blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
Benoit Bolsee 036ebc5523 BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.
Four new buttons in World settings to control frame rate:
fps:  Nominal frame rate in frame per second.
      Also sets the physics timestep = 1/fps
phys: Maximum number of physics timestep per game frame in case
      the actual fps is less than nominal. This allows the 
      physics to keep up with real time even if the graphics slows
      down the game.
sub:  Fixed number of simulation substeps per physic timestep.
      Improves the precision of the physics simulation. Useful for
      fast moving objects for example.
log:  Maximum number of logic steps per game frame in case the 
      actual fps is less than nominal. This allows the logic
      system to follow the physics simulation. 
      Upper bound = phys 
      (setting the value higher than phys has no effect).
      On games with heavy logic system, it is useful to set this
      value to 1, to keep logic time under control.

All these values were already accessible from Python except phys:

GameLogic.getMaxPhysicsFrame():
	Gets the maximum number of physics frame per render frame.

GameLogic.setMaxPhysicsFrame(phys):
	Sets the maximum number of physics timestep that are executed per render frame.
	Higher value allows physics to keep up with realtime even if graphics slows down the game.
	Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
	maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
      phys: integer
2009-05-21 18:10:19 +00:00

1875 lines
46 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 *****
* The engine ties all game modules together.
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include <iostream>
#include "KX_KetsjiEngine.h"
#include "ListValue.h"
#include "IntValue.h"
#include "VectorValue.h"
#include "BoolValue.h"
#include "FloatValue.h"
#define KX_NUM_ITERATIONS 4
#include "RAS_BucketManager.h"
#include "RAS_Rect.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_ICanvas.h"
#include "STR_String.h"
#include "MT_Vector3.h"
#include "MT_Transform.h"
#include "SCA_IInputDevice.h"
#include "KX_Scene.h"
#include "MT_CmMatrix4x4.h"
#include "KX_Camera.h"
#include "KX_Dome.h"
#include "KX_Light.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "PHY_IPhysicsEnvironment.h"
#ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h"
#endif
#include "SND_Scene.h"
#include "SND_IAudioDevice.h"
#include "NG_NetworkScene.h"
#include "NG_NetworkDeviceInterface.h"
#include "KX_WorldInfo.h"
#include "KX_ISceneConverter.h"
#include "KX_TimeCategoryLogger.h"
#include "RAS_FramingManager.h"
#include "stdio.h"
#include "DNA_world_types.h"
#include "DNA_scene_types.h"
// If define: little test for Nzc: guarded drawing. If the canvas is
// not valid, skip rendering this frame.
//#define NZC_GUARDED_OUTPUT
#define DEFAULT_LOGIC_TIC_RATE 60.0
#define DEFAULT_PHYSICS_TIC_RATE 60.0
const char KX_KetsjiEngine::m_profileLabels[tc_numCategories][15] = {
"Physics:", // tc_physics
"Logic", // tc_logic
"Network:", // tc_network
"Scenegraph:", // tc_scenegraph
"Sound:", // tc_sound
"Rasterizer:", // tc_rasterizer
"Services:", // tc_services
"Overhead:", // tc_overhead
"Outside:" // tc_outside
};
double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE;
int KX_KetsjiEngine::m_maxLogicFrame = 5;
int KX_KetsjiEngine::m_maxPhysicsFrame = 5;
double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
/**
* Constructor of the Ketsji Engine
*/
KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
: m_canvas(NULL),
m_rasterizer(NULL),
m_kxsystem(system),
m_rendertools(NULL),
m_sceneconverter(NULL),
m_networkdevice(NULL),
m_audiodevice(NULL),
m_pythondictionary(NULL),
m_keyboarddevice(NULL),
m_mousedevice(NULL),
m_propertiesPresent(false),
m_bInitialized(false),
m_activecam(0),
m_bFixedTime(false),
m_firstframe(true),
m_frameTime(0.f),
m_clockTime(0.f),
m_previousClockTime(0.f),
m_exitcode(KX_EXIT_REQUEST_NO_REQUEST),
m_exitstring(""),
m_drawingmode(5),
m_cameraZoom(1.0),
m_overrideCam(false),
m_overrideCamUseOrtho(false),
m_overrideCamNear(0.0),
m_overrideCamFar(0.0),
m_stereo(false),
m_curreye(0),
m_logger(NULL),
// Set up timing info display variables
m_show_framerate(false),
m_show_profile(false),
m_showProperties(false),
m_showBackground(false),
m_show_debug_properties(false),
m_game2ipo(false),
// Default behavior is to hide the cursor every frame.
