Commit Graph

138 Commits

Author SHA1 Message Date
Benoit Bolsee
a8c4eef326 VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
 
This is Zdeno Miklas video texture plugin ported to trunk. 
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:

The module name is changed to VideoTexture (instead of blendVideoTex).

A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):

VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture

file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. 
The user specifies the type of device with the file parameter:
   [<device_type>][:<standard>]
   <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
   <standard>    : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
   v4l   : /dev/video<capture>
   dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely 
instead of device type. Examples of valid file parameter:
   /dev/v4l/video0:pal
   /dev/ieee1394/1:ntsc
   dv1394:ntsc
   v4l:pal
   :secam

capture: 
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.

rate: 
the capture frame rate, by default 25 frames/sec

width: 
height: 
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability. 
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, 
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.

Simple example
**************
1. Texture definition script:

import VideoTexture

contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
	matID = VideoTexture.materialID(obj, 'MAVideoMat')
	GameLogic.video = VideoTexture.Texture(obj, matID)
	GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
	# Streaming is also possible:
	#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
	GameLogic.vidSrc.repeat = -1
	# If the video dimensions are not a power of 2, scaling must be done before
	# sending the texture to the GPU. This is done by default with gluScaleImage()
	# but you can also use a faster, but less precise, scaling by setting scale
	# to True. Best approach is to convert the video offline and set the dimensions right.
	GameLogic.vidSrc.scale = True
	# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
	#GameLogic.vidSrc.flip = True

if contr.getSensors()[0].isPositive():
	GameLogic.video.source = GameLogic.vidSrc
	GameLogic.vidSrc.play()


2. Texture refresh script:

obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
  GameLogic.video.refresh(True)

You can download this demo here: 
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
Benoit Bolsee
77b4c66cc3 Preparation to VideoTexture: everything but the VideoTexture module itself.
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.
2008-10-31 21:06:48 +00:00
Benoit Bolsee
8585813693 Update MSVC project files 2008-10-31 20:50:07 +00:00
Benoit Bolsee
c723b91446 BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.
Previously we tried to share the parameters with the
blender render soft body but there were too many differences.

