Commit Graph

106 Commits

Author SHA1 Message Date
Dalai Felinto
9425a8ff38 BGE: scene.pre_draw_setup[] callback
This callback allows the user to change the camera data right before the
rendering calculations.

scene.pre_draw[] is not enough here, because if you want to change the
camera matrices (projection/modelview) the culling test is done before
that (after pre_draw_setup[] though).

Reviewers: moguri, campbellbarton

Differential Revision: https://developer.blender.org/D1251

Python sample code using this. The sample scene would need a default
camera (not used for rendering), a dummy camera ('Camera.VR'), and two
cameras ('Camera.Left', 'Camera.Right') that will be used for the actual
rendering.

```
import bge

def callback():
    scene = bge.logic.getCurrentScene()
    objects = scene.objects

    vr_camera = objects.get('Camera.VR')

    if bge.render.getStereoEye() ==  bge.render.LEFT_EYE:
        camera = objects.get('Camera.Left')
    else:
        camera = objects.get('Camera.Right')

    vr_camera.worldOrientation = camera.worldOrientation
    vr_camera.worldPosition =  camera.worldPosition

def init():
    scene = bge.logic.getCurrentScene()
    main_camera = scene.active_camera
    main_camera.useViewport = True

   scene.pre_draw_setup.append(callback)

    objects = scene.objects
    vr_camera = objects.get('Camera.VR')
    vr_camera.useViewport = True
    vr_camera.setViewport(
            0,
            0,
            bge.render.getWindowWidth(),
            bge.render.getWindowHeight() )
```
2015-04-21 17:41:23 -03:00
Thomas Szepe
fd22a92939 BGE: Add new world API KX_WorldInfo (KX_Scene)
This Patch will add a the world API (mist, background, ambient)  to KX_WorldInfo.
The new API uses now attributes.

Reviewers: campbellbarton, moguri

Reviewed By: moguri

Subscribers: klauser, brecht

Differential Revision: https://developer.blender.org/D157
2015-03-24 00:23:40 +01:00
Jorge Bernal
ddf58004c4 BGE: LoD Hysteresis clean up
Move scene hysteresis value to KX_Scene where it should be (instead of
KX_GameObject)
2015-03-23 19:03:56 +01:00
Jorge Bernal
e7d051043d BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.

Then, we have the following:

- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.

For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel

Reviewers: campbellbarton, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: nonamejuju, lordodin

Differential Revision: https://developer.blender.org/D957
2015-03-22 18:19:49 +01:00
Mitchell Stokes
4fac29ca0e Revert "Fix T40257: Frustum culling not working properly"
This reverts commit 315609ec0c.

