diff options
author | Andre Susano Pinto <andresusanopinto@gmail.com> | 2008-07-15 16:54:57 +0400 |
---|---|---|
committer | Andre Susano Pinto <andresusanopinto@gmail.com> | 2008-07-15 16:54:57 +0400 |
commit | afc30d1a33506d8c0fb08f6b2df7856071383430 (patch) | |
tree | 0ecaa106c0f38987024e12fbbdb90179808af70b /source | |
parent | 785123cc5ab2d9681817bee6ee6bd8c11ac476f0 (diff) |
There was a problem with the last merge :S
Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)
Last merge fixed and also merged modifications up to revision 15584.
I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
Diffstat (limited to 'source')
20 files changed, 1301 insertions, 67 deletions
diff --git a/source/blender/blenlib/BLI_mempool.h b/source/blender/blenlib/BLI_mempool.h new file mode 100644 index 00000000000..8b31459dd38 --- /dev/null +++ b/source/blender/blenlib/BLI_mempool.h @@ -0,0 +1,44 @@ +/** + * Simple fast memory allocator + * + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2008 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): Geoffrey Bantle. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef BLI_MEMPOOL_H +#define BLI_MEMPOOL_H + +struct BLI_mempool; +typedef struct BLI_mempool BLI_mempool; + +BLI_mempool *BLI_mempool_create(int esize, int tote, int pchunk); +void *BLI_mempool_alloc(BLI_mempool *pool); +void *BLI_mempool_calloc(BLI_mempool *pool); +void BLI_mempool_free(BLI_mempool *pool, void *addr); +void BLI_mempool_destroy(BLI_mempool *pool); + + +#endif diff --git a/source/blender/blenlib/intern/BLI_mempool.c b/source/blender/blenlib/intern/BLI_mempool.c new file mode 100644 index 00000000000..7ac7b8b1791 --- /dev/null +++ b/source/blender/blenlib/intern/BLI_mempool.c @@ -0,0 +1,140 @@ +/** + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2008 by Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/* + Simple, fast memory allocator for allocating many elements of the same size. +*/ + +#include "MEM_guardedalloc.h" +#include "BLI_blenlib.h" +#include "DNA_listBase.h" +#include "BLI_linklist.h" +#include <string.h> + +typedef struct BLI_freenode{ + struct BLI_freenode *next; +}BLI_freenode; + +typedef struct BLI_mempool_chunk{ + struct BLI_mempool_chunk *next, *prev; + void *data; +}BLI_mempool_chunk; + +typedef struct BLI_mempool{ + struct ListBase chunks; + int esize, csize, pchunk; /*size of elements and chunks in bytes and number of elements per chunk*/ + struct BLI_freenode *free; /*free element list. Interleaved into chunk datas.*/ +}BLI_mempool; + +BLI_mempool *BLI_mempool_create(int esize, int tote, int pchunk) +{ BLI_mempool *pool = NULL; + BLI_freenode *lasttail = NULL, *curnode = NULL; + int i,j, maxchunks; + char *addr; + + /*allocate the pool structure*/ + pool = MEM_mallocN(sizeof(BLI_mempool),"memory pool"); + pool->esize = esize; + pool->pchunk = pchunk; + pool->csize = esize * pchunk; + pool->chunks.first = pool->chunks.last = NULL; + + maxchunks = tote / pchunk; + + /*allocate the actual chunks*/ + for(i=0; i < maxchunks; i++){ + BLI_mempool_chunk *mpchunk = MEM_mallocN(sizeof(BLI_mempool_chunk), "BLI_Mempool Chunk"); + mpchunk->next = mpchunk->prev = NULL; + mpchunk->data = MEM_mallocN(pool->csize, "BLI Mempool Chunk Data"); + BLI_addtail(&(pool->chunks), mpchunk); + + if(i==0) pool->free = mpchunk->data; /*start of the list*/ + /*loop through the allocated data, building the pointer structures*/ + for(addr = mpchunk->data, j=0; j < pool->pchunk; j++){ + curnode = ((BLI_freenode*)addr); + addr += pool->esize; + curnode->next = (BLI_freenode*)addr; + } + /*final pointer in the previously allocated chunk is wrong.*/ + if(lasttail) lasttail->next = mpchunk->data; + /*set the end of this chunks memoryy to the new tail for next iteration*/ + lasttail = curnode; + } + /*terminate the list*/ + curnode->next = NULL; + return pool; +} +void *BLI_mempool_alloc(BLI_mempool *pool){ + void *retval=NULL; + BLI_freenode *curnode=NULL; + char *addr=NULL; + int j; + + if(!(pool->free)){ + /*need to allocate a new chunk*/ + BLI_mempool_chunk *mpchunk = MEM_mallocN(sizeof(BLI_mempool_chunk), "BLI_Mempool Chunk"); + mpchunk->next = mpchunk->prev = NULL; + mpchunk->data = MEM_mallocN(pool->csize, "BLI_Mempool Chunk Data"); + BLI_addtail(&(pool->chunks), mpchunk); + + pool->free = mpchunk->data; /*start of the list*/ + for(addr = mpchunk->data, j=0; j < pool->pchunk; j++){ + curnode = ((BLI_freenode*)addr); + addr += pool->esize; + curnode->next = (BLI_freenode*)addr; + } + curnode->next = NULL; /*terminate the list*/ + } + + retval = pool->free; + pool->free = pool->free->next; + //memset(retval, 0, pool->esize); + return retval; +} + +void *BLI_mempool_calloc(BLI_mempool *pool){ + void *retval=NULL; + retval = BLI_mempool_alloc(pool); + memset(retval, 0, pool->esize); + return retval; +} + + + +void BLI_mempool_free(BLI_mempool *pool, void *addr){ //doesnt protect against double frees, dont be stupid! + BLI_freenode *newhead = addr; + newhead->next = pool->free; + pool->free = newhead; +} +void BLI_mempool_destroy(BLI_mempool *pool) +{ + BLI_mempool_chunk *mpchunk=NULL; + for(mpchunk = pool->chunks.first; mpchunk; mpchunk = mpchunk->next) MEM_freeN(mpchunk->data); + BLI_freelistN(&(pool->chunks)); + MEM_freeN(pool); +} diff --git a/source/blender/imbuf/intern/openexr/openexr_api.cpp