MSVC project files updated.
2008-09-27 21:52:20 +00:00
Benoit Bolsee
8253b3e2e6 Fix compilation problem in Windows and update MSVC project files 2008-09-27 19:05:00 +00:00
Benoit Bolsee
eed854b296 Update MSVC project files 2008-09-26 19:38:07 +00:00
Benoit Bolsee
6e29313ac3 Update MSVC project files 2008-09-21 21:41:27 +00:00
Benoit Bolsee
7762100fcb Update MSVC project and fix compilation problem in VS2003 with keyframing.c 2008-09-14 19:07:57 +00:00
Benoit Bolsee
9a94620df0 Adapt MSVC project files for latest lib/windows configuration (update lib/windows first). 2008-09-13 08:10:50 +00:00
Benoit Bolsee
601979fc15 Fix Windows compile error. Update MSVC project files 2008-09-06 16:53:44 +00:00
Benoit Bolsee
19d5a5da45 Update MSVC project files after GSoC merge 2008-09-03 12:54:46 +00:00
Benoit Bolsee
7630539fe8 Fix Windows compilation problem and update MSVC project files 2008-08-22 15:00:30 +00:00
Benoit Bolsee
fa98def953 Update MSVC project to include bvhutils.c 2008-08-08 09:52:32 +00:00
Benoit Bolsee
553da831e6 Update MSVC project files for Mathutils support in the blenderplayer 2008-08-05 22:23:38 +00:00
Benoit Bolsee
21bf5167ed Update MSVC project files 2008-07-22 18:11:32 +00:00
Benoit Bolsee
6c444c205a Update MSVC project files 2008-07-12 11:57:21 +00:00
Benoit Bolsee
d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00
Benoit Bolsee
70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
Benoit Bolsee
2bece8dcb5 BGE Patch: Add Shape Action support and update MSCV_7 project file for glew.
Shape Action are now supported in the BGE. A new type of actuator "Shape Action" is available on mesh objects. It can be combined with Action actuator on parent armature. Only relative keys are supported. All the usual action options are available: type, blending, priority, Python API. Only actions with shape channels should be specified of course, otherwise the actuator has no effect. Shape action will still work after a mesh replacement provided that the new mesh has compatible shape keys.
2008-06-18 06:46:49 +00:00
Benoit Bolsee
21c2613622 Update MSVC project files 2008-06-12 21:17:02 +00:00
Benoit Bolsee
2740bbc89c Update MSVC project files to support ffmpeg. Make sure you do svn update in lib/windows to link with latest ffmpeg libraries 2008-04-27 15:02:37 +00:00
Benoit Bolsee
6615f8b74f BGE correction: AddRef() on source object of property actuator to protect against crash if the source object is deleted (bad game design anyway) 2008-03-22 14:47:42 +00:00
Benoit Bolsee
8cc341a5a4 Add CMP_premulkey.c to Win32 project 2008-03-12 21:31:17 +00:00
Benoit Bolsee
6b48255e5c _DEBUG defined in release build of node project 2008-03-01 18:41:32 +00:00
Andrea Weikert
0e54475ada == MSVC 7.1 projectfiles ==
- added missing files rev. 13829 (Bevel tools and Bmesh kernel
) commit.
2008-02-26 23:39:52 +00:00
Andrea Weikert
61707fba6c == MSVC 7.1 projectfiles ==
- added missing files rev. 13738 (Transform Orientations) commit.
2008-02-18 17:56:41 +00:00
Benoit Bolsee
13aa413361 patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files 2008-02-15 23:12:03 +00:00
Andrea Weikert
234a5bd969 == MSVC 7.1 projectfiles ==
- added missing files rev. 13556 (game engine 2D filters) commit.
2008-02-04 19:59:31 +00:00
Andrea Weikert
c773988003 == MSVC 7.1 projectfiles ==
- added missing files from cloth sim
2008-01-30 20:19:40 +00:00
Andrea Weikert
1fd856466a == MSVC 7.1 projectfiles ==
- added missing files to projectfiles:
    - source/blender/render/intern/occlusion.c 
    - source/blender/src/radialcontrol.c
2008-01-21 22:29:57 +00:00
Andrea Weikert
52d283d1ab == MSVC 7.1 projectfiles ==
blenkernel needed opennl include (softbodies)
blenderplayer needed linking opennl too now.
replaces powf with pow in multires - MSVC isn't C99 compatible
2008-01-13 15:10:09 +00:00
Andrea Weikert
e06edeb801 == MSVC 7.1 projectfiles ==
- added missing files to projectfiles
- cleaned up thumbnail creation to avoid dependency on BKE_
2007-12-26 19:19:51 +00:00
Martin Poirier
be354c3d09 Merge from Harmonic Skeleton branch
This code adds a basic and simple skeleton generator.

Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor

In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
2007-12-10 21:14:19 +00:00
Andrea Weikert
3b95767cf1 == MSVC 7.1 project files ==
- added file strand.c to render lib
2007-12-09 18:42:44 +00:00
Andrea Weikert
ab2e2ec34b == MSVC 7.1 projectfiles ==
- update for new particle system
- made blenderplayer.exe compile again (DDS library missing)
- exchanged a few float math functions (logf, sinf, cosf, expf, powf) with their double counterparts in CMP_nodes 
  (MSVC chokes on them, because the compiler is not C99 compliant)
2007-11-27 21:48:14 +00:00
Brecht Van Lommel
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
Andrea Weikert
7ade814141 Bugfix #7510: Doesn't save .blend file name with [
* Added Windows specific implementation for fnmatch taken from GNU/MINGW/MSYS C library
* behaviour should now be the same as under Linux and other OSs
* changed filename for fnmatch.h to ensure we include the correct one if we link with the included implementation
* tested compile with MSVC 7.1 and gcc(MinGW-5.1.3) on Windows.
2007-11-19 20:13:14 +00:00
Martin Poirier
bc76315823 Adding new files to MSVC 7.0 projects (have to work on win32 at school) 2007-11-07 17:09:26 +00:00
Martin Poirier
0de103c1cd Filling in branch from trunk 2007-11-06 22:29:20 +00:00
Andrea Weikert
8d10ab61c6 == MSVC 7.1 projectfiles ==
- added missing CMP_crop.c
2007-11-05 20:16:23 +00:00
Andrea Weikert
5315f368cd == imagebrowser ==
* added support for .dds image files
* added support for .int, .inta and .rgba image files