m_hideCursor(false),
m_overrideFrameColor(false),
m_overrideFrameColorR(0.0),
m_overrideFrameColorG(0.0),
m_overrideFrameColorB(0.0),
m_usedome(false)
{
// Initialize the time logger
m_logger = new KX_TimeCategoryLogger (25);
for (int i = tc_first; i < tc_numCategories; i++)
m_logger->AddCategory((KX_TimeCategory)i);
}
/**
* Destructor of the Ketsji Engine, release all memory
*/
KX_KetsjiEngine::~KX_KetsjiEngine()
{
delete m_logger;
if(m_usedome)
delete m_dome;
}
void KX_KetsjiEngine::SetKeyboardDevice(SCA_IInputDevice* keyboarddevice)
{
MT_assert(keyboarddevice);
m_keyboarddevice = keyboarddevice;
}
void KX_KetsjiEngine::SetMouseDevice(SCA_IInputDevice* mousedevice)
{
MT_assert(mousedevice);
m_mousedevice = mousedevice;
}
void KX_KetsjiEngine::SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice)
{
MT_assert(networkdevice);
m_networkdevice = networkdevice;
}
void KX_KetsjiEngine::SetAudioDevice(SND_IAudioDevice* audiodevice)
{
MT_assert(audiodevice);
m_audiodevice = audiodevice;
}
void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
{
MT_assert(canvas);
m_canvas = canvas;
}
void KX_KetsjiEngine::SetRenderTools(RAS_IRenderTools* rendertools)
{
MT_assert(rendertools);
m_rendertools = rendertools;
}
void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
{
MT_assert(rasterizer);
m_rasterizer = rasterizer;
}
/*
* At the moment the GameLogic module is imported into 'pythondictionary' after this function is called.
* if this function ever changes to assign a copy, make sure the game logic module is imported into this dictionary before hand.
*/
void KX_KetsjiEngine::SetPythonDictionary(PyObject* pythondictionary)
{
MT_assert(pythondictionary);
m_pythondictionary = pythondictionary;
}
void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
{
MT_assert(sceneconverter);
m_sceneconverter = sceneconverter;
}
void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
{
m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
m_usedome = true;
}
void KX_KetsjiEngine::RenderDome()
{
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
m_dome->SetViewPort(viewport);
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
for (int i=0;i<n_renders;i++){
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
m_rendertools->BeginFrame(m_rasterizer);
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
// shadow buffers
if (i == 0){
RenderShadowBuffers(scene);
}
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if(cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
}
it++;
}
}
m_dome->BindImages(i);
}
m_canvas->EndFrame();//XXX do we really need that?
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor) //XXX why do we want
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
m_dome->Draw();
// run the 2dfilters and motion blur once for all the scenes
PostRenderFrame();
EndFrame();
}
/**
* Ketsji Init(), Initializes datastructures and converts data from
* Blender into Ketsji native (realtime) format also sets up the
* graphics context
*/
void KX_KetsjiEngine::StartEngine(bool clearIpo)
{
m_clockTime = m_kxsystem->GetTimeInSeconds();
m_frameTime = m_kxsystem->GetTimeInSeconds();
m_previousClockTime = m_kxsystem->GetTimeInSeconds();
m_firstframe = true;
m_bInitialized = true;
// there is always one scene enabled at startup
World* world = m_scenes[0]->GetBlenderScene()->world;
if (world)
{
m_ticrate = world->ticrate;
m_maxLogicFrame = world->maxlogicstep;
m_maxPhysicsFrame = world->maxphystep;
}
else
{
m_ticrate = DEFAULT_LOGIC_TIC_RATE;
m_maxLogicFrame = 5;
m_maxPhysicsFrame = 5;
}
if (m_game2ipo)
{
m_sceneconverter->ResetPhysicsObjectsAnimationIpo(clearIpo);
m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame);
}
}
void KX_KetsjiEngine::ClearFrame()
{
// clear unless we're drawing overlapping stereo
if(m_rasterizer->InterlacedStereo() &&
m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
return;
// clear the viewports with the background color of the first scene
bool doclear = false;
KX_SceneList::iterator sceneit;
RAS_Rect clearvp, area, viewport;
for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++)
{
KX_Scene* scene = *sceneit;
//const RAS_FrameSettings &framesettings = scene->GetFramingType();
list<class KX_Camera*>* cameras = scene->GetCameras();
