Commit Graph

843 Commits

Author SHA1 Message Date
Brecht Van Lommel
89d2559e6d 2.5
* Update cmake and makefiles to link python generic.
* Fix game engine building for cmake and makefiles.
* Fix compile error with py 3.x, due to 2.x compat fix.
2009-06-18 19:25:58 +00:00
Campbell Barton
7e57823c47 build generic modules in their own lib, compiling without the game engine would fail because bpy_internal_import.c wasnt being included.
(scons only)
2009-06-18 04:36:45 +00:00
Campbell Barton
489db9994d Some generic modules from blender 2.4x building with py3k and mostly working.
* Mathutils, Geometry, BGL, Mostly working, some //XXX comments for things to fix with py3

python import override (bpy_internal_import.c) so you can import python internal scripts from the BGE and running blender normally.
2009-06-17 20:33:34 +00:00
Campbell Barton
95335af1b9 fix for a bug reported by zapman on blenderartist.
De-activating a loop-end actuator didnt work (it kept looping).
Looked into this further and it turns out that the actuators run with both positive and negative events false, the sound actuator assumes because its not negative that its a positive event and plays the sound anyway.

Fix by checking that its a positive event before playing.

The size limit on the message actuator was 100 which broke some scripts, set to 16384 instead.
2009-06-17 12:32:28 +00:00
Benoit Bolsee
5de1ddf96c BGE bug #18931: YoFrankie bug in 249-trunk (works in 248). 2009-06-17 06:54:35 +00:00
Campbell Barton
a1cf7988c1 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928
Sequencer changes from source/blender/src coming next
2009-06-16 14:21:58 +00:00
Campbell Barton
0a66e24bd7 KX_PythonSeq (used for a number of BGE sequence types)
* cont.actuators.get("key", default) # dict like get function
* if "key" in cont.sensors: ...

Updated docs
Added missing include to Particle.c
2009-06-16 08:52:04 +00:00
Campbell Barton
2ecbe1c81c BGE Py API
* Removed modules Expression and CValue, neither were ever available.
* Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced).
* resetting the original blend file path didint work (own fault == -> =)
* Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules,
  Looks like they want us to use init-tab array, but this doesn't suit us since
  it needs to be setup before python is initialized.
* Documented GameLogic.globalDict
2009-06-16 07:16:51 +00:00
Campbell Barton
6efd2e6439 saving globalDict didnt work with python3.x 2009-06-15 20:22:50 +00:00
Campbell Barton
611e2f484c GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
2009-06-13 17:25:54 +00:00
Campbell Barton
fa01eef27e svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20849:20855
to get the BGE building with py3k and no sdl
2009-06-13 14:07:38 +00:00
Campbell Barton
b40eb540d3 G.sipo was being passed in the BGE when it wasnt needed, just access G.sipo directly.
KX_PythonSeq.cpp - disable the cmpfunc with py3, need to have richcmp.
2009-06-13 13:02:01 +00:00
Campbell Barton
eed13b43b1 merged from trunk 20741:20848
* Missing changes to release/windows/installer
* Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5
* brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-13 11:09:13 +00:00
Campbell Barton
1c2ce9535c use contains for ListValue and KX_GameObject types (has_key is deprecated by python)
eg.
 if 'prop' in gameOb: ...
 if 'GameOb' in sce.objects: ...
2009-06-12 12:56:12 +00:00
Campbell Barton
a543a1549e Sound actuator bug reported by zapman on blenderartist.
Negative events would play on an actuator if it hadn't played a sound yet.
2009-06-11 10:26:53 +00:00
Dalai Felinto
323863015d fix for bug #18898: GE perspective 3D View not working properly (missing LENS)
note: I'm not changing GamePlayer files. There is no such a thing as 3D view camera in gameplayer (override_camera).
2009-06-09 22:56:43 +00:00
Brecht Van Lommel
e29c9bc4da Fix for bug #18900: game engine lights in non-glsl mode did move
anymore, missing matrix update. Also move some code to KX_LightObject
to avoid duplication with player.
2009-06-09 13:51:32 +00:00
Brecht Van Lommel
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
Erwin Coumans
884a6a6573 #18872 bugfix for torque on dynamic objects
#18893, fix to getParam for generic 6dof constraints
2009-06-06 00:12:49 +00:00
Campbell Barton
04ccb0caf8 bpy.config.sequenceMemCacheLimit is the only way to set the memcache in background mode and it didnt work.
removed some unused vars from KX_Scene
2009-06-05 19:22:23 +00:00
Dalai Felinto
52b7c157a0 getScreenPosition, Ray and Vect fixes:
- fix for [#18867] getScreenRay error
 ... the Vector wasn't been added to KX_Camera origin. Therefore the Ray was always casted to the wrong coordinate when camera wasn't in [0,0,0] (where is obviously was in my tests :)

- making the input parameter compatible with Blender/BGE window coordinate system (Top-Bottom).
 ... that will break scripts done in 2.49. Since this feature was added only in 2.49 that fix is OK. (and the fix is ridiculous.