b/source/blender/imbuf/intern/openexr/openexr_api.cpp index fe352610a40..3e618a483e3 100644 --- a/source/blender/imbuf/intern/openexr/openexr_api.cpp +++ b/source/blender/imbuf/intern/openexr/openexr_api.cpp @@ -451,7 +451,7 @@ void IMB_exr_begin_write(void *handle, char *filename, int width, int height, in openexr_header_compression(&header, compress); /* header.lineOrder() = DECREASING_Y; this crashes in windows for file read! */ - header.insert ("BlenderMultiChannel", StringAttribute ("Blender V2.43")); + header.insert ("BlenderMultiChannel", StringAttribute ("Blender V2.43 and newer")); data->ofile = new OutputFile(filename, header); } diff --git a/source/blender/render/intern/include/sunsky.h b/source/blender/render/intern/include/sunsky.h new file mode 100644 index 00000000000..c61a637269a --- /dev/null +++ b/source/blender/render/intern/include/sunsky.h @@ -0,0 +1,141 @@ + /** + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * Contributor(s): zaghaghi + * + * ***** END GPL LICENSE BLOCK ***** + */ +/** + * This feature comes from Preetham paper on "A Practical Analytic Model for Daylight" + * and example code from Brian Smits, another author of that paper in + * http://www.cs.utah.edu/vissim/papers/sunsky/code/ + * */ +#ifndef SUNSKY_H_ +#define SUNSKY_H_ + +#define SPECTRUM_MAX_COMPONENTS 100 +#define SPECTRUM_START 350.0 +#define SPECTRUM_END 800.0 + +typedef struct SunSky +{ + short effect_type; + float turbidity; + float theta, phi; + + float toSun[3]; + + /*float sunSpectralRaddata[SPECTRUM_MAX_COMPONENTS];*/ + float sunSolidAngle; + + float zenith_Y, zenith_x, zenith_y; + + float perez_Y[5], perez_x[5], perez_y[5]; + + /* suggested by glome in + * http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9*/ + float horizon_brightness; + float spread; + float sun_brightness; + float sun_size; + float backscattered_light; + + float atm_HGg; + + float atm_SunIntensity; + float atm_InscatteringMultiplier; + float atm_ExtinctionMultiplier; + float atm_BetaRayMultiplier; + float atm_BetaMieMultiplier; + float atm_DistanceMultiplier; + + float atm_BetaRay[3]; + float atm_BetaDashRay[3]; + float atm_BetaMie[3]; + float atm_BetaDashMie[3]; + float atm_BetaRM[3]; +}SunSky; + +/** + * InitSunSky: + * this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters + * parameters: + * sunSky, is a structure that contains informtion about sun, sky and atmosphere, in this function, most of its values initiated + * turb, is atmosphere turbidity + * toSun, contains sun direction + * horizon_brighness, controls the brightness of the horizon colors + * spread, controls colors spreed at horizon + * sun_brightness, controls sun's brightness + * sun_size, controls sun's size + * back_scatter, controls back scatter light + * */ +void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness, + float spread,float sun_brightness, float sun_size, float back_scatter); + +/** + * GetSkyXYZRadiance: + * this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values + * parameters: + * sunSky, sontains sun and sky parameters + * theta, is sun's theta + * phi, is sun's phi + * color_out, is computed color that shows sky radiance in XYZ color format + * */ +void GetSkyXYZRadiance(struct SunSky* sunsky, float theta, float phi, float color_out[3]); + +/** + * GetSkyXYZRadiancef: + * this function compute sky radiance according to a view direction `varg' and sunSky values + * parameters: + * sunSky, sontains sun and sky parameters + * varg, shows direction + * color_out, is computed color that shows sky radiance in XYZ color format + * */ +void GetSkyXYZRadiancef(struct SunSky* sunsky, const float varg[3], float color_out[3]); + +/** + * InitAtmosphere: + * this function intiate sunSky structure with user input parameters. + * parameters: + * sunSky, contains information about sun, and in this function some atmosphere parameters will initiated + * sun_intens, shows sun intensity value + * mief, Mie scattering factor this factor currently call with 1.0 + * rayf, Rayleigh scattering factor, this factor currently call with 1.0 + * inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light + * extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction + * disf, is distance factor, multiplyed to pixle's z value to compute each pixle's distance to camera, + * */ +void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, float inscattf, float extincf, float disf); + +/** + * AtmospherePixleShader: + * this function apply atmosphere effect on a pixle color `rgb' at distance `s' + * parameters: + * sunSky, contains information about sun parameters and user values + * view, is camera view vector + * s, is distance + * rgb, contains rendered color value for a pixle + * */ +void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float rgb[3]); + +/** + * ClipColor: + * clip a color to range [0,1]; + * */ +void ClipColor(float c[3]); + +#endif /*SUNSKY_H_*/ diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c new file mode 100644 index 00000000000..191867765a3 --- /dev/null +++ b/source/blender/render/intern/source/sunsky.c @@ -0,0 +1,492 @@ + /** + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * ***** END GPL LICENSE BLOCK ***** + */ + + +#include "sunsky.h" +#include "math.h" +#include "BLI_arithb.h" + + +/** + * These macros are defined for vector operations + * */ + +/** + * compute v1 = v2 op v3 + * v1, v2 and v3 are vectors contains 3 float + * */ +#define vec3opv(v1, v2, op, v3) \ + v1[0] = (v2[0] op v3[0]); \ + v1[1] = (v2[1] op v3[1]);\ + v1[2] = (v2[2] op v3[2]); + +/** + * compute v1 = v2 op f1 + * v1, v2 are vectors contains 3 float + * and f1 is a float + * */ +#define vec3opf(v1, v2, op, f1)\ + v1[0] = (v2[0] op (f1));\ + v1[1] = (v2[1] op (f1));\ + v1[2] = (v2[2] op (f1)); + +/** + * compute v1 = f1 op v2 + * v1, v2 are vectors contains 3 float + * and f1 is a float + * */ +#define fopvec3(v1, f1, op, v2)\ + v1[0] = ((f1) op v2[0]);\ + v1[1] = ((f1) op v2[1]);\ + v1[2] = ((f1) op v2[2]); + +/** + * ClipColor: + * clip a color to range [0,1]; + * */ +void ClipColor(float c[3]) +{ + if (c[0] > 1.0) c[0] = 1.0; + if (c[0] < 0.0) c[0] = 0.0; + if (c[1] > 1.0) c[1] = 1.0; + if (c[1] < 0.0) c[1] = 0.0; + if (c[2] > 1.0) c[2] = 1.0; + if (c[2] < 0.0) c[2] = 0.0; +} + +/** + * AngleBetween: + * compute angle between to direction + * all angles are in radians + * */ +static float AngleBetween(float thetav, float phiv, float theta, float phi) +{ + float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta); + + if (cospsi > 1.0) + return 0; + if (cospsi < -1.0) + return M_PI; + + return acos(cospsi); +} + +/** + * DirectionToThetaPhi: + * this function convert a direction to it's theta and phi value + * parameters: + * toSun: contains direction information + * theta, phi, are return values from this conversion + * */ +static void DirectionToThetaPhi(float *toSun, float *theta, float *phi) +{ + *theta = acos(toSun[2]); + if (fabs(*theta) < 1e-5) + *phi = 0; + else + *phi = atan2(toSun[1], toSun[0]); +} + +/** + * PerezFunction: + * compute perez function value based on input paramters + * */ +float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float gamma, float lvz) +{ + float den, num; + + den = ((1 + lam[0] * exp(lam[1])) * + (1 + lam[2] * exp(lam[3] * sunsky->theta) + lam[4] * cos(sunsky->theta) * cos(sunsky->theta))); + + num = ((1 + lam[0] * exp(lam[1] / cos(theta))) * + (1 + lam[2] * exp(lam[3] * gamma) + lam[4] * cos(gamma) * cos(gamma))); + + return(lvz * num / den); +} + +/** + * InitSunSky: + * this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters + * parameters: + * sunSky, is a structure that contains informtion about sun, sky and atmosphere, in this function, most of its values initiated + * turb, is atmosphere turbidity + * toSun, contains sun direction + * horizon_brighness, controls the brightness of the horizon colors + * spread, controls colors spreed at horizon + * sun_brightness, controls sun's brightness + * sun_size, controls sun's size + * back_scatter, controls back scatter light + * */ +void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness, + float spread,float sun_brightness, float sun_size, float back_scatter) +{ + + float theta2; + float theta3; + float T; + float T2; + float chi; + + sunsky->turbidity = turb; + + sunsky->horizon_brightness = horizon_brightness; + sunsky->spread = spread; + sunsky->sun_brightness = sun_brightness; + sunsky->sun_size = sun_size; + sunsky->backscattered_light = back_scatter; + + sunsky->toSun[0] = toSun[0]; + sunsky->toSun[1] = toSun[1]; + sunsky->toSun[2] = toSun[2]; + + DirectionToThetaPhi(sunsky->toSun, &sunsky->theta, &sunsky->phi); + + sunsky->sunSolidAngle = 0.25 * M_PI * 1.39 * 1.39 / (150 * 150); // = 6.7443e-05 + + theta2 = sunsky->theta*sunsky->theta; + theta3 = theta2 * sunsky->theta; + T = turb; + T2 = turb*turb; + + chi = (4.0 / 9.0 - T / 120.0) * (M_PI - 2 * sunsky->theta); + sunsky->zenith_Y = (4.0453 * T - 4.9710) * tan(chi) - .2155 * T + 2.4192; + sunsky->zenith_Y *= 1000; // conversion from kcd/m^2 to cd/m^2 + + if (sunsky->zenith_Y<=0) + sunsky->zenith_Y = 1e-6; + + sunsky->zenith_x = + ( + 0.00165 * theta3 - 0.00374 * theta2 + 0.00208 * sunsky->theta + 0) * T2 + + ( -0.02902 * theta3 + 0.06377 * theta2 - 0.03202 * sunsky->theta + 0.00394) * T + + ( + 0.11693 * theta3 - 0.21196 * theta2 + 0.06052 * sunsky->theta + 0.25885); + + sunsky->zenith_y = + ( + 0.00275 * theta3 - 0.00610 * theta2 + 0.00316 * sunsky->theta + 0) * T2 + + ( -0.04214 * theta3 + 0.08970 * theta2 - 0.04153 * sunsky->theta + 0.00515) * T + + ( + 0.15346 * theta3 - 0.26756 * theta2 + 0.06669 * sunsky->theta + 0.26688); + + + sunsky->perez_Y[0] = 0.17872 * T - 1.46303; + sunsky->perez_Y[1] = -0.35540 * T + 0.42749; + sunsky->perez_Y[2] = -0.02266 * T + 5.32505; + sunsky->perez_Y[3] = 0.12064 * T - 2.57705; + sunsky->perez_Y[4] = -0.06696 * T + 0.37027; + + sunsky->perez_x[0] = -0.01925 * T - 0.25922; + sunsky->perez_x[1] = -0.06651 * T + 0.00081; + sunsky->perez_x[2] = -0.00041 * T + 0.21247; + sunsky->perez_x[3] = -0.06409 * T - 0.89887; + sunsky->perez_x[4] = -0.00325 * T + 0.04517; + + sunsky->perez_y[0] = -0.01669 * T - 0.26078; + sunsky->perez_y[1] = -0.09495 * T + 0.00921; + sunsky->perez_y[2] = -0.00792 * T + 0.21023; + sunsky->perez_y[3] = -0.04405 * T - 1.65369; + sunsky->perez_y[4] = -0.01092 * T + 0.05291; + + /* suggested by glome in + * http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9*/ + sunsky->perez_Y[0] *= sunsky->horizon_brightness; + sunsky->perez_x[0] *= sunsky->horizon_brightness; + sunsky->perez_y[0] *= sunsky->horizon_brightness; + + sunsky->perez_Y[1] *= sunsky->spread; + sunsky->perez_x[1] *= sunsky->spread; + sunsky->perez_y[1] *= sunsky->spread; + + sunsky->perez_Y[2] *= sunsky->sun_brightness; + sunsky->perez_x[2] *= sunsky->sun_brightness; + sunsky->perez_y[2] *= sunsky->sun_brightness; + + sunsky->perez_Y[3] *= sunsky->sun_size; + sunsky->perez_x[3] *= sunsky->sun_size; + sunsky->perez_y[3] *= sunsky->sun_size; + + sunsky->perez_Y[4] *= sunsky->backscattered_light; + sunsky->perez_x[4] *= sunsky->backscattered_light; + sunsky->perez_y[4] *= sunsky->backscattered_light; +} + +/** + * GetSkyXYZRadiance: + * this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values + * parameters: + * sunSky, sontains sun and sky parameters + * theta, is sun's theta + * phi, is sun's phi + * color_out, is computed color that shows sky radiance in XYZ color format + * */ +void GetSkyXYZRadiance(struct SunSky* sunsky, float theta, float phi, float color_out[3]) +{ + float gamma; + float x,y,Y,X,Z; + float hfade=1, nfade=1; + + + if (theta>(0.5*M_PI)) { + hfade = 1.0-(theta*M_1_PI-0.5)*2.0; + hfade = hfade*hfade*(3.0-2.0*hfade); + theta = 0.5*M_PI; + } + + if (sunsky->theta>(0.5*M_PI)) { + if (theta<=0.5*M_PI) { + nfade = 1.0-(0.5-theta*M_1_PI)*2.0; + nfade *= 1.0-(sunsky->theta*M_1_PI-0.5)*2.0; + nfade = nfade*nfade*(3.0-2.0*nfade); + } + } + + gamma = AngleBetween(theta, phi, sunsky->theta, sunsky->phi); + + // Compute xyY values + x = PerezFunction(sunsky, sunsky->perez_x, theta, gamma, sunsky->zenith_x); + y = PerezFunction(sunsky, sunsky->perez_y, theta, gamma, sunsky->zenith_y); + Y = nfade * hfade * PerezFunction(sunsky, sunsky->perez_Y, theta, gamma, sunsky->zenith_Y); + + X = (x / y) * Y; + Z = ((1 - x - y) / y) * Y; + + color_out[0] = X; + color_out[1] = Y; + color_out[2] = Z; +} + +/** + * GetSkyXYZRadiancef: + * this function compute sky radiance according to a view direction `varg' and sunSky values + * parameters: + * sunSky, sontains sun and sky parameters + * varg, shows direction + * color_out, is computed color that shows sky radiance in XYZ color format + * */ +void GetSkyXYZRadiancef(struct SunSky* sunsky, const float varg[3], float color_out[3]) +{ + float theta, phi; + float v[3]; + + VecCopyf(v, (float*)varg); + Normalize(v); + + if (v[2] < 0.001){ + v[2] = 0.001; + Normalize(v); + } + + DirectionToThetaPhi(v, &theta, &phi); + GetSkyXYZRadiance(sunsky, theta, phi, color_out); +} + +/** + * ComputeAttenuatedSunlight: + * this function compute attenuated sun light based on sun's theta and atmosphere turbidity + * parameters: + * theta, is sun's theta + * turbidity: is atmosphere turbidity + * fTau: contains computed attenuated sun light + * */ +void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3]) +{ + float fBeta ; + float fTauR, fTauA; + float m ; + float fAlpha; + + int i; + float fLambda[3]; + fLambda[0] = 0.65f; + fLambda[1] = 0.57f; + fLambda[2] = 0.475f; + + fAlpha = 1.3f; + fBeta = 0.04608365822050f * turbidity - 0.04586025928522f; + + m = 1.0/(cos(theta) + 0.15f*pow(93.885f-theta/M_PI*180.0f,-1.253f)); + + for(i = 0; i < 3; i++) + { + // Rayleigh Scattering + fTauR = exp( -m * 0.008735f * pow(fLambda[i], (float)(-4.08f))); + + // Aerosal (water + dust) attenuation + fTauA = exp(-m * fBeta * pow(fLambda[i], -fAlpha)); + + fTau[i] = fTauR * fTauA; + } +} + +/** + * InitAtmosphere: + * this function intiate sunSky structure with user input parameters. + * parameters: + * sunSky, contains information about sun, and in this function some atmosphere parameters will initiated + * sun_intens, shows sun intensity value + * mief, Mie scattering factor this factor currently call with 1.0 + * rayf, Rayleigh scattering factor, this factor currently call with 1.0 + * inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light + * extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction + * disf, is distance factor, multiplyed to pixle's z value to compute each pixle's distance to camera, + * */ +void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf, + float inscattf, float extincf, float disf) +{ + const float pi = 3.14159265358f; + const float n = 1.003f; // refractive index + const float N = 2.545e25; + const float pn = 0.035f; + const float T = 2.0f; + float fTemp, fTemp2, fTemp3, fBeta, fBetaDash; + float c = (6.544*T - 6.51)*1e-17; + float K[3] = {0.685f, 0.679f, 0.670f}; + float vBetaMieTemp[3]; + + float fLambda[3],fLambda2[3], fLambda4[3]; + float vLambda2[3]; + float vLambda4[3]; + + int i; + + sunSky->atm_SunIntensity = sun_intens; + sunSky->atm_BetaMieMultiplier = mief; + sunSky->atm_BetaRayMultiplier = rayf; + sunSky->atm_InscatteringMultiplier = inscattf; + sunSky->atm_ExtinctionMultiplier = extincf; + sunSky->atm_DistanceMultiplier = disf; + + sunSky->atm_HGg=0.8; + + fLambda[0] = 1/650e-9f; + fLambda[1] = 1/570e-9f; + fLambda[2] = 1/475e-9f; + for (i=0; i < 3; i++) + { + fLambda2[i] = fLambda[i]*fLambda[i]; + fLambda4[i] = fLambda2[i]*fLambda2[i]; + } + + vLambda2[0] = fLambda2[0]; + vLambda2[1] = fLambda2[1]; + vLambda2[2] = fLambda2[2]; + + vLambda4[0] = fLambda4[0]; + vLambda4[1] = fLambda4[1]; + vLambda4[2] = fLambda4[2]; + + // Rayleigh scattering constants. + fTemp = pi*pi*(n*n-1)*(n*n-1)*(6+3*pn)/(6-7*pn)/N; + fBeta = 