Commit Graph

129 Commits

Author SHA1 Message Date
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
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
5a8b389ebe was printing all warnings twice 2009-06-10 19:33:59 +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
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
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
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
Diego Borghetti
0c6ec76a4c Fix Makefiles for gameengine. 2009-05-11 15:34:46 +00:00
Benoit Bolsee
ee1c29028d BGE: Add MT_Vector3 support for Py attribute macro system. See KX_PYATTRIBUTE_VECTOR_... 2009-05-11 12:41:48 +00:00
Campbell Barton
a6721e549d changes to get benoits logic updates building on scons with gcc 2009-05-10 21:22:25 +00:00
Benoit Bolsee
386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
Campbell Barton
136d4c34ba deprecate controller.getActuator(name) and controller.getSensor(name) for
controller.actuators[name] and controller.sensors[name]

Made a read-only sequence type for logic brick sensors and actuators which can access single items or be used like a list or dictionary.
We could use a python dictionary or CValueList but that would be slower to create.

So you can do...
 for s in controller.sensors: print s

 print controller.sensors["Sensor"]

 print controller.sensors[0]

 sensors = list(controller.sensors)

This sequence type keeps a reference to the proxy it came from and will raise an error on access if the proxy has been removed.
2009-05-10 01:48:14 +00:00
Campbell Barton
df01af5a1f Methods didn't check for zombies which could crash in the case where a method for an object is kept.
func = ob.getMass
 ...remove ob...
 func() # crash

2 More refcount fixes spotted by Benoit too
2009-05-09 18:18:04 +00:00
Campbell Barton
355b585447 More refcount errors spotted by Benoit, one with python getting a list item so scene.objects["OBfoo"] would always mess up refcounts. 2009-05-09 17:24:21 +00:00
Campbell Barton
cdba1ddd5d BGE Python owned proxies had a problem being decref'd twice, this would crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled.
add_mesh_torus.py wasnt tested from update, will go through all edited scripts and test :\
2009-05-07 22:06:27 +00:00
Campbell Barton
779bf435ef python3 compatibility for the BGE api, this only works with scons when WITH_BF_NOBLENDER is enabled.
Mathutils, Geometry and BGL modules are currently disabled with python3
2009-05-07 05:23:15 +00:00
Campbell Barton
2f7cd19ff5 print BGE Py api warnings only once to avoid flooding the terminal and slowing the game down too much, resets on loading scenes/blendfiles and restarting the game engine. 2009-05-04 08:55:54 +00:00
Benoit Bolsee
2aa3c932d0 BGE performance: use inline function as much as possible in scenegraph and logic to avoid function call. 2009-05-03 21:51:57 +00:00
Campbell Barton
22b501c791 fixes for bugs submitted by BGE users, fixes by myself and Mitchell Stokes
- when the attribute check function failed it didnt set an error raising a SystemError instead
- Rasterizer.getMaterialMode would never return KX_BLENDER_MULTITEX_MATERIAL
- PropertySensor value attribute checking function was always returning a fail.
- Vertex Self Shadow python script didnt update for meshes with modifiers.
2009-05-03 09:21:58 +00:00
Campbell Barton
41f42099ac BGE Py API patch from Mitchell Stokes, add distance attribute to the radar sensor, dont use 'continue' because its a python keyword.
removed (ssizeobjargproc) it breaks py2.3
2009-05-02 04:53:01 +00:00
Campbell Barton
a625f5e476 error in last commit 2009-04-29 23:59:59 +00:00
Campbell Barton
1e7df58519 python modules in the game engine could point to builtin modules like GameLogic that was cleared.
I added module clearing before there was checks for invalid python objects, so now its not needed for BGE Builtin types at least.

also made the builtin modules get re-used if they already exist and clear all user modules when the game engine finishes so with Module-Py-Controllers the referenced modules are at least up to date when pressing Pkey.
2009-04-29 23:39:27 +00:00
Campbell Barton
81dfdf8374 ifdef's for future py3 support, after this adding py3 can mostly be done with defines or batch renaming funcs (with the exception of CListValue slicing)
.
No changes for py2.x.
2009-04-29 16:54:45 +00:00
Campbell Barton
94c6cadfe2 BGE PyAPI
- renamed generic attribute "isValid" to "invalid" since BL_Shader already uses isValid.
- Moved deprecation warnings from CValue 
- removed unused KX_Scene::SetProjectionMatrix and KX_Scene::GetViewMatrix
- Added KX_Scene attributes "lights", "cameras", "objects_inactive", to allow access to objects in unseen layers (before the AddObject actuator adds them)
- KX_Camera deprecated cam.enableViewport(bool) for cam.isViewport which can be read as well.
2009-04-28 13:11:56 +00:00
Campbell Barton
9c3d628082 [#18616] Scons+MinGW compiling error with gaming engine enabled.
Attempt to fix building in windows with mingw
2009-04-27 07:07:22 +00:00
Campbell Barton
0c482f7607 BGE API - small changes
- print CListValue errors only once.
- bge_api_validate_py.txt now validates modules as well as types.
- added missing functions and consts for epydoc modules. some of these in GameLogic.py still need sorting.
2009-04-24 20:27:04 +00:00
Campbell Barton
6a270ecb94 BGE Python API
CListValue fixes
- Disable changing CValueLists that the BGE uses internally (scene.objects.append(1) would crash when drawing)
- val=clist+list would modify clist in place, now return a new value.
- clist.append([....]), was working like extend.
- clist.append(val) didnt work for most CValue types like KX_GameObjects.