== MSVC 7.1 project files ==
* added WITH_DDS to support .dds files when compiling with the project files by default
* added the dds source files to imbuf project
* also added CMP_glare, CMP_lensdist, CMP_tonemap nodes to nodes.vcproj
2007-10-27 10:06:03 +00:00
Andrea Weikert
c4218a810c added missing include dir from stampinfo patch to msvc project files and SConscript file. 2007-10-21 16:17:33 +00:00
Peter Schlaile
df46549325 == Sequencer ==
Added include compiler switches for windows to make pthread.h accessible
and reverted Joshua's patch.
(Joshua: the prefetch buffering has _nothing_ to do with FFMPEG!)

If this still does not fix the problem, please send an email to me!

I also fixed 
source\blender\src\sequence.c(1405) : error C2275: 'PrefetchThread'

GCC is way to gracefully in latest versions... :)
2007-10-02 12:36:53 +00:00
Andrea Weikert
356ab94373 == imagebrowser ==
Initial commit of imagebrowser in trunk.
BIG COMMIT!

Main changes:
* completely reworked imasel space
* creation and storage of the preview images for materials, textures, world and lamp
* thumbnails of images and movie files when browsing in the file system
* loading previews from external .blend when linking or appending
* thumbnail caching according to the Thumbnail Managing Standard: http://jens.triq.net/thumbnail-spec/
* for now just kept imasel access mostly as old imgbrowser (CTRL+F4, CTRL+F1) a bit hidden still.
* filtering of file types (images, movies, .blend, py,...)
* preliminary managing of bookmarks ('B' button to add, XKEY while bookmark active to delete)

More detailed info which will be updated here: http://wiki.blender.org/index.php/User:Elubie/PreviewImageBrowser

Places that need special review (and probably fixes):
* BLO_blendhandle_get_previews in readblenentry
* readfile.c: do_version and refactorings of do_library_append
* UI integration

TODO and known issues still:
* Accented characters do not display correctly with international fonts
* Crash was reported when browsing in directory with movie files
* Bookmark management still needs some UI work (second scrollbar?), feedback here is welcome!

Credits:
Samir Bharadwaj (samirbharadwaj@yahoo.com) for the icon images.

Many thanks to everyone who gave feedback and helped so far!
2007-09-02 17:25:03 +00:00
Andrea Weikert
176a385ff7 == MSVC 7.1 projectfiles ==
added SHD_hueSatVal.c
2007-09-02 09:50:09 +00:00
Andrea Weikert
ca5c21e180 * updated MSVC projectfiles with SHD_sepcombRGB.c shader nodes.vcproj
* fix for possible double free.
2007-08-30 20:32:43 +00:00
Andrea Weikert
b1c47f4159 - fix for missing include dir in MSVC 7 project files
- small warning fix for unreferenced variable.
2007-08-19 11:15:33 +00:00
Joilnen Leite
443a64135e Font preview 2007-07-30 15:59:16 +00:00
Andrea Weikert
0281bdac76 == MSVC 7.1 projectfiles ==
- new files rayshade.c and raytrace.c replace ray.c
- new file meshlaplacian.c
2007-07-28 16:28:40 +00:00
Andrea Weikert
e64e6ae3a3 == MSVC compilation ==
two small fixes in this commit:
- added new file for nodes 
- fixed compile error in readfile.c, as reported by Jean-Michel Soler here:
  http://lists.blender.org/pipermail/bf-committers/2007-July/018849.html
2007-07-15 14:55:09 +00:00