list<KX_Camera*>::iterator it;
for(it = cameras->begin(); it != cameras->end(); it++)
{
GetSceneViewport(scene, (*it), area, viewport);
if(!doclear) {
clearvp = viewport;
doclear = true;
}
else {
if(viewport.GetLeft() < clearvp.GetLeft())
clearvp.SetLeft(viewport.GetLeft());
if(viewport.GetBottom() < clearvp.GetBottom())
clearvp.SetBottom(viewport.GetBottom());
if(viewport.GetRight() > clearvp.GetRight())
clearvp.SetRight(viewport.GetRight());
if(viewport.GetTop() > clearvp.GetTop())
clearvp.SetTop(viewport.GetTop());
}
}
}
if(doclear) {
KX_Scene* firstscene = *m_scenes.begin();
SetBackGround(firstscene->GetWorldInfo());
m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
clearvp.GetRight(), clearvp.GetTop());
m_rasterizer->ClearColorBuffer();
}
}
bool KX_KetsjiEngine::BeginFrame()
{
// set the area used for rendering (stereo can assign only a subset)
m_rasterizer->SetRenderArea();
if (m_canvas->BeginDraw())
{
ClearFrame();
m_rasterizer->BeginFrame(m_drawingmode , m_kxsystem->GetTimeInSeconds());
m_rendertools->BeginFrame(m_rasterizer);
return true;
}
return false;
}
void KX_KetsjiEngine::EndFrame()
{
// Show profiling info
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
if (m_show_framerate || m_show_profile || (m_show_debug_properties && m_propertiesPresent))
{
RenderDebugProperties();
}
m_average_framerate = m_logger->GetAverage();
if (m_average_framerate < 1e-6)
m_average_framerate = 1e-6;
m_average_framerate = 1.0/m_average_framerate;
// Go to next profiling measurement, time spend after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
m_rasterizer->EndFrame();
// swap backbuffer (drawing into this buffer) <-> front/visible buffer
m_rasterizer->SwapBuffers();
m_rendertools->EndFrame(m_rasterizer);
m_canvas->EndDraw();
}
//#include "PIL_time.h"
//#include "LinearMath/btQuickprof.h"
bool KX_KetsjiEngine::NextFrame()
{
double timestep = 1.0/m_ticrate;
double framestep = timestep;
// static hidden::Clock sClock;
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true);
//float dt = sClock.getTimeMicroseconds() * 0.000001f;
//sClock.reset();
if (m_bFixedTime)
m_clockTime += timestep;
else
{
// m_clockTime += dt;
m_clockTime = m_kxsystem->GetTimeInSeconds();
}
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.f)
{
printf("problem with clock\n");
deltatime = 0.f;
m_clockTime = 0.f;
m_frameTime = 0.f;
}
// Compute the number of logic frames to do each update (fixed tic bricks)
int frames =int(deltatime*m_ticrate+1e-6);
// if (frames>1)
// printf("****************************************");
// printf("dt = %f, deltatime = %f, frames = %d\n",dt, deltatime,frames);
// if (!frames)
// PIL_sleep_ms(1);
KX_SceneList::iterator sceneit;
if (frames>m_maxPhysicsFrame)
{
// printf("framedOut: %d\n",frames);
m_frameTime+=(frames-m_maxPhysicsFrame)*timestep;
frames = m_maxPhysicsFrame;
}
bool doRender = frames>0;
if (frames > m_maxLogicFrame)
{
framestep = (frames*timestep)/m_maxLogicFrame;
frames = m_maxLogicFrame;
}
while (frames)
{
m_frameTime += framestep;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
/* Suspension holds the physics and logic processing for an
* entire scene. Objects can be suspended individually, and
* the settings for that preceed the logic and physics
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
{
// 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();
m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_NETWORK);
scene->GetNetworkScene()->proceed(m_frameTime);
//m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
//SG_SetActiveStage(SG_STAGE_NETWORK_UPDATE);
//scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS1);
// set Python hooks for each scene
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
KX_SetActiveScene(scene);
scene->GetPhysicsEnvironment()->endFrame();
// 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_PHYSICS1_UPDATE);
//scene->UpdateParents(m_frameTime);
// Process sensors, and controllers
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER);
scene->LogicBeginFrame(m_frameTime);
// Scenegraph needs to be updated again, because Logic Controllers
// can affect the local matrices.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER_UPDATE);
