -28,6 +28,7 @@ set(WITH_IK_SOLVER OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IK_ITASC OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_CINEON OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_DDS OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_FRAMESERVER OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_HDR OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENEXR OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENJPEG OFF CACHE BOOL "" FORCE)
|
||||
@@ -53,3 +54,4 @@ set(WITH_RAYOPTIMIZATION OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_SDL OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XINPUT OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XF86VMODE OFF CACHE BOOL "" FORCE)
|
||||
|
||||
|
@@ -16,6 +16,7 @@ set(WITH_CYCLES_OPENSUBDIV ON CACHE BOOL "" FORCE)
|
||||
set(WITH_FFTW3 ON CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
|
||||
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
|
||||
set(WITH_GAMEENGINE ON CACHE BOOL "" FORCE)
|
||||
set(WITH_COMPOSITOR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_FREESTYLE ON CACHE BOOL "" FORCE)
|
||||
set(WITH_GHOST_XDND ON CACHE BOOL "" FORCE)
|
||||
@@ -23,6 +24,7 @@ set(WITH_IK_SOLVER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IK_ITASC ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_CINEON ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_DDS ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_FRAMESERVER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_HDR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENEXR ON CACHE BOOL "" FORCE)
|
||||
set(WITH_IMAGE_OPENJPEG ON CACHE BOOL "" FORCE)
|
||||
@@ -49,9 +51,10 @@ set(WITH_SDL ON CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XINPUT ON CACHE BOOL "" FORCE)
|
||||
set(WITH_X11_XF86VMODE ON CACHE BOOL "" FORCE)
|
||||
|
||||
set(WITH_PLAYER ON CACHE BOOL "" FORCE)
|
||||
set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)
|
||||
set(WITH_CYCLES_CUDA_BINARIES ON CACHE BOOL "" FORCE)
|
||||
set(CYCLES_CUDA_BINARIES_ARCH sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 CACHE STRING "" FORCE)
|
||||
set(CYCLES_CUDA_BINARIES_ARCH sm_20;sm_21;sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 CACHE STRING "" FORCE)
|
||||
|
||||
# platform dependent options
|
||||
if(UNIX AND NOT APPLE)
|
||||
|
@@ -12,6 +12,9 @@ set(WITH_INSTALL_PORTABLE OFF CACHE BOOL "" FORCE)
|
||||
# no point int copying python into python
|
||||
set(WITH_PYTHON_INSTALL OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# dont build the game engine
|
||||
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# disable audio, its possible some devs may want this but for now disable
|
||||
# so the python module doesnt hold the audio device and loads quickly.
|
||||
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
|
||||
|
@@ -6,6 +6,7 @@
|
||||
|
||||
# disable Blender
|
||||
set(WITH_BLENDER OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_PLAYER OFF CACHE BOOL "" FORCE)
|
||||
set(WITH_CYCLES_BLENDER OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# build Cycles
|
||||
|
@@ -352,11 +352,6 @@ function(SETUP_LIBDIRS)
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
macro(setup_platform_linker_flags)
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${PLATFORM_LINKFLAGS}")
|
||||
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} ${PLATFORM_LINKFLAGS_DEBUG}")
|
||||
endmacro()
|
||||
|
||||
function(setup_liblinks
|
||||
target
|
||||
)
|
||||
@@ -430,7 +425,7 @@ function(setup_liblinks
|
||||
target_link_libraries(${target} ${OPENSUBDIV_LIBRARIES})
|
||||
endif()
|
||||
if(WITH_OPENVDB)
|
||||
target_link_libraries(${target} ${OPENVDB_LIBRARIES} ${TBB_LIBRARIES} ${BLOSC_LIBRARIES})
|
||||
target_link_libraries(${target} ${OPENVDB_LIBRARIES} ${TBB_LIBRARIES})
|
||||
endif()
|
||||
if(WITH_CYCLES_OSL)
|
||||
target_link_libraries(${target} ${OSL_LIBRARIES})
|
||||
@@ -570,8 +565,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
|
||||
set(BLENDER_SORTED_LIBS
|
||||
bf_windowmanager
|
||||
|
||||
bf_editor_undo
|
||||
|
||||
bf_editor_space_api
|
||||
bf_editor_space_action
|
||||
bf_editor_space_buttons
|
||||
@@ -586,10 +579,8 @@ function(SETUP_BLENDER_SORTED_LIBS)
|
||||
bf_editor_space_outliner
|
||||
bf_editor_space_script
|
||||
bf_editor_space_sequencer
|
||||
bf_editor_space_statusbar
|
||||
bf_editor_space_text
|
||||
bf_editor_space_time
|
||||
bf_editor_space_topbar
|
||||
bf_editor_space_userpref
|
||||
bf_editor_space_view3d
|
||||
bf_editor_space_clip
|
||||
@@ -604,7 +595,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
|
||||
bf_editor_mesh
|
||||
bf_editor_metaball
|
||||
bf_editor_object
|
||||
bf_editor_lattice
|
||||
bf_editor_armature
|
||||
bf_editor_physics
|
||||
bf_editor_render
|
||||
@@ -698,7 +688,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
|
||||
extern_sdlew
|
||||
|
||||
bf_intern_glew_mx
|
||||
bf_intern_clog
|
||||
)
|
||||
|
||||
if(NOT WITH_SYSTEM_GLOG)
|
||||
@@ -767,6 +756,10 @@ function(SETUP_BLENDER_SORTED_LIBS)
|
||||
list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
|
||||
endif()
|
||||
|
||||
if(WITH_GAMEENGINE_DECKLINK)
|
||||
list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
|
||||
endif()
|
||||
|
||||
if(WIN32)
|
||||
list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
|
||||
endif()
|
||||
@@ -825,7 +818,7 @@ macro(TEST_SSE_SUPPORT
|
||||
endif()
|
||||
elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
|
||||
set(${_sse_flags} "") # icc defaults to -msse
|
||||
set(${_sse2_flags} "") # icc defaults to -msse2
|
||||
set(${_sse2_flags} "-msse2")
|
||||
else()
|
||||
message(WARNING "SSE flags for this compiler: '${CMAKE_C_COMPILER_ID}' not known")
|
||||
set(${_sse_flags})
|
||||
@@ -1151,9 +1144,7 @@ endmacro()
|
||||
|
||||
# External libs may need 'signed char' to be default.
|
||||
macro(remove_cc_flag_unsigned_char)
|
||||
if(CMAKE_COMPILER_IS_GNUCC OR
|
||||
(CMAKE_C_COMPILER_ID MATCHES "Clang") OR
|
||||
(CMAKE_C_COMPILER_ID MATCHES "Intel"))
|
||||
if(CMAKE_C_COMPILER_ID MATCHES "^(GNU|Clang|Intel)$")
|
||||
remove_cc_flag("-funsigned-char")
|
||||
elseif(MSVC)
|
||||
remove_cc_flag("/J")
|
||||
|
@@ -31,9 +31,6 @@ endmacro()
|
||||
|
||||
if(NOT DEFINED LIBDIR)
|
||||
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/darwin)
|
||||
# Prefer lib directory paths
|
||||
file(GLOB LIB_SUBDIRS ${LIBDIR}/*)
|
||||
set(CMAKE_PREFIX_PATH ${LIB_SUBDIRS})
|
||||
else()
|
||||
message(STATUS "Using pre-compiled LIBDIR: ${LIBDIR}")
|
||||
endif()
|
||||
@@ -330,8 +327,8 @@ if(WITH_OPENVDB)
|
||||
endif()
|
||||
|
||||
if(WITH_LLVM)
|
||||
set(LLVM_ROOT_DIR ${LIBDIR}/llvm)
|
||||
set(LLVM_VERSION 3.4)
|
||||
set(LLVM_ROOT_DIR ${LIBDIR}/llvm CACHE PATH "Path to the LLVM installation")
|
||||
set(LLVM_VERSION "3.4" CACHE STRING "Version of LLVM to use")
|
||||
if(EXISTS "${LLVM_ROOT_DIR}/bin/llvm-config")
|
||||
set(LLVM_CONFIG "${LLVM_ROOT_DIR}/bin/llvm-config")
|
||||
else()
|
||||
@@ -358,7 +355,7 @@ if(WITH_LLVM)
|
||||
execute_process(COMMAND ${LLVM_CONFIG} --libfiles
|
||||
OUTPUT_VARIABLE LLVM_LIBRARY
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
string(REPLACE ".a /" ".a;/" LLVM_LIBRARY ${LLVM_LIBRARY})
|
||||
string(REPLACE " " ";" LLVM_LIBRARY ${LLVM_LIBRARY})
|
||||
else()
|
||||
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} -lLLVM-3.4")
|
||||
endif()
|
||||
@@ -368,7 +365,7 @@ if(WITH_LLVM)
|
||||
endif()
|
||||
|
||||
if(WITH_CYCLES_OSL)
|
||||
set(CYCLES_OSL ${LIBDIR}/osl)
|
||||
set(CYCLES_OSL ${LIBDIR}/osl CACHE PATH "Path to OpenShadingLanguage installation")
|
||||
|
||||
find_library(OSL_LIB_EXEC NAMES oslexec PATHS ${CYCLES_OSL}/lib)
|
||||
find_library(OSL_LIB_COMP NAMES oslcomp PATHS ${CYCLES_OSL}/lib)
|
||||
@@ -418,7 +415,7 @@ if(${XCODE_VERSION} VERSION_EQUAL 5 OR ${XCODE_VERSION} VERSION_GREATER 5)
|
||||
endif()
|
||||
# Get rid of eventually clashes, we export some symbols explicite as local
|
||||
set(PLATFORM_LINKFLAGS
|
||||
"${PLATFORM_LINKFLAGS} -Xlinker -unexported_symbols_list -Xlinker '${CMAKE_SOURCE_DIR}/source/creator/osx_locals.map'"
|
||||
"${PLATFORM_LINKFLAGS} -Xlinker -unexported_symbols_list -Xlinker ${CMAKE_SOURCE_DIR}/source/creator/osx_locals.map"
|
||||
)
|
||||
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
|
||||
|
@@ -237,14 +237,10 @@ endif()
|
||||
if(WITH_OPENVDB)
|
||||
find_package_wrapper(OpenVDB)
|
||||
find_package_wrapper(TBB)
|
||||
find_package_wrapper(Blosc)
|
||||
if(NOT OPENVDB_FOUND OR NOT TBB_FOUND)
|
||||
set(WITH_OPENVDB OFF)
|
||||
set(WITH_OPENVDB_BLOSC OFF)
|
||||
message(STATUS "OpenVDB not found, disabling it")
|
||||
elseif(NOT BLOSC_FOUND)
|
||||
set(WITH_OPENVDB_BLOSC OFF)
|
||||
message(STATUS "Blosc not found, disabling it")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
|
@@ -29,15 +29,7 @@ if(NOT MSVC)
|
||||
message(FATAL_ERROR "Compiler is unsupported")
|
||||
endif()
|
||||
|
||||
if(CMAKE_C_COMPILER_ID MATCHES "Clang")
|
||||
set(MSVC_CLANG On)
|
||||
set(MSVC_REDIST_DIR $ENV{VCToolsRedistDir})
|
||||
if (DEFINED MSVC_REDIST_DIR)
|
||||
file(TO_CMAKE_PATH ${MSVC_REDIST_DIR} MSVC_REDIST_DIR)
|
||||
else()
|
||||
message("Unable to detect the Visual Studio redist directory, copying of the runtime dlls will not work, try running from the visual studio developer prompt.")
|
||||
endif()
|
||||
endif()
|
||||
# Libraries configuration for Windows when compiling with MSVC.
|
||||
|
||||
set_property(GLOBAL PROPERTY USE_FOLDERS ${WINDOWS_USE_VISUAL_STUDIO_FOLDERS})
|
||||
|
||||
@@ -127,18 +119,8 @@ set(CMAKE_INSTALL_OPENMP_LIBRARIES ${WITH_OPENMP})
|
||||
set(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION .)
|
||||
include(InstallRequiredSystemLibraries)
|
||||
|
||||
remove_cc_flag("/MDd" "/MD")
|
||||
|
||||
if(MSVC_CLANG) # Clangs version of cl doesn't support all flags
|
||||
if(NOT WITH_CXX11) # C++11 is on by default in clang-cl and can't be turned off, if c++11 is not enabled in blender repress some c++11 related warnings.
|
||||
set(CXX_WARN_FLAGS "-Wno-inconsistent-missing-override")
|
||||
endif()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARN_FLAGS} /nologo /J /Gd /EHsc -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference ")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd -Wno-unused-command-line-argument -Wno-microsoft-enum-forward-reference")
|
||||
else()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /nologo /J /Gd /MP /EHsc")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd /MP")
|
||||
endif()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /nologo /J /Gd /MP /EHsc")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /nologo /J /Gd /MP")
|
||||
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MTd")
|
||||
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MTd")
|
||||
@@ -149,7 +131,7 @@ set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS_MINSIZEREL} /MT")
|
||||
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /MT")
|
||||
set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} /MT")
|
||||
|
||||
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO ")
|
||||
set(PLATFORM_LINKFLAGS "/SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO ")
|
||||
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib ")
|
||||
|
||||
# Ignore meaningless for us linker warnings.
|
||||
@@ -162,7 +144,7 @@ else()
|
||||
set(PLATFORM_LINKFLAGS "/MACHINE:IX86 /LARGEADDRESSAWARE ${PLATFORM_LINKFLAGS}")
|
||||
endif()
|
||||
|
||||
set(PLATFORM_LINKFLAGS_DEBUG "${PLATFORM_LINKFLAGS_DEBUG} /IGNORE:4099 /NODEFAULTLIB:libcmt.lib /NODEFAULTLIB:libc.lib")
|
||||
set(PLATFORM_LINKFLAGS_DEBUG "/IGNORE:4099 /NODEFAULTLIB:libcmt.lib /NODEFAULTLIB:libc.lib")
|
||||
|
||||
if(NOT DEFINED LIBDIR)
|
||||
|
||||
|
@@ -1,17 +0,0 @@
|
||||
echo No explicit msvc version requested, autodetecting version.
|
||||
|
||||
call "%~dp0\detect_msvc2013.cmd"
|
||||
if %ERRORLEVEL% EQU 0 goto DetectionComplete
|
||||
|
||||
call "%~dp0\detect_msvc2015.cmd"
|
||||
if %ERRORLEVEL% EQU 0 goto DetectionComplete
|
||||
|
||||
call "%~dp0\detect_msvc2017.cmd"
|
||||
if %ERRORLEVEL% EQU 0 goto DetectionComplete
|
||||
|
||||
echo Compiler Detection failed. Use verbose switch for more information.
|
||||
exit /b 1
|
||||
|
||||
:DetectionComplete
|
||||
echo Compiler Detection successfull, detected VS%BUILD_VS_YEAR%
|
||||
exit /b 0
|
@@ -1,26 +0,0 @@
|
||||
if "%NOBUILD%"=="1" goto EOF
|
||||
echo %TIME% > %BUILD_DIR%\buildtime.txt
|
||||
msbuild ^
|
||||
%BUILD_DIR%\Blender.sln ^
|
||||
/target:build ^
|
||||
/property:Configuration=%BUILD_TYPE% ^
|
||||
/maxcpucount:2 ^
|
||||
/verbosity:minimal ^
|
||||
/p:platform=%MSBUILD_PLATFORM% ^
|
||||
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log
|
||||
if errorlevel 1 (
|
||||
echo Error during build, see %BUILD_DIR%\Build.log for details
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
msbuild ^
|
||||
%BUILD_DIR%\INSTALL.vcxproj ^
|
||||
/property:Configuration=%BUILD_TYPE% ^
|
||||
/verbosity:minimal ^
|
||||
/p:platform=%MSBUILD_PLATFORM%
|
||||
if errorlevel 1 (
|
||||
echo Error during install phase
|
||||
exit /b 1
|
||||
)
|
||||
echo %TIME% >> %BUILD_DIR%\buildtime.txt
|
||||
:EOF
|
@@ -1,16 +0,0 @@
|
||||
if "%NOBUILD%"=="1" goto EOF
|
||||
set HAS_ERROR=
|
||||
cd %BUILD_DIR%
|
||||
echo %TIME% > buildtime.txt
|
||||
ninja install
|
||||
if errorlevel 1 (
|
||||
set HAS_ERROR=1
|
||||
)
|
||||
echo %TIME% >>buildtime.txt
|
||||
cd %BLENDER_DIR%
|
||||
|
||||
if "%HAS_ERROR%" == "1" (
|
||||
echo Error during build
|
||||
exit /b 1
|
||||
)
|
||||
:EOF
|
@@ -1,54 +0,0 @@
|
||||
if "%BUILD_VS_YEAR%"=="2013" set BUILD_VS_LIBDIRPOST=vc12
|
||||
if "%BUILD_VS_YEAR%"=="2015" set BUILD_VS_LIBDIRPOST=vc14
|
||||
if "%BUILD_VS_YEAR%"=="2017" set BUILD_VS_LIBDIRPOST=vc14
|
||||
|
||||
if "%BUILD_ARCH%"=="x64" (
|
||||
set BUILD_VS_SVNDIR=win64_%BUILD_VS_LIBDIRPOST%
|
||||
) else if "%BUILD_ARCH%"=="x86" (
|
||||
set BUILD_VS_SVNDIR=windows_%BUILD_VS_LIBDIRPOST%
|
||||
)
|
||||
set BUILD_VS_LIBDIR="%BLENDER_DIR%..\lib\%BUILD_VS_SVNDIR%"
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Library Directory = "%BUILD_VS_LIBDIR%"
|
||||
)
|
||||
if NOT EXIST %BUILD_VS_LIBDIR% (
|
||||
rem libs not found, but svn is on the system
|
||||
echo
|
||||
if not "%SVN%"=="" (
|
||||
echo.
|
||||
echo The required external libraries in %BUILD_VS_LIBDIR% are missing
|
||||
echo.
|
||||
set /p GetLibs= "Would you like to download them? (y/n)"
|
||||
if /I "!GetLibs!"=="Y" (
|
||||
echo.
|
||||
echo Downloading %BUILD_VS_SVNDIR% libraries, please wait.
|
||||
echo.
|
||||
:RETRY
|
||||
"%SVN%" checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/%BUILD_VS_SVNDIR% %BUILD_VS_LIBDIR%
|
||||
if errorlevel 1 (
|
||||
set /p LibRetry= "Error during donwload, retry? y/n"
|
||||
if /I "!LibRetry!"=="Y" (
|
||||
cd %BUILD_VS_LIBDIR%
|
||||
"%SVN%" cleanup
|
||||
cd %BLENDER_DIR%
|
||||
goto RETRY
|
||||
)
|
||||
echo.
|
||||
echo Error: Download of external libraries failed.
|
||||
echo This is needed for building, please manually run 'svn cleanup' and 'svn update' in
|
||||
echo %BUILD_VS_LIBDIR% , until this is resolved you CANNOT make a successfull blender build
|
||||
echo.
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
)
|
||||
)
|
||||
|
||||
if NOT EXIST %BUILD_VS_LIBDIR% (
|
||||
echo.
|
||||
echo Error: Required libraries not found at "%BUILD_VS_LIBDIR%"
|
||||
echo This is needed for building, aborting!
|
||||
echo.
|
||||
exit /b 1
|
||||
)
|
@@ -1,6 +0,0 @@
|
||||
set BLENDER_DIR_NOSPACES=%BLENDER_DIR: =%
|
||||
|
||||
if not "%BLENDER_DIR%"=="%BLENDER_DIR_NOSPACES%" (
|
||||
echo There are spaces detected in the build path "%BLENDER_DIR%", this is currently not supported, exiting....
|
||||
exit /b 1
|
||||
)
|
@@ -1,20 +0,0 @@
|
||||
if NOT exist "%BLENDER_DIR%/source/tools" (
|
||||
echo Checking out sub-modules
|
||||
if not "%GIT%" == "" (
|
||||
"%GIT%" submodule update --init --recursive --progress
|
||||
if errorlevel 1 goto FAIL
|
||||
"%GIT%" submodule foreach git checkout master
|
||||
if errorlevel 1 goto FAIL
|
||||
"%GIT%" submodule foreach git pull --rebase origin master
|
||||
if errorlevel 1 goto FAIL
|
||||
goto EOF
|
||||
) else (
|
||||
echo Blender submodules not found, and git not found in path to retrieve them.
|
||||
goto FAIL
|
||||
)
|
||||
)
|
||||
goto EOF
|
||||
|
||||
:FAIL
|
||||
exit /b 1
|
||||
:EOF
|
@@ -1,75 +0,0 @@
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER% %BUILD_VS_YEAR%%WINDOWS_ARCH%" %TESTS_CMAKE_ARGS%
|
||||
|
||||
if "%BUILD_ARCH%"=="x64" (
|
||||
set MSBUILD_PLATFORM=x64
|
||||
) else if "%BUILD_ARCH%"=="x86" (
|
||||
set MSBUILD_PLATFORM=win32
|
||||
if "%WITH_CLANG%"=="1" (
|
||||
echo Clang not supported for X86
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
|
||||
if "%WITH_CLANG%"=="1" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -T"LLVM-vs2017"
|
||||
if "%WITH_ASAN%"=="1" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DWITH_COMPILER_ASAN=On
|
||||
)
|
||||
) else (
|
||||
if "%WITH_ASAN%"=="1" (
|
||||
echo ASAN is only supported with clang.
