Commit Graph

15446 Commits

Author SHA1 Message Date
Benoit Bolsee
07fc2aa526 BGE #18665: Servo control and relative motion
Servo control motion actuator did not work as expected when the object
is moving on a moving platform. 

This patch introduces a new Ref field in the servo motion actuator
to set a reference object for the velocity calculation.
You can set the object during the game using the actuator "reference"
attribute; use an object name or an object reference.

The servo controller takes into account the angular velocity of the
reference object to compute the relative local velocity.
2009-05-18 08:22:51 +00:00
Benoit Bolsee
3bda88babf cmake: apply patch to link with correct python library in win32 debug mode. 2009-05-18 07:53:13 +00:00
Campbell Barton
bd7b92bfb5 Need to export the mesh-object into the bind-pose otherwise Maya complains the FBX has errors. 2009-05-18 04:33:33 +00:00
Campbell Barton
5a16f0b60c Bugfix for FBX export for animations
in 2.48 constant interpolations meant that wasnt a problem but since it now uses linear interp. you can notice errors with animated characters because the 2 eulers are not compatible.

Added optional euler_compat argument to matrix.toEuler(eul) and quat.toEuler(eul) so when getting the euler rotations from a list of matrices the animation curve will be continues.
Also added euler.makeCompatible(euler).

- warning silenced for imagepaint.c
2009-05-18 04:11:54 +00:00
Benoit Bolsee
9a40f4d2a6 BGE: bookmark option on controller to make them run before all other controllers.
A new bookmark button is available on the controller UI. 
When set, the controller is guaranteed to execute before all
other non-bookmarked controllers, provided it is scheduled 
for execution. 

This is useful for initialization scripts that run once at startup or
scripts that must set some prerequisite for the other controllers at
the start of each logic frame.

This feature is also available at python level with the "bookmark"
attribute. It can be changed during the game.

Note that if several script are bookmarked, their relative order of 
execution is not guaranteed. Make sure they don't depend on each other.
2009-05-17 21:50:31 +00:00
Dalai Felinto
9ce8a67690 BGE Dome: removing of size option and adding tilt option.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option.

- Tilt option to tilt the camera (for planetarium domes).
Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ).

- This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
2009-05-17 20:37:13 +00:00
Campbell Barton
41acd3b81c While testing YoFrankie with the new API attributes found some issues...
- corrections to docs
- disallow calling controller.activate(actuator) when the controller is not active. (Raise a SystemError)
- Added 2 new attributes, CValue.name - deprecates CValue.getName(), KX_GameObject.children deprecated KX_GameObject.getChildren(), (same for getChildrenRecursive()).
2009-05-17 16:30:18 +00:00
Thomas Dinges
65796e2c07 Patch #18758 for bug #17423 by Matt D. (foom) Thanks!
"Mouse wheel zoom lost after rendering."
2009-05-17 15:09:03 +00:00
Benoit Bolsee
3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
  * Actor option: the collisioning object must have the Actor flag set to be detected
  * property/material: as specified in the collision sensors attached to it
  Broadphase filtering is important for performance reason: the collision points
  will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it

Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it

Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.

The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
  to the suface by increasing the margin in the Advanced Settings panel.
  The margin applies on both sides of the surface.

Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
  because of the Scenegraph optimizations and they can have multiple collision sensors
  on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
  on the sensor object, it is removed from the simulation and consume no CPU.

Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
  "warning btCollisionDispatcher::needsCollision: static-static collision!"
  In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.

Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
  sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.

Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
  several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
Benoit Bolsee
96aa60cee3 cmake: apply ADD_SUBDIR patch. 2009-05-17 12:25:06 +00:00
Ton Roosendaal
d4116adf11 Bugfix #18676
Texture "map to" Ambient did work now (previous fix) but not for
ambient occlusion yet.
2009-05-17 10:30:13 +00:00
Ton Roosendaal
6dad6bb9bf Bugfix #18756
Texture nodes: on file load, the preview render signal was ignored.
Found out it ignores it all the way, inserting refreshes all over, not
using the 'afterqueue'. Will live with that for now, in 2.5 it's nicer
supported anyway.