scene->UpdateParents(m_frameTime);
// Process actuators
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->LogicUpdateFrame(m_frameTime, true);
scene->LogicEndFrame();
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->beginFrame();
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,timestep,framestep);//m_deltatimerealDeltaTime);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE);
scene->UpdateParents(m_frameTime);
if (m_game2ipo)
{
m_sceneconverter->WritePhysicsObjectToAnimationIpo(++m_currentFrame);
}
scene->setSuspendedTime(0.0);
} // suspended
else
if(scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
DoSound(scene);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
// update system devices
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
if (m_keyboarddevice)
m_keyboarddevice->NextFrame();
if (m_mousedevice)
m_mousedevice->NextFrame();
if (m_networkdevice)
m_networkdevice->NextFrame();
if (m_audiodevice)
m_audiodevice->NextFrame();
// scene management
ProcessScheduledScenes();
frames--;
}
bool bUseAsyncLogicBricks= false;//true;
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
{
KX_Scene* scene = *sceneit;
if (!scene->IsSuspended())
{
// 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
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
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);
DoSound(scene);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
}
m_previousClockTime = m_clockTime;
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
return doRender;
}
void KX_KetsjiEngine::Render()
{
if(m_usedome){
RenderDome();
return;
}
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED) {
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor)
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
// clear the -whole- viewport
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
}
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
// this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
// shadow buffers
RenderShadowBuffers(scene);
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if(cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, cam);
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
}
// only one place that checks for stereo
if(m_rasterizer->Stereo())
{
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
if (!BeginFrame())
return;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
SetWorldSettings(scene->GetWorldInfo());
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
//pass the scene, for picking and raycasting (shadows)
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
//RenderFrame(scene);
RenderFrame(scene, cam);
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
if((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rendertools->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
}
} // if(m_rasterizer->Stereo())
EndFrame();
}
void KX_KetsjiEngine::RequestExit(int exitrequestmode)
{
m_exitcode = exitrequestmode;
}
void KX_KetsjiEngine::SetNameNextGame(const STR_String& nextgame)
{
m_exitstring = nextgame;
}
int KX_KetsjiEngine::GetExitCode()
{
// if a gameactuator has set an exitcode or if there are no scenes left
if (!m_exitcode)
{
if (m_scenes.begin()==m_scenes.end())
m_exitcode = KX_EXIT_REQUEST_NO_SCENES_LEFT;
}
return m_exitcode;
}
const STR_String& KX_KetsjiEngine::GetExitString()
{
return m_exitstring;
}
void KX_KetsjiEngine::DoSound(KX_Scene* scene)
{
m_logger->StartLog(tc_sound, m_kxsystem->GetTimeInSeconds(), true);
KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
MT_Point3 listenerposition = cam->NodeGetWorldPosition();
MT_Vector3 listenervelocity = cam->GetLinearVelocity();
MT_Matrix3x3 listenerorientation = cam->NodeGetWorldOrientation();
SND_Scene* soundscene = scene->GetSoundScene();
soundscene->SetListenerTransform(
listenerposition,
listenervelocity,
listenerorientation);
soundscene->Proceed();
}
void KX_KetsjiEngine::SetBackGround(KX_WorldInfo* wi)
{
if (wi->hasWorld())
{
if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED)
{
m_rasterizer->SetBackColor(
wi->getBackColorRed(),
wi->getBackColorGreen(),
wi->getBackColorBlue(),
0.0
);
}
}
}
void KX_KetsjiEngine::SetWorldSettings(KX_WorldInfo* wi)
{
if (wi->hasWorld())
{
// ...
