Commit Graph

649 Commits

Author SHA1 Message Date
Martin Poirier
db42038bcf merging trunk 15964 -> 16116 2008-08-14 21:16:48 +00:00
Campbell Barton
47c2271d67 Python API get/setObject update for Actuators. (SetParent, AddObject, Camera and TrackTo)
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
2008-08-14 08:58:25 +00:00
Campbell Barton
29668ba2d0 bugfix (good for 2.47) - 2 cases of returning Py_None without increfing it. this can crash blender. 2008-08-14 05:06:59 +00:00
Campbell Barton
3f2cb6e878 game engine python api
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-08-14 03:23:36 +00:00
Brecht Van Lommel
d60025e95f Bugfix: in the game engine, errors in a particular python script caused
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
2008-08-13 10:19:47 +00:00
Campbell Barton
2345757746 raise an error when assigning properties to a game object that cant be converted. also use python apis functions for converting floats and int types (faster then PyArg_Parse) 2008-08-12 12:32:54 +00:00
Benoit Bolsee
62f9ba67c0 BGE bug #17450 fixed: When we have parented objects with no scale-applyed objects the ray hit system doesn't work properly. Fix by separating rotation and scaling in the parent inverse node to keep scaling correct down to the leaf objects. Only isotropric scaling should be used, as always with the BGE. 2008-08-08 09:57:17 +00:00
Benoit Bolsee
36ef95eff5 BGE bug #17408 fixed: Radar sensor is oriented the wrong way when the set along negative axis. Improve reliability of Radar detection by clearing the manifold cache instead of updating it. 2008-08-07 17:29:06 +00:00
Benoit Bolsee
15952fb26c BGE bug #17409 fixed: BGE Near Sensor Incorrect once inside the radius. The bug is located in Bullet: the manifold contact points for non-response objects (sensor, ghost) are not refreshed and stay in the cash as long as the objects overlap in the broad phase. Instead of fixing Bullet, I put a work around in the BGE. This may need review when a new Bullet library is integrated 2008-08-07 11:31:24 +00:00
Benoit Bolsee
3adf5dda97 BGE fix: alignToVect() fac parameter clamping should obviously be done the other way round 2008-08-07 11:25:45 +00:00
Chris Want
ba12aa0962 Getting the blenderplayer to compile/link with CMake.
Note: yuck, this is a horrible way to do it -- python devs should
think about splitting the python stuff into separate libs if they
only want to partially include it in the game engine.
2008-08-06 20:37:15 +00:00
Benoit Bolsee
8102217b9c BGE fix: confirm fix for segmentation fault by Diego and remove warning in calling ConvertMaterial Ipos. 2008-08-06 10:23:47 +00:00
Campbell Barton
553e35e36f * blenderplayer wasnt useing the scenes frame rate.
* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
2008-08-06 04:09:10 +00:00
Campbell Barton
028d44c075 Made Mathutils its own module rather then GanmeLogic.Mathutils 2008-08-05 22:26:00 +00:00
Diego Borghetti
a86609af8e Fix segmentation faul in GE.
We assign the material name before check the pointer.

Please Benoit check this and also I have a compiler warning
about the second argument in the previous call of
ConvertMaterialIpos, the argument is NULL but the function
need a dword.
2008-08-05 21:20:14 +00:00
Benoit Bolsee
553694b614 BGE fix bug #17430: BGE Collide/Touch Sensor interfearing with other unrelated sensor states. The bug was introduced in the recent logic optimization patch. It only affects collision and touch sensors. The bug is fixed by keeping track of registration count. 2008-08-05 16:23:33 +00:00
Campbell Barton
cd1d46c61d Added GameLogic.Mathutils so Mathutils and its types can be accessed from blenderplayer.
also changed importText so it dosnt do a malloc
2008-08-05 09:35:46 +00:00
Martin Poirier
e238066525 Merging with trunk
15568 - 15963
2008-08-05 02:27:09 +00:00
Campbell Barton
3598dcd279 * KX_GameObject.cpp - error with getMesh(), was returning None rather then an error with invalid args. also memory leak with getVectTo() if invalid args were given.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
2008-08-04 01:57:22 +00:00
Benoit Bolsee
ae762bec91 BGE patch #17398 approved: implementation of BGE method getVectTo(). 2008-08-03 21:59:36 +00:00
Benoit Bolsee
bf168dc3c5 Small update to get the BlenderPlayer compiling (also needed for 2.47) 2008-08-02 22:11:22 +00:00
Nathan Letwory
01b1bd4901 * another commit adding std:: to the sort call (older msvc [<9] choked?) 2008-07-30 20:45:04 +00:00
Benoit Bolsee
8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00
Brecht Van Lommel
7f170c18bb Bugfixes: fix for two memory leaks related to dupligroups,
and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
2008-07-30 16:15:15 +00:00
Nathan Letwory
e04c48df86 * making sure BGE compiles after brecht's big commit (r15867). Needed <algorithm> to compile with msvc. 2008-07-29 21:56:50 +00:00
Mal Duffin
ca951b3627 Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view.  ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand.  Now, zoom out until the box is about 10 pixels high, and press P again.  The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.
2008-07-29 20:28:11 +00:00
Brecht Van Lommel
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
Benoit Bolsee
b0c513e83a BGE patch: fix support of group hidden layer in dupli group instantiation: only the objects in layers matching the group layer mask will be instantiated. This is equivalent to the 3D view 2008-07-28 22:36:27 +00:00
Brecht Van Lommel
bc85f11e68 Bugfix: game engine does not support non-camera type objects as a
camera, would crash, so disabled using the object as a camera then.
2008-07-28 14:28:19 +00:00
Benoit Bolsee
c4116a7f8d BGE patch: support runtime duplication of groups. Adding an object with Dupligroup option set will cause the group to be instantiated. No special actuator is needed for this feature, just put dupligroup objects in inactive layers and add them dynamically 2008-07-26 11:00:21 +00:00
Campbell Barton
229a5809bb added exception messages to game engine matrix and vector conversions. also removed own unneeded defines in arithb.c 2008-07-25 21:14:23 +00:00
Benoit Bolsee
a7f951f25e BGE patch: approve patch #17312: Multiple material IPOs per mesh in BGE. 2008-07-25 13:45:57 +00:00
Benoit Bolsee
ab44742cf3 BGE bug fix: approve patch #17297: Track To Actuator bug fix 2008-07-25 10:52:10 +00:00
Benoit Bolsee
5eb14d70b9 BGE patch: Add PyDoc for new logic bricks, set exception message on Py error, remove args on Py functions that don't take any to save CPU time 2008-07-23 21:37:37 +00:00
Campbell Barton
dcbe9ade7a Added NodeUpdateGS so GameObject Python api alignAxisToVect function,
Otherwise the rotation isn't applied.
2008-07-23 15:45:23 +00:00
Benoit Bolsee
a18c723d55 BGE patch: Add min/max parameters to orientation constraint actuator
The min/max parameters define a minimum/maximum angle
that the object axis can have with the reference 
direction without being constrainted. The angle is 
expressed in degree and is limited to 0-180 range. 
The min/max parameters define a conical free zone
around the reference direction.