Just added another refresh line on the proper signal to make it look nice
on file loads.
2009-05-17 09:56:48 +00:00
Martin Poirier
cd3e447bb8 Same tooltip whether snap button is press or not (it used to have a different one when turned on). 2009-05-16 23:47:17 +00:00
Daniel Genrich
d1f71a3456 Bugfix: Changing ShadowBufferSize didn't update 3d view - reported by nudelZ via IRC (simple update call was missing) 2009-05-16 21:16:04 +00:00
Campbell Barton
10ed9a4f64 setting up the BGE Python sys.path for importing modules wasnt working for library paths. 2009-05-16 13:19:23 +00:00
Brecht Van Lommel
0f933eb847 * Fix for another OpenAL compile error on MSVC. 2009-05-16 12:56:09 +00:00
Campbell Barton
b063d2f621 replace Py_BuildValue("OOO", Py_None, Py_None, Py_None) with a function that makes and fills the tuple,
since some scripts call rayCast many times in a single logic tick,
contrived benchmark shows this to be about 20% faster.
2009-05-16 06:57:38 +00:00
Campbell Barton
006ad4aaac BGE Py API Bugfixes
KX_GameObject.getVelocity() would set an error but nor return an error value when an non vector argument was given.
KX_PythonSeq_Type was not initialized with PyType_Ready which could crash blender when inspecting the type.
2009-05-16 00:49:28 +00:00
Ken Hughes
83006e51f8 Scripts
-------
Fix some typos in script tooltips and descriptions-- no code changes.
2009-05-15 21:27:13 +00:00
Benoit Bolsee
ef8f92ffe6 BGE: fix a compatibility problem since logic patch with YoFrankie (and other games I guess). State actuators will now execute before any other actuators to make sure that the actuators link count are up to date when they execute. 2009-05-15 20:51:32 +00:00
Brecht Van Lommel
58db6df069 * Fix for compile error on MSVC.
* Remove alut from makefiles and cmake.
2009-05-15 18:21:27 +00:00
Brecht Van Lommel
009dea9577 Bug/patch #18714: fix game engine sound on OS X Intel, patch by
Ken Hursh and myself.

* Get rid of dependency on ALUT. It is really only used to
  load a WAV file, and apparently crashing doing so on OS X Intel,
  (perhaps due to endian issues?). There was already own code
  for doing this on some system, so now it uses that. That code
  had it's own endian issues which are now fixed, along with
  better checks to avoid crashing on corrupt or unsupported files.

* Also get rid of some unecessarily complicate #ifdefs.

* According to the bug report OS X Intel OpenAL only works with
  static openal linking still (WITH_BF_STATICOPENAL for scons).
2009-05-15 12:34:01 +00:00
Campbell Barton
b8657fd648 Name attributes added since 2.48a more consistently.
BL_ActionActuator::blendin -> blendIn
BL_ActionActuator::end -> frameEnd
BL_ActionActuator::property -> propName
BL_ActionActuator::start -> frameStart
BL_ActionActuator::type -> mode
BL_ShapeActionActuator::blendin -> blendIn
BL_ShapeActionActuator::end -> frameEnd
BL_ShapeActionActuator::frameProperty -> framePropName
BL_ShapeActionActuator::property -> propName
BL_ShapeActionActuator::start -> frameStart
BL_ShapeActionActuator::type -> mode
KX_CameraActuator::xy -> useXY
KX_ConstraintActuator::property -> propName
KX_GameActuator::file -> fileName
KX_GameObject::localScaling -> localScaling
KX_GameObject::worldScaling -> worldScaling
KX_IpoActuator::endFrame -> frameEnd
KX_IpoActuator::startFrame -> frameStart
KX_IpoActuator::type -> mode
KX_RaySensor::property -> propName
KX_SCA_DynamicActuator::operation -> mode
KX_Scene::objects_inactive -> objectsInactive
KX_SoundActuator::filename -> fileName
KX_SoundActuator::type -> mode
KX_TouchSensor::objectHit -> hitObject
KX_TouchSensor::objectHitList -> hitObjectList
KX_TouchSensor::property -> propName
KX_TouchSensor::pulseCollisions -> usePulseCollision
KX_VisibilityActuator::occlusion -> useOcclusion
KX_VisibilityActuator::recursion -> useRecursion
SCA_2DFilterActuator::passNb -> passNumber
SCA_PropertyActuator::property -> propName
SCA_PropertyActuator::type -> mode
SCA_PropertySensor::property -> propName
SCA_PropertySensor::type -> mode
SCA_RandomActuator::property -> propName
2009-05-15 03:26:53 +00:00
Campbell Barton
e8c0440660 minor change - mistake in joystick fix, util function for getting attrs from BGE types 2009-05-15 02:03:27 +00:00
Campbell Barton
0e423e5bb6 BGE PyAPI
[#18701] Issues with camera.pointInsideFrustum method
- note in docs that the projection matrix is not correct for first logic tick.