m_rasterizer->SetAmbientColor(
wi->getAmbientColorRed(),
wi->getAmbientColorGreen(),
wi->getAmbientColorBlue()
);
if (m_drawingmode >= RAS_IRasterizer::KX_SOLID)
{
if (wi->hasMist())
{
m_rasterizer->SetFog(
wi->getMistStart(),
wi->getMistDistance(),
wi->getMistColorRed(),
wi->getMistColorGreen(),
wi->getMistColorBlue()
);
}
}
}
}
void KX_KetsjiEngine::SetDrawType(int drawingmode)
{
m_drawingmode = drawingmode;
}
void KX_KetsjiEngine::EnableCameraOverride(const STR_String& forscene)
{
m_overrideCam = true;
m_overrideSceneName = forscene;
}
void KX_KetsjiEngine::SetCameraZoom(float camzoom)
{
m_cameraZoom = camzoom;
}
void KX_KetsjiEngine::SetCameraOverrideUseOrtho(bool useOrtho)
{
m_overrideCamUseOrtho = useOrtho;
}
void KX_KetsjiEngine::SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamProjMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamViewMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideClipping(float near, float far)
{
m_overrideCamNear = near;
m_overrideCamFar = far;
}
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
// using this information is upto date.
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
if (cam->GetViewport()) {
RAS_Rect userviewport;
userviewport.SetLeft(cam->GetViewportLeft());
userviewport.SetBottom(cam->GetViewportBottom());
userviewport.SetRight(cam->GetViewportRight());
userviewport.SetTop(cam->GetViewportTop());
// Don't do bars on user specified viewport
RAS_FrameSettings settings = scene->GetFramingType();
if(settings.FrameType() == RAS_FrameSettings::e_frame_bars)
settings.SetFrameType(RAS_FrameSettings::e_frame_extend);
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
userviewport,
viewport
);
area = userviewport;
}
else if ( !m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
m_canvas->GetDisplayArea(),
viewport
);
area = m_canvas->GetDisplayArea();
} else {
viewport.SetLeft(0);
viewport.SetBottom(0);
viewport.SetRight(int(m_canvas->GetWidth()));
viewport.SetTop(int(m_canvas->GetHeight()));
area = m_canvas->GetDisplayArea();
}
}
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
CListValue *lightlist = scene->GetLightList();
int i, drawmode;
m_rendertools->SetAuxilaryClientInfo(scene);
for(i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
light->Update();
if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, false);
cam->SetName("__shadow__cam__");
MT_Transform camtrans;
/* switch drawmode for speed */
drawmode = m_rasterizer->GetDrawingMode();
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
/* binds framebuffer object, sets up camera .. */
light->BindShadowBuffer(m_rasterizer, cam, camtrans);
/* update scene */
scene->CalculateVisibleMeshes(m_rasterizer, cam, light->GetShadowLayer());
/* render */
m_rasterizer->ClearDepthBuffer();
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
/* unbind framebuffer object, restore drawmode, free camera */
light->UnbindShadowBuffer(m_rasterizer);
m_rasterizer->SetDrawingMode(drawmode);
cam->Release();
}
}
}
// update graphics
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
bool override_camera;
RAS_Rect viewport, area;
float nearfrust, farfrust, focallength;
// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
scene->SetSceneViewport(viewport);
// set the viewport for this frame and scene
m_canvas->SetViewPort(viewport.GetLeft(), viewport.GetBottom(),
viewport.GetRight(), viewport.GetTop());
// see KX_BlenderMaterial::Activate
//m_rasterizer->SetAmbient();
m_rasterizer->DisplayFog();
override_camera = m_overrideCam && (scene->GetName() == m_overrideSceneName);
override_camera = override_camera && (cam->GetName() == "__default__cam__");
if (override_camera && m_overrideCamUseOrtho) {
m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
if (!cam->hasValidProjectionMatrix()) {
// needed to get frustrum planes for culling
MT_Matrix4x4 projmat;
projmat.setValue(m_overrideCamProjMat.getPointer());
cam->SetProjectionMatrix(projmat);
}
} else if (cam->hasValidProjectionMatrix() && !cam->GetViewport() )
{
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
} else
{
RAS_FrameFrustum frustum;
bool orthographic = !cam->GetCameraData()->m_perspective;
nearfrust = cam->GetCameraNear();
farfrust = cam->GetCameraFar();
focallength = cam->GetFocalLength();
MT_Matrix4x4 projmat;
if(override_camera) {
nearfrust = m_overrideCamNear;
farfrust = m_overrideCamFar;
}
if (orthographic) {
RAS_FramingManager::ComputeOrtho(
scene->GetFramingType(),
area,
viewport,
cam->GetScale(),
nearfrust,
farfrust,
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= m_cameraZoom;
frustum.x2 *= m_cameraZoom;
frustum.y1 *= m_cameraZoom;
frustum.y2 *= m_cameraZoom;
}
projmat = m_rasterizer->GetOrthoMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
} else {
RAS_FramingManager::ComputeFrustum(
scene->GetFramingType(),
area,
viewport,
cam->GetLens(),
nearfrust,
farfrust,
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= m_cameraZoom;
frustum.x2 *= m_cameraZoom;
frustum.y1 *= m_cameraZoom;
frustum.y2 *= m_cameraZoom;
}
projmat = m_rasterizer->GetFrustumMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar, focallength);
}
cam->SetProjectionMatrix(projmat);
// Otherwise the projection matrix for each eye will be the same...
