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2009-06-28BGE Python APICampbell Barton
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-13svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20849:20855Campbell Barton
to get the BGE building with py3k and no sdl
2009-06-13allow building without SDLCampbell Barton
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-06-04BGE small fixesCampbell Barton
- script template use new property syntax - Python could set the axis/hat to a negative index and crash blender (nobody complained) - Servo control UI had overlapping text
2009-06-03BGE PyAPI fixesCampbell Barton
- 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.
2009-06-01BGE: memory leak in Random actuator + make actuator truly random when seed=0 ↵Benoit Bolsee
in the UI. When running the game, seed 0 is replaced by a random seed accessible through Python in seed attribute of the actuator. Other seed value will be left unchanged and will generate fixed pseudo random series.
2009-05-29workaround for strange python problem in the BGE and BPy API where printing ↵Campbell Barton
warnings mistook the blender binary for a script - argv[0], Binary lines were printed into the console sometimes causing console beeps and corrupting future console output. Internal texts file on disk is not used it seems python warnings dont support this (even though exceptions do). The most common cause of this is passing a float as an argument to a method that took an int. get around this by setting __file__ in the namespace to the script name before executing the script, the file lines are not found but at least the output is not weird and confusing. Added read only 'mode' attribute to the python controller so there is a way to tell if its executing a module or a script. Updated docs to better explain execution methods.
2009-05-28[#18840] Joystick sensor lagCampbell Barton
if(SDL_PollEvent(&sdl_event)) // if -> while fixed it removed 'm_buttonnum' was misleading, wasn't used as you expect. Added gravity to variable to world to be used by collada.
2009-05-28renamed python 'bookmark' attribute to 'useHighPriority', was renamed in the ↵Campbell Barton
UI but not in python.
2009-05-26BGE build probs with CMake: directory "source/gameengine/SceneGraph"Chris Want
was been referenced as "source/gameengine/Scenegraph" in some include paths.
2009-05-25BGE Joystick Hat BugfixCampbell Barton
bug reported by blenderage on blenderartist (found other bugs too). - "All Hat Events" didnt work. - Multiple hats didnt work - use a menu with direction names rather then have the user guess. disallow zero as a direction. - Allow up to 4 hats (was 2). - Python api was clamping the axis to 2, maximum is currently JOYAXIS_MAX - 16 - New python attributes hatValues and hatSingle, match axis functions. - Use SDL Axis events to fill in the axis and hat array rather then filling in every axis with SDL_JoystickGetAxis for each axis event.
2009-05-24BGE: renamed sensor type enum to avoid conflict with mingw (NEAR was causing ↵Benoit Bolsee
the problem).
2009-05-23BGE: fix memleaks.Benoit Bolsee
SCA_RandomActuator: The random generator was shared between replicas and not deleted. Added ref counting between replicas to allow deletion at the end. KX_Camera: The scenegraph node was not deleted for temporary cameras (ImageMirror and shadow), causing 500 bytes leak per frame and per shadow light. KX_GameActuator: Global dictionary buffer was not deleted after saving. KX_MotionState: The motion state for compound child was not deleted KX_ReplaceMeshActuator: The mesh was unnecessarily converted for each actuator and not deleted, causing large memleak. After these fix, YoFrankie runs without memleak.
2009-05-23BGE PyController module reloading didnt check that the base of the function ↵Campbell Barton
was a module (could be a class).
2009-05-22the debug option for BGE scripts only reloaded modules but not packages ↵Campbell Barton
submodules. Now reload all the submodules too. It was also hiding the error message if there was a syntax error which wasnt so helpful.
2009-05-20BGE logic patch: fix another incompatibility with YF.Benoit Bolsee
Previous patch was not sorting the state actuators. This was causing some problems with YoFrankie that relies on the order of actuators when multiple state actuators are activated at once. Active state actuators will now be sorted per object. This doesn't change the fact that state actuators are executed before all other actuators as before. Incidently, made the logic loop faster.
2009-05-19BGE Py APICampbell Barton
use PY_SET_ATTR_FAIL and PY_SET_ATTR_SUCCESS return values so the fake subclassing can know if a value failed to be set or if it was missing from the type. (with PY_SET_ATTR_MISSING) Also noticed some other mistakes. - KX_LightObject, setting the type didnt check for an int. - KX_SoundActuator, didnt return an error when assigning an invalid orientation value - KX_GameObject, worldOrientation didnt return an error value.
2009-05-18BGE: bookmark option on controller to make them run before all other ↵Benoit Bolsee
controllers. A new bookmark button is available on the controller UI. When set, the controller is guaranteed to execute before all other non-bookmarked controllers, provided it is scheduled for execution. This is useful for initialization scripts that run once at startup or scripts that must set some prerequisite for the other controllers at the start of each logic frame. This feature is also available at python level with the "bookmark" attribute. It can be changed during the game. Note that if several script are bookmarked, their relative order of execution is not guaranteed. Make sure they don't depend on each other.
2009-05-17While testing YoFrankie with the new API attributes found some issues...Campbell Barton
- 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()).
2009-05-17BGE: new sensor object to generalize Near and Radar sensor, static-static ↵Benoit Bolsee
collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-16BGE: fix a compatibility problem since logic patch with YoFrankie (and other ↵Benoit Bolsee
games I guess). State actuators will now execute before any other actuators to make sure that the actuators link count are up to date when they execute.