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
|
||||
if NOT EXIST %BUILD_DIR%\nul (
|
||||
mkdir %BUILD_DIR%
|
||||
)
|
||||
|
||||
if "%MUST_CLEAN%"=="1" (
|
||||
echo Cleaning %BUILD_DIR%
|
||||
msbuild ^
|
||||
%BUILD_DIR%\Blender.sln ^
|
||||
/target:clean ^
|
||||
/property:Configuration=%BUILD_TYPE% ^
|
||||
/verbosity:minimal ^
|
||||
/p:platform=%MSBUILD_PLATFORM%
|
||||
)
|
||||
|
||||
if NOT EXIST %BUILD_DIR%\Blender.sln set MUST_CONFIGURE=1
|
||||
if "%NOBUILD%"=="1" set MUST_CONFIGURE=1
|
||||
|
||||
if "%MUST_CONFIGURE%"=="1" (
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo %CMAKE% %BUILD_CMAKE_ARGS% -H%BLENDER_DIR% -B%BUILD_DIR%
|
||||
)
|
||||
|
||||
cmake ^
|
||||
%BUILD_CMAKE_ARGS% ^
|
||||
-H%BLENDER_DIR% ^
|
||||
-B%BUILD_DIR%
|
||||
|
||||
if %ERRORLEVEL% NEQ 0 (
|
||||
echo "Configuration Failed"
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
|
||||
echo call "%VCVARS%" %BUILD_ARCH% > %BUILD_DIR%\rebuild.cmd
|
||||
echo "%CMAKE%" . >> %BUILD_DIR%\rebuild.cmd
|
||||
echo echo %%TIME%% ^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
|
||||
echo msbuild ^
|
||||
%BUILD_DIR%\Blender.sln ^
|
||||
/target:build ^
|
||||
/property:Configuration=%BUILD_TYPE% ^
|
||||
/maxcpucount:2 ^
|
||||
/verbosity:minimal ^
|
||||
/p:platform=%MSBUILD_PLATFORM% ^
|
||||
/flp:Summary;Verbosity=minimal;LogFile=%BUILD_DIR%\Build.log >> %BUILD_DIR%\rebuild.cmd
|
||||
echo msbuild ^
|
||||
%BUILD_DIR%\INSTALL.vcxproj ^
|
||||
/property:Configuration=%BUILD_TYPE% ^
|
||||
/verbosity:minimal ^
|
||||
/p:platform=%MSBUILD_PLATFORM% >> %BUILD_DIR%\rebuild.cmd
|
||||
echo echo %%TIME%% ^>^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
|
@@ -1,74 +0,0 @@
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Ninja" %TESTS_CMAKE_ARGS% -DCMAKE_BUILD_TYPE=%BUILD_TYPE%
|
||||
|
||||
if "%WITH_CLANG%" == "1" (
|
||||
set LLVM_DIR=
|
||||
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LLVM\LLVM" /ve 2^>nul`) DO set LLVM_DIR=%%C
|
||||
if DEFINED LLVM_DIR (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo LLVM Detected at "%LLVM_DIR%"
|
||||
)
|
||||
goto DetectionComplete
|
||||
)
|
||||
|
||||
REM Check 32 bits
|
||||
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\LLVM\LLVM" /ve 2^>nul`) DO set LLVM_DIR=%%C
|
||||
if DEFINED LLVM_DIR (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo LLVM Detected at "%LLVM_DIR%"
|
||||
)
|
||||
goto DetectionComplete
|
||||
)
|
||||
echo LLVM not found
|
||||
exit /b 1
|
||||
|
||||
:DetectionComplete
|
||||
set CC=%LLVM_DIR%\bin\clang-cl
|
||||
set CXX=%LLVM_DIR%\bin\clang-cl
|
||||
rem build and tested against 2017 15.7
|
||||
set CFLAGS=-m64 -fmsc-version=1914
|
||||
set CXXFLAGS=-m64 -fmsc-version=1914
|
||||
if "%WITH_ASAN%"=="1" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DWITH_COMPILER_ASAN=On
|
||||
)
|
||||
)
|
||||
|
||||
if "%WITH_ASAN%"=="1" (
|
||||
if "%WITH_CLANG%" == "" (
|
||||
echo ASAN is only supported with clang.
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS%
|
||||
)
|
||||
|
||||
if NOT EXIST %BUILD_DIR%\nul (
|
||||
mkdir %BUILD_DIR%
|
||||
)
|
||||
|
||||
if "%MUST_CLEAN%"=="1" (
|
||||
echo Cleaning %BUILD_DIR%
|
||||
cd %BUILD_DIR%
|
||||
%CMAKE% cmake --build . --config Clean
|
||||
)
|
||||
|
||||
if NOT EXIST %BUILD_DIR%\Blender.sln set MUST_CONFIGURE=1
|
||||
if "%NOBUILD%"=="1" set MUST_CONFIGURE=1
|
||||
|
||||
if "%MUST_CONFIGURE%"=="1" (
|
||||
cmake ^
|
||||
%BUILD_CMAKE_ARGS% ^
|
||||
-H%BLENDER_DIR% ^
|
||||
-B%BUILD_DIR%
|
||||
|
||||
if %ERRORLEVEL% NEQ 0 (
|
||||
echo "Configuration Failed"
|
||||
exit /b 1
|
||||
)
|
||||
)
|
||||
|
||||
echo call "%VCVARS%" %BUILD_ARCH% > %BUILD_DIR%\rebuild.cmd
|
||||
echo echo %%TIME%% ^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
|
||||
echo ninja install >> %BUILD_DIR%\rebuild.cmd
|
||||
echo echo %%TIME%% ^>^> buildtime.txt >> %BUILD_DIR%\rebuild.cmd
|
@@ -1,16 +0,0 @@
|
||||
if "%BUILD_ARCH%"=="" (
|
||||
if "%PROCESSOR_ARCHITECTURE%" == "AMD64" (
|
||||
set WINDOWS_ARCH= Win64
|
||||
set BUILD_ARCH=x64
|
||||
) else if "%PROCESSOR_ARCHITEW6432%" == "AMD64" (
|
||||
set WINDOWS_ARCH= Win64
|
||||
set BUILD_ARCH=x64
|
||||
) else (
|
||||
set WINDOWS_ARCH=
|
||||
set BUILD_ARCH=x86
|
||||
)
|
||||
) else if "%BUILD_ARCH%"=="x64" (
|
||||
set WINDOWS_ARCH= Win64
|
||||
) else if "%BUILD_ARCH%"=="x86" (
|
||||
set WINDOWS_ARCH=
|
||||
)
|
@@ -1,3 +0,0 @@
|
||||
set BUILD_VS_VER=12
|
||||
set BUILD_VS_YEAR=2013
|
||||
call "%~dp0\detect_msvc_classic.cmd"
|
@@ -1,3 +0,0 @@
|
||||
set BUILD_VS_VER=14
|
||||
set BUILD_VS_YEAR=2015
|
||||
call "%~dp0\detect_msvc_classic.cmd"
|
@@ -1,70 +0,0 @@
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Detecting msvc 2017
|
||||
)
|
||||
set BUILD_VS_VER=15
|
||||
set ProgramFilesX86=%ProgramFiles(x86)%
|
||||
if not exist "%ProgramFilesX86%" set ProgramFilesX86=%ProgramFiles%
|
||||
|
||||
set vs_where=%ProgramFilesX86%\Microsoft Visual Studio\Installer\vswhere.exe
|
||||
if not exist "%vs_where%" (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio 2017 ^(15.2 or newer^) is not detected
|
||||
goto FAIL
|
||||
)
|
||||
)
|
||||
for /f "usebackq tokens=1* delims=: " %%i in (`"%vs_where%" -products * -latest %VSWHERE_ARGS% -requires Microsoft.VisualStudio.Component.VC.Tools.x86.x64`) do (
|
||||
if /i "%%i"=="installationPath" set VS_InstallDir=%%j
|
||||
)
|
||||
|
||||
if "%VS_InstallDir%"=="" (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio is detected but the "Desktop development with C++" workload has not been instlled
|
||||
goto FAIL
|
||||
)
|
||||
)
|
||||
|
||||
set VCVARS=%VS_InstallDir%\VC\Auxiliary\Build\vcvarsall.bat
|
||||
if exist "%VCVARS%" (
|
||||
call "%VCVARS%" %BUILD_ARCH%
|
||||
) else (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo "%VCVARS%" not found
|
||||
)
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
rem try msbuild
|
||||
msbuild /version > NUL
|
||||
if errorlevel 1 (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% msbuild not found
|
||||
)
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% msbuild found
|
||||
)
|
||||
|
||||
REM try the c++ compiler
|
||||
cl 2> NUL 1>&2
|
||||
if errorlevel 1 (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler not found
|
||||
)
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler found
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio 2017 is detected successfully
|
||||
)
|
||||
goto EOF
|
||||
|
||||
:FAIL
|
||||
exit /b 1
|
||||
|
||||
:EOF
|
@@ -1,69 +0,0 @@
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Detecting msvc %BUILD_VS_YEAR%
|
||||
)
|
||||
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
|
||||
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v ProductDir 2^>nul`) DO set MSVC_VC_DIR=%%C
|
||||
if DEFINED MSVC_VC_DIR (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% on Win64 detected at "%MSVC_VC_DIR%"
|
||||
)
|
||||
goto msvc_detect_finally
|
||||
)
|
||||
|
||||
REM Check 32 bits
|
||||
set KEY_NAME="HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\%BUILD_VS_VER%.0\Setup\VC"
|
||||
for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v ProductDir 2^>nul`) DO set MSVC_VC_DIR=%%C
|
||||
if DEFINED MSVC_VC_DIR (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% on Win32 detected at "%MSVC_VC_DIR%"
|
||||
)
|
||||
goto msvc_detect_finally
|
||||
)
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% not found.
|
||||
)
|
||||
goto FAIL
|
||||
:msvc_detect_finally
|
||||
set VCVARS=%MSVC_VC_DIR%\vcvarsall.bat
|
||||
if not exist "%VCVARS%" (
|
||||
echo "%VCVARS%" not found.
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
call "%vcvars%" %BUILD_ARCH%
|
||||
|
||||
rem try msbuild
|
||||
msbuild /version > NUL
|
||||
if errorlevel 1 (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% msbuild not found
|
||||
)
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% msbuild found
|
||||
)
|
||||
|
||||
REM try the c++ compiler
|
||||
cl 2> NUL 1>&2
|
||||
if errorlevel 1 (
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler not found
|
||||
)
|
||||
goto FAIL
|
||||
)
|
||||
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% C/C++ Compiler found
|
||||
)
|
||||
goto DetectionComplete
|
||||
|
||||
:FAIL
|
||||
exit /b 1
|
||||
|
||||
:DetectionComplete
|
||||
if NOT "%verbose%" == "" (
|
||||
echo Visual Studio %BUILD_VS_YEAR% Detected successfuly
|
||||
)
|
||||
exit /b 0
|
@@ -1,13 +0,0 @@
|
||||
REM find all dependencies and set the corresponding environement variables.
|
||||
for %%X in (svn.exe) do (set SVN=%%~$PATH:X)
|
||||
for %%X in (cmake.exe) do (set CMAKE=%%~$PATH:X)
|
||||
for %%X in (git.exe) do (set GIT=%%~$PATH:X)
|
||||
if NOT "%verbose%" == "" (
|
||||
echo svn : %SVN%
|
||||
echo cmake : %CMAKE%
|
||||
echo git : %GIT%
|
||||
)
|
||||
if "%CMAKE%" == "" (
|
||||
echo Cmake not found in path, required for building, exiting...
|
||||
exit /b 1
|
||||
)
|
@@ -1,84 +0,0 @@
|
||||
set BUILD_DIR=%BLENDER_DIR%..\build_windows
|
||||
set BUILD_TYPE=Release
|
||||
:argv_loop
|
||||
if NOT "%1" == "" (
|
||||
|
||||
REM Help Message
|
||||
if "%1" == "help" (
|
||||
set SHOW_HELP=1
|
||||
goto EOF
|
||||
)
|
||||
REM Build Types
|
||||
if "%1" == "debug" (
|
||||
set BUILD_TYPE=Debug
|
||||
REM Build Configurations
|
||||
) else if "%1" == "noge" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DWITH_GAMEENGINE=OFF -DWITH_PLAYER=OFF
|
||||
set BUILD_NGE=_noge
|
||||
) else if "%1" == "builddir" (
|
||||
set BUILD_DIR_OVERRRIDE="%BLENDER_DIR%..\%2"
|
||||
shift /1
|
||||
) else if "%1" == "with_tests" (
|
||||
set TESTS_CMAKE_ARGS=-DWITH_GTESTS=On
|
||||
) else if "%1" == "full" (
|
||||
set TARGET=Full
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% ^
|
||||
-C"%BLENDER_DIR%\build_files\cmake\config\blender_full.cmake"
|
||||
) else if "%1" == "lite" (
|
||||
set TARGET=Lite
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_lite.cmake"
|
||||
) else if "%1" == "cycles" (
|
||||
set TARGET=Cycles
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\cycles_standalone.cmake"
|
||||
) else if "%1" == "headless" (
|
||||
set TARGET=Headless
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_headless.cmake"
|
||||
) else if "%1" == "bpy" (
|
||||
set TARGET=Bpy
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\bpy_module.cmake"
|
||||
) else if "%1" == "clang" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS%
|
||||
set WITH_CLANG=1
|
||||
) else if "%1" == "release" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -C"%BLENDER_DIR%\build_files\cmake\config\blender_release.cmake"
|
||||
set TARGET=Release
|
||||
) else if "%1" == "asan" (
|
||||
set WITH_ASAN=1
|
||||
) else if "%1" == "x86" (
|
||||
set BUILD_ARCH=x86
|
||||
) else if "%1" == "x64" (
|
||||
set BUILD_ARCH=x64
|
||||
) else if "%1" == "2017" (
|
||||
set BUILD_VS_YEAR=2017
|
||||
) else if "%1" == "2017pre" (
|
||||
set BUILD_VS_YEAR=2017
|
||||
set VSWHERE_ARGS=-prerelease
|
||||
) else if "%1" == "2015" (
|
||||
set BUILD_VS_YEAR=2015
|
||||
) else if "%1" == "2013" (
|
||||
set BUILD_VS_YEAR=2013
|
||||
) else if "%1" == "packagename" (
|
||||
set BUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -DCPACK_OVERRIDE_PACKAGENAME="%2"
|
||||
shift /1
|
||||
) else if "%1" == "nobuild" (
|
||||
set NOBUILD=1
|
||||
) else if "%1" == "showhash" (
|
||||
SET BUILD_SHOW_HASHES=1
|
||||
REM Non-Build Commands
|
||||
) else if "%1" == "update" (
|
||||
SET BUILD_UPDATE=1
|
||||
) else if "%1" == "ninja" (
|
||||
SET BUILD_WITH_NINJA=1
|
||||
) else if "%1" == "clean" (
|
||||
set MUST_CLEAN=1
|
||||
) else if "%1" == "verbose" (
|
||||
set VERBOSE=1
|
||||
) else (
|
||||
echo Command "%1" unknown, aborting!
|
||||
exit /b 1
|
||||
)
|
||||
shift /1
|
||||
goto argv_loop
|
||||
)
|
||||
:EOF
|
||||
exit /b 0
|
@@ -1,25 +0,0 @@
|
||||
rem reset all variables so they do not get accidentally get carried over from previous builds
|
||||
set BUILD_DIR_OVERRRIDE=
|
||||
set BUILD_CMAKE_ARGS=
|
||||
set BUILD_ARCH=
|
||||
set BUILD_VS_VER=
|
||||
set BUILD_VS_YEAR=
|
||||
set BUILD_VS_LIBDIRPOST=
|
||||
set BUILD_VS_LIBDIR=
|
||||
set BUILD_VS_SVNDIR=
|
||||
set BUILD_NGE=
|
||||
set KEY_NAME=
|
||||
set MSBUILD_PLATFORM=
|
||||
set MUST_CLEAN=
|
||||
set NOBUILD=
|
||||
set TARGET=
|
||||
set VERBOSE=
|
||||
set WINDOWS_ARCH=
|
||||
set TESTS_CMAKE_ARGS=
|
||||
set VSWHERE_ARGS=
|
||||
set BUILD_UPDATE=
|
||||
set BUILD_SHOW_HASHES=
|
||||
set SHOW_HELP=
|
||||
set BUILD_WITH_NINJA=
|
||||
set WITH_CLANG=
|
||||
set WITH_ASAN=
|
@@ -1,4 +0,0 @@
|
||||
set BUILD_DIR=%BUILD_DIR%_%TARGET%%BUILD_NGE%_%BUILD_ARCH%_vc%BUILD_VS_VER%_%BUILD_TYPE%
|
||||
if NOT "%BUILD_DIR_OVERRRIDE%"=="" (
|
||||
set BUILD_DIR=%BUILD_DIR_OVERRRIDE%
|
||||
)
|
@@ -1,12 +0,0 @@
|
||||
if "%GIT%" == "" (
|
||||
echo Git not found, cannot show hashes.
|
||||
goto EOF
|
||||
)
|
||||
cd "%BLENDER_DIR%"
|
||||
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Branch_hash=%%i
|
||||
cd "%BLENDER_DIR%/release/datafiles/locale"
|
||||
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Locale_hash=%%i
|
||||
cd "%BLENDER_DIR%/release/scripts/addons"
|
||||
for /f "delims=" %%i in ('%GIT% rev-parse HEAD') do echo Addons_Hash=%%i
|
||||
cd "%BLENDER_DIR%"
|
||||
:EOF
|
@@ -1,29 +0,0 @@
|
||||
echo.
|
||||
echo Convenience targets
|
||||
echo - release ^(identical to the official blender.org builds^)
|
||||
echo - full ^(same as release minus the cuda kernels^)
|
||||
echo - lite
|
||||
echo - headless
|
||||
echo - cycles
|
||||
echo - bpy
|
||||
echo.
|
||||
echo Utilities ^(not associated with building^)
|
||||
echo - clean ^(Target must be set^)
|
||||
echo - update
|
||||
echo - nobuild ^(only generate project files^)
|
||||
echo - showhash ^(Show git hashes of source tree^)
|
||||
echo.
|
||||
echo Configuration options
|
||||
echo - verbose ^(enable diagnostic output during configuration^)
|
||||
echo - with_tests ^(enable building unit tests^)
|
||||
echo - noge ^(disable building game enginge and player^)
|
||||
echo - debug ^(Build an unoptimized debuggable build^)
|
||||
echo - packagename [newname] ^(override default cpack package name^)
|
||||
echo - buildir [newdir] ^(override default build folder^)
|
||||
echo - x86 ^(override host auto-detect and build 32 bit code^)
|
||||
echo - x64 ^(override host auto-detect and build 64 bit code^)
|
||||
echo - 2013 ^(build with visual studio 2013^)
|
||||
echo - 2015 ^(build with visual studio 2015^) [EXPERIMENTAL]
|
||||
echo - 2017 ^(build with visual studio 2017^) [EXPERIMENTAL]
|
||||
echo - 2017pre ^(build with visual studio 2017 pre-release^) [EXPERIMENTAL]
|
||||
echo.
|
@@ -1,16 +0,0 @@
|
||||
if "%SVN%" == "" (
|
||||
echo svn not found, cannot update libraries
|
||||
goto UPDATE_GIT
|
||||
)
|
||||
"%SVN%" up "%BLENDER_DIR%/../lib/*"
|
||||
|
||||
:UPDATE_GIT
|
||||
|
||||
if "%GIT%" == "" (
|
||||
echo Git not found, cannot update code
|
||||
goto EOF
|
||||
)
|
||||
"%GIT%" pull --rebase
|
||||
"%GIT%" submodule foreach git pull --rebase origin master
|
||||
|
||||
:EOF
|
@@ -10,10 +10,6 @@
|
||||
* \ingroup intern
|
||||
*/
|
||||
|
||||
/** \defgroup clog C-Logging (CLOG)
|
||||
* \ingroup intern
|
||||
*/
|
||||
|
||||
/** \defgroup ctr container
|
||||
* \ingroup intern
|
||||
*/
|
||||
|
@@ -36,6 +36,62 @@
|
||||
|
||||
/* ================================ */
|
||||
|
||||
/** \defgroup bge Game Engine */
|
||||
/** \defgroup gamelogic Game Logic
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup bgeconv Converter
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup blroutines Blender Routines
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup expressions Expressions
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup player Game Player
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup ketsji Ketsji
|
||||
* \ingroup bge
|
||||
* \todo check all headers and code files for proper licenses
|
||||
*/
|
||||
/** \defgroup ketsjinet Ketsji Network
|
||||
* \ingroup ketsji
|
||||
*/
|
||||
/** \defgroup bgenet Network
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup bgenetlb Loopback Network
|
||||
* \ingroup bgenet
|
||||
*/
|
||||
/** \defgroup phys Physics
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup physbullet Bullet Physics
|
||||
* \ingroup phys
|
||||
*/
|
||||
/** \defgroup physdummy Dummy Physics (none)
|
||||
* \ingroup phys
|
||||
*/
|
||||
/** \defgroup bgerast Rasterizer
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup bgerastoglfilters OpenGL Filters
|
||||
* \ingroup bgerast
|
||||
*/
|
||||
/** \defgroup bgerastogl OpenGL Rasterizer
|
||||
* \ingroup bgerast
|
||||
*/
|
||||
/** \defgroup bgesg BGE SceneGraph
|
||||
* \ingroup bge
|
||||
*/
|
||||
/** \defgroup bgevideotex BGE Video Texture
|
||||
* \ingroup bge
|
||||
*/
|
||||
|
||||
/* ================================ */
|
||||
|
||||
/** \defgroup blender Blender */
|
||||
|
||||
/** \defgroup blt BlenTranslation
|
||||
@@ -140,10 +196,6 @@
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup edlattice lattice
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup edmesh mesh
|
||||
* \ingroup editors
|
||||
*/
|
||||
@@ -212,6 +264,10 @@
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup splogic game logic editor
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup spnla NLA editor
|
||||
* \ingroup editors
|
||||
*/
|
||||
@@ -260,10 +316,6 @@
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup edundo undo utilities
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
||||
/** \defgroup spuv UV editing
|
||||
* \ingroup editors
|
||||
*/
|
||||
|
@@ -1,7 +1,7 @@
|
||||
MEMORY MANAGEMENT IN BLENDER (guardedalloc)
|
||||
-------------------------------------------
|
||||
|
||||
NOTE: This file does not cover memutil and smart pointers and reference counted
|
||||
NOTE: This file does not cover memutil and smart pointers and rerefence counted
|
||||
garbage collection, which are contained in the memutil module.