if (!orthographic && m_rasterizer->Stereo())
cam->InvalidateProjectionMatrix();
}
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
// The following actually reschedules all vertices to be
// redrawn. There is a cache between the actual rescheduling
// and this call though. Visibility is imparted when this call
// runs through the individual objects.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CULLING);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
if (scene->GetPhysicsEnvironment())
scene->GetPhysicsEnvironment()->debugDrawWorld();
m_rasterizer->FlushDebugLines();
//it's running once for every scene (i.e. overlay scenes have it running twice). That's not the ideal.
PostRenderFrame();
}
void KX_KetsjiEngine::PostRenderFrame()
{
m_rendertools->Render2DFilters(m_canvas);
m_rendertools->MotionBlur(m_rasterizer);
}
void KX_KetsjiEngine::StopEngine()
{
if (m_bInitialized)
{
if (m_game2ipo)
{
// printf("TestHandlesPhysicsObjectToAnimationIpo\n");
m_sceneconverter->TestHandlesPhysicsObjectToAnimationIpo();
}
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
m_sceneconverter->RemoveScene(scene);
}
m_scenes.clear();
// cleanup all the stuff
m_rasterizer->Exit();
}
}
// Scene Management is able to switch between scenes
// and have several scene's running in parallel
void KX_KetsjiEngine::AddScene(KX_Scene* scene)
{
m_scenes.push_back(scene);
PostProcessScene(scene);
SceneListsChanged();
}
void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
{
bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName));
SG_SetActiveStage(SG_STAGE_SCENE);
// if there is no activecamera, or the camera is being
// overridden we need to construct a temporarily camera
if (!scene->GetActiveCamera() || override_camera)
{
KX_Camera* activecam = NULL;
RAS_CameraData camdata = RAS_CameraData();
activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
activecam->SetName("__default__cam__");
// set transformation
if (override_camera) {
const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat;
MT_Transform trans = MT_Transform(cammatdata.getPointer());
MT_Transform camtrans;
camtrans.invert(trans);
activecam->NodeSetLocalPosition(camtrans.getOrigin());
activecam->NodeSetLocalOrientation(camtrans.getBasis());
activecam->NodeUpdateGS(0);
} else {
activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0));
activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0));
activecam->NodeUpdateGS(0);
}
scene->AddCamera(activecam);
scene->SetActiveCamera(activecam);
scene->GetObjectList()->Add(activecam->AddRef());
scene->GetRootParentList()->Add(activecam->AddRef());
//done with activecam
activecam->Release();
}
scene->UpdateParents(0.0);
}
void KX_KetsjiEngine::RenderDebugProperties()
{
STR_String debugtxt;
int xcoord = 10; // mmmm, these constants were taken from blender source
int ycoord = 14; // to 'mimic' behaviour
float tottime = m_logger->GetAverage();
if (tottime < 1e-6f) {
tottime = 1e-6f;
}
// Set viewport to entire canvas
RAS_Rect viewport;
m_canvas->SetViewPort(0, 0, int(m_canvas->GetWidth()), int(m_canvas->GetHeight()));
/* Framerate display */
if (m_show_framerate) {
debugtxt.Format("swap : %.3f (%.3f frames per second)", tottime, 1.0/tottime);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
ycoord += 14;
}
/* Profile and framerate display */
if (m_show_profile)
{
for (int j = tc_first; j < tc_numCategories; j++)
{
debugtxt.Format(m_profileLabels[j]);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
double time = m_logger->GetAverage((KX_TimeCategory)j);
debugtxt.Format("%.3fms (%2.2f %%)", time*1000.f, time/tottime * 100.f);
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord + 60 ,ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
}
/* Property display*/
if (m_show_debug_properties && m_propertiesPresent)
{
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
/* the 'normal' debug props */
vector<SCA_DebugProp*>& debugproplist = scene->GetDebugProperties();
