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2015-07-12BGE Clean-up: New EXP prefix for the BGE Expression moduleJorge Bernal
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
2015-07-06BGE: bge.texture API documentation enhancementQuentin Wenger
This patch attempts to improve and review the documentation of bge.texture, as requested in the [[ http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/GameEngine#Video_Texture | TODO list ]]. More specifically, it - fixes the rst syntax, including titles of the examples bge.texture.py and bge.texture.1.py; - adds, standardizes and reviews description of the API elements, particularly signatures, types, etc. - adds SOURCE_* constants to the doc - splits the doc into thematical parts (Video, Image, Texture, and Filter Classes, Functions, Constants). Notes: - The parameter "mode" of ImageBuff.plot has to be described better. Actually, the whole set of IMB_BLEND_* constants (from IMB_imbuf.h) should be exposed to Python. I'll do that in a future diff, and complete the doc at the same moment (adding those IMB_BLEND_* constants to the Constants part of this doc). - The option of using webcams in VideoFFmpeg is still particularly not well documented. I am planning to make a proposal about fixing T18634 (and its corresponding TODO in the list) by integrating OpenCV in the BGE (and Blender?). The idea would then probably be to add a new class, f.ex. ImageWebcam, making this functionnality more specialized. So for now I don't think it is worth to document that part much. This patch fixes T44284 too. Reviewers: moguri, kupoman, campbellbarton, panzergame, lordloki Reviewed By: panzergame, lordloki Subscribers: hg1 Projects: #game_engine, #game_python, #documentation Maniphest Tasks: T44284 Differential Revision: https://developer.blender.org/D1352
2015-02-09Recreating bge python modules instead of using existingInes Almeida
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing. I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing. I make sure that these functions are called only once per run, inside initBGE. This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that. I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order. initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both? Reviewers: campbellbarton Subscribers: sybren Projects: #game_engine, #game_python Differential Revision: https://developer.blender.org/D1070
2015-02-03BGE: python API cleanup - bge submodules definitionsInes Almeida
2015-02-03BGE: python API cleanup - using PyDoc_STRVAR instead of static char*Ines Almeida
Cherry-picking d503f8a onto 117edbb Conflicts: source/gameengine/Ketsji/KX_PythonInit.cpp
2013-04-05correction to previous warning cleanup, also quiet shadow-warning for ↵Campbell Barton
thumbnail `size`
2013-03-17code cleanup: add 'const' to headers to quiet msvc warnings, also remove ↵Campbell Barton
(char *) casts that aren't needed now we're on Python3.3
2012-11-18code cleanup: gpl header update (formatting)Campbell Barton
2012-09-16style cleanupCampbell Barton
2012-09-16fix for error in recent commit (made function static that shouldn't have ↵Campbell Barton
been), add extra gcc warnings to cmake.
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-06-17code cleanup: includes, also correct some py example typosCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-01-22cucumber merge: world scaling + video texture constantsDalai Felinto
revisions: 38166,38167,38177,38179,38180,38187,38242 To be implemented after merge: 1) add pydocs(rst) for the video texture new defines 2) see if a NodeSetLocalMatrix would fit well #43439 by kupoman Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code #38242 by kupoman Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk #38187 by kupoman Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject. #38180 by kupoman The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information. #38179 by kupoman Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling. #38177 by kupoman Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself. #38167 by kupoman Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations. #38166 by kupoman Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
2011-11-03use Py_TYPE macro (no functional changes)Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-10fix for building with collada and some other warningsCampbell Barton
2011-09-01whitespace bge editsCampbell Barton
2011-02-25doxygen: gameengine/VideoTexture tagged.Nathan Letwory
2010-06-16A bad assignment was causing the VideoTexture to set off a breakpoint when ↵Mitchell Stokes
being initialized in debug mode. (Benoit gave the go ahead for this fix)
2010-02-22VideoTexture: improvements to image data access API. Benoit Bolsee
- Use BGL buffer instead of string for image data. - Add buffer interface to image source. - Allow customization of pixel format. - Add valid property to check if the image data is available. The image property of all Image source objects will now return a BGL 'buffer' object. Previously it was returning a string, which was not working at all with Python 3.1. The BGL buffer type allows sequence access to bytes and is directly usable in BGL OpenGL wrapper functions. The buffer is formated as a 1 dimensional array of bytes with 4 bytes per pixel in RGBA order. BGL buffers will also be accepted in the ImageBuff load() and plot() functions. It is possible to customize the pixel format by using the VideoTexture.imageToArray(image, mode) function: the first argument is a Image source object, the second optional argument is a format string using the R, G, B, A, 0 and 1 characters. For example "BGR" means that each pixel will be 3 bytes, corresponding to the Blue, Green and Red channel in that order. Use 0 for a fixed hex 00 value, 1 for hex FF. The default mode is "RGBA". All Image source objects now support the buffer interface which allows to create memoryview objects for direct access to the image internal buffer without memory copy. The buffer format is one dimensional array of bytes with 4 bytes per pixel in RGBA order. The buffer is writable, which allows custom modifications of the image data. v = memoryview(source) A bug in the Python 3.1 buffer API will cause a crash if the memoryview object cannot be created. Therefore, you must always check first that an image data is available before creating a memoryview object. Use the new valid attribute for that: if source.valid: v = memoryview(source) ... Note: the BGL buffer object itself does not yet support the buffer interface. Note: the valid attribute makes sense only if you use image source in conjunction with texture object like this: # refresh texture but keep image data in memory texture.refresh(False) if texture.source.valid: v = memoryview(texture.source) # process image ... # invalidate image for next texture refresh texture.source.refresh() Limitation: While memoryview objects exist, the image cannot be resized. Resizing occurs with ImageViewport objects when the viewport size is changed or with ImageFFmpeg when a new image is reloaded for example. Any attempt to resize will cause a runtime error. Delete the memoryview objects is you want to resize an image source object.