This fix still causes more issues than it solves.
2015-01-07 20:38:05 -08:00
Mitchell Stokes
315609ec0c Fix T40257: Frustum culling not working properly
This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
2014-07-10 22:14:30 -07:00
Mitchell Stokes
3abb2e0a3d BGE cleanup: Removing the unused KX_Scene::UpdateMeshTransformations() function. 2014-05-19 21:14:18 -07:00
Daniel Stokes
e9e08a1d12 Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: http://developer.blender.org/D109
2013-12-17 17:03:27 -08:00
Mitchell Stokes
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing. 2013-11-04 19:21:07 +00:00
Mitchell Stokes
83e9f32382 BGE: Committing patch #32422 "Debug properties for added objects" by HG1.
This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
2013-07-09 20:06:36 +00:00
Mitchell Stokes
1e64732d52 BGE: Fix for [#34781] "bge.texture.ImageRender does not show Font object" reported by Monster.
This fix is mostly based off of HG1's patch from the bug report, which had ImageRender::Render() call KX_KetsjiEngine::RenderFonts(). However, I have moved RenderFonts() from KX_KetsjiEngine to KX_Scene where all of the other font and rendering functions are. The real fix for this mess would be to not have ImageRender::Render() have so much duplicate code from KX_KetsjiEngine::Render(), but that's a code cleanup problem for another day.
2013-06-20 03:50:02 +00:00
Mitchell Stokes
bb7b04bd94 BGE: A little bit of cleanup:
* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
  * Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
  * Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
2013-05-14 22:52:10 +00:00
Mitchell Stokes
f6a110d6ea BGE: Committing patch [#32697] "New BGE gravity API" by HG1.
This patch adds a gravity attribute to KX_Scene.
2012-11-10 03:11:18 +00:00
Campbell Barton
97d4fb4161 code cleanup: make header defines more consistent, JOYSENSOR header guard had a typo too. 2012-10-09 13:36:42 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
a199ae5368 style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work). 2012-07-31 23:06:12 +00:00
Campbell Barton
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
Campbell Barton
640d766370 style cleanup - remove unneeded ';'s 2012-03-08 03:05:57 +00:00
Campbell Barton
f6ae27daef style cleanup - comment spelling + translate some dutch. 2012-03-04 04:35:12 +00:00
Campbell Barton
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
Campbell Barton
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
Campbell Barton
b8e019d839 use __ prefix on header guards to avoid mixing up defines with api functions / classes. 2012-02-23 10:41:31 +00:00
Sergey Sharybin
d881bb4b32 BGE is compilable by MSVC again
Compilation error was mostly caused by trying to use namespace std before it was
actually defined (e.g. before any include of stl header).
It's not actually good idea to use namespaces in header files -- it's really easy to
run into namespace conflicts and so. Resolved by not using "using namespace" in header
files and using full quality accessing to stl collections (e.g. std::vector).
2012-02-23 09:40:10 +00:00
Campbell Barton
424e09a2ce use PyUnicode_From_STR_String in the game engine in more places. 2011-12-30 12:44:16 +00:00
Campbell Barton
4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Benoit Bolsee
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
Mitchell Stokes
1f8291f78d BGE animations: Adding a separate list to KX_Scene for animated objects. This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms. 2011-09-03 20:48:47 +00:00
Mitchell Stokes
ad08de4c2a BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more. 2011-07-14 07:03:33 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
Brecht Van Lommel
cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00
Nathan Letwory
5138615554 doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
Dalai Felinto
0890b80ed9 Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/

Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) 

The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.

Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)

[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. 
    So instead of:
      BLF_draw(fontid, (char *)text, strlen(text));
    We would do:
      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.

Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
  a) constructor: load the font of the object, and store other values.
  b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API

*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.

Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
Campbell Barton
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
Nick Samarin
0183d55108 Added parameters for obstacle avoidance simulation: for object - flag for creation representation in simulation(OB_HASOBSTACLE) and obstacle radius (obstacleRad), for scene - obstacle simulation type (obstacleSimulation); added ui for new parameters 2010-06-10 00:19:06 +00:00
Campbell Barton
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
Nick Samarin
0932f365bf added obstacle avoidance code; object movement is implemented via setting velocity 2010-06-04 23:29:49 +00:00
Nick Samarin
d7a701c2c5 - added new game object type for navigation mesh
- added py api for path finding and ray casting
- set svn properties for KX_Pathfinder
2010-05-27 20:18:56 +00:00
Nick Samarin
56784fcde9 added converting mesh of game object to Detour StatNavMesh (game object is defined by property "navmesh") 2010-05-19 01:42:17 +00:00
Dalai Felinto
edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).

(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)

I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-23 22:48:26 +00:00
Benoit Bolsee
03c81862c4 BGE patch [#21019]: Python function for Scene suspend/resume. 2010-03-28 20:50:20 +00:00
Campbell Barton
377f06082a enable compiling without python again 2010-03-23 21:37:02 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
Campbell Barton
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
Benoit Bolsee
cfdd53a4f8 BGE: patch #20399 Python control over adding/removing scenes. 2010-01-30 18:23:13 +00:00
Campbell Barton
c36f78dd41 [#19258] [patch] Adding drawing capabilities to BGE Python
patch from Mitchell Stokes (moguri)

simple use case
 scene.post_draw = [pyOpenGLFunc]

this only needs to be set once, then the funcion runs each redraw.

note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.

made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list

---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-22 14:42:22 +00:00
Benoit Bolsee
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
Campbell Barton
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00