Note:
the input parameter is normalized. That means it runs from 0.0 to 1.0. Some users found it confusing, but it allows to make a game compatible with multiple desktop resolutions.a
2009-06-05 00:51:36 +00:00
Campbell Barton
9b088acc67 KX_MouseFocusSensor - bug reported by Micro27 on blenderartist
vertical bounds checking for multiple viewports was inverted.

quiet some compiler warnings and minor corrections
2009-06-03 20:06:40 +00:00
Campbell Barton
903722299d BGE PyAPI fixes
- CValue warning ShowDeprecationWarning("val = ob.attr", "val = ob['attr']"); had false positives because of python using getattr() internally. Only show the wanring now when a CValue is found.
- Py functions that accepted a vector and a GameObject were slowed down by PySequence_Check() first called on the GameObject, though this would fail it would try and get attributes from the game object - ending up in ~8 attribute lookups each time. Avoiding PySequence_Check() makes ob.getDistanceTo(otherOb) over twice as fast.

- Joystick hat events could crash the BGE for joysticks with more then 4 hats.
- PLY Import failed on PLY files from Carve, added some extra types.
2009-06-03 04:12:59 +00:00
Campbell Barton
617b45256a BGE Blendfile path bug (use for loading and saving the GameLogic.globalDict)
the original blendfile path wasn't reset when loading new blendfiles.
blenderplayer was ok, but running the BGE from blender would set the blendfile original path and never reset it on loading other blend files.
2009-06-01 12:36:22 +00:00
Benoit Bolsee
358ec00256 BGE bug fix: dynamically added sensor objects didn't have their physic shape synchronized with movement. 2009-06-01 09:44:41 +00:00
Campbell Barton
94af724293 YoFrankie bug [#18857] On start gives ImportError: No module named frankie_scripts
GameEngine sys.path creation was broken because of a pesky slash at the end of each path name.
Win32 sys.paths were also failing when running a game that switched between blend files in different directories

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

STR_String.h, cast to float to quiet compiler warnings.
2009-06-01 05:43:58 +00:00
Campbell Barton
8e882d0d61 Bug in KX_GameObject.get() and ListValue.get(), wasn't checking if the CValue derived objects could be converted to a PyObject.
so where foo is an int prop,
 gameOb.get("foo") == 0, would end up returning a CValue int proxy.

This is more a problem for KX_GameObject since ListValues with python access mostly don't contain ints, strings, floats.
This also wont break games from 2.48 since the .get() function wasn't available.
2009-05-31 17:44:38 +00:00
Benoit Bolsee
8deca3ecfc BGE: fix refcount bug causing crash with Object texture coordinates. 2009-05-31 14:54:31 +00:00
Benoit Bolsee
d5b27fabcc BGE: sensor object will now have Actor filter optional: new button 'Detect Actor' in physics settings indicate if you want the sensor to detect only Actor object or all objects. This way you don't need to set the scenery to Actor to detect ground for example. 2009-05-29 16:55:22 +00:00
Benoit Bolsee
dd9c9efde7 BGE modifier: last minute commit to fix a nasty bug with modifers messing the alpha blend mode of the GE. Note the alpha sorting on modified mesh is not implemented so derived mesh should not have alpha faces (clip will work though). Incidently fixed a performance problem in GLSL where the derived mesh was possibly rendered multiple times. Modifier support is still a bit experimental and should not be used in production game. 2009-05-29 13:37:51 +00:00
Campbell Barton
25569b0f7d BGE PyAPI Bug reported by Pitel on blenderartist.
importing "pygame" failed when running the BGE for the second time.