2009-08-10remove python2.x supportCampbell Barton
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-16BGE Py APICampbell Barton
* 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
2009-05-25VideoTexture: exception in C++ was not returning an error in Python. Added ↵Benoit Bolsee
function name ini PyArg_ParseTuple.
2009-04-30python modules in the game engine could point to builtin modules like ↵Campbell Barton
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.
2009-04-29ifdef'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.
2009-04-20BGE Python APICampbell Barton
- 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.
2008-12-04VideoTexture: new ImageMirror class for easy mirror (and portal) creationBenoit Bolsee
The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-11-26VideoTexture: new ImageRender class for Render To TextureBenoit Bolsee
The new class VideoTexture.ImageRender() is available to perform render to texture in the GE. Constructor: VideoTexture.ImageRender(scene,cam) cam : camera object that will be used for the render. It must be an inactive camera. scene: reference to the scene that will be rendered. The camera must be part of that scene. Returns an object that can be used as a source of a VideoTexture.Texture object Methods: none Attributes: background: 4-tuple representing the background color of the rendering as RGBA color components, each component being an integer between 0 and 255. Default value = [0,0,255,255] (=saturated blue) Note: athough the alpha component can be specified, it is not supported at the moment, the alpha channel of the rendered texture will always be 255. You can however introduce an alpha channel by appending a FilterBlueScreen() filter, it will set the alpha to 0 (transparent) on all pixels that were not rendered. capsize: 2-tuple representing the size of the render area as [x,y] number of pixels. Default value = largest rectangle with power of 2 dimensions that fits in the canvas You may want to reduce the render area to increase performance. For example, a render area of [256,128] is probably sufficient to implement a car inner mirror. For best performance, use power of 2 dimensions and don't set any filter: this allows direct transfer between the GPU frame buffer and texture memory without going through the host. alpha: Boolean indicating if the render alpha channel should be copied to the texture. Default value: False Experimental, do not use. whole: Boolean indicating if the entire canvas should be used for the rendering. Default value: False Note: There is no reason to set this attribute to True: the rendering will in any case be scaled down to the largest rectangle with power of 2 dimensions before transfering to the texture. Attributes inherited from the ImageBase class: image : image binary data, read-only size : [x,y] size of the texture, read-only scale : set to True for fast scale down in case the render area dimensions are not power of 2 flip : set to True for vertical flip. filter: set a post-processing filter on the render. Notes: * Aspect Ratio For consistent results in Blender and Blenderplayer, the same aspect ratio used by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y) is also used during the rendering. You can control the portion of the scene that will be rendered by "looking through the camera": the zone inside the outer dotted rectangle will be rendered to the texture. In order to reproduce the scene without X/Y distortion, you must apply the texture on an object or portion of object that has the same aspect ratio. * Order of rendering The rendereing is performed when you call the refresh() method of the parent Texture object. This happens outside the normal frame rendering and will have no effect on it. However, if you want to use ImageViewport and ImageRender at the same time, be sure to refresh the viewport texture before the render texture because the latter will destroy the frame buffer that is used by the former to update the texture. * Scene status The meshes are not updated during the render to texture: the rendered texture is one frame late to the rendered frame with regards to mesh deformation. * Example: cont = GameLogic.getCurrentController() # object that receives the texture obj = contr.getOwner() scene = GameLogic.getCurrentScene() # camera used for the render tvcam = scene.getObjectList()['OBtvcam'] # assume obj has some faces UV assigned to tv.png matID = VideoTexture.materialID(obj, 'IMtv.png') GameLogic.tv = VideoTexture.Texture(obj, matID) GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam) GameLogic.tv.source.capsize = [256,256] # to render the texture, just call GameLogic.tv.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-06VideoTexture: new VideoTexture.ImageFFmpeg to load and reload images.Benoit Bolsee