8*fTemp*pi/3; + + vec3opf(sunSky->atm_BetaRay, vLambda4, *, fBeta); + fBetaDash = fTemp/2; + vec3opf(sunSky->atm_BetaDashRay, vLambda4,*, fBetaDash); + + + // Mie scattering constants. + fTemp2 = 0.434*c*(2*pi)*(2*pi)*0.5f; + vec3opf(sunSky->atm_BetaDashMie, vLambda2, *, fTemp2); + + fTemp3 = 0.434f*c*pi*(2*pi)*(2*pi); + + vec3opv(vBetaMieTemp, K, *, fLambda); + vec3opf(sunSky->atm_BetaMie, vBetaMieTemp,*, fTemp3); + +} + +/** + * AtmospherePixleShader: + * this function apply atmosphere effect on a pixle color `rgb' at distance `s' + * parameters: + * sunSky, contains information about sun parameters and user values + * view, is camera view vector + * s, is distance + * rgb, contains rendered color value for a pixle + * */ +void AtmospherePixleShader( struct SunSky* sunSky, float view[3], float s, float rgb[3]) +{ + float costheta; + float Phase_1; + float Phase_2; + float sunColor[3]; + + float E[3]; + float E1[3]; + + + float I[3]; + float fTemp; + float vTemp1[3], vTemp2[3]; + + float sunDirection[3]; + + s *= sunSky->atm_DistanceMultiplier; + + sunDirection[0] = sunSky->toSun[0]; + sunDirection[1] = sunSky->toSun[1]; + sunDirection[2] = sunSky->toSun[2]; + + costheta = Inpf(view, sunDirection); // cos(theta) + Phase_1 = 1 + (costheta * costheta); // Phase_1 + + vec3opf(sunSky->atm_BetaRay, sunSky->atm_BetaRay, *, sunSky->atm_BetaRayMultiplier); + vec3opf(sunSky->atm_BetaMie, sunSky->atm_BetaMie, *, sunSky->atm_BetaMieMultiplier); + vec3opv(sunSky->atm_BetaRM, sunSky->atm_BetaRay, +, sunSky->atm_BetaMie); + + //e^(-(beta_1 + beta_2) * s) = E1 + vec3opf(E1, sunSky->atm_BetaRM, *, -s/log(2)); + E1[0] = exp(E1[0]); + E1[1] = exp(E1[1]); + E1[2] = exp(E1[2]); + + VecCopyf(E, E1); + + //Phase2(theta) = (1-g^2)/(1+g-2g*cos(theta))^(3/2) + fTemp = 1 + sunSky->atm_HGg - 2 * sunSky->atm_HGg * costheta; + fTemp = fTemp * sqrt(fTemp); + Phase_2 = (1 - sunSky->atm_HGg * sunSky->atm_HGg)/fTemp; + + vec3opf(vTemp1, sunSky->atm_BetaDashRay, *, Phase_1); + vec3opf(vTemp2, sunSky->atm_BetaDashMie, *, Phase_2); + + vec3opv(vTemp1, vTemp1, +, vTemp2); + fopvec3(vTemp2, 1.0, -, E1); + vec3opv(vTemp1, vTemp1, *, vTemp2); + + fopvec3(vTemp2, 1.0, / , sunSky->atm_BetaRM); + + vec3opv(I, vTemp1, *, vTemp2); + + vec3opf(I, I, *, sunSky->atm_InscatteringMultiplier); + vec3opf(E, E, *, sunSky->atm_ExtinctionMultiplier); + + //scale to color sun + ComputeAttenuatedSunlight(sunSky->theta, sunSky->turbidity, sunColor); + vec3opv(E, E, *, sunColor); + + vec3opf(I, I, *, sunSky->atm_SunIntensity); + + vec3opv(rgb, rgb, *, E); + vec3opv(rgb, rgb, +, I); +} + +#undef vec3opv +#undef vec3opf +#undef fopvec3 + +/* EOF */ diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index 579905315bb..c91c9e2f799 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -3545,7 +3545,7 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) for(rpass= rl->passes.first; rpass; rpass= rpass->next) { float *col= NULL; - int pixsize= 0; + int pixsize= 3; switch(rpass->passtype) { case SCE_PASS_RGBA: @@ -3580,6 +3580,10 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) col= &shr->mist; pixsize= 1; break; + case SCE_PASS_Z: + col= &shr->z; + pixsize= 1; + break; case SCE_PASS_VECTOR: { @@ -3612,14 +3616,18 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr) for(samp= 1; samp<R.osa; samp++, fp+=delta) { col[0]+= fp[0]; - col[1]+= fp[1]; - col[2]+= fp[2]; - if(pixsize) col[3]+= fp[3]; + if(pixsize>1) { + col[1]+= fp[1]; + col[2]+= fp[2]; + if(pixsize==4) col[3]+= fp[3]; + } } col[0]*= weight; - col[1]*= weight; - col[2]*= weight; - if(pixsize) col[3]*= weight; + if(pixsize>1) { + col[1]*= weight; + col[2]*= weight; + if(pixsize==4) col[3]*= weight; + } } } @@ -3973,7 +3981,7 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas /* general shader info, passes */ shade_sample_initialize(&ssamp, pa, rl); - addpassflag= rl->passflag & ~(SCE_PASS_Z|SCE_PASS_COMBINED); + addpassflag= rl->passflag & ~(SCE_PASS_COMBINED); addzbuf= rl->passflag & SCE_PASS_Z; if(R.osa) diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c index a21dc8b0f5d..c30f39b5f4c 100644 --- a/source/blender/src/buttons_editing.c +++ b/source/blender/src/buttons_editing.c @@ -513,7 +513,6 @@ void do_common_editbuts(unsigned short event) // old name, is a mix of object an } else { editmesh_deselect_by_material(G.obedit->actcol-1); } - allqueue(REDRAWVIEW3D, 0); } else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) { nu= editNurb.first; @@ -553,8 +552,9 @@ void do_common_editbuts(unsigned short event) // old name, is a mix of object an nu= nu->next; } BIF_undo_push("Select material index"); - allqueue(REDRAWVIEW3D, 0); } + allqueue(REDRAWIMAGE, 0); + allqueue(REDRAWVIEW3D, 0); } countall(); break; diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c index af90d01fb59..3b0167d673c 100644 --- a/source/blender/src/buttons_scene.c +++ b/source/blender/src/buttons_scene.c @@ -137,36 +137,42 @@ static void load_new_sample(char *str) /* called from fileselect */ bSample *sample, *newsample; sound = G.buts->lockpoin; + + /* No Sound or Selected the same sample as we alredy have, just ignore */ + if (sound==NULL || str==sound->name) + return; + + if (sizeof(sound->sample->name) < strlen(str)) { + error("Path too long: %s", str); + return; + } + + // save values + sample = sound->sample; + strcpy(name, sound->sample->name); + strcpy(sound->name, str); + sound_set_sample(sound, NULL); + sound_initialize_sample(sound); - if (sound) { - // save values - sample = sound->sample; - strcpy(name, sound->sample->name); - - strcpy(sound->name, str); - sound_set_sample(sound, NULL); - sound_initialize_sample(sound); - - if (sound->sample->type == SAMPLE_INVALID) { - error("Not a valid sample: %s", str); + if (sound->sample->type == SAMPLE_INVALID) { + error("Not a valid sample: %s", str); - newsample = sound->sample; + newsample = sound->sample; - // restore values - strcpy(sound->name, name); - sound_set_sample(sound, sample); + // restore values + strcpy(sound->name, name); + sound_set_sample(sound, sample); - // remove invalid sample + // remove invalid sample - sound_free_sample(newsample); - BLI_remlink(samples, newsample); - MEM_freeN(newsample); - } + sound_free_sample(newsample); + BLI_remlink(samples, newsample); + MEM_freeN(newsample); + return; } - + BIF_undo_push("Load new audio file"); allqueue(REDRAWBUTSSCENE, 0); - } @@ -403,7 +409,7 @@ static void sound_panel_sound(bSound *sound) sample = sound->sample; /* info string */ - if (sound->sample && sound->sample->len) { + if (sound->sample && sound->sample->len && sound->sample->channels && sound->sample->bits) { char *tmp; if (sound->sample->channels == 1) tmp= "Mono"; else if (sound->sample->channels == 2) tmp= "Stereo"; @@ -1174,18 +1180,18 @@ static void seq_panel_proxy() 130,140,120,19, &last_seq->flag, 0.0, 21.0, 100, 0, "Use a custom directory to store data"); - } - if (last_seq->flag & SEQ_USE_PROXY_CUSTOM_DIR) { - uiDefIconBut(block, BUT, B_SEQ_SEL_PROXY_DIR, - ICON_FILESEL, 10, 120, 20, 20, 0, 0, 0, 0, 0, - "Select the directory/name for " - "the proxy storage"); + if (last_seq->flag & SEQ_USE_PROXY_CUSTOM_DIR) { + uiDefIconBut(block, BUT, B_SEQ_SEL_PROXY_DIR, + ICON_FILESEL, 10, 120, 20, 20, 0, 0, 0, 0, 0, + "Select the directory/name for " + "the proxy storage"); - uiDefBut(block, TEX, - B_SEQ_BUT_RELOAD, "Dir: ", - 30,120,220,20, last_seq->strip->proxy->dir, - 0.0, 160.0, 100, 0, ""); + uiDefBut(block, TEX, + B_SEQ_BUT_RELOAD, "Dir: ", + 30,120,220,20, last_seq->strip->proxy->dir, + 0.0, 160.0, 100, 0, ""); + } } if (last_seq->flag & SEQ_USE_PROXY) { diff --git a/source/blender/src/transform_conversions.c b/source/blender/src/transform_conversions.c index 10e49cdd218..562d9a4934d 100644 --- a/source/blender/src/transform_conversions.c +++ b/source/blender/src/transform_conversions.c @@ -3623,7 +3623,7 @@ void special_aftertrans_update(TransInfo *t) } } } - else if (t->spacetype == SPACE_ACTION) { + if (t->spacetype == SPACE_ACTION) { void *data; short datatype; diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp index 4af5ac4d5d2..b3a3a47152a 100644 --- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp +++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp @@ -332,6 +332,7 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(startscene); + PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module. initGameKeys(); initPythonConstraintBinding(); @@ -399,7 +400,14 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, exitstring = ketsjiengine->GetExitString(); // when exiting the mainloop - dictionaryClearByHand(gameLogic); + + // Clears the dictionary by hand: + // This prevents, extra references to global variables + // inside the GameLogic dictionary when the python interpreter is finalized. + // which allows the scene to safely delete them :) + // see: (space.c)->start_game + PyDict_Clear(PyModule_GetDict(gameLogic)); + ketsjiengine->StopEngine(); exitGamePythonScripting(); networkdevice->Disconnect(); @@ -591,6 +599,7 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area, ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(rasterizer, canvas); PyObject *gameLogic = initGameLogic(startscene); + PyDict_SetItemString(dictionaryobject, "GameLogic", gameLogic); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp new file mode 100644 index 00000000000..c635227140e --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp @@ -0,0 +1,76 @@ +/** + * $Id: SCA_ActuatorEventManager.cpp 15444 2008-07-05 17:05:05Z lukep $ + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "SCA_ISensor.h" +#include "SCA_ActuatorEventManager.h" +#include "SCA_ActuatorSensor.h" + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + + +SCA_ActuatorEventManager::SCA_ActuatorEventManager(class SCA_LogicManager* logicmgr) + : SCA_EventManager(ACTUATOR_EVENTMGR), + m_logicmgr(logicmgr) +{ +} + + + +SCA_ActuatorEventManager::~SCA_ActuatorEventManager() +{ + +} + + + +void SCA_ActuatorEventManager::RegisterSensor(SCA_ISensor* sensor) +{ + m_sensors.push_back(sensor); +} + + + +void SCA_ActuatorEventManager::NextFrame() +{ + // check for changed actuator + for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++) + { + (*it)->Activate(m_logicmgr,NULL); + } +} + +void SCA_ActuatorEventManager::UpdateFrame() +{ + // update the state of actuator before executing them + for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++) + { + ((SCA_ActuatorSensor*)(*it))->Update(); + } +}