|
||||
|
||||
Blender takes care of dynamic memory allocation using a set of own functions
|
||||
@@ -51,7 +51,7 @@ void MEM_printmemlist(void);
|
||||
- if err_stream is set by MEM_set_error_stream() this function dumps a list of all
|
||||
currently allocated memory blocks with length and name to the stream
|
||||
|
||||
bool MEM_consistency_check(void);
|
||||
int MEM_check_memory_integrity(void);
|
||||
|
||||
- this function tests if the internal structures of the memory manager are intact
|
||||
- returns 0 on success and !=0 on error
|
||||
|
37
doc/python_api/examples/bge.constraints.py
Normal file
37
doc/python_api/examples/bge.constraints.py
Normal file
@@ -0,0 +1,37 @@
|
||||
"""
|
||||
Basic Physics Constraint
|
||||
++++++++++++++++++++++++
|
||||
Example of how to create a hinge Physics Constraint between two objects.
|
||||
"""
|
||||
from bge import logic
|
||||
from bge import constraints
|
||||
|
||||
# get object list
|
||||
objects = logic.getCurrentScene().objects
|
||||
|
||||
# get object named Object1 and Object 2
|
||||
object_1 = objects["Object1"]
|
||||
object_2 = objects["Object2"]
|
||||
|
||||
# want to use Edge constraint type
|
||||
constraint_type = 2
|
||||
|
||||
# get Object1 and Object2 physics IDs
|
||||
physics_id_1 = object_1.getPhysicsId()
|
||||
physics_id_2 = object_2.getPhysicsId()
|
||||
|
||||
# use bottom right edge of Object1 for hinge position
|
||||
edge_position_x = 1.0
|
||||
edge_position_y = 0.0
|
||||
edge_position_z = -1.0
|
||||
|
||||
# rotate the pivot z axis about 90 degrees
|
||||
edge_angle_x = 0.0
|
||||
edge_angle_y = 0.0
|
||||
edge_angle_z = 90.0
|
||||
|
||||
# create an edge constraint
|
||||
constraints.createConstraint(physics_id_1, physics_id_2,
|
||||
constraint_type,
|
||||
edge_position_x, edge_position_y, edge_position_z,
|
||||
edge_angle_x, edge_angle_y, edge_angle_z)
|
40
doc/python_api/examples/bge.texture.1.py
Normal file
40
doc/python_api/examples/bge.texture.1.py
Normal file
@@ -0,0 +1,40 @@
|
||||
"""
|
||||
Texture Replacement
|
||||
+++++++++++++++++++
|
||||
|
||||
Example of how to replace a texture in game with an external image.
|
||||
``createTexture()`` and ``removeTexture()`` are to be called from a
|
||||
module Python Controller.
|
||||
"""
|
||||
from bge import logic
|
||||
from bge import texture
|
||||
|
||||
|
||||
def createTexture(cont):
|
||||
"""Create a new Dynamic Texture"""
|
||||
obj = cont.owner
|
||||
|
||||
# get the reference pointer (ID) of the internal texture
|
||||
ID = texture.materialID(obj, 'IMoriginal.png')
|
||||
|
||||
# create a texture object
|
||||
object_texture = texture.Texture(obj, ID)
|
||||
|
||||
# create a new source with an external image
|
||||
url = logic.expandPath("//newtexture.jpg")
|
||||
new_source = texture.ImageFFmpeg(url)
|
||||
|
||||
# the texture has to be stored in a permanent Python object
|
||||
logic.texture = object_texture
|
||||
|
||||
# update/replace the texture
|
||||
logic.texture.source = new_source
|
||||
logic.texture.refresh(False)
|
||||
|
||||
|
||||
def removeTexture(cont):
|
||||
"""Delete the Dynamic Texture, reversing back the final to its original state."""
|
||||
try:
|
||||
del logic.texture
|
||||
except:
|
||||
pass
|
237
doc/python_api/examples/bge.texture.2.py
Normal file
237
doc/python_api/examples/bge.texture.2.py
Normal file
@@ -0,0 +1,237 @@
|
||||
"""
|
||||
Video Capture with DeckLink
|
||||
+++++++++++++++++++++++++++
|
||||
Video frames captured with DeckLink cards have pixel formats that are generally not directly
|
||||
usable by OpenGL, they must be processed by a shader. The three shaders presented here should
|
||||
cover all common video capture cases.
|
||||
|
||||
This file reflects the current video transfer method implemented in the Decklink module:
|
||||
whenever possible the video images are transferred as float texture because this is more
|
||||
compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
|
||||
can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
|
||||
|
||||
Other pixel formats will be transferred as 32 bits integer red-channel texture but this
|
||||
won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
|
||||
However, it should not be necessary to use any of them as the list below covers all practical
|
||||
cases of video capture with all types of Decklink product.
|
||||
|
||||
In other words, only use one of the pixel format below and you will be fine. Note that depending
|
||||
on the video stream, only certain pixel formats will be allowed (others will throw an exception).
|
||||
For example, to capture a PAL video stream, you must use one of the YUV formats.
|
||||
|
||||
To find which pixel format is suitable for a particular video stream, use the 'Media Express'
|
||||
utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
|
||||
Window, you have selected the right pixel format and you can use the same in Blender.
|
||||
|
||||
Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
|
||||
value (look for color.a = ). It's up to you to add postprocessing to the color.
|
||||
* these shaders are compatible with 2D and 3D video stream
|
||||
"""
|
||||
import bge
|
||||
from bge import logic
|
||||
from bge import texture as vt
|
||||
|
||||
# The default vertex shader, because we need one
|
||||
#
|
||||
VertexShader = """
|
||||
#version 130
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
||||
|
||||
"""
|
||||
|
||||
# For use with RGB video stream: the pixel is directly usable
|
||||
#
|
||||
FragmentShader_R10l = """
|
||||
#version 130
|
||||
uniform sampler2D tex;
|
||||
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
|
||||
uniform float stereo;
|
||||
// eye = 0.0 for the left eye, 0.5 for the right eye
|
||||
uniform float eye;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 color;
|
||||
float tx, ty;
|
||||
tx = gl_TexCoord[0].x;
|
||||
ty = eye+gl_TexCoord[0].y*stereo;
|
||||
color = texture(tex, vec2(tx,ty));
|
||||
color.a = 0.7;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
"""
|
||||
|
||||
# For use with YUV video stream
|
||||
#
|
||||
FragmentShader_2vuy = """
|
||||
#version 130
|
||||
uniform sampler2D tex;
|
||||
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
|
||||
uniform float stereo;
|
||||
// eye = 0.0 for the left eye, 0.5 for the right eye
|
||||
uniform float eye;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 color;
|
||||
float tx, ty, width, Y, Cb, Cr;
|
||||
int px;
|
||||
tx = gl_TexCoord[0].x;
|
||||
ty = eye+gl_TexCoord[0].y*stereo;
|
||||
width = float(textureSize(tex, 0).x);
|
||||
color = texture(tex, vec2(tx, ty));
|
||||
px = int(floor(fract(tx*width)*2.0));
|
||||
switch (px) {
|
||||
case 0:
|
||||
Y = color.g;
|
||||
break;
|
||||
case 1:
|
||||
Y = color.a;
|
||||
break;
|
||||
}
|
||||
Y = (Y - 0.0625) * 1.168949772;
|
||||
Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
|
||||
Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
|
||||
color.r = Y + 1.5748 * Cr;
|
||||
color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
|
||||
color.b = Y + 1.8556 * Cb;
|
||||
color.a = 0.7;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
"""
|
||||
|
||||
# For use with high resolution YUV
|
||||
#
|
||||
FragmentShader_v210 = """
|
||||
#version 130
|
||||
uniform sampler2D tex;
|
||||
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
|
||||
uniform float stereo;
|
||||
// eye = 0.0 for the left eye, 0.5 for the right eye
|
||||
uniform float eye;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 color, color1, color2, color3;
|
||||
int px;
|
||||
float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
|
||||
tx = gl_TexCoord[0].x;
|
||||
ty = eye+gl_TexCoord[0].y*stereo;
|
||||
width = float(textureSize(tex, 0).x);
|
||||
// to sample macro pixels (6 pixels in 4 words)
|
||||
sx = tx*width*0.25+0.01;
|
||||
// index of display pixel in the macro pixel 0..5
|
||||
px = int(floor(fract(sx)*6.0));
|
||||
// increment as we sample the macro pixel
|
||||
dx = 1.0/width;
|
||||
// base x coord of macro pixel
|
||||
bx = (floor(sx)+0.01)*dx*4.0;
|
||||
color = texture(tex, vec2(bx, ty));
|
||||
color1 = texture(tex, vec2(bx+dx, ty));
|
||||
color2 = texture(tex, vec2(bx+dx*2.0, ty));
|
||||
color3 = texture(tex, vec2(bx+dx*3.0, ty));
|
||||
switch (px) {
|
||||
case 0:
|
||||
case 1:
|
||||
Cb = color.b;
|
||||
Cr = color.r;
|
||||
break;
|
||||
case 2:
|
||||
case 3:
|
||||
Cb = color1.g;
|
||||
Cr = color2.b;
|
||||
break;
|
||||
default:
|
||||
Cb = color2.r;
|
||||
Cr = color3.g;
|
||||
break;
|
||||
}
|
||||
switch (px) {
|
||||
case 0:
|
||||
Y = color.g;
|
||||
break;
|
||||
case 1:
|
||||
Y = color1.b;
|
||||
break;
|
||||
case 2:
|
||||
Y = color1.r;
|
||||
break;
|
||||
case 3:
|
||||
Y = color2.g;
|
||||
break;
|
||||
case 4:
|
||||
Y = color3.b;
|
||||
break;
|
||||
default:
|
||||
Y = color3.r;
|
||||
break;
|
||||
}
|
||||
Y = (Y - 0.0625) * 1.168949772;
|
||||
Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
|
||||
Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
|
||||
color.r = Y + 1.5748 * Cr;
|
||||
color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
|
||||
color.b = Y + 1.8556 * Cb;
|
||||
color.a = 0.7;
|
||||
gl_FragColor = color;
|
||||
}
|
||||
"""
|
||||
|
||||
# The exhausitve list of pixel formats that are transferred as float texture
|
||||
# Only use those for greater efficiency and compatiblity.
|
||||
#
|
||||
fg_shaders = {
|
||||
'2vuy' :FragmentShader_2vuy,
|
||||
'8BitYUV' :FragmentShader_2vuy,
|
||||
'v210' :FragmentShader_v210,
|
||||
'10BitYUV' :FragmentShader_v210,
|
||||
'8BitBGRA' :FragmentShader_R10l,
|
||||
'BGRA' :FragmentShader_R10l,
|
||||
'8BitARGB' :FragmentShader_R10l,
|
||||
'10BitRGBXLE':FragmentShader_R10l,
|
||||
'R10l' :FragmentShader_R10l
|
||||
}
|
||||
|
||||
|
||||
#
|
||||
# Helper function to attach a pixel shader to the material that receives the video frame.
|
||||
#
|
||||
|
||||
def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
|
||||
if pixel not in fg_shaders:
|
||||
raise('Unsuported shader')
|
||||
shader = obj.meshes[0].materials[mat].getShader()
|
||||
if shader is not None and not shader.isValid():
|
||||
shader.setSource(VertexShader, fg_shaders[pixel], True)
|
||||
shader.setSampler('tex', 0)
|
||||
shader.setUniformEyef("eye")
|
||||
shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
|
||||
tex = vt.Texture(obj, mat)
|
||||
tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
|
||||
print("frame rate: ", tex.source.framerate)
|
||||
tex.source.play()
|
||||
obj["video"] = tex
|
||||
|
||||
#
|
||||
# Attach this function to an object that has a material with texture
|
||||
# and call it once to initialize the object
|
||||
#
|
||||
def init(cont):
|
||||
# config_video(cont.owner, 'HD720p5994', '8BitBGRA')
|
||||
# config_video(cont.owner, 'HD720p5994', '8BitYUV')
|
||||
# config_video(cont.owner, 'pal ', '10BitYUV')
|
||||
config_video(cont.owner, 'pal ', '8BitYUV')
|
||||
|
||||
|
||||
#
|
||||
# To be called on every frame
|
||||
#
|
||||
def play(cont):
|
||||
obj = cont.owner
|
||||
video = obj.get("video")
|
||||
if video is not None:
|
||||
video.refresh(True)
|
33
doc/python_api/examples/bge.texture.py
Normal file
33
doc/python_api/examples/bge.texture.py
Normal file
@@ -0,0 +1,33 @@
|
||||
"""
|
||||
Basic Video Playback
|
||||
++++++++++++++++++++
|
||||
Example of how to replace a texture in game with a video. It needs to run
|
||||
everyframe.
|
||||
"""
|
||||
import bge
|
||||
from bge import texture
|
||||
from bge import logic
|
||||
|
||||
cont = logic.getCurrentController()
|
||||
obj = cont.owner
|
||||
|
||||
# the creation of the texture must be done once: save the
|
||||
# texture object in an attribute of bge.logic module makes it persistent
|
||||
if not hasattr(logic, 'video'):
|
||||
|
||||
# identify a static texture by name
|
||||
matID = texture.materialID(obj, 'IMvideo.png')
|
||||
|
||||
# create a dynamic texture that will replace the static texture
|
||||
logic.video = texture.Texture(obj, matID)
|
||||
|
||||
# define a source of image for the texture, here a movie
|
||||
movie = logic.expandPath('//trailer_400p.ogg')
|
||||
logic.video.source = texture.VideoFFmpeg(movie)
|
||||
logic.video.source.scale = True
|
||||
|
||||
# quick off the movie, but it wont play in the background
|
||||
logic.video.source.play()
|
||||
|
||||
# you need to call this function every frame to ensure update of the texture.
|
||||
logic.video.refresh(True)
|
@@ -2,44 +2,43 @@
|
||||
Hello World Text Example
|
||||
++++++++++++++++++++++++
|
||||
|
||||
Example of using the blf module. For this module to work we
|
||||
Blender Game Engine example of using the blf module. For this module to work we
|
||||
need to use the OpenGL wrapper :class:`~bgl` as well.
|
||||
"""
|
||||
# import game engine modules
|
||||
from bge import render
|
||||
from bge import logic
|
||||
# import stand alone modules
|
||||
import bgl
|
||||
import blf
|
||||
import bpy
|
||||
|
||||
font_info = {
|
||||
"font_id": 0,
|
||||
"handler": None,
|
||||
}
|
||||
|
||||
def init():
|
||||
"""init function - runs once"""
|
||||
import os
|
||||
# Create a new font object, use external ttf file.
|
||||
font_path = bpy.path.abspath('//Zeyada.ttf')
|
||||
# Store the font indice - to use later.
|
||||
if os.path.exists(font_path):
|
||||
font_info["font_id"] = blf.load(font_path)
|
||||
else:
|
||||
# Default font.
|
||||
font_info["font_id"] = 0
|
||||
# create a new font object, use external ttf file
|
||||
font_path = logic.expandPath('//Zeyada.ttf')
|
||||
# store the font indice - to use later
|
||||
logic.font_id = blf.load(font_path)
|
||||
|
||||
# set the font drawing routine to run every frame
|
||||
font_info["handler"] = bpy.types.SpaceView3D.draw_handler_add(
|
||||
draw_callback_px, (None, None), 'WINDOW', 'POST_PIXEL')
|
||||
scene = logic.getCurrentScene()
|
||||
scene.post_draw = [write]
|
||||
|
||||
|
||||
def draw_callback_px(self, context):
|
||||
"""Draw on the viewports"""
|
||||
def write():
|
||||
"""write on screen"""
|
||||
width = render.getWindowWidth()
|
||||
height = render.getWindowHeight()
|
||||
|
||||
# OpenGL setup
|
||||
bgl.glMatrixMode(bgl.GL_PROJECTION)
|
||||
bgl.glLoadIdentity()
|
||||
bgl.gluOrtho2D(0, width, 0, height)
|
||||
bgl.glMatrixMode(bgl.GL_MODELVIEW)
|
||||
bgl.glLoadIdentity()
|
||||
|
||||
# BLF drawing routine
|
||||
font_id = font_info["font_id"]
|
||||
blf.position(font_id, 2, 80, 0)
|
||||
font_id = logic.font_id
|
||||
blf.position(font_id, (width * 0.2), (height * 0.3), 0)
|
||||
blf.size(font_id, 50, 72)
|
||||
blf.draw(font_id, "Hello World")
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
init()
|
||||
|
@@ -20,6 +20,6 @@ The execution context is one of:
|
||||
'EXEC_SCREEN')
|
||||
"""
|
||||
|
||||
# collection add popup
|
||||
# group add popup
|
||||
import bpy
|
||||
bpy.ops.object.collection_instance_add('INVOKE_DEFAULT')
|
||||
bpy.ops.object.group_instance_add('INVOKE_DEFAULT')
|
||||
|
@@ -2,56 +2,30 @@
|
||||
Operator Example
|
||||
++++++++++++++++
|
||||
|
||||
A common use of custom properties is for python based :class:`Operator`
|
||||
classes. Test this code by running it in the text editor, or by clicking the
|
||||
button in the 3D Viewport's Tools panel. The latter will show the properties
|
||||
in the Redo panel and allow you to change them.
|
||||
A common use of custom properties is for python based :class:`Operator` classes.
|
||||
"""
|
||||
|
||||
import bpy
|
||||
|
||||
|
||||
class OBJECT_OT_property_example(bpy.types.Operator):
|
||||
bl_idname = "object.property_example"
|
||||
class DialogOperator(bpy.types.Operator):
|
||||
bl_idname = "object.dialog_operator"
|
||||
bl_label = "Property Example"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
my_float = bpy.props.FloatProperty(name="Some Floating Point")
|
||||
my_bool = bpy.props.BoolProperty(name="Toggle Option")
|
||||
my_string = bpy.props.StringProperty(name="String Value")
|
||||
|
||||
def execute(self, context):
|
||||
self.report({'INFO'}, 'F: %.2f B: %s S: %r' %
|
||||
(self.my_float, self.my_bool, self.my_string))
|
||||
print('My float:', self.my_float)
|
||||
print('My bool:', self.my_bool)
|
||||
print('My string:', self.my_string)
|
||||
print("Dialog Runs")
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class OBJECT_PT_property_example(bpy.types.Panel):
|
||||
bl_idname = "object_PT_property_example"
|
||||
bl_label = "Property Example"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'TOOLS'
|
||||
bl_category = "Tools"
|
||||
|
||||
def draw(self, context):
|
||||
# You can set the property values that should be used when the user
|
||||
# presses the button in the UI.
|
||||
props = self.layout.operator('object.property_example')
|
||||
props.my_bool = True
|
||||
props.my_string = "Shouldn't that be 47?"
|
||||
|
||||
# You can set properties dynamically:
|
||||
if context.object:
|
||||
props.my_float = context.object.location.x
|
||||
else:
|
||||
props.my_float = 327
|
||||
def invoke(self, context, event):
|
||||
wm = context.window_manager
|
||||
return wm.invoke_props_dialog(self)
|
||||
|
||||
|
||||
bpy.utils.register_class(OBJECT_OT_property_example)
|
||||
bpy.utils.register_class(OBJECT_PT_property_example)
|
||||
bpy.utils.register_class(DialogOperator)
|
||||
|
||||
# Demo call. Be sure to also test in the 3D Viewport.
|
||||
bpy.ops.object.property_example(my_float=47, my_bool=True,
|
||||
my_string="Shouldn't that be 327?")
|
||||
# test call
|
||||
bpy.ops.object.dialog_operator('INVOKE_DEFAULT')
|
||||
|
@@ -1,12 +1,13 @@
|
||||
"""
|
||||
Getter/Setter Example
|
||||
+++++++++++++++++++++
|
||||
Get/Set Example
|
||||
+++++++++++++++
|
||||
|
||||
Getter/setter functions can be used for boolean, int, float, string and enum properties.
|
||||
Get/Set functions can be used for boolean, int, float, string and enum properties.
|
||||
If these callbacks are defined the property will not be stored in the ID properties
|
||||
automatically. Instead, the `get` and `set` functions will be called when the property
|
||||
is respectively read or written from the API.
|
||||
automatically, instead the get/set functions will be called when the property is
|
||||
read or written from the API.
