#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.
*applyForce => setForce
*applyTorque => setTorque
*applyRotation => setDRot
*applyMovement => setDLoc
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
Rename PHY_GetActiveScene() to KX_GetActiveScene(): more logical name
Add KX_GetActiveEngine()
new KX_KetsjiEngine::GetClockTime(void) to return current
render frame time: if the CPU does not keep up with the
frame rate, up to 5 consecutive logic frames are processed
between each render frame, so that the logic system stays
accurate even if the graphic system is slow. For the video
texture module, it is important to stay in sync with the
render frame: no need to update the texture for logic frame.
BL_Texture::swapTexture(): texture id manipulation
BL_Texture::getTex() : return material texture
Enable video support in ffmpeg for Linux.
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference.
- Don't record collision on inactive sensor.
This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors.
The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject().
- Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references.
- Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.
Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.
Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
- support stopping of loop sound
- support stopping by python
- keep state of actuator in sync with audio device.
The lack of state sync was causing several other problems:
- actuator stop playing the sound
- sound chopped before the end
- not possible to pause sound
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have
different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
on the same object in different direction (think of a
space ship in a tunnel with a repulsive force field
on each wall).
- You can have a different damping for the rotation.
Besides that it provides the same dynamic behavior and the
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.
Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters.
Support for friction will be added in a future revision.
Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use
the new setUnscaledRadius() function to change sphere radius.
In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
(velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.
The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.
Added Bullet/Gimpact concave collision detection to Blender. If your build system isn't updated yet, please add extern/bullet2/src/BulletCollision/Gimpact/*
This allows moving/dynamic concave triangle meshes (decomposing meshes into compound convex shapes, and using 'compound' shapes is still preferred)
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
This problem is caused by discontinuities in the conversion
orientation matrix -> euler angles: the angle sign can
switch and thus the direction of the rotation produced
by the dRot Ipo.
To avoid this bug, the matrix->euler conversion must be
avoided during the game. I took the following approach that
is compatible with Blender (identical effect in the game and
in the 3D view):
- no change in Add mode: Rot and dRot are treated as additional
rotation to the orientation at the start of the Ipo. There is
no matrix->euler conversion and thus no discontinuities.
- Rot Ipo are treated as absolute rotation. All 3 axis should
be specified but if they are not, the startup object orientation
will be used to set the unspecified axis. By doing a matrix->
euler conversion once at the start, the discontinuities are
avoided. If there are also dRot curves, they are treated as
delta of the corresponding Rot curve or startup angle.
- dRot Ipo are treated as Add mode in Local axis.
Note about Add mode: Rot and dRot curves are treated identically
during the game. However, only dRot curves make sense because
they don't interfere with the object orientation in the 3D view.
The constants KX_STATE1 to KX_STATE30 can be used
with setState() to change the object state in a
python controller. The constants are defined in the
GameLogic module so that the full name is
GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you
can simplify this with the import statement:
from GameLogic import *
cont = getCurrentController()
ob = cont.getOwner()
ob.setState(KX_STATE2) #go to state 2
KX_STATEx constants are defined as (1<<(x-1))
Binary operators |, &, ^ and ~ can be used to combine states:
You can activate more than one state at a time with the | operator:
ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others
You can add a state to the current state mask with:
state = ob.getState()
ob.setState(state|KX_STATE3) #activate state 3, keep others
You can substract a state to the current state mask with the & and operator:
state = ob.getState()
ob.setState(state&~KX_STATE2) #stop state 2, keep others
You can invert a state with the ^ operator:
state = ob.getState()
ob.setState(state^KX_STATE2) #invert state 2, keep others
correct if there was more than one camera. It shoots rays from the
active camera, but used the viewport from whichever camera was drawn
last, now it uses the correct vieport.
possible to change the visibility again through python for example.
This is because the actuator kept setting the visibility again each
frame, as a workaround for there being no separate visible and
viewport culling flag, but that was added some time ago.
when pressing P without a camera active, now it should match
the view exactly.
Fix an issue when setting a camera with an actuator and being
in orthographic mode in the viewport without an active camera,
it used a strange mix of the set camera and the viewport then.