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

This way the BGE will never remember any modules imported during game play (which can cause bugs/crashes), but it also wont break pythons state by possibly removing modules that are being used internally.
2009-05-26 18:06:09 +00:00
Chris Want
74977721a4 BGE build probs with CMake: directory "source/gameengine/SceneGraph"
was been referenced as "source/gameengine/Scenegraph" in some
include paths.
2009-05-26 17:15:29 +00:00
Campbell Barton
33b974ee43 BGE Py API
- Deprecation warnings for using attribute access

- Added dictionary functions to KX_GameObject and ListValue
    ob.get(key, default=None)
    ob.has_key(key)
 ob.has_key is important since there was no way to do something like hasattr(ob, "attr") which can be replaced by ob.has_key("attr") - (both still work of course).
 ob.get is just useful in many cases where you want a property if it exists but can fallback to a default.

- CListValue::FindValue was adding a reference but the ~3 places it was used were releasing the reference. added a FindValue that accepts a const char* type to avoid converting python strings to STR_String.
2009-05-26 16:15:40 +00:00
Campbell Barton
e93d1ba8e7 Misc warnings
- Removed/Commented some unused vars
- CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed.
- KX_ConstraintWrapper::GetConstraintId allows args but ignored them
- KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions).
- BLI_natstrcmp didnt return 0 when the while loop exited
2009-05-26 10:44:14 +00:00
Campbell Barton
7ba91ddcc3 BGE Script template for a python module (set EOL to native this time)
BGE PyAPI use defines for error return values
 - del gameOb['var'] error message was wrong.
2009-05-26 07:41:34 +00:00
Campbell Barton
3053ce1a8c [#18819] save and load globalDictionary actuators don't load the proper files in 2.49 RC3
For this actuator to be useful it needs to use the first opened blendfile as the base name for the configuration file.
A recent fix that made the gp_GamePythonPath always match the current loaded blend file made this actuator work differently.

keep the original filename to use for making the config name so you can load the config between loading blendfiles.
2009-05-25 02:39:05 +00:00
Campbell Barton
fe85bdd040 - BGE Py API, any py function/attribute that took a KX_GameObject would not accept a KX_Light or KX_Camera (bad oversight on my part)
- Typo in occlusion variable init "m_buffer == NULL;" -> "m_buffer = NULL;"

CcdPhysicsEnvironment.cpp and CcdPhysicsController.cpp had too many warnings, fixed most of them.
2009-05-24 23:43:10 +00:00
Benoit Bolsee
e41eeaa045 BGE: renamed sensor type enum to avoid conflict with mingw (NEAR was causing the problem). 2009-05-24 12:53:49 +00:00
Erwin Coumans
83bb096f24 + renamed pad3 to m_contactProcessingThreshold (thanks Campbell Barton/ideasman for confirming it is ok to rename it)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint.  This makes the generic 6dof constraint very versatile.
2009-05-24 06:31:47 +00:00
Erwin Coumans
52b0a2b3db PhysicsConstraints.createConstraint:
allow to dynamically create rigid body constraints while disable collision detection between connected bodies, pass as 10th argument the flag 128

PhysiPython KX_ConstraintWrapper, setParam
export setParam(paramIndex,paramValue0,paramValue1) for Physics constraints
paramIndex 0,1,2 are linear limits, 3,4,5 are angular limits, 6,7,8 are linear motors, 9,10,11 are angular motors

For example:
disableConnectedBodies=128
cons = PhysicsConstraints.createConstraint(oid,rid,generic6dof,pivotInAx,pivotInAy,pivotInAz,angleX,angleY,angleZ,disableConnectedBodies)
#params 0,1,2 are linear limits, low,high value. if low > high then disable limit
cons.setParam(0,0,0)

I will provide an example .blend for Blender 2.49
2009-05-24 01:55:24 +00:00
Erwin Coumans
4922dd0339 fix generic 6dof constraint support -> convert 3 values into euler angles and convert those into a full constraint frame
(same values as Rigid Body constraint Generic 6DOF values), and add 'setLimit' support for generic 6DOF constraint. todo: enableMotor
2009-05-24 00:42:40 +00:00
Erwin Coumans
eb8c5f3272 Set default constraint solver mode more compatible to Blender 2.48 settings, this fixes rigid body stacking in this blend file:
http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102

(todo: expose this setting in World setting GUI)

Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT.
Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering).
Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-23 22:35:47 +00:00
Benoit Bolsee
5441323dca BGE: fix memleaks.
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end.
KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light.
KX_GameActuator: Global dictionary buffer was not deleted after saving.
KX_MotionState: The motion state for compound child was not deleted
KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak.