|
||||
"""
|
||||
|
||||
import bpy
|
||||
|
||||
|
||||
@@ -64,24 +65,25 @@ def set_enum(self, value):
|
||||
bpy.types.Scene.test_enum = bpy.props.EnumProperty(items=test_items, get=get_enum, set=set_enum)
|
||||
|
||||
|
||||
# Testing the properties:
|
||||
# Testing
|
||||
|
||||
scene = bpy.context.scene
|
||||
|
||||
scene.test_float = 12.34
|
||||
print('test_float:', scene.test_float)
|
||||
print(scene.test_float)
|
||||
|
||||
scene.test_array = (True, False)
|
||||
print('test_array:', tuple(scene.test_array))
|
||||
print([x for x in scene.test_array])
|
||||
|
||||
# scene.test_date = "blah" # this would fail, property is read-only
|
||||
print('test_date:', scene.test_date)
|
||||
print(scene.test_date)
|
||||
|
||||
scene.test_enum = 'BLUE'
|
||||
print('test_enum:', scene.test_enum)
|
||||
print(scene.test_enum)
|
||||
|
||||
# The above outputs:
|
||||
# test_float: 12.34000015258789
|
||||
# test_array: (True, False)
|
||||
# test_date: 2018-03-14 11:36:53.158653
|
||||
# setting value 3
|
||||
# test_enum: GREEN
|
||||
|
||||
# >>> 12.34000015258789
|
||||
# >>> [True, False]
|
||||
# >>> 2013-01-05 16:33:52.135340
|
||||
# >>> setting value 3
|
||||
# >>> GREEN
|
||||
|
49
doc/python_api/rst/bge.app.rst
Normal file
49
doc/python_api/rst/bge.app.rst
Normal file
@@ -0,0 +1,49 @@
|
||||
|
||||
Application Data (bge.app)
|
||||
==========================
|
||||
|
||||
Module to access application values that remain unchanged during runtime.
|
||||
|
||||
.. module:: bge.app
|
||||
|
||||
.. data:: version
|
||||
|
||||
The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1).
|
||||
|
||||
.. note::
|
||||
|
||||
Version tuples can be compared simply with (in)equality symbols;
|
||||
for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
|
||||
|
||||
:type: tuple of three ints
|
||||
|
||||
.. data:: version_string
|
||||
|
||||
The Blender/BGE version formatted as a string, eg. "2.75 (sub 1)".
|
||||
|
||||
:type: str
|
||||
|
||||
.. data:: version_char
|
||||
|
||||
The Blender/BGE version character (for minor releases).
|
||||
|
||||
:type: str
|
||||
|
||||
.. data:: has_texture_ffmpeg
|
||||
|
||||
True if the BGE has been built with FFmpeg support,
|
||||
enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
|
||||
|
||||
:type: bool
|
||||
|
||||
.. data:: has_joystick
|
||||
|
||||
True if the BGE has been built with joystick support.
|
||||
|
||||
:type: bool
|
||||
|
||||
.. data:: has_physics
|
||||
|
||||
True if the BGE has been built with physics support.
|
||||
|
||||
:type: bool
|
336
doc/python_api/rst/bge.constraints.rst
Normal file
336
doc/python_api/rst/bge.constraints.rst
Normal file
@@ -0,0 +1,336 @@
|
||||
|
||||
Physics Constraints (bge.constraints)
|
||||
=====================================
|
||||
|
||||
.. module:: bge.constraints
|
||||
|
||||
|
||||
Examples
|
||||
--------
|
||||
|
||||
.. include:: __/examples/bge.constraints.py
|
||||
:start-line: 1
|
||||
:end-line: 4
|
||||
|
||||
.. literalinclude:: __/examples/bge.constraints.py
|
||||
:lines: 6-
|
||||
|
||||
|
||||
Functions
|
||||
---------
|
||||
|
||||
.. function:: createConstraint( \
|
||||
physicsid_1, physicsid_2, constraint_type, \
|
||||
pivot_x=0.0, pivot_y=0.0, pivot_z=0.0, \
|
||||
axis_x=0.0, axis_y=0.0, axis_z=0.0, flag=0)
|
||||
|
||||
Creates a constraint.
|
||||
|
||||
:arg physicsid_1: The physics id of the first object in constraint.
|
||||
:type physicsid_1: int
|
||||
|
||||
:arg physicsid_2: The physics id of the second object in constraint.
|
||||
:type physicsid_2: int
|
||||
|
||||
:arg constraint_type: The type of the constraint, see `Create Constraint Constants`_.
|
||||
|
||||
:type constraint_type: int
|
||||
|
||||
:arg pivot_x: Pivot X position. (optional)
|
||||
:type pivot_x: float
|
||||
|
||||
:arg pivot_y: Pivot Y position. (optional)
|
||||
:type pivot_y: float
|
||||
|
||||
:arg pivot_z: Pivot Z position. (optional)
|
||||
:type pivot_z: float
|
||||
|
||||
:arg axis_x: X axis angle in degrees. (optional)
|
||||
:type axis_x: float
|
||||
|
||||
:arg axis_y: Y axis angle in degrees. (optional)
|
||||
:type axis_y: float
|
||||
|
||||
:arg axis_z: Z axis angle in degrees. (optional)
|
||||
:type axis_z: float
|
||||
|
||||
:arg flag: 128 to disable collision between linked bodies. (optional)
|
||||
:type flag: int
|
||||
|
||||
:return: A constraint wrapper.
|
||||
:rtype: :class:`~bge.types.KX_ConstraintWrapper`
|
||||
|
||||
.. function:: exportBulletFile(filename)
|
||||
|
||||
Exports a file representing the dynamics world (usually using ``.bullet`` extension).
|
||||
|
||||
See `Bullet binary serialization <http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization>`__.
|
||||
|
||||
:arg filename: File path.
|
||||
:type filename: str
|
||||
|
||||
.. function:: getAppliedImpulse(constraintId)
|
||||
|
||||
:arg constraintId: The id of the constraint.
|
||||
:type constraintId: int
|
||||
|
||||
:return: The most recent applied impulse.
|
||||
:rtype: float
|
||||
|
||||
.. function:: getVehicleConstraint(constraintId)
|
||||
|
||||
:arg constraintId: The id of the vehicle constraint.
|
||||
:type constraintId: int
|
||||
|
||||
:return: A vehicle constraint object.
|
||||
:rtype: :class:`~bge.types.KX_VehicleWrapper`
|
||||
|
||||
.. function:: getCharacter(gameobj)
|
||||
|
||||
:arg gameobj: The game object with the character physics.
|
||||
:type gameobj: :class:`~bge.types.KX_GameObject`
|
||||
|
||||
:return: Character wrapper.
|
||||
:rtype: :class:`~bge.types.KX_CharacterWrapper`
|
||||
|
||||
.. function:: removeConstraint(constraintId)
|
||||
|
||||
Removes a constraint.
|
||||
|
||||
:arg constraintId: The id of the constraint to be removed.
|
||||
:type constraintId: int
|
||||
|
||||
.. function:: setCcdMode(ccdMode)
|
||||
|
||||
.. note::
|
||||
Very experimental, not recommended
|
||||
|
||||
Sets the CCD (Continous Colision Detection) mode in the Physics Environment.
|
||||
|
||||
:arg ccdMode: The new CCD mode.
|
||||
:type ccdMode: int
|
||||
|
||||
.. function:: setContactBreakingTreshold(breakingTreshold)
|
||||
|
||||
.. note::
|
||||
Reasonable default is 0.02 (if units are meters)
|
||||
|
||||
Sets tresholds to do with contact point management.
|
||||
|
||||
:arg breakingTreshold: The new contact breaking treshold.
|
||||
:type breakingTreshold: float
|
||||
|
||||
.. function:: setDeactivationAngularTreshold(angularTreshold)
|
||||
|
||||
Sets the angular velocity treshold.
|
||||
|
||||
:arg angularTreshold: New deactivation angular treshold.
|
||||
:type angularTreshold: float
|
||||
|
||||
.. function:: setDeactivationLinearTreshold(linearTreshold)
|
||||
|
||||
Sets the linear velocity treshold.
|
||||
|
||||
:arg linearTreshold: New deactivation linear treshold.
|
||||
:type linearTreshold: float
|
||||
|
||||
.. function:: setDeactivationTime(time)
|
||||
|
||||
Sets the time after which a resting rigidbody gets deactived.
|
||||
|
||||
:arg time: The deactivation time.
|
||||
:type time: float
|
||||
|
||||
.. function:: setDebugMode(mode)
|
||||
|
||||
Sets the debug mode.
|
||||
|
||||
:arg mode: The new debug mode, see `Debug Mode Constants`_.
|
||||
|
||||
:type mode: int
|
||||
|
||||
.. function:: setGravity(x, y, z)
|
||||
|
||||
Sets the gravity force.
|
||||
|
||||
:arg x: Gravity X force.
|
||||
:type x: float
|
||||
|
||||
:arg y: Gravity Y force.
|
||||
:type y: float
|
||||
|
||||
:arg z: Gravity Z force.
|
||||
:type z: float
|
||||
|
||||
.. function:: setLinearAirDamping(damping)
|
||||
|
||||
.. note::
|
||||
|
||||
Not implemented
|
||||
|
||||
Sets the linear air damping for rigidbodies.
|
||||
|
||||
.. function:: setNumIterations(numiter)
|
||||
|
||||
Sets the number of iterations for an iterative constraint solver.
|
||||
|
||||
:arg numiter: New number of iterations.
|
||||
:type numiter: int
|
||||
|
||||
.. function:: setNumTimeSubSteps(numsubstep)
|
||||
|
||||
Sets the number of substeps for each physics proceed. Tradeoff quality for performance.
|
||||
|
||||
:arg numsubstep: New number of substeps.
|
||||
:type numsubstep: int
|
||||
|
||||
.. function:: setSolverDamping(damping)
|
||||
|
||||
.. note::
|
||||
Very experimental, not recommended
|
||||
|
||||
Sets the damper constant of a penalty based solver.
|
||||
|
||||
:arg damping: New damping for the solver.
|
||||
:type damping: float
|
||||
|
||||
.. function:: setSolverTau(tau)
|
||||
|
||||
.. note::
|
||||
Very experimental, not recommended
|
||||
|
||||
Sets the spring constant of a penalty based solver.
|
||||
|
||||
:arg tau: New tau for the solver.
|
||||
:type tau: float
|
||||
|
||||
.. function:: setSolverType(solverType)
|
||||
|
||||
.. note::
|
||||
Very experimental, not recommended
|
||||
|
||||
Sets the solver type.
|
||||
|
||||
:arg solverType: The new type of the solver.
|
||||
:type solverType: int
|
||||
|
||||
.. function:: setSorConstant(sor)
|
||||
|
||||
.. note::
|
||||
Very experimental, not recommended
|
||||
|
||||
Sets the successive overrelaxation constant.
|
||||
|
||||
:arg sor: New sor value.
|
||||
:type sor: float
|
||||
|
||||
.. function:: setUseEpa(epa)
|
||||
|
||||
.. note::
|
||||
|
||||
Not implemented
|
||||
|
||||
|
||||
Constants
|
||||
+++++++++
|
||||
|
||||
.. attribute:: error
|
||||
|
||||
Symbolic constant string that indicates error.
|
||||
|
||||
:type: str
|
||||
|
||||
|
||||
Debug Mode Constants
|
||||
^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Debug mode to be used with :func:`setDebugMode`.
|
||||
|
||||
|
||||
.. data:: DBG_NODEBUG
|
||||
|
||||
No debug.
|
||||
|
||||
.. data:: DBG_DRAWWIREFRAME
|
||||
|
||||
Draw wireframe in debug.
|
||||
|
||||
.. data:: DBG_DRAWAABB
|
||||
|
||||
Draw Axis Aligned Bounding Box in debug.
|
||||
|
||||
.. data:: DBG_DRAWFREATURESTEXT
|
||||
|
||||
Draw features text in debug.
|
||||
|
||||
.. data:: DBG_DRAWCONTACTPOINTS
|
||||
|
||||
Draw contact points in debug.
|
||||
|
||||
.. data:: DBG_NOHELPTEXT
|
||||
|
||||
Debug without help text.
|
||||
|
||||
.. data:: DBG_DRAWTEXT
|
||||
|
||||
Draw text in debug.
|
||||
|
||||
.. data:: DBG_PROFILETIMINGS
|
||||
|
||||
Draw profile timings in debug.
|
||||
|
||||
.. data:: DBG_ENABLESATCOMPARISION
|
||||
|
||||
Enable sat comparision in debug.
|
||||
|
||||
.. data:: DBG_DISABLEBULLETLCP
|
||||
|
||||
Disable Bullet LCP.
|
||||
|
||||
.. data:: DBG_ENABLECCD
|
||||
|
||||
Enable Continous Collision Detection in debug.
|
||||
|
||||
.. data:: DBG_DRAWCONSTRAINTS
|
||||
|
||||
Draw constraints in debug.
|
||||
|
||||
.. data:: DBG_DRAWCONSTRAINTLIMITS
|
||||
|
||||
Draw constraint limits in debug.
|
||||
|
||||
.. data:: DBG_FASTWIREFRAME
|
||||
|
||||
Draw a fast wireframe in debug.
|
||||
|
||||
|
||||
Create Constraint Constants
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Constraint type to be used with :func:`createConstraint`.
|
||||
|
||||
|
||||
.. data:: POINTTOPOINT_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
||||
.. data:: LINEHINGE_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
||||
.. data:: ANGULAR_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
||||
.. data:: CONETWIST_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
||||
.. data:: VEHICLE_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
||||
.. data:: GENERIC_6DOF_CONSTRAINT
|
||||
|
||||
.. to do
|
||||
|
250
doc/python_api/rst/bge.events.rst
Normal file
250
doc/python_api/rst/bge.events.rst
Normal file
@@ -0,0 +1,250 @@
|
||||
|
||||
Game Keys (bge.events)
|
||||
======================
|
||||
|
||||
*****
|
||||
Intro
|
||||
*****
|
||||
|
||||
This module holds key constants for the SCA_KeyboardSensor.
|
||||
|
||||
.. module:: bge.events
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Set a connected keyboard sensor to accept F1
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
sensor.key = bge.events.F1KEY
|
||||
|
||||
code-block:: python
|
||||
|
||||
# Do the all keys thing
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
|
||||
for key,status in sensor.events:
|
||||
# key[0] == bge.events.keycode, key[1] = status
|
||||
if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
|
||||
if key == bge.events.WKEY:
|
||||
# Activate Forward!
|
||||
if key == bge.events.SKEY:
|
||||
# Activate Backward!
|
||||
if key == bge.events.AKEY:
|
||||
# Activate Left!
|
||||
if key == bge.events.DKEY:
|
||||
# Activate Right!
|
||||
|
||||
code-block:: python
|
||||
|
||||
# The all keys thing without a keyboard sensor (but you will
|
||||
# need an always sensor with pulse mode on)
|
||||
import bge
|
||||
|
||||
# Just shortening names here
|
||||
keyboard = bge.logic.keyboard
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
|
||||
if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
|
||||
print("Activate Forward!")
|
||||
if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
|
||||
print("Activate Backward!")
|
||||
if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
|
||||
print("Activate Left!")
|
||||
if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
|
||||
print("Activate Right!")
|
||||
|
||||
|
||||
*********
|
||||
Functions
|
||||
*********
|
||||
|
||||
.. function:: EventToString(event)
|
||||
|
||||
Return the string name of a key event. Will raise a ValueError error if its invalid.
|
||||
|
||||
:arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
|
||||
:type event: int
|
||||
:rtype: string
|
||||
|
||||
.. function:: EventToCharacter(event, shift)
|
||||
|
||||
Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
|
||||
|
||||
:type event: int
|
||||
:arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
|
||||
:type shift: bool
|
||||
:arg shift: set to true if shift is held.
|
||||
:rtype: string
|
||||
|
||||
****************
|
||||
Keys (Constants)
|
||||
****************
|
||||
|
||||
.. _mouse-keys:
|
||||
|
||||
==========
|
||||
Mouse Keys
|
||||
==========
|
||||
|
||||
.. data:: LEFTMOUSE
|
||||
.. data:: MIDDLEMOUSE
|
||||
.. data:: RIGHTMOUSE
|
||||
.. data:: WHEELUPMOUSE
|
||||
.. data:: WHEELDOWNMOUSE
|
||||
.. data:: MOUSEX
|
||||
.. data:: MOUSEY
|
||||
|
||||
.. _keyboard-keys:
|
||||
|
||||
=============
|
||||
Keyboard Keys
|
||||
=============
|
||||
|
||||
-------------
|
||||
Alphabet keys
|
||||
-------------
|
||||
|
||||
.. data:: AKEY
|
||||
.. data:: BKEY
|
||||
.. data:: CKEY
|
||||
.. data:: DKEY
|
||||
.. data:: EKEY
|
||||
.. data:: FKEY
|
||||
.. data:: GKEY
|
||||
.. data:: HKEY
|
||||
.. data:: IKEY
|
||||
.. data:: JKEY
|
||||
.. data:: KKEY
|
||||
.. data:: LKEY
|
||||
.. data:: MKEY
|
||||
.. data:: NKEY
|
||||
.. data:: OKEY
|
||||
.. data:: PKEY
|
||||
.. data:: QKEY
|
||||
.. data:: RKEY
|
||||
.. data:: SKEY
|
||||
.. data:: TKEY
|
||||
.. data:: UKEY
|
||||
.. data:: VKEY
|
||||
.. data:: WKEY
|
||||
.. data:: XKEY
|
||||
.. data:: YKEY
|
||||
.. data:: ZKEY
|
||||
|
||||
-----------
|
||||
Number keys
|
||||
-----------
|
||||
|
||||
.. data:: ZEROKEY
|
||||
.. data:: ONEKEY
|
||||
.. data:: TWOKEY
|
||||
.. data:: THREEKEY
|
||||
.. data:: FOURKEY
|
||||
.. data:: FIVEKEY
|
||||
.. data:: SIXKEY
|
||||
.. data:: SEVENKEY
|
||||
.. data:: EIGHTKEY
|
||||
.. data:: NINEKEY
|
||||
|
||||
--------------
|
||||
Modifiers Keys
|
||||
--------------
|
||||
|
||||
.. data:: CAPSLOCKKEY
|
||||
.. data:: LEFTCTRLKEY
|
||||
.. data:: LEFTALTKEY
|
||||
.. data:: RIGHTALTKEY
|
||||
.. data:: RIGHTCTRLKEY
|
||||
.. data:: RIGHTSHIFTKEY
|
||||
.. data:: LEFTSHIFTKEY
|
||||
|
||||
----------
|
||||
Arrow Keys
|
||||
----------
|
||||
|
||||
.. data:: LEFTARROWKEY
|
||||
.. data:: DOWNARROWKEY
|
||||
.. data:: RIGHTARROWKEY
|
||||
.. data:: UPARROWKEY
|
||||
|
||||
--------------
|
||||
Numberpad Keys
|
||||
--------------
|
||||
|
||||
.. data:: PAD0
|
||||
.. data:: PAD1
|
||||
.. data:: PAD2
|
||||
.. data:: PAD3
|
||||
.. data:: PAD4
|
||||
.. data:: PAD5
|
||||
.. data:: PAD6
|
||||
.. data:: PAD7
|
||||
.. data:: PAD8
|
||||
.. data:: PAD9
|
||||
.. data:: PADPERIOD
|
||||
.. data:: PADSLASHKEY
|
||||
.. data:: PADASTERKEY
|
||||
.. data:: PADMINUS
|
||||
.. data:: PADENTER
|
||||
.. data:: PADPLUSKEY
|
||||
|
||||
-------------
|
||||
Function Keys
|
||||
-------------
|
||||
|
||||
.. data:: F1KEY
|
||||
.. data:: F2KEY
|
||||
.. data:: F3KEY
|
||||
.. data:: F4KEY
|
||||
.. data:: F5KEY
|
||||
.. data:: F6KEY
|
||||
.. data:: F7KEY
|
||||
.. data:: F8KEY
|
||||
.. data:: F9KEY
|
||||
.. data:: F10KEY
|
||||
.. data:: F11KEY
|
||||
.. data:: F12KEY
|
||||
.. data:: F13KEY
|
||||
.. data:: F14KEY
|
||||
.. data:: F15KEY
|
||||
.. data:: F16KEY
|
||||
.. data:: F17KEY
|
||||
.. data:: F18KEY
|
||||
.. data:: F19KEY
|
||||
|
||||
----------
|
||||
Other Keys
|
||||
----------
|
||||
|
||||
.. data:: ACCENTGRAVEKEY
|
||||
.. data:: BACKSLASHKEY
|
||||
.. data:: BACKSPACEKEY
|
||||
.. data:: COMMAKEY
|
||||
.. data:: DELKEY
|
||||
.. data:: ENDKEY
|
||||
.. data:: EQUALKEY
|
||||
.. data:: ESCKEY
|
||||
.. data:: HOMEKEY
|
||||
.. data:: INSERTKEY
|
||||
.. data:: LEFTBRACKETKEY
|
||||
.. data:: LINEFEEDKEY
|
||||
.. data:: MINUSKEY
|
||||
.. data:: PAGEDOWNKEY
|
||||
.. data:: PAGEUPKEY
|
||||
.. data:: PAUSEKEY
|
||||
.. data:: PERIODKEY
|
||||
.. data:: QUOTEKEY
|
||||
.. data:: RIGHTBRACKETKEY
|
||||
.. data:: RETKEY (Deprecated: use bge.events.ENTERKEY)
|
||||
.. data:: ENTERKEY
|
||||
.. data:: SEMICOLONKEY
|
||||
.. data:: SLASHKEY
|
||||
.. data:: SPACEKEY
|
||||
.. data:: TABKEY
|
1407
doc/python_api/rst/bge.logic.rst
Normal file
1407
doc/python_api/rst/bge.logic.rst
Normal file
File diff suppressed because it is too large
Load Diff
425
doc/python_api/rst/bge.render.rst
Normal file
425
doc/python_api/rst/bge.render.rst
Normal file
@@ -0,0 +1,425 @@
|
||||
|
||||
Rasterizer (bge.render)
|
||||
=======================
|
||||
|
||||
*****
|
||||
Intro
|
||||
*****
|
||||
|
||||
.. module:: bge.render
|
||||
|
||||
Example of using a :class:`bge.types.SCA_MouseSensor`,
|
||||
and two :class:`bge.types.KX_ObjectActuator` to implement MouseLook:
|
||||
|
||||
.. note::
|
||||
This can also be achieved with the :class:`bge.types.KX_MouseActuator`.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# To use a mouse movement sensor "Mouse" and a
|
||||
# motion actuator to mouse look:
|
||||
import bge
|
||||
|
||||
# scale sets the speed of motion
|
||||
scale = 1.0, 0.5
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
obj = co.owner
|
||||
mouse = co.sensors["Mouse"]
|
||||
lmotion = co.actuators["LMove"]
|
||||
wmotion = co.actuators["WMove"]
|
||||
|
||||
# Transform the mouse coordinates to see how far the mouse has moved.
|
||||
def mousePos():
|
||||
x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0]
|
||||
y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1]
|
||||
return (x, y)
|
||||
|
||||
pos = mousePos()
|
||||
|
||||
# Set the amount of motion: X is applied in world coordinates...
|
||||
wmotion.useLocalTorque = False
|
||||
wmotion.torque = ((0.0, 0.0, pos[0]))
|
||||
|
||||
# ...Y is applied in local coordinates
|
||||
lmotion.useLocalTorque = True
|
||||
lmotion.torque = ((-pos[1], 0.0, 0.0))
|
||||
|
||||
# Activate both actuators
|
||||
co.activate(lmotion)
|
||||
co.activate(wmotion)
|
||||
|
||||
# Centre the mouse
|
||||
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
|
||||
|
||||
*********
|
||||
Constants
|
||||
*********
|
||||
|
||||
.. data:: KX_TEXFACE_MATERIAL
|
||||
|
||||
Materials as defined by the texture face settings.