Renamed...
KX_Camera.isViewport -> KX_Camera.useViewport
KX_Lamp.quat_attenuation -> KX_Lamp.quad_attenuation

Deprecated KX_Camera.getProjectionMatrix(), KX_Camera.setProjectionMatrix() for projection_matrix attr

Added most missing docs reported by the doc-checker script
2009-05-14 23:06:05 +00:00
Campbell Barton
a20a2ebb9f [#18749] BGE: Crash on joysticksensor.getAxisValue()
negative index would be used when the joystick was not found, crashing python api, initialize these as 0 now.
2009-05-14 21:06:48 +00:00
Martin Poirier
23251ba286 Fix for bug #18622
Snapping has to be reinit after changing mode during transform.

Needs to be fixed in 2.5 too, but a tad differently.
2009-05-14 18:32:27 +00:00
Benoit Bolsee
d95a109990 BGE modifier: generate correct physic shape, share static derived mesh, share display list.
This commit completes the support for modifiers in the BGE.
- The physic shape is generated according to the derived mesh. 
  This is true for all types of shapes and all types of 
  objects except soft body.
- Optimization for static derived mesh (mesh with modifiers
  but no armature and no shape keys). Replicas will share
  the derived mesh and the display list: less memory and
  faster rendering. With this optimization, the static 
  derived mesh will render as fast as if the modifiers were
  applied.

Known Limits:
- Sharing of mesh and display list is only possible between
  in-game replicas or dupligroup. If you want to instantiate
  multiple objects with modifiers, use dupligroup to ensure
  best memory and GPU utilization.
- rayCast() will interact with the derived mesh as follow:
  Hit position and hit normal are the real values according
  to the derived mesh but the KX_PolyProxy object refers to
  the original mesh. You should use it only to retrieve the
  material.
- Dynamic derived mesh have very poor performance:
  They use direct openGL calls for rendering (no support
  for display list and vertex array) and they dont't share
  the derived mesh memory. Always apply modifiers on dynamic
  mesh for best performance.
- Time dependent modifiers are not supported.
- Modifiers are not supported for Bullet soft body.
2009-05-14 13:47:08 +00:00
Ton Roosendaal
0035345136 Bugfix, sorta :)
Removed option to choose rendering to yafray. New yafaray is better, and
already is being linked as option on the blender.org download page.
2009-05-14 12:36:07 +00:00
Ton Roosendaal
34f99fa4b9 Bugfix #18743
Render: raytracing materials with transp-shadow + SSS crashed
2009-05-14 11:36:52 +00:00
Campbell Barton
a1e73e55c7 updated BGE doc checker script for classes now being in GameTypes.py 2009-05-14 10:59:38 +00:00
Ton Roosendaal
a74d2574ee Bugfix #18725
Particles using group-duplication, with Metaballs in group, enter eternal
loop in our code now. This is a non-supported case... metaball code doesn't
support recursions. Added a provision in code to catch this case, and print
an error in console to denote this.
2009-05-14 09:32:47 +00:00
Campbell Barton
d257586fe6 BGE Py API
scene.active_camera can now be set so you can more easily set the current camera from python scripts without using an actuator.
ConvertPythonToCamera utility function to get a camera from a python string or KX_Camera type.
2009-05-14 07:59:44 +00:00
Campbell Barton
d2cff7307d [#18685] dark pixels created when during texture "full baking"
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
2009-05-14 02:21:50 +00:00
Campbell Barton
5f78efe19c print warnings when python attributes and methods conflict with game properties. 2009-05-14 00:10:25 +00:00
Campbell Barton
240aa6d34d * More updates to game engine type docs from Roelf de Kock
* FBX Bugfix, was exporting all animation curves as 'Constant' type (no docs for this so could only guess), Thanks to Sander Brandenburg for spotting this problem.
Also improved keyframe removal to work on animation curves an angle
2009-05-13 22:52:31 +00:00
Benoit Bolsee
c7519789b8 BGE: 1-liner patch to put the Always sensor in non pulse mode by default. I've seen enough games with Always sensors in pulse mode while they should not; this patch should prevent this common mistake. 2009-05-13 17:02:39 +00:00
Benoit Bolsee
f5bacc6c8a BGE API cleanup: motion actuator. Apply patch from Moguri. 2009-05-13 16:48:33 +00:00
Ken Hughes
77f321d15f Python API
----------
Fix problem with ShrinkWrap PROJECT_OVER_NORMAL setting.
2009-05-13 15:41:33 +00:00
Campbell Barton
df1879783a use epy deprecated field and link to attributes 2009-05-13 12:26:54 +00:00
Campbell Barton
24f326fb01 Moved game engine types into GameTypes.py because every type put into a module giving lots of references to KX_GameObject.KX_GameObject and having to write in links like L{CListValue<CListValue.CListValue>}.
Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'.

Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
2009-05-13 10:15:19 +00:00
Benoit Bolsee
b22605c4df BGE #18691: Blenderplayer fullscreen messes up desktop on OS X Leopard. Applied patch #18705 by sbn. I cannot compile osx but the patch seems perfectly alright to me. Can OSX users confirm that it compiles well on the various OSX version? 2009-05-13 06:53:21 +00:00
Benoit Bolsee
82b4975ccf BGE #18732: Python Light options don't work with GLSL materials. Commited patch from dfelinto and moguri, thanks for the good work. 2009-05-13 06:42:15 +00:00
Campbell Barton
c19baf85cc [#18694] Added support for Wavefront OBJ groups for both the import and export scripts
from Paolo Ciccone (pciccone) 

Im not that keen on this functionality since vertex groups in blender are for weight painting and OBJ's groups are more like sub-objects, The conversion between these is a poor approximation (one vertex group per face).
But this is still useful for using blender with poser so accepting these 2 patches.

Made some changes from the patch
*Export*
- vgroup off by default, since this is mainly useful for corner cases
- findVertexGroupName() - changed how exporting selects a vertex group for a face, use the highest combind weight for each group instead of  the number of checking how many times the verts are in a group because they could have a zero weight.
- findVertexGroupName() - would fail if a faces verts were not in any groups, now return a (null) group
- Allow modifiers to export with vgroups

*Import*
- disable by default
- ignore (null) groups
- fixed a problem where the patch broke SPLIT_GROUPS
- move the group definition out of global namespace, breaks importing as a module.

--- Patch submission info
The import/export scripts included with Blender 2.48 don't save/preserve groups defined in OBJ file. This presents a
couple of issues: users loading an obj file with groups are not able to use a rather important set of data. When the
file is then saved the groups are lost bringing up both the issue of data loss and loss of functionality as groups are
used for rigging and morph target creation for Poser/DAZ Studio and all compatible applications. Of course other
animation/modeling packages that use OBJ files might be affected.

The solution that I present here simply patches the excellent python scripts written by Campbell Barton and Jiri Hnidek.
The new code implements the preservation of groups by creating Blender vertex groups during import and by re-writing
those groups in the OBJ file during export. Of course group ownership is idetermined at the face/polygon level and not
at the vertex level.

This rather simple solution makes Blender instantly one of the better tools to create Poser Morph targets (Full Body
Morphs) and conforming figures and clothing.  Of course it's also adding a more complete support for the whole OBJ spec.

The patches are fitting well inside the established logic, have a minimal impact and are totally transparent to the
user. See the attached video (about 7 minutes long) for more details.

I noticed that the original scripts are formatted with tabs. I think it would be a good idea to follow the standard
Python recommendation and convert the scripts to use spaces. I didn't want to do it on my side as it would generate
a patch that replaces the whole file, not something that I wanted to do with my first submission :) But it would help
if people with access to SVN could do it.

Here is a short video that demonstrates the updates:
http://www.paolociccone.com/blender_obj_scripts.html

Cheers!
----
2009-05-13 00:20:14 +00:00
Martin Poirier
9147124ac2 Mixed declaration and code. That should teach me to ignore warnings. 2009-05-12 23:53:55 +00:00
Martin Poirier
f790744faf Fix crash when missing int argument for -s -e and -j. 2009-05-12 23:41:46 +00:00
Campbell Barton
a70440d918 [#18735] Particle vertex group API for Python
from Alberto Santos (dnakhain)

Changed "None" to "" for returning an unset vertex group.
"" is a valid name for a vertex group this is asking for trouble.
2009-05-12 21:41:04 +00:00
Campbell Barton
3c0f6b65fb [#18711] Particle render API for Python
from Alberto Santos (dnakhain)
2009-05-12 21:27:01 +00:00
Campbell Barton
7d923df2bf [#18728] Particle (newtonian) physics API for Python
patch from Alberto Santos (dnakhain)
2009-05-12 21:13:29 +00:00
Benoit Bolsee
5a0de728b0 BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost. 2009-05-12 19:48:18 +00:00