After these fix, YoFrankie runs without memleak.
2009-05-23 14:46:43 +00:00
Benoit Bolsee
6d8d7cd768 BGE: Random sensor will produce true random sequence of events when seed is set to 0 in the GUI (the actual seed value is stored in the sensor seed attribute). Positive values will use fixed pseudo random sequence. 2009-05-23 14:40:36 +00:00
Campbell Barton
3820e4f3db BGE PyController module reloading didnt check that the base of the function was a module (could be a class). 2009-05-23 04:56:37 +00:00
Dalai Felinto
ec60c74f08 Fix for: energy IPO not supported in glsl mode (reported in the forum).
in fact I redid part of the last "fix", making it working properly now.

Before we were changing Lamp->la . This is the Blender Lamp, we shouldn't touch it.
So this part of the code is correct now.

Things that could be tackled:
- color attribute is returning negative values when NEGATIVE is toggled
- objects with no material (default gray one) still don't support lamp spots (not spot lamp but the spot of the lamps)
2009-05-22 06:12:18 +00:00
Benoit Bolsee
7f5acd6875 BGE remove parent: unparented object keeps the linear and angular velocity it had while being parented. 2009-05-21 19:38:49 +00:00
Benoit Bolsee
036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
      the actual fps is less than nominal. This allows the 
      physics to keep up with real time even if the graphics slows
      down the game.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
log:  Maximum number of logic steps per game frame in case the 
      actual fps is less than nominal. This allows the logic
      system to follow the physics simulation. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

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

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00
Benoit Bolsee
06a7155b68 BGE: user control to compound shape and setParent.
Compound shape control
======================
1) GUI control
It is now possible to control which child shape is added to 
a parent compound shape in the Physics buttons. The "Compound"
shape button becomes "Add to parent" on child objects and
determines whether the child shape is to be added to the top
parent compound shape when the game is stated.

Notes: * "Compound" is only available to top parent objects
         (objects without parent).
       * Nesting of compound shape is not possible: a child
         object with "Add to parent" button set will be added
         to the top parent compound shape, regardless of its
         position in the parent-child hierarchy and even if its
         immediate parent doesn't have the "Add to parent" button set.

2) runtime control
It is now possible to control the compound shape at runtime:
The SetParent actuator has a new "Compound" button that indicates
whether the object shape should be added to the compound shape
of the parent object, provided the parent has a compound shape
of course. If not, the object retain it's individual state
while parented.
Similarly, the KX_GameObject.setParent() python function has
a new compound parameter.

Notes: * When an object is dynamically added to a compound 
         shape, it looses temporarily all its physics capability
         to the benefit of the parent: it cannot register collisions
         and the characteristics of its shape are lost (ghost, sensor,
         dynamic, etc.). 
       * Nested compound shape is not supported: if the object
         being parented is already a compound shape, it is not
         added to the compound parent (as if the Compound option 
         was not set in the actuator or the setParent function).
       * To ensure compatibility with old blend files, the Blender
         subversion is changed to 2.48.5 and the old blend files
         are automatically converted to match the old behavior: 
         all children of a Compound object will have the "Add to
         parent" button set automatically.

Child ghost control
===================
It is now possible to control if an object should becomes ghost
or solid when parented. This is only applicable if the object
is not added to the parent compound shape (see above).
A new "Ghost" button is available on the SetParent actuator to 
that effect. Similarly the KX_GameObject.setParent() python function
has a new compound parameter.

Notes: * This option is not applicable to sensor objects: they stay
         ghost all the time.
       * Make sure the child object does not enter in collision with
         the parent shape when the Ghost option if off and the parent is
         dynamic: the collision creates a reaction force but the parent
         cannot escape the child, so the force builds up and produces
         eratic movements.
       * The collision capability of an ordinary object (dynamic or static)
         is limited when it is parented: it becomes automatically static
         and can only detect dynamic and sensor objects.
       * A sensor object retain its full collision capability when parented:
         it can detect static and dynamic object.

Python control
==============
KX_GameObject.setParent(parent,compound,ghost):
	Sets this object's parent. 
	Control the shape status with the optional compound and ghost parameters:
	compound=1: the object shape should be added to the parent compound shape (default)
	compound=0: the object should keep its individual shape. 
	In that case you can control if it should be ghost or not:
	ghost=1 if the object should be made ghost while parented (default)
	ghost=0 if the object should be solid while parented 
	Note: if the object type is sensor, it stays ghost regardless of ghost parameter
		
	parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00
Benoit Bolsee
c0844b7938 BGE logic patch: fix another incompatibility with YF.
Previous patch was not sorting the state actuators. This was causing 
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
2009-05-20 08:45:42 +00:00