|
||||
|
||||
.. data:: KX_BLENDER_MULTITEX_MATERIAL
|
||||
|
||||
Materials approximating blender materials with multitexturing.
|
||||
|
||||
.. data:: KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
Materials approximating blender materials with GLSL.
|
||||
|
||||
.. DATA:: VSYNC_OFF
|
||||
|
||||
Disables vsync
|
||||
|
||||
.. DATA:: VSYNC_ON
|
||||
|
||||
Enables vsync
|
||||
|
||||
.. DATA:: VSYNC_ADAPTIVE
|
||||
|
||||
Enables adaptive vsync if supported.
|
||||
Adaptive vsync enables vsync if the framerate is above the monitors refresh rate.
|
||||
Otherwise, vsync is diabled if the framerate is too low.
|
||||
|
||||
.. data:: LEFT_EYE
|
||||
|
||||
Left eye being used during stereoscopic rendering.
|
||||
|
||||
.. data:: RIGHT_EYE
|
||||
|
||||
Right eye being used during stereoscopic rendering.
|
||||
|
||||
.. data:: RAS_OFS_RENDER_BUFFER
|
||||
|
||||
The pixel buffer for offscreen render is a RenderBuffer. Argument to :func:`offScreenCreate`
|
||||
|
||||
.. data:: RAS_OFS_RENDER_TEXTURE
|
||||
|
||||
The pixel buffer for offscreen render is a Texture. Argument to :func:`offScreenCreate`
|
||||
|
||||
|
||||
*****
|
||||
Types
|
||||
*****
|
||||
|
||||
.. class:: RASOffScreen
|
||||
|
||||
An off-screen render buffer object.
|
||||
|
||||
Use :func:`offScreenCreate` to create it.
|
||||
Currently it can only be used in the :class:`bge.texture.ImageRender`
|
||||
constructor to render on a FBO rather than the default viewport.
|
||||
|
||||
.. attribute:: width
|
||||
|
||||
The width in pixel of the FBO
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: height
|
||||
|
||||
The height in pixel of the FBO
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: color
|
||||
|
||||
The underlying OpenGL bind code of the texture object that holds
|
||||
the rendered image, 0 if the FBO is using RenderBuffer.
|
||||
The choice between RenderBuffer and Texture is determined
|
||||
by the target argument of :func:`offScreenCreate`.
|
||||
|
||||
:type: integer
|
||||
|
||||
|
||||
*********
|
||||
Functions
|
||||
*********
|
||||
|
||||
.. function:: getWindowWidth()
|
||||
|
||||
Gets the width of the window (in pixels)
|
||||
|
||||
:rtype: integer
|
||||
|
||||
.. function:: getWindowHeight()
|
||||
|
||||
Gets the height of the window (in pixels)
|
||||
|
||||
:rtype: integer
|
||||
|
||||
.. function:: setWindowSize(width, height)
|
||||
|
||||
Set the width and height of the window (in pixels). This also works for fullscreen applications.
|
||||
|
||||
.. note:: Only works in the standalone player, not the Blender-embedded player.
|
||||
|
||||
:arg width: width in pixels
|
||||
:type width: integer
|
||||
:arg height: height in pixels
|
||||
:type height: integer
|
||||
|
||||
.. function:: setFullScreen(enable)
|
||||
|
||||
Set whether or not the window should be fullscreen.
|
||||
|
||||
.. note:: Only works in the standalone player, not the Blender-embedded player.
|
||||
|
||||
:arg enable: ``True`` to set full screen, ``False`` to set windowed.
|
||||
:type enable: bool
|
||||
|
||||
.. function:: getFullScreen()
|
||||
|
||||
Returns whether or not the window is fullscreen.
|
||||
|
||||
.. note:: Only works in the standalone player, not the Blender-embedded player; there it always returns False.
|
||||
|
||||
:rtype: bool
|
||||
|
||||
.. function:: getDisplayDimensions()
|
||||
|
||||
Get the display dimensions, in pixels, of the display (e.g., the
|
||||
monitor). Can return the size of the entire view, so the
|
||||
combination of all monitors; for example, ``(3840, 1080)`` for two
|
||||
side-by-side 1080p monitors.
|
||||
|
||||
:rtype: tuple (width, height)
|
||||
|
||||
.. function:: makeScreenshot(filename)
|
||||
|
||||
Writes an image file with the current displayed frame.
|
||||
|
||||
The image is written to *'filename'*.
|
||||
The path may be absolute (eg. ``/home/foo/image``) or relative when started with
|
||||
``//`` (eg. ``//image``). Note that absolute paths are not portable between platforms.
|
||||
If the filename contains a ``#``,
|
||||
it will be replaced by an incremental index so that screenshots can be taken multiple
|
||||
times without overwriting the previous ones (eg. ``image-#``).
|
||||
|
||||
Settings for the image are taken from the render settings (file format and respective settings,
|
||||
gamma and colospace conversion, etc).
|
||||
The image resolution matches the framebuffer, meaning, the window size and aspect ratio.
|
||||
When running from the standalone player, instead of the embedded player, only PNG files are supported.
|
||||
Additional color conversions are also not supported.
|
||||
|
||||
:arg filename: path and name of the file to write
|
||||
:type filename: string
|
||||
|
||||
|
||||
.. function:: enableVisibility(visible)
|
||||
|
||||
Deprecated; doesn't do anything.
|
||||
|
||||
|
||||
.. function:: showMouse(visible)
|
||||
|
||||
Enables or disables the operating system mouse cursor.
|
||||
|
||||
:arg visible:
|
||||
:type visible: boolean
|
||||
|
||||
|
||||
.. function:: setMousePosition(x, y)
|
||||
|
||||
Sets the mouse cursor position.
|
||||
|
||||
:arg x: X-coordinate in screen pixel coordinates.
|
||||
:type x: integer
|
||||
:arg y: Y-coordinate in screen pixel coordinates.
|
||||
:type y: integer
|
||||
|
||||
|
||||
.. function:: setBackgroundColor(rgba)
|
||||
|
||||
Deprecated and no longer functional. Use :py:meth:`bge.types.KX_WorldInfo.backgroundColor` instead.
|
||||
|
||||
|
||||
.. function:: setEyeSeparation(eyesep)
|
||||
|
||||
Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
|
||||
|
||||
:arg eyesep: The distance between the left and right eye.
|
||||
:type eyesep: float
|
||||
|
||||
|
||||
.. function:: getEyeSeparation()
|
||||
|
||||
Gets the current eye separation for stereo mode.
|
||||
|
||||
:rtype: float
|
||||
|
||||
|
||||
.. function:: setFocalLength(focallength)
|
||||
|
||||
Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
|
||||
|
||||
:arg focallength: The focal length.
|
||||
:type focallength: float
|
||||
|
||||
.. function:: getFocalLength()
|
||||
|
||||
Gets the current focal length for stereo mode.
|
||||
|
||||
:rtype: float
|
||||
|
||||
.. function:: getStereoEye()
|
||||
|
||||
Gets the current stereoscopy eye being rendered.
|
||||
This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback
|
||||
function to customize the camera projection matrices for each
|
||||
stereoscopic eye.
|
||||
|
||||
:rtype: LEFT_EYE, RIGHT_EYE
|
||||
|
||||
.. function:: setMaterialMode(mode)
|
||||
|
||||
Set the material mode to use for OpenGL rendering.
|
||||
|
||||
:arg mode: material mode
|
||||
:type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
.. note:: Changes will only affect newly created scenes.
|
||||
|
||||
|
||||
.. function:: getMaterialMode(mode)
|
||||
|
||||
Get the material mode to use for OpenGL rendering.
|
||||
|
||||
:rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
|
||||
.. function:: setGLSLMaterialSetting(setting, enable)
|
||||
|
||||
Enables or disables a GLSL material setting.
|
||||
|
||||
:arg setting:
|
||||
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
|
||||
:arg enable:
|
||||
:type enable: boolean
|
||||
|
||||
|
||||
.. function:: getGLSLMaterialSetting(setting)
|
||||
|
||||
Get the state of a GLSL material setting.
|
||||
|
||||
:arg setting:
|
||||
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
|
||||
:rtype: boolean
|
||||
|
||||
.. function:: setAnisotropicFiltering(level)
|
||||
|
||||
Set the anisotropic filtering level for textures.
|
||||
|
||||
:arg level: The new anisotropic filtering level to use
|
||||
:type level: integer (must be one of 1, 2, 4, 8, 16)
|
||||
|
||||
.. note:: Changing this value can cause all textures to be recreated, which can be slow.
|
||||
|
||||
.. function:: getAnisotropicFiltering()
|
||||
|
||||
Get the anisotropic filtering level used for textures.
|
||||
|
||||
:rtype: integer (one of 1, 2, 4, 8, 16)
|
||||
|
||||
.. function:: setMipmapping(value)
|
||||
|
||||
Change how to use mipmapping.
|
||||
|
||||
:type value: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
|
||||
|
||||
.. note:: Changing this value can cause all textures to be recreated, which can be slow.
|
||||
|
||||
.. function:: getMipmapping()
|
||||
|
||||
Get the current mipmapping setting.
|
||||
|
||||
:rtype: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
|
||||
|
||||
.. function:: drawLine(fromVec,toVec,color)
|
||||
|
||||
Draw a line in the 3D scene.
|
||||
|
||||
:arg fromVec: the origin of the line
|
||||
:type fromVec: list [x, y, z]
|
||||
:arg toVec: the end of the line
|
||||
:type toVec: list [x, y, z]
|
||||
:arg color: the color of the line
|
||||
:type color: list [r, g, b]
|
||||
|
||||
|
||||
.. function:: enableMotionBlur(factor)
|
||||
|
||||
Enable the motion blur effect.
|
||||
|
||||
:arg factor: the ammount of motion blur to display.
|
||||
:type factor: float [0.0 - 1.0]
|
||||
|
||||
|
||||
.. function:: disableMotionBlur()
|
||||
|
||||
Disable the motion blur effect.
|
||||
|
||||
.. function:: showFramerate(enable)
|
||||
|
||||
Show or hide the framerate.
|
||||
|
||||
:arg enable:
|
||||
:type enable: boolean
|
||||
|
||||
.. function:: showProfile(enable)
|
||||
|
||||
Show or hide the profile.
|
||||
|
||||
:arg enable:
|
||||
:type enable: boolean
|
||||
|
||||
.. function:: showProperties(enable)
|
||||
|
||||
Show or hide the debug properties.
|
||||
|
||||
:arg enable:
|
||||
:type enable: boolean
|
||||
|
||||
.. function:: autoDebugList(enable)
|
||||
|
||||
Enable or disable auto adding debug properties to the debug list.
|
||||
|
||||
:arg enable:
|
||||
:type enable: boolean
|
||||
|
||||
.. function:: clearDebugList()
|
||||
|
||||
Clears the debug property list.
|
||||
|
||||
.. function:: setVsync(value)
|
||||
|
||||
Set the vsync value
|
||||
|
||||
:arg value: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
|
||||
:type value: integer
|
||||
|
||||
.. function:: getVsync()
|
||||
|
||||
Get the current vsync value
|
||||
|
||||
:rtype: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
|
||||
|
||||
.. function:: offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
|
||||
|
||||
Create a Off-screen render buffer object.
|
||||
|
||||
:arg width: the width of the buffer in pixels
|
||||
:type width: integer
|
||||
:arg height: the height of the buffer in pixels
|
||||
:type height: integer
|
||||
:arg samples: the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA
|
||||
:type samples: integer
|
||||
:arg target: the pixel storage: :data:`RAS_OFS_RENDER_BUFFER` to render on RenderBuffers (the default),
|
||||
:data:`RAS_OFS_RENDER_TEXTURE` to render on texture.
|
||||
The later is interesting if you want to access the texture directly (see :attr:`RASOffScreen.color`).
|
||||
Otherwise the default is preferable as it's more widely supported by GPUs and more efficient.
|
||||
If the GPU does not support MSAA+Texture (e.g. Intel HD GPU), MSAA will be disabled.
|
||||
:type target: integer
|
||||
:rtype: :class:`RASOffScreen`
|
||||
|
1520
doc/python_api/rst/bge.texture.rst
Normal file
1520
doc/python_api/rst/bge.texture.rst
Normal file
File diff suppressed because it is too large
Load Diff
38
doc/python_api/rst/bge.types.rst
Normal file
38
doc/python_api/rst/bge.types.rst
Normal file
@@ -0,0 +1,38 @@
|
||||
|
||||
Game Types (bge.types)
|
||||
======================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
************
|
||||
Introduction
|
||||
************
|
||||
|
||||
This module contains the classes that appear as instances in the Game Engine. A
|
||||
script must interact with these classes if it is to affect the behaviour of
|
||||
objects in a game.
|
||||
|
||||
The following example would move an object (i.e. an instance of
|
||||
:class:`KX_GameObject`) one unit up.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# bge.types.SCA_PythonController
|
||||
cont = bge.logic.getCurrentController()
|
||||
|
||||
# bge.types.KX_GameObject
|
||||
obj = cont.owner
|
||||
obj.worldPosition.z += 1
|
||||
|
||||
To run the code, it could be placed in a Blender text block and executed with
|
||||
a :class:`SCA_PythonController` logic brick.
|
||||
|
||||
*****
|
||||
Types
|
||||
*****
|
||||
|
||||
.. toctree::
|
||||
:glob:
|
||||
|
||||
bge.types.*
|
||||
|
78
doc/python_api/rst/bge_types/bge.types.BL_ActionActuator.rst
Normal file
78
doc/python_api/rst/bge_types/bge.types.BL_ActionActuator.rst
Normal file
@@ -0,0 +1,78 @@
|
||||
BL_ActionActuator(SCA_IActuator)
|
||||
================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: BL_ActionActuator(SCA_IActuator)
|
||||
|
||||
Action Actuators apply an action to an actor.
|
||||
|
||||
.. attribute:: action
|
||||
|
||||
The name of the action to set as the current action.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: frameStart
|
||||
|
||||
Specifies the starting frame of the animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: frameEnd
|
||||
|
||||
Specifies the ending frame of the animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: blendIn
|
||||
|
||||
Specifies the number of frames of animation to generate when making transitions between actions.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: priority
|
||||
|
||||
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: frame
|
||||
|
||||
Sets the current frame for the animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: propName
|
||||
|
||||
Sets the property to be used in FromProp playback mode.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: blendTime
|
||||
|
||||
Sets the internal frame timer. This property must be in the range from 0.0 to blendIn.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: mode
|
||||
|
||||
The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: useContinue
|
||||
|
||||
The actions continue option, True or False. When True, the action will always play from where last left off,
|
||||
otherwise negative events to this actuator will reset it to its start frame.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: framePropName
|
||||
|
||||
The name of the property that is set to the current frame number.
|
||||
|
||||
:type: string
|
||||
|
@@ -0,0 +1,61 @@
|
||||
BL_ArmatureActuator(SCA_IActuator)
|
||||
==================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: BL_ArmatureActuator(SCA_IActuator)
|
||||
|
||||
Armature Actuators change constraint condition on armatures.
|
||||
|
||||
.. attribute:: type
|
||||
|
||||
The type of action that the actuator executes when it is active.
|
||||
|
||||
Can be one of :ref:`these constants <armatureactuator-constants-type>`
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: constraint
|
||||
|
||||
The constraint object this actuator is controlling.
|
||||
|
||||
:type: :class:`BL_ArmatureConstraint`
|
||||
|
||||
.. attribute:: target
|
||||
|
||||
The object that this actuator will set as primary target to the constraint it controls.
|
||||
|
||||
:type: :class:`KX_GameObject`
|
||||
|
||||
.. attribute:: subtarget
|
||||
|
||||
The object that this actuator will set as secondary target to the constraint it controls.
|
||||
|
||||
:type: :class:`KX_GameObject`.
|
||||
|
||||
.. note::
|
||||
|
||||
Currently, the only secondary target is the pole target for IK constraint.
|
||||
|
||||
.. attribute:: weight
|
||||
|
||||
The weight this actuator will set on the constraint it controls.
|
||||
|
||||
:type: float.
|
||||
|
||||
.. note::
|
||||
|
||||
Currently only the IK constraint has a weight. It must be a value between 0 and 1.
|
||||
|
||||
.. note::
|
||||
|
||||
A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`)
|
||||
|
||||
.. attribute:: influence
|
||||
|
||||
The influence this actuator will set on the constraint it controls.
|
||||
|
||||
:type: float.
|
||||
|
105
doc/python_api/rst/bge_types/bge.types.BL_ArmatureBone.rst
Normal file
105
doc/python_api/rst/bge_types/bge.types.BL_ArmatureBone.rst
Normal file
@@ -0,0 +1,105 @@
|
||||
BL_ArmatureBone(PyObjectPlus)
|
||||
=============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: BL_ArmatureBone(PyObjectPlus)
|
||||
|
||||
Proxy to Blender bone structure. All fields are read-only and comply to RNA names.
|
||||
All space attribute correspond to the rest pose.
|
||||
|
||||
.. attribute:: name
|
||||
|
||||
bone name.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: connected
|
||||
|
||||
true when the bone head is struck to the parent's tail.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: hinge
|
||||
|
||||
true when bone doesn't inherit rotation or scale from parent bone.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: inherit_scale
|
||||
|
||||
true when bone inherits scaling from parent bone.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: bbone_segments
|
||||
|
||||
number of B-bone segments.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: roll
|
||||
|
||||
bone rotation around head-tail axis.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: head
|
||||
|
||||
location of head end of the bone in parent bone space.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: tail
|
||||
|
||||
location of head end of the bone in parent bone space.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: length
|
||||
|
||||
bone length.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: arm_head
|
||||
|
||||
location of head end of the bone in armature space.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: arm_tail
|
||||
|
||||
location of tail end of the bone in armature space.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: arm_mat
|
||||
|
||||
matrix of the bone head in armature space.
|
||||
|
||||
:type: matrix [4][4]
|
||||
|
||||
.. note::
|
||||
|
||||
This matrix has no scale part.
|
||||
|
||||
.. attribute:: bone_mat
|
||||
|
||||
rotation matrix of the bone in parent bone space.
|
||||
|
||||
:type: matrix [3][3]
|
||||
|
||||
.. attribute:: parent
|
||||
|
||||
parent bone, or None for root bone.
|
||||
|
||||
:type: :class:`BL_ArmatureBone`
|
||||
|
||||
.. attribute:: children
|
||||
|
||||
list of bone's children.
|
||||
|
||||
:type: list of :class:`BL_ArmatureBone`
|
278
doc/python_api/rst/bge_types/bge.types.BL_ArmatureChannel.rst
Normal file
278
doc/python_api/rst/bge_types/bge.types.BL_ArmatureChannel.rst
Normal file
@@ -0,0 +1,278 @@
|
||||
BL_ArmatureChannel(PyObjectPlus)
|
||||
================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: BL_ArmatureChannel(PyObjectPlus)
|
||||
|
||||
Proxy to armature pose channel. Allows to read and set armature pose.
|
||||
The attributes are identical to RNA attributes, but mostly in read-only mode.
|
||||
|
||||
.. attribute:: name
|
||||
|
||||
channel name (=bone name), read-only.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: bone
|
||||
|
||||
return the bone object corresponding to this pose channel, read-only.
|
||||
|
||||
:type: :class:`BL_ArmatureBone`
|
||||
|
||||
.. attribute:: parent
|
||||
|
||||
return the parent channel object, None if root channel, read-only.
|
||||
|
||||
:type: :class:`BL_ArmatureChannel`
|
||||
|
||||
.. attribute:: has_ik
|
||||
|
||||
true if the bone is part of an active IK chain, read-only.
|
||||
This flag is not set when an IK constraint is defined but not enabled (miss target information for example).
