blender/source/gameengine/SceneGraph/SG_IObject.cpp
Benoit Bolsee 5e2ee19187 BGE patch: support for partial hierarchy in dupligroup instantiation; removal of links that point to inactive objects during group instantiation.
This situation corresponds to a group containing only a portion
of a parent hierarchy (the Apricot team needed that to avoid
logic duplication). The BGE will instantiate only the
children that are in the group so that it follows the 3D view
more closely.
As a result, the logic links to the objects in the portion of the
hierarchy that was not replicated will point to inactive objects
(if the groups are stored in inactive layers as they should be). 
To keep the logic system consistent, these links are automatically
removed.
This last part of the patch is a general fix that could go in
2.47 but as this situation does not normally occurs in pre-2.47
games, it is not needed.
2008-07-18 19:56:56 +00:00

172 lines
3.1 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "SG_IObject.h"
#include "SG_Controller.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SG_IObject::
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
):
m_SGclientObject(clientobj),
m_SGclientInfo(clientinfo),
m_callbacks(callbacks)
{
//nothing to do
}
SG_IObject::
SG_IObject(
const SG_IObject &other
) :
m_SGclientObject(other.m_SGclientObject),
m_SGclientInfo(other.m_SGclientInfo),
m_callbacks(other.m_callbacks)
{
//nothing to do
}
void
SG_IObject::
AddSGController(
SG_Controller* cont
){
m_SGcontrollers.push_back(cont);
}
void
SG_IObject::
RemoveAllControllers(
) {
m_SGcontrollers.clear();
}
/// Needed for replication
SGControllerList&
SG_IObject::
GetSGControllerList(
){
return m_SGcontrollers;
}
void*
SG_IObject::
GetSGClientObject(
){
return m_SGclientObject;
}
const
void*
SG_IObject::
GetSGClientObject(
) const {
return m_SGclientObject;
}
void
SG_IObject::
SetSGClientObject(
void* clientObject
){
m_SGclientObject = clientObject;
}
bool
SG_IObject::
ActivateReplicationCallback(
SG_IObject *replica
){
if (m_callbacks.m_replicafunc)
{
// Call client provided replication func
if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL)
return false;
}
return true;
};
void
SG_IObject::
ActivateDestructionCallback(
){
if (m_callbacks.m_destructionfunc)
{
// Call client provided destruction function on this!
m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
}
else
{
// no callback but must still destroy the node to avoid memory leak
delete this;
}
}
void
SG_IObject::
ActivateUpdateTransformCallback(
){
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
void
SG_IObject::
SetControllerTime(
double time
){
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
(*contit)->SetSimulatedTime(time);
}
}
SG_IObject::
~SG_IObject()
{
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
delete (*contit);
}
}