2009-05-15Name attributes added since 2.48a more consistently.Campbell Barton
BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15minor change - mistake in joystick fix, util function for getting attrs from ↵Campbell Barton
BGE types
2009-05-15[#18749] BGE: Crash on joysticksensor.getAxisValue()Campbell Barton
negative index would be used when the joystick was not found, crashing python api, initialize these as 0 now.
2009-05-11Fix Makefiles for gameengine.Diego Borghetti
2009-05-11Linux compilation problem, better fixBenoit Bolsee
2009-05-11changes to get benoits logic updates building on scons with gccCampbell Barton
2009-05-11BGE performance, 4th round: logicBenoit Bolsee
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
2009-05-10deprecate controller.getActuator(name) and controller.getSensor(name) forCampbell Barton
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.
2009-05-06moved py controller functions from SCA_PythonController to SCA_IController - ↵Campbell Barton
the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types) also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes. an example of getting every sensor connected to an object. all_sensors = [s for c in ob.controllers for s in c.sensors]
2009-05-05Disable importing module python controller scripts at conversion time ↵Campbell Barton
because it can run BGE functions and crash since the internal state isnt setup yet. face-select mode wasnt working when used with projection paint.
2009-05-05BGE logic: new sensor "tap" option to generate automatically on/off pulsesBenoit Bolsee
When enabled, this option converts any positive trigger from the sensor into a pair of positive+negative trigger, with the negative trigger sent in the next frame. The negative trigger from the sensor are not passed to the controller as the option automatically generates the negative triggers. From the controller point of view, the sensor is positive only for 1 frame, even if the underlying sensor state remains positive. The option interacts with the other sensor option in this way: - Level option: tap option is mutually exclusive with level option. Both cannot be enabled at the same time. - Invert option: tap option operates on the negative trigger of the sensor, which are converted to positive trigger by the invert option. Hence, the controller will see the sensor positive for 1 frame when the underlying sensor state turns negative. - Positive pulse option: tap option adds a negative trigger after each repeated positive pulse, unless the frequency option is 0, in which case positive pulse are generated on every frame as before, as long as the underlying sensor state is positive. - Negative pulse option: this option is not compatible with tap option and is ignored when tap option is enabled. Notes: - Keyboard "All keys" is handled specially when tap option is set: There will be one pair of positive/negative trigger for each new key press, regardless on how many keys are already pressed and there is no trigger when keys are released, regardless if keys are still pressed. In case two keys are pressed in succesive frames, there will be 2 positive triggers and 1 negative trigger in the following frame.
2009-05-04BGE performance: use inline function as much as possible in scenegraph and ↵Benoit Bolsee
logic to avoid function call.
2009-05-04BGE: fix a crash with previous scene destruction speed up commit when ↵Benoit Bolsee
sensors and controllers are cross connected between objects.
2009-05-03fixes for bugs submitted by BGE users, fixes by myself and Mitchell StokesCampbell Barton
- 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.
2009-05-02BGE PyController module type.Campbell Barton
- Added support for any number of attributes, this means packages are supported automatically. so as well as "myModule.myFunc" you can do "myPackage.myModule.myFunc", nested packages work too. - pass the controller to the python function as an argument for functions that take 1 arg, this check is only done at startup so it wont slow things down. added support for
2009-05-02BGE Py API patch from Mitchell Stokes, adds extra attributes and docsCampbell Barton
2009-05-02BGE performance:Benoit Bolsee
- Vast performance increase when removing scene containing large number of objects: the sensor/controller map was updated for each deleted object, causing massive slow down when the number of objects was large (O(n^2)). - Use reference when scanning the sensor map => avoid useless copy. - Remove dynamically the object bounding box from the DBVT when the object is invisible => faster culling.
2009-04-30Not sure why this INCREF is needed since making a replica wont use the ↵Campbell Barton
m_bytecode so why should it add a user? Removed in 19974 but that crashes YoFrankie so adding back in for now.
2009-04-29ifdef's for future py3 support, after this adding py3 can mostly be done ↵Campbell Barton
with defines or batch renaming funcs (with the exception of CListValue slicing) . No changes for py2.x.
2009-04-29attempt to fix for py2.3Campbell Barton
2009-04-29BGE alternative run mode for python controllers.Campbell Barton
Option to run a function in a module rather then a script from a python controller, this has a number of advantages. - No allocating and freeing the namespace dictionary for every time its triggered (hard to measure the overhead here, but in a test with calling 42240 scripts a second each defining 200 vars, using modules was ~25% faster) - Ability to use external python scripts for game logic. - Convenient debug option that lets you edit scripts while the game engine runs.
2009-04-23patch from Mitchell Stokes, comments only - KX_PYATTRIBUTE_TODO for missing ↵Campbell Barton
attributes
2009-04-22BGE: some more cleanup, remove useless ReplicaSetName(), move code to ↵Benoit Bolsee
ProcessReplica.
2009-04-22BGE C++ APICampbell Barton
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.
2009-04-22Patch from Mitchell Stokes for KX_Light to use attrdef'sCampbell Barton
Added type access to the SCA_PropertyActuator, added missing function in library docs.
2009-04-21use PyList_SET_ITEM instead of PyList_SetItem,Campbell Barton
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.
2009-04-21BGE Python APICampbell Barton
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.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.