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_dof_x
|
||||
|
||||
true if the bone is free to rotation in the X axis, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_dof_y
|
||||
|
||||
true if the bone is free to rotation in the Y axis, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_dof_z
|
||||
|
||||
true if the bone is free to rotation in the Z axis, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_limit_x
|
||||
|
||||
true if a limit is imposed on X rotation, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_limit_y
|
||||
|
||||
true if a limit is imposed on Y rotation, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_limit_z
|
||||
|
||||
true if a limit is imposed on Z rotation, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_rot_control
|
||||
|
||||
true if channel rotation should applied as IK constraint, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: ik_lin_control
|
||||
|
||||
true if channel size should applied as IK constraint, read-only.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: location
|
||||
|
||||
displacement of the bone head in armature local space, read-write.
|
||||
|
||||
:type: vector [X, Y, Z].
|
||||
|
||||
.. note::
|
||||
|
||||
You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
|
||||
|
||||
.. note::
|
||||
|
||||
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`).
|
||||
|
||||
.. attribute:: scale
|
||||
|
||||
scale of the bone relative to its parent, read-write.
|
||||
|
||||
:type: vector [sizeX, sizeY, sizeZ].
|
||||
|
||||
.. note::
|
||||
|
||||
An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
|
||||
|
||||
.. note::
|
||||
|
||||
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
|
||||
|
||||
.. attribute:: rotation_quaternion
|
||||
|
||||
rotation of the bone relative to its parent expressed as a quaternion, read-write.
|
||||
|
||||
:type: vector [qr, qi, qj, qk].
|
||||
|
||||
.. note::
|
||||
|
||||
This field is only used if rotation_mode is 0. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
|
||||
|
||||
.. note::
|
||||
|
||||
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
|
||||
|
||||
.. attribute:: rotation_euler
|
||||
|
||||
rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
|
||||
|
||||
:type: vector [X, Y, Z].
|
||||
|
||||
.. note::
|
||||
|
||||
This field is only used if rotation_mode is > 0. You must always pass the angles in [X, Y, Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field. An IK chain does not update this value, see joint_rotation.
|
||||
|
||||
.. note::
|
||||
|
||||
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
|
||||
|
||||
.. attribute:: rotation_mode
|
||||
|
||||
Method of updating the bone rotation, read-write.
|
||||
|
||||
:type: integer (one of :ref:`these constants <armaturechannel-constants-rotation-mode>`)
|
||||
|
||||
.. attribute:: channel_matrix
|
||||
|
||||
pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only.
|
||||
This field is updated after the graphic render, it represents the current pose.
|
||||
|
||||
:type: matrix [4][4]
|
||||
|
||||
.. attribute:: pose_matrix
|
||||
|
||||
pose matrix in armature space, read-only,
|
||||
This field is updated after the graphic render, it represents the current pose.
|
||||
|
||||
:type: matrix [4][4]
|
||||
|
||||
.. attribute:: pose_head
|
||||
|
||||
position of bone head in armature space, read-only.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: pose_tail
|
||||
|
||||
position of bone tail in armature space, read-only.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. attribute:: ik_min_x
|
||||
|
||||
minimum value of X rotation in degree (<= 0) when X rotation is limited (see ik_limit_x), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_max_x
|
||||
|
||||
maximum value of X rotation in degree (>= 0) when X rotation is limited (see ik_limit_x), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_min_y
|
||||
|
||||
minimum value of Y rotation in degree (<= 0) when Y rotation is limited (see ik_limit_y), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_max_y
|
||||
|
||||
maximum value of Y rotation in degree (>= 0) when Y rotation is limited (see ik_limit_y), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_min_z
|
||||
|
||||
minimum value of Z rotation in degree (<= 0) when Z rotation is limited (see ik_limit_z), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_max_z
|
||||
|
||||
maximum value of Z rotation in degree (>= 0) when Z rotation is limited (see ik_limit_z), read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_stiffness_x
|
||||
|
||||
bone rotation stiffness in X axis, read-only.
|
||||
|
||||
:type: float between 0 and 1
|
||||
|
||||
.. attribute:: ik_stiffness_y
|
||||
|
||||
bone rotation stiffness in Y axis, read-only.
|
||||
|
||||
:type: float between 0 and 1
|
||||
|
||||
.. attribute:: ik_stiffness_z
|
||||
|
||||
bone rotation stiffness in Z axis, read-only.
|
||||
|
||||
:type: float between 0 and 1
|
||||
|
||||
.. attribute:: ik_stretch
|
||||
|
||||
ratio of scale change that is allowed, 0=bone can't change size, read-only.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_rot_weight
|
||||
|
||||
weight of rotation constraint when ik_rot_control is set, read-write.
|
||||
|
||||
:type: float between 0 and 1
|
||||
|
||||
.. attribute:: ik_lin_weight
|
||||
|
||||
weight of size constraint when ik_lin_control is set, read-write.
|
||||
|
||||
:type: float between 0 and 1
|
||||
|
||||
.. attribute:: joint_rotation
|
||||
|
||||
Control bone rotation in term of joint angle (for robotic applications), read-write.
|
||||
|
||||
When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode.
|
||||
|
||||
When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles.
|
||||
|
||||
The value and the meaning of the x, y, z depends on the ik_dof_x/ik_dof_y/ik_dof_z attributes:
|
||||
|
||||
* 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
|
||||
* 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
|
||||
* 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
|
||||
* 3DoF joint X+Y+Z: treated as a revolute joint. The [x, y, z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
|
||||
|
||||
:type: vector [x, y, z]
|
||||
|
||||
.. note::
|
||||
|
||||
The bone must be part of an IK chain if you want to set the ik_dof_x/ik_dof_y/ik_dof_z attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target) the IK solver will not run but the IK panel will show up on the UI for each bone in the chain.
|
||||
|
||||
.. note::
|
||||
|
||||
[0, 0, 0] always corresponds to the rest pose.
|
||||
|
||||
.. note::
|
||||
|
||||
You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see :data:`BL_ArmatureObject.update`).
|
||||
|
||||
.. note::
|
||||
|
||||
You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.
|
||||
|
129
doc/python_api/rst/bge_types/bge.types.BL_ArmatureConstraint.rst
Normal file
129
doc/python_api/rst/bge_types/bge.types.BL_ArmatureConstraint.rst
Normal file
@@ -0,0 +1,129 @@
|
||||
BL_ArmatureConstraint(PyObjectPlus)
|
||||
===================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: BL_ArmatureConstraint(PyObjectPlus)
|
||||
|
||||
Proxy to Armature Constraint. Allows to change constraint on the fly.
|
||||
Obtained through :class:`BL_ArmatureObject`.constraints.
|
||||
|
||||
.. note::
|
||||
|
||||
Not all armature constraints are supported in the GE.
|
||||
|
||||
|
||||
.. attribute:: type
|
||||
|
||||
Type of constraint, (read-only).
|
||||
|
||||
Use one of :ref:`these constants<armatureconstraint-constants-type>`.
|
||||
|
||||
:type: integer, one of CONSTRAINT_TYPE_* constants
|
||||
|
||||
.. attribute:: name
|
||||
|
||||
Name of constraint constructed as <bone_name>:<constraint_name>. constraints list.
|
||||
|
||||
:type: string
|
||||
|
||||
This name is also the key subscript on :class:`BL_ArmatureObject`.
|
||||
|
||||
.. attribute:: enforce
|
||||
|
||||
fraction of constraint effect that is enforced. Between 0 and 1.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: headtail
|
||||
|
||||
Position of target between head and tail of the target bone: 0=head, 1=tail.
|
||||
|
||||
:type: float.
|
||||
|
||||
.. note::
|
||||
|
||||
Only used if the target is a bone (i.e target object is an armature.
|
||||
|
||||
.. attribute:: lin_error
|
||||
|
||||
runtime linear error (in Blender units) on constraint at the current frame.
|
||||
|
||||
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: rot_error
|
||||
|
||||
Runtime rotation error (in radiant) on constraint at the current frame.
|
||||
|
||||
:type: float.
|
||||
|
||||
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
|
||||
|
||||
It is only set if the constraint has a rotation part, for example, a CopyPose+Rotation IK constraint.
|
||||
|
||||
.. attribute:: target
|
||||
|
||||
Primary target object for the constraint. The position of this object in the GE will be used as target for the constraint.
|
||||
|
||||
:type: :class:`KX_GameObject`.
|
||||
|
||||
.. attribute:: subtarget
|
||||
|
||||
Secondary target object for the constraint. The position of this object in the GE will be used as secondary target for the constraint.
|
||||
|
||||
:type: :class:`KX_GameObject`.
|
||||
|
||||
Currently this is only used for pole target on IK constraint.
|
||||
|
||||
.. attribute:: active
|
||||
|
||||
True if the constraint is active.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. note::
|
||||
|
||||
An inactive constraint does not update lin_error and rot_error.
|
||||
|
||||
.. attribute:: ik_weight
|
||||
|
||||
Weight of the IK constraint between 0 and 1.
|
||||
|
||||
Only defined for IK constraint.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_type
|
||||
|
||||
Type of IK constraint, (read-only).
|
||||
|
||||
Use one of :ref:`these constants<armatureconstraint-constants-ik-type>`.
|
||||
|
||||
:type: integer.
|
||||
|
||||
.. attribute:: ik_flag
|
||||
|
||||
Combination of IK constraint option flags, read-only.
|
||||
|
||||
Use one of :ref:`these constants<armatureconstraint-constants-ik-flag>`.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: ik_dist
|
||||
|
||||
Distance the constraint is trying to maintain with target, only used when ik_type=CONSTRAINT_IK_DISTANCE.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ik_mode
|
||||
|
||||
Use one of :ref:`these constants<armatureconstraint-constants-ik-mode>`.
|
||||
|
||||
Additional mode for IK constraint. Currently only used for Distance constraint:
|
||||
|
||||
:type: integer
|
||||
|
34
doc/python_api/rst/bge_types/bge.types.BL_ArmatureObject.rst
Normal file
34
doc/python_api/rst/bge_types/bge.types.BL_ArmatureObject.rst
Normal file
@@ -0,0 +1,34 @@
|
||||
BL_ArmatureObject(KX_GameObject)
|
||||
================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`KX_GameObject`
|
||||
|
||||
.. class:: BL_ArmatureObject(KX_GameObject)
|
||||
|
||||
An armature object.
|
||||
|
||||
.. attribute:: constraints
|
||||
|
||||
The list of armature constraint defined on this armature.
|
||||
Elements of the list can be accessed by index or string.
|
||||
The key format for string access is '<bone_name>:<constraint_name>'.
|
||||
|
||||
:type: list of :class:`BL_ArmatureConstraint`
|
||||
|
||||
.. attribute:: channels
|
||||
|
||||
The list of armature channels.
|
||||
Elements of the list can be accessed by index or name the bone.
|
||||
|
||||
:type: list of :class:`BL_ArmatureChannel`
|
||||
|
||||
.. method:: update()
|
||||
|
||||
Ensures that the armature will be updated on next graphic frame.
|
||||
|
||||
This action is unecessary if a KX_ArmatureActuator with mode run is active
|
||||
or if an action is playing. Use this function in other cases. It must be called
|
||||
on each frame to ensure that the armature is updated continously.
|
||||
|
230
doc/python_api/rst/bge_types/bge.types.BL_Shader.rst
Normal file
230
doc/python_api/rst/bge_types/bge.types.BL_Shader.rst
Normal file
@@ -0,0 +1,230 @@
|
||||
BL_Shader(PyObjectPlus)
|
||||
=======================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: BL_Shader(PyObjectPlus)
|
||||
|
||||
BL_Shader GLSL shaders.
|
||||
|
||||
TODO - Description
|
||||
|
||||
.. method:: setUniformfv(name, fList)
|
||||
|
||||
Set a uniform with a list of float values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg fList: a list (2, 3 or 4 elements) of float values
|
||||
:type fList: list[float]
|
||||
|
||||
.. method:: delSource()
|
||||
|
||||
Clear the shader. Use this method before the source is changed with :data:`setSource`.
|
||||
|
||||
.. method:: getFragmentProg()
|
||||
|
||||
Returns the fragment program.
|
||||
|
||||
:return: The fragment program.
|
||||
:rtype: string
|
||||
|
||||
.. method:: getVertexProg()
|
||||
|
||||
Get the vertex program.
|
||||
|
||||
:return: The vertex program.
|
||||
:rtype: string
|
||||
|
||||
.. method:: isValid()
|
||||
|
||||
Check if the shader is valid.
|
||||
|
||||
:return: True if the shader is valid
|
||||
:rtype: boolean
|
||||
|
||||
.. method:: setAttrib(enum)
|
||||
|
||||
Set attribute location. (The parameter is ignored a.t.m. and the value of "tangent" is always used.)
|
||||
|
||||
:arg enum: attribute location value
|
||||
:type enum: integer
|
||||
|
||||
.. method:: setNumberOfPasses( max_pass )
|
||||
|
||||
Set the maximum number of passes. Not used a.t.m.
|
||||
|
||||
:arg max_pass: the maximum number of passes
|
||||
:type max_pass: integer
|
||||
|
||||
.. method:: setSampler(name, index)
|
||||
|
||||
Set uniform texture sample index.
|
||||
|
||||
:arg name: Uniform name
|
||||
:type name: string
|
||||
:arg index: Texture sample index.
|
||||
:type index: integer
|
||||
|
||||
.. method:: setSource(vertexProgram, fragmentProgram)
|
||||
|
||||
Set the vertex and fragment programs
|
||||
|
||||
:arg vertexProgram: Vertex program
|
||||
:type vertexProgram: string
|
||||
:arg fragmentProgram: Fragment program
|
||||
:type fragmentProgram: string
|
||||
|
||||
.. method:: setUniform1f(name, fx)
|
||||
|
||||
Set a uniform with 1 float value.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg fx: Uniform value
|
||||
:type fx: float
|
||||
|
||||
.. method:: setUniform1i(name, ix)
|
||||
|
||||
Set a uniform with an integer value.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg ix: the uniform value
|
||||
:type ix: integer
|
||||
|
||||
.. method:: setUniform2f(name, fx, fy)
|
||||
|
||||
Set a uniform with 2 float values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg fx: first float value
|
||||
:type fx: float
|
||||
|
||||
:arg fy: second float value
|
||||
:type fy: float
|
||||
|
||||
.. method:: setUniform2i(name, ix, iy)
|
||||
|
||||
Set a uniform with 2 integer values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg ix: first integer value
|
||||
:type ix: integer
|
||||
:arg iy: second integer value
|
||||
:type iy: integer
|
||||
|
||||
.. method:: setUniform3f(name, fx, fy, fz)
|
||||
|
||||
Set a uniform with 3 float values.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg fx: first float value
|
||||
:type fx: float
|
||||
:arg fy: second float value
|
||||
:type fy: float
|
||||
:arg fz: third float value
|
||||
:type fz: float
|
||||
|
||||
.. method:: setUniform3i(name, ix, iy, iz)
|
||||
|
||||
Set a uniform with 3 integer values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg ix: first integer value
|
||||
:type ix: integer
|
||||
:arg iy: second integer value
|
||||
:type iy: integer
|
||||
:arg iz: third integer value
|
||||
:type iz: integer
|
||||
|
||||
.. method:: setUniform4f(name, fx, fy, fz, fw)
|
||||
|
||||
Set a uniform with 4 float values.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg fx: first float value
|
||||
:type fx: float
|
||||
:arg fy: second float value
|
||||
:type fy: float
|
||||
:arg fz: third float value
|
||||
:type fz: float
|
||||
:arg fw: fourth float value
|
||||
:type fw: float
|
||||
|
||||
.. method:: setUniform4i(name, ix, iy, iz, iw)
|
||||
|
||||
Set a uniform with 4 integer values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg ix: first integer value
|
||||
:type ix: integer
|
||||
:arg iy: second integer value
|
||||
:type iy: integer
|
||||
:arg iz: third integer value
|
||||
:type iz: integer
|
||||
:arg iw: fourth integer value
|
||||
:type iw: integer
|
||||
|
||||
.. method:: setUniformDef(name, type)
|
||||
|
||||
Define a new uniform
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg type: uniform type
|
||||
:type type: UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX
|
||||
|
||||
.. method:: setUniformMatrix3(name, mat, transpose)
|
||||
|
||||
Set a uniform with a 3x3 matrix value
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg mat: A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]
|
||||
:type mat: 3x3 matrix
|
||||
:arg transpose: set to True to transpose the matrix
|
||||
:type transpose: boolean
|
||||
|
||||
.. method:: setUniformMatrix4(name, mat, transpose)
|
||||
|
||||
Set a uniform with a 4x4 matrix value
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg mat: A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]
|
||||
:type mat: 4x4 matrix
|
||||
:arg transpose: set to True to transpose the matrix
|
||||
:type transpose: boolean
|
||||
|
||||
.. method:: setUniformiv(name, iList)
|
||||
|
||||
Set a uniform with a list of integer values
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
:arg iList: a list (2, 3 or 4 elements) of integer values
|
||||
:type iList: list[integer]
|
||||
|
||||
.. method:: setUniformEyef(name)
|
||||
|
||||
Set a uniform with a float value that reflects the eye being render in stereo mode:
|
||||
0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform
|
||||
is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures
|
||||
containing the left and right eye images in a top-bottom order.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
|
||||
.. method:: validate()
|
||||
|
||||
Validate the shader object.
|
||||
|
@@ -0,0 +1,70 @@
|
||||
BL_ShapeActionActuator(SCA_IActuator)
|
||||
=====================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: BL_ShapeActionActuator(SCA_IActuator)
|
||||
|
||||
ShapeAction Actuators apply an shape action to an mesh object.
|
||||
|
||||
.. attribute:: action
|
||||
|
||||
The name of the action to set as the current shape action.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: frameStart
|
||||
|
||||
Specifies the starting frame of the shape animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: frameEnd
|
||||
|
||||
Specifies the ending frame of the shape animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: blendIn
|
||||
|
||||
Specifies the number of frames of animation to generate when making transitions between actions.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: priority
|
||||
|
||||
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: frame
|
||||
|
||||
Sets the current frame for the animation.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: propName
|
||||
|
||||
Sets the property to be used in FromProp playback mode.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: blendTime
|
||||
|
||||
Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: mode
|
||||
|
||||
The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: framePropName
|
||||
|
||||
The name of the property that is set to the current frame number.
|
||||
|
||||
:type: string
|
72
doc/python_api/rst/bge_types/bge.types.CListValue.rst
Normal file
72
doc/python_api/rst/bge_types/bge.types.CListValue.rst
Normal file
@@ -0,0 +1,72 @@
|
||||
CListValue(CPropValue)
|
||||
======================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`CPropValue`
|
||||
|
||||
.. class:: CListValue(CPropValue)
|
||||
|
||||
This is a list like object used in the game engine internally that behaves similar to a python list in most ways.
|
||||
|
||||
As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``)
|
||||
|
||||
Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported.
|
||||
|
||||
.. method:: append(val)
|
||||
|
||||
Add an item to the list (like pythons append)
|
||||
|
||||
.. warning::
|
||||
|
||||
Appending values to the list can cause crashes when the list is used internally by the game engine.
|
||||
|
||||
.. method:: count(val)
|
||||
|
||||
Count the number of instances of a value in the list.
|
||||
|
||||
:return: number of instances
|
||||
:rtype: integer
|
||||
|
||||
.. method:: index(val)
|
||||
|
||||
Return the index of a value in the list.
|
||||
|
||||
:return: The index of the value in the list.
|
||||
:rtype: integer
|
||||
|
||||
.. method:: reverse()
|
||||
|
||||
Reverse the order of the list.
|
||||
|
||||
.. method:: get(key, default=None)
|
||||
|
||||
Return the value matching key, or the default value if its not found.
|
||||
|
||||
:return: The key value or a default.
|
||||
|
||||
.. method:: from_id(id)
|
||||
|
||||
This is a funtion especially for the game engine to return a value with a spesific id.
|
||||
|
||||
Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
myObID=id(gameObject)
|
||||
ob= scene.objects.from_id(myObID)
|
||||
|
||||
Where ``myObID`` is an int or long from the id function.
|
||||
|
||||
This has the advantage that you can store the id in places you could not store a gameObject.
|
||||
|
||||
.. warning::
|
||||
|
||||
The id is derived from a memory location and will be different each time the game engine starts.
|
||||
|
||||
.. warning::
|
||||
|
||||
The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups.
|
||||
|
11
doc/python_api/rst/bge_types/bge.types.CPropValue.rst
Normal file
11
doc/python_api/rst/bge_types/bge.types.CPropValue.rst
Normal file
@@ -0,0 +1,11 @@
|
||||
CPropValue(CValue)
|
||||
==================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`CValue`
|
||||
|
||||
.. class:: CPropValue(CValue)
|
||||
|
||||
This class has no python functions
|
||||
|
17
doc/python_api/rst/bge_types/bge.types.CValue.rst
Normal file
17
doc/python_api/rst/bge_types/bge.types.CValue.rst
Normal file
@@ -0,0 +1,17 @@
|
||||
CValue(PyObjectPlus)
|
||||
====================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: CValue(PyObjectPlus)
|
||||
|
||||
This class is a basis for other classes.
|
||||
|
||||
.. attribute:: name
|
||||
|
||||
The name of this CValue derived object (read-only).
|
||||
|
||||
:type: string
|
||||
|
36
doc/python_api/rst/bge_types/bge.types.KX_ArmatureSensor.rst
Normal file
36
doc/python_api/rst/bge_types/bge.types.KX_ArmatureSensor.rst
Normal file
@@ -0,0 +1,36 @@
|
||||
KX_ArmatureSensor(SCA_ISensor)
|
||||
==============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_ISensor`
|
||||
|
||||
.. class:: KX_ArmatureSensor(SCA_ISensor)
|
||||
|
||||
Armature sensor detect conditions on armatures.