If the object axis is outside that free zone, the
actuator will tend to put it back using as a temporary
reference direction the vector that is exactly at
min or max degree of the reference direction 
(depending if the axis angle is below the minimum 
or above the maximum) and is located in the plane 
formed by the axis and the reference direction.

With a low damping value, this is equivalent to 
clamping the axis orientation within min/max degree
of the reference direction.

Backward compatibility corresponds to the absence
of free zone: min = max = 0.
2008-07-22 23:05:06 +00:00
Benoit Bolsee
1abe753bf0 BGE patch: update KX_GameObject::getChildren() to use CListValue instead of python list (allows name search keep refcount consistent) 2008-07-22 16:44:35 +00:00
Joshua Leung
32d10bca2b == Grease Pencil ==
Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.

To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.

For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil
2008-07-22 09:53:25 +00:00
Benoit Bolsee
4ae4ecd3ce BGE patch: Optimization of bullet adaptation layer - part 1.
First batch of optimizaton of the bullet adaptation layer in the BGE.
- remove circular motion state update.
- optimization of physic adaptation layer for bullet: bypass
  unecessary conversion of rotation matrix to quaternion and back.
- remove double updates during object replication.
2008-07-21 12:37:27 +00:00
Hamed Zaghaghi
8f17a66036 BGE 2dFilters some extra fixes 2008-07-20 23:34:17 +00:00
Hamed Zaghaghi
5350d5eb2c BGE Bug Fix:#17349, fixes some problems about 2d-filters 2008-07-20 23:03:01 +00:00
Benoit Bolsee
9f53999181 BGE patch: constraint orientation actuator did not work when damping=0. 2008-07-20 21:09:56 +00:00
Campbell Barton
e95e2fb43e GameObject functions getChildren() and getChildrenRecursive() 2008-07-20 17:18:46 +00:00
Benoit Bolsee
d725e5f78e BGE bug fix (for 2.47): setParent() fix, third part: set mass to 0 when parenting. Allow loc/scale/orientation change on child object with physic controller. 2008-07-20 15:40:03 +00:00
Campbell Barton
37c8f08f28 syntax change so GCC 4.3 will build 2008-07-19 13:04:55 +00:00
Benoit Bolsee
7e990de294 BGE bug fix (good for 2.47): remove static-static collision messages on the console since previous SetParent fix. The physical object is set to static+ghost while the object is parented. This behavior will be made optional in a future release. The DisableDynamics actuator will also make the object static except that the ghost/non-ghost flag is preserved. 2008-07-19 10:27:52 +00:00
Benoit Bolsee
9ed079bf5c BGE patch: Relink actuators with target within group when duplicating group; generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.

The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
2008-07-19 07:45:19 +00:00
Benoit Bolsee
5e2ee19187 BGE patch: support for partial hierarchy in dupligroup instantiation; removal of links that point to inactive objects during group instantiation.
This situation corresponds to a group containing only a portion
of a parent hierarchy (the Apricot team needed that to avoid
logic duplication). The BGE will instantiate only the
children that are in the group so that it follows the 3D view
more closely.
As a result, the logic links to the objects in the portion of the
hierarchy that was not replicated will point to inactive objects
(if the groups are stored in inactive layers as they should be). 
To keep the logic system consistent, these links are automatically
removed.
This last part of the patch is a general fix that could go in
2.47 but as this situation does not normally occurs in pre-2.47
games, it is not needed.
2008-07-18 19:56:56 +00:00
Benoit Bolsee
a397b4b82f BGE bug fix (good for 2.47): SetParent actuator did not work on dynamic objects. Dynamics will now be disabled automatically and the object will be set ghost for the duration of the parenting; this is to avoid static interaction with the parent object. The dynamic state is restored when the parenting is removed with RemoveParent actuator. This fix also applies to setParent() and removeParent() python functions. 2008-07-18 14:40:24 +00:00
Benoit Bolsee
439e474e4e BGE patch: use the Blender convention to duplicate groups in the BGE so that the objects will be created with the location and orientation as in Blender. Note that the BGE handles scaling in a parent tree differently than Blender. To avoid discrepencies between the 3D view and the BGE, use only isotropic scaling on all your objects except the leaf objects (i.e. without children) that can have anisotropic scaling 2008-07-17 15:33:27 +00:00