[Bf-blender-cvs] [e3c6585] soc-2014-bge: Merge remote-tracking branch 'origin/master' into soc-2014-bge and resolving conflicts
Ines Almeida
noreply at git.blender.org
Sat Jul 12 20:16:40 CEST 2014
Commit: e3c65855027257c65c96d761882de591d3030cf6
Author: Ines Almeida
Date: Sat Jul 12 11:49:07 2014 +0100
https://developer.blender.org/rBe3c65855027257c65c96d761882de591d3030cf6
Merge remote-tracking branch 'origin/master' into soc-2014-bge and resolving conflicts
===================================================================
===================================================================
diff --cc doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
index d1490b2,a6d03de..1ee0ad9
--- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
@@@ -851,3 -869,11 +869,11 @@@ base class --- :class:`SCA_IObject
:return: Whether or not the action is playing
:rtype: boolean
+ .. method:: addDebugProperty (name, debug = True)
+
+ Adds a single debug property to the debug list.
+
+ :arg name: name of the property that added to the debug list.
+ :type name: string
+ :arg debug: the debug state.
- :type debug: boolean
++ :type debug: boolean
diff --cc source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index cf495f4,5a2cb0c..df2ebd0
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@@ -740,26 -730,64 +730,6 @@@ bool KX_KetsjiEngine::NextFrame(
frames--;
}
- // Handle the animations independently of the logic time step
- if (GetRestrictAnimationFPS())
- {
- double clocktime = m_kxsystem->GetTimeInSeconds();
- m_logger->StartLog(tc_animations, clocktime, true);
- SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
- bool bUseAsyncLogicBricks= false;//true;
--
- double anim_timestep = 1.0/KX_GetActiveScene()->GetAnimationFPS();
- if (clocktime - m_previousAnimTime > anim_timestep)
- if (bUseAsyncLogicBricks)
- {
- // Logic update sub frame: this will let some logic bricks run at the
- // full frame rate.
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
- // for each scene, call the proceed functions
-- {
- // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
- // printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
- m_previousAnimTime = clocktime;
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
- KX_Scene* scene = *sceneit;
-
- if (!scene->IsSuspended())
-- {
- (*sceneit)->UpdateAnimations(clocktime);
- }
- // if the scene was suspended recalcutlate the delta tu "curtime"
- m_suspendedtime = scene->getSuspendedTime();
- if (scene->getSuspendedTime()!=0.0)
- scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
- m_suspendeddelta = scene->getSuspendedDelta();
-
- // set Python hooks for each scene
-#ifdef WITH_PYTHON
- PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
-#endif
- KX_SetActiveScene(scene);
-
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_PHYSICS1);
- scene->UpdateParents(m_clockTime);
-
- // Perform physics calculations on the scene. This can involve
- // many iterations of the physics solver.
- m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
- scene->GetPhysicsEnvironment()->ProceedDeltaTime(m_clockTime,timestep,timestep);
- // Update scenegraph after physics step. This maps physics calculations
- // into node positions.
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_PHYSICS2);
- scene->UpdateParents(m_clockTime);
-
- // Do some cleanup work for this logic frame
- m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- scene->LogicUpdateFrame(m_clockTime, false);
-
- // Actuators can affect the scenegraph
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_ACTUATOR);
- scene->UpdateParents(m_clockTime);
-
- scene->setSuspendedTime(0.0);
- } // suspended
- else
- if (scene->getSuspendedTime()==0.0)
- scene->setSuspendedTime(m_clockTime);
-
- m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
-- }
-- }
--
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
diff --cc source/gameengine/Ketsji/KX_PythonInit.cpp
index c63615a,fa52fab..bce3486
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@@ -1395,11 -1389,71 +1395,76 @@@ static PyObject *gPyGetVsync(PyObject *
return PyLong_FromLong(gp_Canvas->GetSwapInterval());
}
+ static PyObject *gPyShowFramerate(PyObject *, PyObject *args)
+ {
+ int visible;
+ if (!PyArg_ParseTuple(args,"i:showFramerate",&visible))
+ return NULL;
+
+ if (visible && gp_KetsjiEngine)
+ gp_KetsjiEngine->SetShowFramerate(true);
+ else
+ gp_KetsjiEngine->SetShowFramerate(false);
+
+ Py_RETURN_NONE;
+ }
+
+ static PyObject *gPyShowProfile(PyObject *, PyObject *args)
+ {
+ int visible;
+ if (!PyArg_ParseTuple(args,"i:showProfile",&visible))
+ return NULL;
+
+ if (visible && gp_KetsjiEngine)
+ gp_KetsjiEngine->SetShowProfile(true);
+ else
+ gp_KetsjiEngine->SetShowProfile(false);
+
+ Py_RETURN_NONE;
+ }
+
+ static PyObject *gPyShowProperties(PyObject *, PyObject *args)
+ {
+ int visible;
+ if (!PyArg_ParseTuple(args,"i:showProperties",&visible))
+ return NULL;
+
+ if (visible && gp_KetsjiEngine)
+ gp_KetsjiEngine->SetShowProperties(true);
+ else
+ gp_KetsjiEngine->SetShowProperties(false);
+
+ Py_RETURN_NONE;
+ }
+
+ static PyObject *gPyAutoDebugList(PyObject *, PyObject *args)
+ {
+ int add;
+ if (!PyArg_ParseTuple(args,"i:autoAddProperties",&add))
+ return NULL;
+
+ if (add && gp_KetsjiEngine)
+ gp_KetsjiEngine->SetAutoAddDebugProperties(true);
+ else
+ gp_KetsjiEngine->SetAutoAddDebugProperties(false);
+
+ Py_RETURN_NONE;
+ }
+
+ static PyObject *gPyClearDebugList(PyObject *)
+ {
+ if (gp_KetsjiScene)
+ gp_KetsjiScene->RemoveAllDebugProperties();
+
+ Py_RETURN_NONE;
+ }
+
+
+
+PyDoc_STRVAR(Rasterizer_module_documentation,
+ "This is the Python API for the game engine of Rasterizer"
+);
+
static struct PyMethodDef rasterizer_methods[] = {
{"getWindowWidth",(PyCFunction) gPyGetWindowWidth,
METH_VARARGS, "getWindowWidth doc"},
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