\ No newline at end of file diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.h b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h new file mode 100644 index 00000000000..98e217c830e --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h @@ -0,0 +1,52 @@ +/** + * $Id: SCA_ActuatorEventManager.h 15444 2008-07-05 17:05:05Z lukep $ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ +#ifndef __KX_ACTUATOREVENTMANAGER +#define __KX_ACTUATOREVENTMANAGER + +#include "SCA_EventManager.h" + +#include <vector> + +using namespace std; + +class SCA_ActuatorEventManager : public SCA_EventManager +{ + class SCA_LogicManager* m_logicmgr; + +public: + SCA_ActuatorEventManager(class SCA_LogicManager* logicmgr); + virtual ~SCA_ActuatorEventManager(); + virtual void NextFrame(); + virtual void UpdateFrame(); + virtual void RegisterSensor(SCA_ISensor* sensor); + //SCA_LogicManager* GetLogicManager() { return m_logicmgr;} +}; + +#endif //__KX_ACTUATOREVENTMANAGER + diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp new file mode 100644 index 00000000000..a16f71991d6 --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp @@ -0,0 +1,196 @@ +/** + * Actuator sensor + * + * $Id: SCA_ActuatorSensor.cpp 15486 2008-07-08 12:18:43Z ben2610 $ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <iostream> +#include "SCA_ActuatorSensor.h" +#include "SCA_EventManager.h" +#include "SCA_LogicManager.h" + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +SCA_ActuatorSensor::SCA_ActuatorSensor(SCA_EventManager* eventmgr, + SCA_IObject* gameobj, + const STR_String& actname, + PyTypeObject* T ) + : SCA_ISensor(gameobj,eventmgr,T), + m_checkactname(actname) +{ + m_actuator = GetParent()->FindActuator(m_checkactname); + Init(); +} + +void SCA_ActuatorSensor::Init() +{ + m_lastresult = m_invert?true:false; + m_midresult = m_lastresult; + m_reset = true; +} + +CValue* SCA_ActuatorSensor::GetReplica() +{ + SCA_ActuatorSensor* replica = new SCA_ActuatorSensor(*this); + // m_range_expr must be recalculated on replica! + CValue::AddDataToReplica(replica); + replica->Init(); + + return replica; +} + +void SCA_ActuatorSensor::ReParent(SCA_IObject* parent) +{ + m_actuator = parent->FindActuator(m_checkactname); + SCA_ISensor::ReParent(parent); +} + +bool SCA_ActuatorSensor::IsPositiveTrigger() +{ + bool result = m_lastresult; + if (m_invert) + result = !result; + + return result; +} + + + +SCA_ActuatorSensor::~SCA_ActuatorSensor() +{ +} + + + +bool SCA_ActuatorSensor::Evaluate(CValue* event) +{ + if (m_actuator) + { + bool result = m_actuator->IsActive(); + bool reset = m_reset && m_level; + + m_reset = false; + if (m_lastresult != result || m_midresult != result) + { + m_lastresult = m_midresult = result; + return true; + } + return (reset) ? true : false; + } + return false; +} + +void SCA_ActuatorSensor::Update() +{ + if (m_actuator) + { + m_midresult = m_actuator->IsActive() && !m_actuator->IsNegativeEvent(); + } +} + + +/* ------------------------------------------------------------------------- */ +/* Python functions */ +/* ------------------------------------------------------------------------- */ + +/* Integration hooks ------------------------------------------------------- */ +PyTypeObject SCA_ActuatorSensor::Type = { + PyObject_HEAD_INIT(&PyType_Type) + 0, + "SCA_ActuatorSensor", + sizeof(SCA_ActuatorSensor), + 0, + PyDestructor, + 0, + __getattr, + __setattr, + 0, //&MyPyCompare, + __repr, + 0, //&cvalue_as_number, + 0, + 0, + 0, + 0 +}; + +PyParentObject SCA_ActuatorSensor::Parents[] = { + &SCA_ActuatorSensor::Type, + &SCA_ISensor::Type, + &SCA_ILogicBrick::Type, + &CValue::Type, + NULL +}; + +PyMethodDef SCA_ActuatorSensor::Methods[] = { + {"getActuator", (PyCFunction) SCA_ActuatorSensor::sPyGetActuator, METH_VARARGS, GetActuator_doc}, + {"setActuator", (PyCFunction) SCA_ActuatorSensor::sPySetActuator, METH_VARARGS, SetActuator_doc}, + {NULL,NULL} //Sentinel +}; + +PyObject* SCA_ActuatorSensor::_getattr(const STR_String& attr) { + _getattr_up(SCA_ISensor); /* implicit return! */ +} + +/* 3. getActuator */ +char SCA_ActuatorSensor::GetActuator_doc[] = +"getActuator()\n" +"\tReturn the Actuator with which the sensor operates.\n"; +PyObject* SCA_ActuatorSensor::PyGetActuator(PyObject* self, PyObject* args, PyObject* kwds) +{ + return PyString_FromString(m_checkactname); +} + +/* 4. setActuator */ +char SCA_ActuatorSensor::SetActuator_doc[] = +"setActuator(name)\n" +"\t- name: string\n" +"\tSets the Actuator with which to operate. If there is no Actuator\n" +"\tof this name, the call is ignored.\n"; +PyObject* SCA_ActuatorSensor::PySetActuator(PyObject* self, PyObject* args, PyObject* kwds) +{ + /* We should query whether the name exists. Or should we create a prop */ + /* on the fly? */ + char *actNameArg = NULL; + + if (!PyArg_ParseTuple(args, "s", &actNameArg)) { + return NULL; + } + + SCA_IActuator* act = GetParent()->FindActuator(STR_String(actNameArg)); + if (act) { + m_checkactname = actNameArg; + m_actuator = act; + } else { + ; /* error: bad actuator name */ + } + Py_Return; +} + +/* eof */ diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.h b/source/gameengine/GameLogic/SCA_ActuatorSensor.h new file mode 100644 index 00000000000..f662c579ab7 --- /dev/null +++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.h @@ -0,0 +1,74 @@ +/** + * Actuator sensor + * + * $Id: SCA_ActuatorSensor.h 15444 2008-07-05 17:05:05Z lukep $ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef __KX_ACTUATORSENSOR +#define __KX_ACTUATORSENSOR + +#include "SCA_ISensor.h" +#include "SCA_IActuator.h" + +class SCA_ActuatorSensor : public SCA_ISensor +{ + Py_Header; + STR_String m_checkactname; + bool m_lastresult; + bool m_midresult; + protected: + SCA_IActuator* m_actuator; +public: + SCA_ActuatorSensor(class SCA_EventManager* eventmgr, + SCA_IObject* gameobj, + const STR_String& actname, + PyTypeObject* T=&Type ); + + virtual ~SCA_ActuatorSensor(); + virtual CValue* GetReplica(); + virtual void Init(); + virtual bool Evaluate(CValue* event); + virtual bool IsPositiveTrigger(); + virtual void ReParent(SCA_IObject* parent); + void Update(); + + /* --------------------------------------------------------------------- */ + /* Python interface ---------------------------------------------------- */ + /* --------------------------------------------------------------------- */ + + virtual PyObject* _getattr(const STR_String& attr); + + /* 3. setProperty */ + KX_PYMETHOD_DOC(SCA_ActuatorSensor,SetActuator); + /* 4. getProperty */ + KX_PYMETHOD_DOC(SCA_ActuatorSensor,GetActuator); + +}; + +#endif + diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp index 76386079bdf..01ae4072335 100644 --- a/source/gameengine/GameLogic/SCA_PythonController.cpp +++ b/source/gameengine/GameLogic/SCA_PythonController.cpp @@ -116,7 +116,7 @@ CValue* SCA_PythonController::GetReplica() void SCA_PythonController::SetScriptText(const STR_String& text) { - m_scriptText = "import GameLogic\n" + text; + m_scriptText = text; m_bModified = true; } @@ -354,8 +354,10 @@ SCA_PythonController::PyGetSensor(PyObject* self, PyObject* value) return sensor->AddRef(); } } - - PyErr_SetString(PyExc_AttributeError, "Unable to find requested sensor"); + + char emsg[96]; + PyOS_snprintf( emsg, sizeof( emsg ), "Unable to find requested sensor \"%s\"", scriptArg ); + PyErr_SetString(PyExc_AttributeError, emsg); return NULL; } @@ -382,8 +384,10 @@ SCA_PythonController::PyGetActuator(PyObject* self, PyObject* value) return actua->AddRef(); } } - - PyErr_SetString(PyExc_AttributeError, "Unable to find requested actuator"); + + char emsg[96]; + PyOS_snprintf( emsg, sizeof( emsg ), "Unable to find requested actuator \"%s\"", scriptArg ); + PyErr_SetString(PyExc_AttributeError, emsg); return NULL; } diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index d6908b53d40..b5ebffb9378 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -644,7 +644,7 @@ bool GPG_Application::startEngine(void) PyObject* dictionaryobject = initGamePlayerPythonScripting("Ketsji", psl_Lowest); m_ketsjiengine->SetPythonDictionary(dictionaryobject); initRasterizer(m_rasterizer, m_canvas); - PyObject *gameLogic = initGameLogic(startscene); + PyDict_SetItemString(dictionaryobject, "GameLogic", initGameLogic(startscene)); // Same as importing the module initGameKeys(); initPythonConstraintBinding(); diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 20187a193ba..db099d56b55 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -231,7 +231,10 @@ void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer) } - +/* + * At the moment the GameLogic module is imported into 'pythondictionary' after this function is called. + * if this function ever changes to assign a copy, make sure the game logic module is imported into this dictionary before hand. + */ void KX_KetsjiEngine::SetPythonDictionary(PyObject* pythondictionary) { MT_assert(pythondictionary); diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 433e0636833..61ed8b6a8e4 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -828,20 +828,9 @@ PyObject* initGameLogic(KX_Scene* scene) // quick hack to get gravity hook Py_FatalError("can't initialize module GameLogic"); } - return d; + return m; } -void dictionaryClearByHand(PyObject *dict) -{ - // Clears the dictionary by hand: - // This prevents, extra references to global variables - // inside the GameLogic dictionary when the python interpreter is finalized. - // which allows the scene to safely delete them :) - // see: (space.c)->start_game - if(dict) PyDict_Clear(dict); -} - - // Python Sandbox code // override builtin functions import() and open() diff --git a/source/gameengine/Ketsji/KX_PythonInit.h b/source/gameengine/Ketsji/KX_PythonInit.h index c7d8f1b78bc..41cf7fd67b3 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.h +++ b/source/gameengine/Ketsji/KX_PythonInit.h @@ -47,7 +47,6 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur void exitGamePlayerPythonScripting(); PyObject* initGamePythonScripting(const STR_String& progname, TPythonSecurityLevel level); void exitGamePythonScripting(); -void dictionaryClearByHand(PyObject *dict); void PHY_SetActiveScene(class KX_Scene* scene); class KX_Scene* PHY_GetActiveScene(); diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp index 949156571a7..34a3baec093 100644 --- a/source/gameengine/Ketsji/KX_SoundActuator.cpp +++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp @@ -291,7 +291,8 @@ PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObje char* name = objectname.Ptr(); if (!name) { - Py_Return; /* internal error */ + PyErr_SetString(PyExc_RuntimeError, "Unable to get sound filename"); + return NULL; } else return PyString_FromString(name); } |