for (vector<SCA_DebugProp*>::iterator it = debugproplist.begin();
!(it==debugproplist.end());it++)
{
CValue* propobj = (*it)->m_obj;
STR_String objname = propobj->GetName();
STR_String propname = (*it)->m_name;
if (propname == "__state__")
{
// reserve name for object state
KX_GameObject* gameobj = static_cast<KX_GameObject*>(propobj);
unsigned int state = gameobj->GetState();
debugtxt = objname + "." + propname + " = ";
bool first = true;
for (int statenum=1;state;state >>= 1, statenum++)
{
if (state & 1)
{
if (!first)
{
debugtxt += ",";
}
debugtxt += STR_String(statenum);
first = false;
}
}
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
else
{
CValue* propval = propobj->GetProperty(propname);
if (propval)
{
STR_String text = propval->GetText();
debugtxt = objname + "." + propname + " = " + text;
m_rendertools->RenderText2D(RAS_IRenderTools::RAS_TEXT_PADDED,
debugtxt.Ptr(),
xcoord,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += 14;
}
}
}
}
}
}
KX_SceneList* KX_KetsjiEngine::CurrentScenes()
{
return &m_scenes;
}
KX_Scene* KX_KetsjiEngine::FindScene(const STR_String& scenename)
{
KX_SceneList::iterator sceneit = m_scenes.begin();
// bit risky :) better to split the second clause
while ( (sceneit != m_scenes.end())
&& ((*sceneit)->GetName() != scenename))
{
sceneit++;
}
return ((sceneit == m_scenes.end()) ? NULL : *sceneit);
}
void KX_KetsjiEngine::ConvertAndAddScene(const STR_String& scenename,bool overlay)
{
// only add scene when it doesn't exist!
if (FindScene(scenename))
{
STR_String tmpname = scenename;
printf("warning: scene %s already exists, not added!\n",tmpname.Ptr());
}
else
{
if (overlay)
{
m_addingOverlayScenes.insert(scenename);
}
else
{
m_addingBackgroundScenes.insert(scenename);
}
}
}
void KX_KetsjiEngine::RemoveScene(const STR_String& scenename)
{
if (FindScene(scenename))
{
m_removingScenes.insert(scenename);
}
else
{
// STR_String tmpname = scenename;
std::cout << "warning: scene " << scenename << " does not exist, not removed!" << std::endl;
}
}
void KX_KetsjiEngine::RemoveScheduledScenes()
{
if (m_removingScenes.size())
{
set<STR_String>::iterator scenenameit;
for (scenenameit=m_removingScenes.begin();scenenameit != m_removingScenes.end();scenenameit++)
{
STR_String scenename = *scenenameit;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
if (scene->GetName()==scenename)
{
m_sceneconverter->RemoveScene(scene);
m_scenes.erase(sceneit);
break;
}
}
}
m_removingScenes.clear();
}
}
KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
{
Scene *scene = m_sceneconverter->GetBlenderSceneForName(scenename);
KX_Scene* tmpscene = new KX_Scene(m_keyboarddevice,
m_mousedevice,
m_networkdevice,
m_audiodevice,
scenename,
scene);
m_sceneconverter->ConvertScene(scenename,
tmpscene,
m_pythondictionary,
m_keyboarddevice,
m_rendertools,
m_canvas);
return tmpscene;
}
void KX_KetsjiEngine::AddScheduledScenes()
{
set<STR_String>::iterator scenenameit;
if (m_addingOverlayScenes.size())
{
for (scenenameit = m_addingOverlayScenes.begin();
scenenameit != m_addingOverlayScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
m_scenes.push_back(tmpscene);
PostProcessScene(tmpscene);
}
m_addingOverlayScenes.clear();
}
if (m_addingBackgroundScenes.size())
{
for (scenenameit = m_addingBackgroundScenes.begin();
scenenameit != m_addingBackgroundScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
m_scenes.insert(m_scenes.begin(),tmpscene);
PostProcessScene(tmpscene);
}
m_addingBackgroundScenes.clear();
}
}
void KX_KetsjiEngine::ReplaceScene(const STR_String& oldscene,const STR_String& newscene)
{
m_replace_scenes.insert(std::make_pair(oldscene,newscene));
}
// replace scene is not the same as removing and adding because the
// scene must be in exact the same place (to maintain drawingorder)
// (nzc) - should that not be done with a scene-display list? It seems
// stupid to rely on the mem allocation order...