The FFmpeg library allows to load image files. Although it is possible to load images using the VideoFFmpeg class, it is not very efficient. The new class VideoTexture.ImageFFmpeg is dedicated to image management. Constructor: ----------- VideoTexture.ImageFFmpeg('image_file_name') Opens the file but does not load the texture yet. The file name can also be a network address. It can also be a video file name; in that case only the first image is loaded. Methods: ------- refresh(True) Loads the image to texture. You just need to call it once, the file is automatically closed after that and calling refresh() again will have no effect. reload('new_file_name') Reloads the image (if new_file_name is omitted) or loads a new image. The file is opened but the texture is not updated yet, you need to call refresh() once to load the texture. Attributes: ---------- status returns the image status: 2 : file opened, texture not loaded 3 : file closed, texture loaded image returns the image data as a string of RGBA pixel size returns the image size [x,y] scale get/set the scale flag. If the scale flag is False, the image is rescale to texture format using gluScaleImage() function, slow but good quality. If the scale flag is True, the image is rescaled using a fast but less accurate algorithm. flip get/set Y-flip flag. Set to True by default as FFmpeg always provides the image upside down filter get/set filter(s) on the image. Example:
2008-11-04VideoTexture: fix RGB/BGR confusion, make code compatible with big endian ↵Benoit Bolsee
CPU, add RGBA source filter.
2008-11-04VideoTexture: Bug report #17946: add (char*) casting to fix compile error ↵Benoit Bolsee
with Python get-set method and module object.
2008-11-02VideoTexture: use PyObjectPlus.h instead of Python.h for compatibility with ↵Benoit Bolsee
Python2.3
2008-11-02VideoTexture: remove numpy dependency.Benoit Bolsee
2008-11-01BGE Video Texture: fix constant initializer problem with Exception ↵Benoit Bolsee
description. Uniformized the line ending.
2008-11-01VideoTexture module.Benoit Bolsee
The only compilation system that works for sure is the MSVC project files. I've tried my best to update the other compilation system but I count on the community to check and fix them. This is Zdeno Miklas video texture plugin ported to trunk. The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html) EXCEPT for the following: The module name is changed to VideoTexture (instead of blendVideoTex). A new (and only) video source is now available: VideoFFmpeg() You must pass 1 to 4 arguments when you create it (you can use named arguments): VideoFFmpeg(file) : play a video file VideoFFmpeg(file, capture, rate, width, height) : start a live video capture file: In the first form, file is a video file name, relative to startup directory. It can also be a URL, FFmpeg will happily stream a video from a network source. In the second form, file is empty or is a hint for the format of the video capture. In Windows, file is ignored and should be empty or not specified. In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. The user specifies the type of device with the file parameter: [<device_type>][:<standard>] <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l' <standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc' The driver name is constructed automatically from the device types: v4l : /dev/video<capture> dv1394: /dev/dv1394/<capture> If you have different driver name, you can specify the driver name explicitely instead of device type. Examples of valid file parameter: /dev/v4l/video0:pal /dev/ieee1394/1:ntsc dv1394:ntsc v4l:pal :secam capture: Defines the index number of the capture source, starting from 0. The first capture device is always 0. The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1. rate: the capture frame rate, by default 25 frames/sec width: height: Width and height of the video capture in pixel, default value 0. In Windows you must specify these values and they must fit with the capture device capability. For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, you must specify one of these couple of values or the opening of the video source will fail. In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height. Simple example ************** 1. Texture definition script: import VideoTexture contr = GameLogic.getCurrentController() obj = contr.getOwner() if not hasattr(GameLogic, 'video'): matID = VideoTexture.materialID(obj, 'MAVideoMat') GameLogic.video = VideoTexture.Texture(obj, matID) GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg') # Streaming is also possible: #GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg') GameLogic.vidSrc.repeat = -1 # If the video dimensions are not a power of 2, scaling must be done before # sending the texture to the GPU. This is done by default with gluScaleImage() # but you can also use a faster, but less precise, scaling by setting scale # to True. Best approach is to convert the video offline and set the dimensions right. GameLogic.vidSrc.scale = True # FFmpeg always delivers the video image upside down, so flipping is enabled automatically #GameLogic.vidSrc.flip = True if contr.getSensors()[0].isPositive(): GameLogic.video.source = GameLogic.vidSrc GameLogic.vidSrc.play() 2. Texture refresh script: obj = GameLogic.getCurrentController().getOwner() if hasattr(GameLogic, 'video') != 0: GameLogic.video.refresh(True) You can download this demo here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg