fix BGE bug #8309: After Parent Object added to the visual layer, Child Camera won't follow.
This bug fix is made of two parts: 1) It's now possible to dynamically add a camera. 2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera. This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
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@ -684,15 +684,11 @@ void BL_ConvertActuators(char* maggiename,
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break;
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}
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case ACT_SCENE_CAMERA:
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mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
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if (sceneact->camera)
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{
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mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
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cam = (KX_Camera*) converter->FindGameObject(sceneact->camera);
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}
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else
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{
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// TODO:warn user
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}
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break;
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case ACT_SCENE_RESTART:
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{
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@ -69,7 +69,22 @@ KX_Camera::~KX_Camera()
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}
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CValue* KX_Camera::GetReplica()
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{
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KX_Camera* replica = new KX_Camera(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void KX_Camera::ProcessReplica(KX_Camera* replica)
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{
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KX_GameObject::ProcessReplica(replica);
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}
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MT_Transform KX_Camera::GetWorldToCamera() const
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{
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MT_Transform camtrans;
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@ -134,6 +134,24 @@ public:
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KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, PyTypeObject *T = &Type);
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virtual ~KX_Camera();
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/**
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* Inherited from CValue -- return a new copy of this
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* instance allocated on the heap. Ownership of the new
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* object belongs with the caller.
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*/
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virtual CValue*
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GetReplica(
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);
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/**
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* Inherited from CValue -- Makes sure any internal
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* data owned by this class is deep copied. Called internally
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*/
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virtual void
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ProcessReplica(
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KX_Camera* replica
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);
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MT_Transform GetWorldToCamera() const;
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MT_Transform GetCameraToWorld() const;
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@ -105,6 +105,15 @@ bool KX_SceneActuator::Update()
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{
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m_scene->SetActiveCamera(m_camera);
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}
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else
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{
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// if no camera is set and the parent object is a camera, use it as the camera
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SCA_IObject* parent = GetParent();
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if (parent->isA(&KX_Camera::Type))
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{
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m_scene->SetActiveCamera((KX_Camera*)parent);
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}
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}
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break;
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default:
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break;
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