|
||||
|
||||
.. attribute:: type
|
||||
|
||||
The type of measurement that the sensor make when it is active.
|
||||
|
||||
Can be one of :ref:`these constants <armaturesensor-type>`
|
||||
|
||||
:type: integer.
|
||||
|
||||
.. attribute:: constraint
|
||||
|
||||
The constraint object this sensor is watching.
|
||||
|
||||
:type: :class:`BL_ArmatureConstraint`
|
||||
|
||||
.. attribute:: value
|
||||
|
||||
The threshold used in the comparison with the constraint error
|
||||
The linear error is only updated on CopyPose/Distance IK constraint with iTaSC solver
|
||||
The rotation error is only updated on CopyPose+rotation IK constraint with iTaSC solver
|
||||
The linear error on CopyPose is always >= 0: it is the norm of the distance between the target and the bone
|
||||
The rotation error on CopyPose is always >= 0: it is the norm of the equivalent rotation vector between the bone and the target orientations
|
||||
The linear error on Distance can be positive if the distance between the bone and the target is greater than the desired distance, and negative if the distance is smaller.
|
||||
|
||||
:type: float
|
||||
|
185
doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst
Normal file
185
doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst
Normal file
@@ -0,0 +1,185 @@
|
||||
KX_BlenderMaterial(PyObjectPlus)
|
||||
================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: KX_BlenderMaterial(PyObjectPlus)
|
||||
|
||||
This is the interface to materials in the game engine.
|
||||
|
||||
Materials define the render state to be applied to mesh objects.
|
||||
|
||||
The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels
|
||||
in a material. All materials of the object executing this script should have two textures using
|
||||
separate UV maps in the two first texture channels.
|
||||
|
||||
The code works for both Multitexture and GLSL rendering modes.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from bge import logic
|
||||
|
||||
vertex_shader = """
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// simple projection of the vertex position to view space
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
// coordinate of the 1st texture channel
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
// coordinate of the 2nd texture channel
|
||||
gl_TexCoord[1] = gl_MultiTexCoord1;
|
||||
}
|
||||
"""
|
||||
|
||||
fragment_shader ="""
|
||||
|
||||
uniform sampler2D texture_0;
|
||||
uniform sampler2D texture_1;
|
||||
uniform float factor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
|
||||
vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
|
||||
gl_FragColor = mix(color_0, color_1, factor);
|
||||
}
|
||||
"""
|
||||
|
||||
object = logic.getCurrentController().owner
|
||||
|
||||
for mesh in object.meshes:
|
||||
for material in mesh.materials:
|
||||
shader = material.getShader()
|
||||
if shader is not None:
|
||||
if not shader.isValid():
|
||||
shader.setSource(vertex_shader, fragment_shader, True)
|
||||
|
||||
# get the first texture channel of the material
|
||||
shader.setSampler('texture_0', 0)
|
||||
# get the second texture channel of the material
|
||||
shader.setSampler('texture_1', 1)
|
||||
# pass another uniform to the shader
|
||||
shader.setUniform1f('factor', 0.3)
|
||||
|
||||
.. attribute:: shader
|
||||
|
||||
The material's shader.
|
||||
|
||||
:type: :class:`BL_Shader`
|
||||
|
||||
.. attribute:: blending
|
||||
|
||||
Ints used for pixel blending, (src, dst), matching the setBlending method.
|
||||
|
||||
:type: (integer, integer)
|
||||
|
||||
.. attribute:: material_index
|
||||
|
||||
The material's index.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. method:: getShader()
|
||||
|
||||
Returns the material's shader.
|
||||
|
||||
:return: the material's shader
|
||||
:rtype: :class:`BL_Shader`
|
||||
|
||||
.. method:: getTextureBindcode(textureslot)
|
||||
|
||||
Returns the material's texture OpenGL bind code/id/number/name.
|
||||
|
||||
:arg textureslot: Specifies the texture slot number
|
||||
:type textureslot: integer
|
||||
:return: the material's texture OpenGL bind code/id/number/name
|
||||
:rtype: integer
|
||||
|
||||
.. attribute:: alpha
|
||||
|
||||
The material's alpha transparency.
|
||||
|
||||
:type: float between 0.0 and 1.0 inclusive
|
||||
|
||||
.. attribute:: hardness
|
||||
|
||||
How hard (sharp) the material's specular reflection is.
|
||||
|
||||
:type: integer between 1 and 511 inclusive
|
||||
|
||||
.. attribute:: emit
|
||||
|
||||
Amount of light to emit.
|
||||
|
||||
:type: float between 0.0 and 2.0 inclusive
|
||||
|
||||
.. attribute:: specularIntensity
|
||||
|
||||
How intense (bright) the material's specular reflection is.
|
||||
|
||||
:type: float between 0.0 and 1.0 inclusive
|
||||
|
||||
.. attribute:: diffuseIntensity
|
||||
|
||||
The material's amount of diffuse reflection.
|
||||
|
||||
:type: float between 0.0 and 1.0 inclusive
|
||||
|
||||
.. attribute:: specularColor
|
||||
|
||||
The material's specular color.
|
||||
|
||||
:type: :class:`mathutils.Color`
|
||||
|
||||
.. attribute:: diffuseColor
|
||||
|
||||
The material's diffuse color.
|
||||
|
||||
:type: :class:`mathutils.Color`
|
||||
|
||||
.. method:: setBlending(src, dest)
|
||||
|
||||
Set the pixel color arithmetic functions.
|
||||
|
||||
:arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of...
|
||||
|
||||
* :data:`~bgl.GL_ZERO`
|
||||
* :data:`~bgl.GL_ONE`
|
||||
* :data:`~bgl.GL_SRC_COLOR`
|
||||
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
|
||||
* :data:`~bgl.GL_DST_COLOR`
|
||||
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
|
||||
* :data:`~bgl.GL_SRC_ALPHA`
|
||||
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
|
||||
* :data:`~bgl.GL_DST_ALPHA`
|
||||
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
|
||||
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
|
||||
|
||||
:type src: int
|
||||
|
||||
:arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of...
|
||||
|
||||
* :data:`~bgl.GL_ZERO`
|
||||
* :data:`~bgl.GL_ONE`
|
||||
* :data:`~bgl.GL_SRC_COLOR`
|
||||
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
|
||||
* :data:`~bgl.GL_DST_COLOR`
|
||||
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
|
||||
* :data:`~bgl.GL_SRC_ALPHA`
|
||||
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
|
||||
* :data:`~bgl.GL_DST_ALPHA`
|
||||
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
|
||||
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
|
||||
|
||||
:type dest: int
|
||||
|
||||
.. method:: getMaterialIndex()
|
||||
|
||||
Returns the material's index.
|
||||
|
||||
:return: the material's index
|
||||
:rtype: integer
|
||||
|
302
doc/python_api/rst/bge_types/bge.types.KX_Camera.rst
Normal file
302
doc/python_api/rst/bge_types/bge.types.KX_Camera.rst
Normal file
@@ -0,0 +1,302 @@
|
||||
KX_Camera(KX_GameObject)
|
||||
========================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`KX_GameObject`
|
||||
|
||||
.. class:: KX_Camera(KX_GameObject)
|
||||
|
||||
A Camera object.
|
||||
|
||||
.. data:: INSIDE
|
||||
|
||||
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
|
||||
|
||||
.. data:: INTERSECT
|
||||
|
||||
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
|
||||
|
||||
.. data:: OUTSIDE
|
||||
|
||||
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
|
||||
|
||||
.. attribute:: lens
|
||||
|
||||
The camera's lens value.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: fov
|
||||
|
||||
The camera's field of view value.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: ortho_scale
|
||||
|
||||
The camera's view scale when in orthographic mode.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: near
|
||||
|
||||
The camera's near clip distance.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: far
|
||||
|
||||
The camera's far clip distance.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: shift_x
|
||||
|
||||
The camera's horizontal shift.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: shift_y
|
||||
|
||||
The camera's vertical shift.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: perspective
|
||||
|
||||
True if this camera has a perspective transform, False for an orthographic projection.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: frustum_culling
|
||||
|
||||
True if this camera is frustum culling.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: projection_matrix
|
||||
|
||||
This camera's 4x4 projection matrix.
|
||||
|
||||
.. note::
|
||||
|
||||
This is the identity matrix prior to rendering the first frame (any Python done on frame 1).
|
||||
|
||||
:type: 4x4 Matrix [[float]]
|
||||
|
||||
.. attribute:: modelview_matrix
|
||||
|
||||
This camera's 4x4 model view matrix. (read-only).
|
||||
|
||||
:type: 4x4 Matrix [[float]]
|
||||
|
||||
.. note::
|
||||
|
||||
This matrix is regenerated every frame from the camera's position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1).
|
||||
|
||||
.. attribute:: camera_to_world
|
||||
|
||||
This camera's camera to world transform. (read-only).
|
||||
|
||||
:type: 4x4 Matrix [[float]]
|
||||
|
||||
.. note::
|
||||
|
||||
This matrix is regenerated every frame from the camera's position and orientation.
|
||||
|
||||
.. attribute:: world_to_camera
|
||||
|
||||
This camera's world to camera transform. (read-only).
|
||||
|
||||
:type: 4x4 Matrix [[float]]
|
||||
|
||||
.. note::
|
||||
|
||||
Regenerated every frame from the camera's position and orientation.
|
||||
|
||||
.. note::
|
||||
|
||||
This is camera_to_world inverted.
|
||||
|
||||
.. attribute:: useViewport
|
||||
|
||||
True when the camera is used as a viewport, set True to enable a viewport for this camera.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. method:: sphereInsideFrustum(centre, radius)
|
||||
|
||||
Tests the given sphere against the view frustum.
|
||||
|
||||
:arg centre: The centre of the sphere (in world coordinates.)
|
||||
:type centre: list [x, y, z]
|
||||
:arg radius: the radius of the sphere
|
||||
:type radius: float
|
||||
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
|
||||
:rtype: integer
|
||||
|
||||
.. note::
|
||||
|
||||
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from bge import logic
|
||||
cont = logic.getCurrentController()
|
||||
cam = cont.owner
|
||||
|
||||
# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
|
||||
if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
|
||||
# Sphere is inside frustum !
|
||||
# Do something useful !
|
||||
else:
|
||||
# Sphere is outside frustum
|
||||
|
||||
.. method:: boxInsideFrustum(box)
|
||||
|
||||
Tests the given box against the view frustum.
|
||||
|
||||
:arg box: Eight (8) corner points of the box (in world coordinates.)
|
||||
:type box: list of lists
|
||||
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
|
||||
|
||||
.. note::
|
||||
|
||||
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from bge import logic
|
||||
cont = logic.getCurrentController()
|
||||
cam = cont.owner
|
||||
|
||||
# Box to test...
|
||||
box = []
|
||||
box.append([-1.0, -1.0, -1.0])
|
||||
box.append([-1.0, -1.0, 1.0])
|
||||
box.append([-1.0, 1.0, -1.0])
|
||||
box.append([-1.0, 1.0, 1.0])
|
||||
box.append([ 1.0, -1.0, -1.0])
|
||||
box.append([ 1.0, -1.0, 1.0])
|
||||
box.append([ 1.0, 1.0, -1.0])
|
||||
box.append([ 1.0, 1.0, 1.0])
|
||||
|
||||
if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
|
||||
# Box is inside/intersects frustum !
|
||||
# Do something useful !
|
||||
else:
|
||||
# Box is outside the frustum !
|
||||
|
||||
.. method:: pointInsideFrustum(point)
|
||||
|
||||
Tests the given point against the view frustum.
|
||||
|
||||
:arg point: The point to test (in world coordinates.)
|
||||
:type point: 3D Vector
|
||||
:return: True if the given point is inside this camera's viewing frustum.
|
||||
:rtype: boolean
|
||||
|
||||
.. note::
|
||||
|
||||
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from bge import logic
|
||||
cont = logic.getCurrentController()
|
||||
cam = cont.owner
|
||||
|
||||
# Test point [0.0, 0.0, 0.0]
|
||||
if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
|
||||
# Point is inside frustum !
|
||||
# Do something useful !
|
||||
else:
|
||||
# Box is outside the frustum !
|
||||
|
||||
.. method:: getCameraToWorld()
|
||||
|
||||
Returns the camera-to-world transform.
|
||||
|
||||
:return: the camera-to-world transform matrix.
|
||||
:rtype: matrix (4x4 list)
|
||||
|
||||
.. method:: getWorldToCamera()
|
||||
|
||||
Returns the world-to-camera transform.
|
||||
|
||||
This returns the inverse matrix of getCameraToWorld().
|
||||
|
||||
:return: the world-to-camera transform matrix.
|
||||
:rtype: matrix (4x4 list)
|
||||
|
||||
.. method:: setOnTop()
|
||||
|
||||
Set this cameras viewport ontop of all other viewport.
|
||||
|
||||
.. method:: setViewport(left, bottom, right, top)
|
||||
|
||||
Sets the region of this viewport on the screen in pixels.
|
||||
|
||||
Use :data:`bge.render.getWindowHeight` and :data:`bge.render.getWindowWidth` to calculate values relative to the entire display.
|
||||
|
||||
:arg left: left pixel coordinate of this viewport
|
||||
:type left: integer
|
||||
:arg bottom: bottom pixel coordinate of this viewport
|
||||
:type bottom: integer
|
||||
:arg right: right pixel coordinate of this viewport
|
||||
:type right: integer
|
||||
:arg top: top pixel coordinate of this viewport
|
||||
:type top: integer
|
||||
|
||||
.. method:: getScreenPosition(object)
|
||||
|
||||
Gets the position of an object projected on screen space.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# For an object in the middle of the screen, coord = [0.5, 0.5]
|
||||
coord = camera.getScreenPosition(object)
|
||||
|
||||
:arg object: object name or list [x, y, z]
|
||||
:type object: :class:`KX_GameObject` or 3D Vector
|
||||
:return: the object's position in screen coordinates.
|
||||
:rtype: list [x, y]
|
||||
|
||||
.. method:: getScreenVect(x, y)
|
||||
|
||||
Gets the vector from the camera position in the screen coordinate direction.
|
||||
|
||||
:arg x: X Axis
|
||||
:type x: float
|
||||
:arg y: Y Axis
|
||||
:type y: float
|
||||
:rtype: 3D Vector
|
||||
:return: The vector from screen coordinate.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Gets the vector of the camera front direction:
|
||||
m_vect = camera.getScreenVect(0.5, 0.5)
|
||||
|
||||
.. method:: getScreenRay(x, y, dist=inf, property=None)
|
||||
|
||||
Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop.
|
||||
The ray is similar to KX_GameObject->rayCastTo.
|
||||
|
||||
:arg x: X Axis
|
||||
:type x: float
|
||||
:arg y: Y Axis
|
||||
:type y: float
|
||||
:arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
|
||||
:type dist: float
|
||||
:arg property: property name that object must have; can be omitted => detect any object
|
||||
:type property: string
|
||||
:rtype: :class:`KX_GameObject`
|
||||
:return: the first object hit or None if no object or object does not match prop
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Gets an object with a property "wall" in front of the camera within a distance of 100:
|
||||
target = camera.getScreenRay(0.5, 0.5, 100, "wall")
|
||||
|
47
doc/python_api/rst/bge_types/bge.types.KX_CameraActuator.rst
Normal file
47
doc/python_api/rst/bge_types/bge.types.KX_CameraActuator.rst
Normal file
@@ -0,0 +1,47 @@
|
||||
KX_CameraActuator(SCA_IActuator)
|
||||
================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: KX_CameraActuator(SCA_IActuator)
|
||||
|
||||
Applies changes to a camera.
|
||||
|
||||
.. attribute:: damping
|
||||
|
||||
strength of of the camera following movement.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: axis
|
||||
|
||||
The camera axis (0, 1, 2) for positive ``XYZ``, (3, 4, 5) for negative ``XYZ``.
|
||||
|
||||
:type: int
|
||||
|
||||
.. attribute:: min
|
||||
|
||||
minimum distance to the target object maintained by the actuator.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: max
|
||||
|
||||
maximum distance to stay from the target object.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: height
|
||||
|
||||
height to stay above the target object.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: object
|
||||
|
||||
the object this actuator tracks.
|
||||
|
||||
:type: :class:`KX_GameObject` or None
|
||||
|
@@ -0,0 +1,45 @@
|
||||
KX_CharacterWrapper(PyObjectPlus)
|
||||
=================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: KX_CharacterWrapper(PyObjectPlus)
|
||||
|
||||
A wrapper to expose character physics options.
|
||||
|
||||
.. attribute:: onGround
|
||||
|
||||
Whether or not the character is on the ground. (read-only)
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: gravity
|
||||
|
||||
The gravity value used for the character.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: maxJumps
|
||||
|
||||
The maximum number of jumps a character can perform before having to touch the ground. By default this is set to 1. 2 allows for a double jump, etc.
|
||||
|
||||
:type: int in [0, 255], default 1
|
||||
|
||||
.. attribute:: jumpCount
|
||||
|
||||
The current jump count. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump.
|
||||
|
||||
:type: int
|
||||
|
||||
.. attribute:: walkDirection
|
||||
|
||||
The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character.
|
||||
|
||||
:type: Vector((x, y, z))
|
||||
|
||||
.. method:: jump()
|
||||
|
||||
The character jumps based on it's jump speed.
|
||||
|
@@ -0,0 +1,78 @@
|
||||
KX_ConstraintActuator(SCA_IActuator)
|
||||
====================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: KX_ConstraintActuator(SCA_IActuator)
|
||||
|
||||
A constraint actuator limits the position, rotation, distance or orientation of an object.
|
||||
|
||||
.. attribute:: damp
|
||||
|
||||
Time constant of the constraint expressed in frame (not use by Force field constraint).
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: rotDamp
|
||||
|
||||
Time constant for the rotation expressed in frame (only for the distance constraint), 0 = use damp for rotation as well.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: direction
|
||||
|
||||
The reference direction in world coordinate for the orientation constraint.
|
||||
|
||||
:type: 3-tuple of float: (x, y, z)
|
||||
|
||||
.. attribute:: option
|
||||
|
||||
Binary combination of :ref:`these constants <constraint-actuator-option>`
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: time
|
||||
|
||||
activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time.
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: propName
|
||||
|
||||
the name of the property or material for the ray detection of the distance constraint.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: min
|
||||
|
||||
The lower bound of the constraint. For the rotation and orientation constraint, it represents radiant.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: distance
|
||||
|
||||
the target distance of the distance constraint.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: max
|
||||
|
||||
the upper bound of the constraint. For rotation and orientation constraints, it represents radiant.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: rayLength
|
||||
|
||||
the length of the ray of the distance constraint.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: limit
|
||||
|
||||
type of constraint. Use one of the :ref:`these constants <constraint-actuator-limit>`
|
||||
|
||||
:type: integer.
|
||||
|
||||
|
143
doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst
Normal file
143
doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst
Normal file
@@ -0,0 +1,143 @@
|
||||
KX_ConstraintWrapper(PyObjectPlus)
|
||||
==================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: KX_ConstraintWrapper(PyObjectPlus)
|
||||
|
||||
KX_ConstraintWrapper
|
||||
|
||||
.. method:: getConstraintId(val)
|
||||
|
||||
Returns the contraint ID
|
||||
|
||||
:return: the constraint ID
|
||||
:rtype: integer
|
||||
|
||||
.. method:: setParam(axis, value0, value1)
|
||||
|
||||
Set the contraint limits
|
||||
|
||||
:arg axis:
|
||||
:type axis: integer
|
||||
|
||||
.. note::
|
||||
* Lowerlimit == Upperlimit -> axis is locked
|
||||
* Lowerlimit > Upperlimit -> axis is free
|
||||
* Lowerlimit < Upperlimit -> axis it limited in that range
|
||||
|
||||
For PHY_LINEHINGE_CONSTRAINT = 2 or PHY_ANGULAR_CONSTRAINT = 3:
|
||||
|
||||
axis = 3 is a constraint limit, with low/high limit value
|
||||
* 3: X axis angle
|
||||
|
||||
:arg value0 (min): Set the minimum limit of the axis
|
||||
:type value0: float
|
||||
:arg value1 (max): Set the maximum limit of the axis
|
||||
:type value1: float
|
||||
|
||||
For PHY_CONE_TWIST_CONSTRAINT = 4:
|
||||
|
||||
axis = 3..5 are constraint limits, high limit values
|
||||
* 3: X axis angle
|
||||
* 4: Y axis angle
|
||||
* 5: Z axis angle
|
||||
|
||||
:arg value0 (min): Set the minimum limit of the axis
|
||||
:type value0: float
|
||||
:arg value1 (max): Set the maximum limit of the axis
|
||||
:type value1: float
|
||||
|
||||
For PHY_GENERIC_6DOF_CONSTRAINT = 12:
|
||||
|
||||
axis = 0..2 are constraint limits, with low/high limit value
|
||||
* 0: X axis position
|
||||
* 1: Y axis position
|
||||
* 2: Z axis position
|
||||
|
||||
axis = 3..5 are relative constraint (Euler) angles in radians
|
||||
* 3: X axis angle
|
||||
* 4: Y axis angle
|
||||
* 5: Z axis angle
|
||||
|
||||
:arg value0 (min): Set the minimum limit of the axis
|
||||
:type value0: float
|
||||
:arg value1 (max): Set the maximum limit of the axis
|
||||
:type value1: float
|
||||
|
||||
axis = 6..8 are translational motors, with value0=target velocity, value1 = max motor force
|
||||
* 6: X axis position
|
||||
* 7: Y axis position
|
||||
* 8: Z axis position
|
||||
|
||||
axis = 9..11 are rotational motors, with value0=target velocity, value1 = max motor force
|
||||
* 9: X axis angle
|
||||
* 10: Y axis angle
|
||||
* 11: Z axis angle
|
||||
|
||||
:arg value0 (speed): Set the linear velocity of the axis
|
||||
:type value0: float Range: -10,000.00 to 10,000.00
|
||||
:arg value1 (force): Set the maximum force limit of the axis
|
||||
:type value1: float Range: -10,000.00 to 10,000.00
|
||||
|
||||
axis = 12..14 are for linear springs on each of the position of freedom
|
||||
* 12: X axis position
|
||||
* 13: Y axis position
|
||||
* 14: Z axis position
|
||||
|
||||
axis = 15..17 are for angular springs on each of the angle of freedom in radians
|
||||
* 15: X axis angle
|
||||
* 16: Y axis angle
|
||||
* 17: Z axis angle
|
||||
|
||||
:arg value0 (stiffness): Set the stiffness of the spring
|
||||
:type value0: float
|
||||
:arg value1 (damping): Tendency of the spring to return to it's original position
|
||||
:type value1: float
|
||||
1.0 = springs back to original position (no damping)
|
||||
0.0 = don't springs back
|
||||
|
||||
.. method:: getParam(axis)
|
||||
|
||||
Get the contraint position or euler angle of a generic 6DOF constraint
|
||||
|
||||
:arg axis:
|
||||
:type axis: integer
|
||||
|
||||
axis = 0..2 are linear constraint values
|
||||
* 0: X axis position
|
||||
* 1: Y axis position
|
||||
* 2: Z axis position
|
||||
|
||||
:return: position
|
||||
:rtype: float
|
||||
|
||||
axis = 3..5 are relative constraint (Euler) angles in radians
|
||||
* 3: X axis angle
|
||||
* 4: Y axis angle
|
||||
* 5: Z axis angle
|
||||
|
||||
:return: angle
|
||||
:rtype: float
|
||||
|
||||
.. attribute:: constraint_id
|
||||
|
||||
Returns the contraint ID (read only)
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: constraint_type
|
||||
|
||||
Returns the contraint type (read only)
|
||||
|
||||
:type: integer
|
||||
|
||||
- :class:`~bge.constraints.POINTTOPOINT_CONSTRAINT`
|
||||
- :class:`~bge.constraints.LINEHINGE_CONSTRAINT`
|
||||
- :class:`~bge.constraints.ANGULAR_CONSTRAINT`
|
||||
- :class:`~bge.constraints.CONETWIST_CONSTRAINT`
|
||||
- :class:`~bge.constraints.VEHICLE_CONSTRAINT`
|
||||
- :class:`~bge.constraints.GENERIC_6DOF_CONSTRAINT`
|
||||
|
32
doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst
Normal file
32
doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst
Normal file
@@ -0,0 +1,32 @@
|
||||
KX_FontObject(KX_GameObject)
|
||||
============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`KX_GameObject`
|
||||
|
||||
.. class:: KX_FontObject(KX_GameObject)
|
||||
|
||||
A Font object.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Display a message about the exit key using a Font object.
