This patch adds to the existing property actuator a level mode, which is switching the property depending on the input level.
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D652
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
This change introduces a new checkbox to deactivate the sensors, controllers and/or actuators. It is useful during the development phase to avoid delete sensors, controllers or actuators if you want to test something new.
NOC: The wiki page is being updated (the images mostly), but the feature is already in the 2.71 release log.
{F61628}
Reviewers: moguri, dfelinto, campbellbarton, dingto, #user_interface, billrey
Reviewed By: moguri
CC: billrey
Differential Revision: https://developer.blender.org/D16
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
Also adds DampedTrackTo to the list of supported constraints in the BGE
Test file:
http://www.pasteall.org/blend/11715
Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
The camera actuator only allows to look the object from its front face.
Given that Blender takes -Y as the default forward orientation, the current
functionality doesn't let a camera to track an actor from behind.
This patch allows for -X and -Y axis tracking. This way a camera over the
shoulders of a character is possible (without resorting to rotate the
mesh/armature original orientation.
- patch reviewed by Campbell Barton, thanks
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float.
Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2.
- Remove scaling and use do_versions to adjust existing files.
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
there are some cases (i.e. Constraint Actuator) where the same DNA property is being used by different RNAs with different ranges.
It's easy to change (reset the values to their default in the set func of the constrant type rna).
Not sure it's necessary though.
Notes:
1) I had to pass Context to the draw_actuator_sound in order to access the open_sound_operator
uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL);
According to Campbell they are better ways to do that (mdef bind for reference). but for now it works.
2) for the record: action actuator is equal to shape actuator (but runs in armature)
3) in Constraint Actuator I think I should unify all the limit_loc_max_, loc_min, ... properties. I was thinking about replacing it with a single limit_loc_max, limit_loc_min, range, distance, and use get/set funcs to find the correct one.
* Matt, I'm marking some "property" rna properties that will need some speacial lookup.
Talking with Campbell we thought that it will be nice to have the lookup with autocomplete for the properties, but giving you the freedom to type whatever prop_name you want (so you can use python created properties).
That way we would still store it as a string.
Whenever the property doesn't exist (or was renamed, therefore can't be found) the property name tints in red ...
Is that possible?
* Matt: in draw_actuator_random I used a uiItemL for one of the modes. Is there another way to do that (having the label in the rna file?). I noticed draw_nodes has some cases of that as well.
* Andrea, the actuator_game property filename (in rna_actuator) is the one that needs to open the filebrowser but saving the result as relative path (or to have relative path as the default in this case)
New Actuators done:
* EDIT_OBJECT
* SHAPE_ACTION
Actuators to be done:
* CONSTRAINT
Actuators done already:
* ALL THE OTHERS 16
+ some DNA padding
There is one Actuator left. This one is tricky because (as many others) the tooltip changes according to the actuator type value. Not sure how to solve this yet. I'll probably have to make different rna properties for the same values (it includes some enums this time). Not so animated to finish this one :/
New Actuators done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* STATE
* ARMATURE
Actuators to be done:
* CONSTRAINT
* EDIT_OBJECT
* SHAPE_ACTION
Actuators done already:
* IPO
* CAMERA
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
once again: feedback is appreciated.
+ some typos
+ some DNA padding
Thanks for Mitchell Stokes (Moguri) for his patch on that. It saved me some time on the ENUMs and some actuator descriptions :)
Sensor and Controllers: small fixes and suggestion (comments) for future improvement - mainly to replace text properties to material, text or object datablocks.
Actuators done:
* IPO
* CAMERA
Actuators to be done:
All the others (their structure is in the file)
Adding NC_LOGIC
** If someone want to help on that:
Files used for actuator RNA:
- logic_window.c
- DNA_actuator_types.h
*** my first big RNA operation. critics/suggestions are welcome
**** padded some DNA variables that were not been used.