Other changes
- "isValid" was always returning True.
- Set all errors for invalid proxy access to PyExc_SystemError (was using a mix of error types)
- Added PyObjectPlus::InvalidateProxy() to manually invalidate, though if python ever gains access again, it will make a new valid proxy. This is so removing an object from a scene can invalidate the object even if its stored elsewhere in a CValueList for eg.
2009-04-23 00:32:33 +00:00
Benoit Bolsee
f6d27e73ee BGE: some more cleanup, remove useless ReplicaSetName(), move code to ProcessReplica. 2009-04-22 16:58:04 +00:00
Campbell Barton
5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00
Campbell Barton
a8592d09d0 BGE C++ API
Some functions used
	ProcessReplica(replica);
others
	replica->ProcessReplica()

Use the second method everywhere so the PyObjectPlus's ProcessReplica() can be called from its subclasses.

Note that PyObjectPlus's ProcessReplica isnt used yet.
2009-04-22 12:16:41 +00:00
Campbell Barton
785b784e09 BGE Python API
improved how attribute errors are set so each classes py_getattro function dosnt need to set an error if the attribute doesn't exist.
Now py_base_getattro sets an error on a NULL return value when no errors are set to avoid setting errors at multiple levels.
2009-04-22 09:47:57 +00:00
Campbell Barton
720f7a8b69 use PyList_SET_ITEM instead of PyList_SetItem,
PyList_SetItem does error checking and decref's existing values, PyList_SET_ITEM is a macro for direct assignment, only for use on new lists.
2009-04-20 23:27:53 +00:00
Campbell Barton
217bbb7800 BGE Python API
Separate getting a normal attribute and getting __dict__, was having to do too a check for __dict__ on each class (multiple times per getattro call from python) when its not used that often.
2009-04-20 23:17:52 +00:00
Campbell Barton
f5fc4ebdd8 BGE Python API
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
2009-04-19 21:01:12 +00:00
Campbell Barton
6bc162e679 BGE Python API
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
2009-04-19 17:29:07 +00:00
Benoit Bolsee
fe08da3b4c BGE: fix Pyfrom_id to work on w64. 2009-04-19 17:26:03 +00:00
Campbell Barton
7dbc9dc719 BGE Python API cleanup - no functionality changes
- comments to PyObjectPlus.h
- remove unused/commented junk.
- renamed PyDestructor to py_base_dealloc for consistency
- all the PyTypeObject's were still using the sizeof() their class, can use sizeof(PyObjectPlus_Proxy) now which is smaller too.
2009-04-19 14:57:52 +00:00
Campbell Barton
8d2cb5bea4 BGE Python API
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource.
The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject.

This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python.

Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases.

Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time.
When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error).
- This replaces the m_zombie bool and IsZombie() tests added recently.

In python return values that used to be..
 return value->AddRef();
Are now
 return value->GetProxy();
or...
 return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-19 12:46:39 +00:00
Campbell Barton
92cea7c1b1 KX_MeshProxy "numPolygons" and "numMaterials" attributes were using the "materials" attribute function, error made recently when converting attributes. 2009-04-19 06:48:27 +00:00
Campbell Barton
df8cf26404 Added m_zombie to the base python class (PyObjectPlus), when this is set all the subclasses will raise an error on access to their members.
Other small changes...
- KX_Camera and KX_Light didnt have get/setitem access in their PyType definition.
- CList.from_id() error checking for a long was checking for -1 against an unsigned value (own fault)
- CValue::SpecialRelease was incrementing an int for no reason.
- renamed m_attrlist to m_attr_dict since its a PyDict type.
- removed custom getattro/setattro functions for KX_Scene and KX_GameObject, use py_base_getattro, py_base_setattro for all subclasses of PyObjectPlus.
- lowercase windows.h in VideoBase.cpp for cross compiling.
2009-04-17 20:06:06 +00:00
Campbell Barton
066098dfec this should fix building with mingw 2009-04-12 22:05:09 +00:00
Campbell Barton
332032fb99 BGE Python API
Support for assigning any Type to a KX_GameObject

so you can do...
 gameOb.follow = otherGameOb
 gameOb[otherGameOb] = distanceTo
 gameOb["path"] = [(x,y,x), (x,y,x)]
 del gameOb[mesh]


* types that cannot be converted into CValue types are written into the KX_GameObject dict
* the KX_GameObject dict is only initialized when needed
* Python properties in this dict cannot be accessed by logic bricks
* dir(ob) and ob.getPropertyNames() return items from both CValue and Py dictionary properties.

Also found that CType was converting python lists to CType Lists but very buggy, would crash after printing the list most times.
Use python lists instead since logic bricks dont deal with lists.
2009-04-12 14:22:51 +00:00
Campbell Barton
ee24c829b5 need strtoll defined as _strtoi64 to build on windows 2009-04-12 10:56:36 +00:00
Campbell Barton
5b306b7541 BGE Python API
added defines PY_SET_ATTR_FAIL, PY_SET_ATTR_MISSING and PY_SET_ATTR_SUCCESS

This is useful when objects that have user defined attributes (GameObject and Scene)
When calling setattr on the parent, a return value of PY_SET_ATTR_FAIL means the attribute exists but failed to be set, so don't set the custom attribute.
2009-04-12 09:56:30 +00:00
Campbell Barton
33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00
Campbell Barton
4cd088b105 BGE Py API
- setting the scene attributes would always add to the scenes custom dictionary.
- new CListValue method from_id(id)

so you can store a Game Objects id and use it to get the game object back.

 ob_id = id(gameOb)
 ...
 gameOb = scene.objects.from_id(ob_id)
 
This is useful because names are not always unique.
2009-04-11 20:58:09 +00:00
Andre Susano Pinto
2fff90bbb4 Added function name to many of the PyArg_ParseTuple calls in gameengine
This way python raises more useful messages.
2009-04-10 16:45:19 +00:00