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
font = co.owner
|
||||
|
||||
exit_key = bge.events.EventToString(bge.logic.getExitKey())
|
||||
|
||||
if exit_key.endswith("KEY"):
|
||||
exit_key = exit_key[:-3]
|
||||
|
||||
font.text = "Press key '%s' to quit the game." % exit_key
|
||||
|
||||
.. attribute:: text
|
||||
|
||||
The text displayed by this Font object.
|
||||
|
||||
:type: string
|
||||
|
23
doc/python_api/rst/bge_types/bge.types.KX_GameActuator.rst
Normal file
23
doc/python_api/rst/bge_types/bge.types.KX_GameActuator.rst
Normal file
@@ -0,0 +1,23 @@
|
||||
KX_GameActuator(SCA_IActuator)
|
||||
==============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: KX_GameActuator(SCA_IActuator)
|
||||
|
||||
The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
|
||||
|
||||
.. attribute:: fileName
|
||||
|
||||
the new .blend file to load.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: mode
|
||||
|
||||
The mode of this actuator. Can be on of :ref:`these constants <game-actuator>`
|
||||
|
||||
:type: Int
|
||||
|
1013
doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
Normal file
1013
doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
Normal file
File diff suppressed because it is too large
Load Diff
51
doc/python_api/rst/bge_types/bge.types.KX_LibLoadStatus.rst
Normal file
51
doc/python_api/rst/bge_types/bge.types.KX_LibLoadStatus.rst
Normal file
@@ -0,0 +1,51 @@
|
||||
KX_LibLoadStatus(PyObjectPlus)
|
||||
==============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`PyObjectPlus`
|
||||
|
||||
.. class:: KX_LibLoadStatus(PyObjectPlus)
|
||||
|
||||
An object providing information about a LibLoad() operation.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Print a message when an async LibLoad is done
|
||||
import bge
|
||||
|
||||
def finished_cb(status):
|
||||
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
|
||||
|
||||
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
|
||||
|
||||
.. attribute:: onFinish
|
||||
|
||||
A callback that gets called when the lib load is done.
|
||||
|
||||
:type: callable
|
||||
|
||||
.. attribute:: finished
|
||||
|
||||
The current status of the lib load.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: progress
|
||||
|
||||
The current progress of the lib load as a normalized value from 0.0 to 1.0.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: libraryName
|
||||
|
||||
The name of the library being loaded (the first argument to LibLoad).
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: timeTaken
|
||||
|
||||
The amount of time, in seconds, the lib load took (0 until the operation is complete).
|
||||
|
||||
:type: float
|
||||
|
164
doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
Normal file
164
doc/python_api/rst/bge_types/bge.types.KX_LightObject.rst
Normal file
@@ -0,0 +1,164 @@
|
||||
KX_LightObject(KX_GameObject)
|
||||
=============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`KX_GameObject`
|
||||
|
||||
.. class:: KX_LightObject(KX_GameObject)
|
||||
|
||||
A Light object.
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Turn on a red alert light.
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
light = co.owner
|
||||
|
||||
light.energy = 1.0
|
||||
light.color = [1.0, 0.0, 0.0]
|
||||
|
||||
.. data:: SPOT
|
||||
|
||||
A spot light source. See attribute :data:`type`
|
||||
|
||||
.. data:: SUN
|
||||
|
||||
A point light source with no attenuation. See attribute :data:`type`
|
||||
|
||||
.. data:: NORMAL
|
||||
|
||||
A point light source. See attribute :data:`type`
|
||||
|
||||
.. attribute:: type
|
||||
|
||||
The type of light - must be SPOT, SUN or NORMAL
|
||||
|
||||
.. attribute:: layer
|
||||
|
||||
The layer mask that this light affects object on.
|
||||
|
||||
:type: bitfield
|
||||
|
||||
.. attribute:: energy
|
||||
|
||||
The brightness of this light.
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: shadowClipStart
|
||||
|
||||
The shadowmap clip start, below which objects will not generate shadows.
|
||||
|
||||
:type: float (read only)
|
||||
|
||||
.. attribute:: shadowClipEnd
|
||||
|
||||
The shadowmap clip end, beyond which objects will not generate shadows.
|
||||
|
||||
:type: float (read only)
|
||||
|
||||
.. attribute:: shadowFrustumSize
|
||||
|
||||
Size of the frustum used for creating the shadowmap.
|
||||
|
||||
:type: float (read only)
|
||||
|
||||
.. attribute:: shadowBindId
|
||||
|
||||
The OpenGL shadow texture bind number/id.
|
||||
|
||||
:type: int (read only)
|
||||
|
||||
.. attribute:: shadowMapType
|
||||
|
||||
The shadow shadow map type (0 -> Simple; 1 -> Variance)
|
||||
|
||||
:type: int (read only)
|
||||
|
||||
.. attribute:: shadowBias
|
||||
|
||||
The shadow buffer sampling bias.
|
||||
|
||||
:type: float (read only)
|
||||
|
||||
.. attribute:: shadowBleedBias
|
||||
|
||||
The bias for reducing light-bleed on variance shadow maps.
|
||||
|
||||
:type: float (read only)
|
||||
|
||||
.. attribute:: useShadow
|
||||
|
||||
Returns True if the light has Shadow option activated, else returns False.
|
||||
|
||||
:type: boolean (read only)
|
||||
|
||||
.. attribute:: shadowColor
|
||||
|
||||
The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0).
|
||||
|
||||
:type: :class:`mathutils.Color` (read only)
|
||||
|
||||
.. attribute:: shadowMatrix
|
||||
|
||||
Matrix that converts a vector in camera space to shadow buffer depth space.
|
||||
|
||||
Computed as:
|
||||
mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.
|
||||
|
||||
mat4_perspective_to_depth is a fixed matrix defined as follow:
|
||||
|
||||
0.5 0.0 0.0 0.5
|
||||
0.0 0.5 0.0 0.5
|
||||
0.0 0.0 0.5 0.5
|
||||
0.0 0.0 0.0 1.0
|
||||
|
||||
.. note:
|
||||
|
||||
There is one matrix of that type per lamp casting shadow in the scene.
|
||||
|
||||
:type: Matrix4x4 (read only)
|
||||
|
||||
.. attribute:: distance
|
||||
|
||||
The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: color
|
||||
|
||||
The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
|
||||
|
||||
:type: list [r, g, b]
|
||||
|
||||
.. attribute:: lin_attenuation
|
||||
|
||||
The linear component of this light's attenuation. (SPOT and NORMAL lights only).
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: quad_attenuation
|
||||
|
||||
The quadratic component of this light's attenuation (SPOT and NORMAL lights only).
|
||||
|
||||
:type: float
|
||||
|
||||
.. attribute:: spotsize
|
||||
|
||||
The cone angle of the spot light, in degrees (SPOT lights only).
|
||||
|
||||
:type: float in [0 - 180].
|
||||
|
||||
.. attribute:: spotblend
|
||||
|
||||
Specifies the intensity distribution of the spot light (SPOT lights only).
|
||||
|
||||
:type: float in [0 - 1]
|
||||
|
||||
.. note::
|
||||
|
||||
Higher values result in a more focused light source.
|
||||
|
134
doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst
Normal file
134
doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst
Normal file
@@ -0,0 +1,134 @@
|
||||
KX_MeshProxy(SCA_IObject)
|
||||
=========================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IObject`
|
||||
|
||||
.. class:: KX_MeshProxy(SCA_IObject)
|
||||
|
||||
A mesh object.
|
||||
|
||||
You can only change the vertex properties of a mesh object, not the mesh topology.
|
||||
|
||||
To use mesh objects effectively, you should know a bit about how the game engine handles them.
|
||||
|
||||
#. Mesh Objects are converted from Blender at scene load.
|
||||
#. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds:
|
||||
|
||||
#. The texture.
|
||||
#. The Blender material.
|
||||
#. The Tile properties
|
||||
#. The face properties - (From the "Texture Face" panel)
|
||||
#. Transparency & z sorting
|
||||
#. Light layer
|
||||
#. Polygon shape (triangle/quad)
|
||||
#. Game Object
|
||||
|
||||
#. Vertices will be split by face if necessary. Vertices can only be shared between faces if:
|
||||
|
||||
#. They are at the same position
|
||||
#. UV coordinates are the same
|
||||
#. Their normals are the same (both polygons are "Set Smooth")
|
||||
#. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
|
||||
|
||||
The correct method of iterating over every :class:`KX_VertexProxy` in a game object
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
from bge import logic
|
||||
|
||||
cont = logic.getCurrentController()
|
||||
object = cont.owner
|
||||
|
||||
for mesh in object.meshes:
|
||||
for m_index in range(len(mesh.materials)):
|
||||
for v_index in range(mesh.getVertexArrayLength(m_index)):
|
||||
vertex = mesh.getVertex(m_index, v_index)
|
||||
# Do something with vertex here...
|
||||
# ... eg: color the vertex red.
|
||||
vertex.color = [1.0, 0.0, 0.0, 1.0]
|
||||
|
||||
.. attribute:: materials
|
||||
|
||||
:type: list of :class:`KX_BlenderMaterial` type
|
||||
|
||||
.. attribute:: numPolygons
|
||||
|
||||
:type: integer
|
||||
|
||||
.. attribute:: numMaterials
|
||||
|
||||
:type: integer
|
||||
|
||||
.. method:: getMaterialName(matid)
|
||||
|
||||
Gets the name of the specified material.
|
||||
|
||||
:arg matid: the specified material.
|
||||
:type matid: integer
|
||||
:return: the attached material name.
|
||||
:rtype: string
|
||||
|
||||
.. method:: getTextureName(matid)
|
||||
|
||||
Gets the name of the specified material's texture.
|
||||
|
||||
:arg matid: the specified material
|
||||
:type matid: integer
|
||||
:return: the attached material's texture name.
|
||||
:rtype: string
|
||||
|
||||
.. method:: getVertexArrayLength(matid)
|
||||
|
||||
Gets the length of the vertex array associated with the specified material.
|
||||
|
||||
There is one vertex array for each material.
|
||||
|
||||
:arg matid: the specified material
|
||||
:type matid: integer
|
||||
:return: the number of verticies in the vertex array.
|
||||
:rtype: integer
|
||||
|
||||
.. method:: getVertex(matid, index)
|
||||
|
||||
Gets the specified vertex from the mesh object.
|
||||
|
||||
:arg matid: the specified material
|
||||
:type matid: integer
|
||||
:arg index: the index into the vertex array.
|
||||
:type index: integer
|
||||
:return: a vertex object.
|
||||
:rtype: :class:`KX_VertexProxy`
|
||||
|
||||
.. method:: getPolygon(index)
|
||||
|
||||
Gets the specified polygon from the mesh.
|
||||
|
||||
:arg index: polygon number
|
||||
:type index: integer
|
||||
:return: a polygon object.
|
||||
:rtype: :class:`KX_PolyProxy`
|
||||
|
||||
.. method:: transform(matid, matrix)
|
||||
|
||||
Transforms the vertices of a mesh.
|
||||
|
||||
:arg matid: material index, -1 transforms all.
|
||||
:type matid: integer
|
||||
:arg matrix: transformation matrix.
|
||||
:type matrix: 4x4 matrix [[float]]
|
||||
|
||||
.. method:: transformUV(matid, matrix, uv_index=-1, uv_index_from=-1)
|
||||
|
||||
Transforms the vertices UV's of a mesh.
|
||||
|
||||
:arg matid: material index, -1 transforms all.
|
||||
:type matid: integer
|
||||
:arg matrix: transformation matrix.
|
||||
:type matrix: 4x4 matrix [[float]]
|
||||
:arg uv_index: optional uv index, -1 for all, otherwise 0 or 1.
|
||||
:type uv_index: integer
|
||||
:arg uv_index_from: optional uv index to copy from, -1 to transform the current uv.
|
||||
:type uv_index_from: integer
|
||||
|
103
doc/python_api/rst/bge_types/bge.types.KX_MouseActuator.rst
Normal file
103
doc/python_api/rst/bge_types/bge.types.KX_MouseActuator.rst
Normal file
@@ -0,0 +1,103 @@
|
||||
KX_MouseActuator(SCA_IActuator)
|
||||
====================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_IActuator`
|
||||
|
||||
.. class:: KX_MouseActuator(SCA_IActuator)
|
||||
|
||||
The mouse actuator gives control over the visibility of the mouse cursor and rotates the parent object according to mouse movement.
|
||||
|
||||
.. method:: reset()
|
||||
|
||||
Undoes the rotation caused by the mouse actuator.
|
||||
|
||||
.. attribute:: visible
|
||||
|
||||
The visibility of the mouse cursor.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: use_axis_x
|
||||
|
||||
Mouse movement along the x axis effects object rotation.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: use_axis_y
|
||||
|
||||
Mouse movement along the y axis effects object rotation.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: threshold
|
||||
|
||||
Amount of movement from the mouse required before rotation is triggered.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
||||
The values in the list should be between 0.0 and 0.5.
|
||||
|
||||
.. attribute:: reset_x
|
||||
|
||||
Mouse is locked to the center of the screen on the x axis.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: reset_y
|
||||
|
||||
Mouse is locked to the center of the screen on the y axis.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: object_axis
|
||||
|
||||
The object's 3D axis to rotate with the mouse movement. ([x, y])
|
||||
|
||||
:type: list (vector of 2 integers from 0 to 2)
|
||||
|
||||
* KX_ACT_MOUSE_OBJECT_AXIS_X
|
||||
* KX_ACT_MOUSE_OBJECT_AXIS_Y
|
||||
* KX_ACT_MOUSE_OBJECT_AXIS_Z
|
||||
|
||||
.. attribute:: local_x
|
||||
|
||||
Rotation caused by mouse movement along the x axis is local.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: local_y
|
||||
|
||||
Rotation caused by mouse movement along the y axis is local.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: sensitivity
|
||||
|
||||
The amount of rotation caused by mouse movement along the x and y axis.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
||||
Negative values invert the rotation.
|
||||
|
||||
.. attribute:: limit_x
|
||||
|
||||
The minimum and maximum angle of rotation caused by mouse movement along the x axis in degrees.
|
||||
limit_x[0] is minimum, limit_x[1] is maximum.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
||||
.. attribute:: limit_y
|
||||
|
||||
The minimum and maximum angle of rotation caused by mouse movement along the y axis in degrees.
|
||||
limit_y[0] is minimum, limit_y[1] is maximum.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
||||
.. attribute:: angle
|
||||
|
||||
The current rotational offset caused by the mouse actuator in degrees.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
@@ -0,0 +1,83 @@
|
||||
KX_MouseFocusSensor(SCA_MouseSensor)
|
||||
====================================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`SCA_MouseSensor`
|
||||
|
||||
.. class:: KX_MouseFocusSensor(SCA_MouseSensor)
|
||||
|
||||
The mouse focus sensor detects when the mouse is over the current game object.
|
||||
|
||||
The mouse focus sensor works by transforming the mouse coordinates from 2d device
|
||||
space to 3d space then raycasting away from the camera.
|
||||
|
||||
.. attribute:: raySource
|
||||
|
||||
The worldspace source of the ray (the view position).
|
||||
|
||||
:type: list (vector of 3 floats)
|
||||
|
||||
.. attribute:: rayTarget
|
||||
|
||||
The worldspace target of the ray.
|
||||
|
||||
:type: list (vector of 3 floats)
|
||||
|
||||
.. attribute:: rayDirection
|
||||
|
||||
The :data:`rayTarget` - :class:`raySource` normalized.
|
||||
|
||||
:type: list (normalized vector of 3 floats)
|
||||
|
||||
.. attribute:: hitObject
|
||||
|
||||
the last object the mouse was over.
|
||||
|
||||
:type: :class:`KX_GameObject` or None
|
||||
|
||||
.. attribute:: hitPosition
|
||||
|
||||
The worldspace position of the ray intersecton.
|
||||
|
||||
:type: list (vector of 3 floats)
|
||||
|
||||
.. attribute:: hitNormal
|
||||
|
||||
the worldspace normal from the face at point of intersection.
|
||||
|
||||
:type: list (normalized vector of 3 floats)
|
||||
|
||||
.. attribute:: hitUV
|
||||
|
||||
the UV coordinates at the point of intersection.
|
||||
|
||||
:type: list (vector of 2 floats)
|
||||
|
||||
If the object has no UV mapping, it returns [0, 0].
|
||||
|
||||
The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping.
|
||||
|
||||
.. attribute:: usePulseFocus
|
||||
|
||||
When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set).
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: useXRay
|
||||
|
||||
If enabled it allows the sensor to see through game objects that don't have the selected property or material.
|
||||
|
||||
:type: boolean
|
||||
|
||||
.. attribute:: propName
|
||||
|
||||
The property or material the sensor is looking for.
|
||||
|
||||
:type: string
|
||||
|
||||
.. attribute:: useMaterial
|
||||
|
||||
Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.
|
||||
|
||||
:type: boolean
|
47
doc/python_api/rst/bge_types/bge.types.KX_NavMeshObject.rst
Normal file
47
doc/python_api/rst/bge_types/bge.types.KX_NavMeshObject.rst
Normal file
@@ -0,0 +1,47 @@
|
||||
KX_NavMeshObject(KX_GameObject)
|
||||
===============================
|
||||
|
||||
.. module:: bge.types
|
||||
|
||||
base class --- :class:`KX_GameObject`
|
||||
|
||||
.. class:: KX_NavMeshObject(KX_GameObject)
|
||||
|
||||
Python interface for using and controlling navigation meshes.
|
||||
|
||||
.. method:: findPath(start, goal)
|
||||
|
||||
Finds the path from start to goal points.
|
||||
|
||||
:arg start: the start point
|
||||
:arg start: 3D Vector
|
||||
:arg goal: the goal point
|
||||
:arg start: 3D Vector
|
||||
:return: a path as a list of points
|
||||
:rtype: list of points
|
||||
|
||||
.. method:: raycast(start, goal)
|
||||
|
||||
Raycast from start to goal points.
|
||||
|
||||
:arg start: the start point
|
||||
:arg start: 3D Vector
|
||||
:arg goal: the goal point
|
||||
:arg start: 3D Vector
|
||||
:return: the hit factor
|
||||
:rtype: float
|
||||
|
||||
.. method:: draw(mode)
|
||||
|
||||
Draws a debug mesh for the navigation mesh.
|
||||
|
||||
:arg mode: the drawing mode (one of :ref:`these constants <navmesh-draw-mode>`)
|
||||
:arg mode: integer
|
||||
:return: None
|
||||
|
||||
.. method:: rebuild()
|
||||
|
||||
Rebuild the navigation mesh.
|
||||
|
||||
:return: None
|
||||
|
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Reference in New Issue
Block a user