void KX_KetsjiEngine::ReplaceScheduledScenes()
{
if (m_replace_scenes.size())
{
set<pair<STR_String,STR_String> >::iterator scenenameit;
for (scenenameit = m_replace_scenes.begin();
scenenameit != m_replace_scenes.end();
scenenameit++)
{
STR_String oldscenename = (*scenenameit).first;
STR_String newscenename = (*scenenameit).second;
int i=0;
/* Scenes are not supposed to be included twice... I think */
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
if (scene->GetName() == oldscenename)
{
m_sceneconverter->RemoveScene(scene);
KX_Scene* tmpscene = CreateScene(newscenename);
m_scenes[i]=tmpscene;
PostProcessScene(tmpscene);
}
i++;
}
}
m_replace_scenes.clear();
}
}
void KX_KetsjiEngine::SuspendScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Suspend();
}
void KX_KetsjiEngine::ResumeScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Resume();
}
void KX_KetsjiEngine::SetUseFixedTime(bool bUseFixedTime)
{
m_bFixedTime = bUseFixedTime;
}
void KX_KetsjiEngine::SetGame2IpoMode(bool game2ipo,int startFrame)
{
m_game2ipo = game2ipo;
if (game2ipo)
{
//when recording physics keyframes, always run at a fixed framerate
m_bFixedTime = true;
}
m_currentFrame = startFrame;
}
bool KX_KetsjiEngine::GetUseFixedTime(void) const
{
return m_bFixedTime;
}
double KX_KetsjiEngine::GetSuspendedDelta()
{
return m_suspendeddelta;
}
double KX_KetsjiEngine::GetTicRate()
{
return m_ticrate;
}
void KX_KetsjiEngine::SetTicRate(double ticrate)
{
m_ticrate = ticrate;
}
int KX_KetsjiEngine::GetMaxLogicFrame()
{
return m_maxLogicFrame;
}
void KX_KetsjiEngine::SetMaxLogicFrame(int frame)
{
m_maxLogicFrame = frame;
}
int KX_KetsjiEngine::GetMaxPhysicsFrame()
{
return m_maxPhysicsFrame;
}
void KX_KetsjiEngine::SetMaxPhysicsFrame(int frame)
{
m_maxPhysicsFrame = frame;
}
double KX_KetsjiEngine::GetAnimFrameRate()
{
return m_anim_framerate;
}
double KX_KetsjiEngine::GetClockTime(void) const
{
return m_clockTime;
}
void KX_KetsjiEngine::SetAnimFrameRate(double framerate)
{
m_anim_framerate = framerate;
}
double KX_KetsjiEngine::GetAverageFrameRate()
{
return m_average_framerate;
}
void KX_KetsjiEngine::SetTimingDisplay(bool frameRate, bool profile, bool properties)
{
m_show_framerate = frameRate;
m_show_profile = profile;
m_show_debug_properties = properties;
}
void KX_KetsjiEngine::GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const
{
frameRate = m_show_framerate;
profile = m_show_profile;
properties = m_show_debug_properties;
}
void KX_KetsjiEngine::ProcessScheduledScenes(void)
{
// Check whether there will be changes to the list of scenes
if (m_addingOverlayScenes.size() ||
m_addingBackgroundScenes.size() ||
m_replace_scenes.size() ||
m_removingScenes.size()) {
// Change the scene list
ReplaceScheduledScenes();
RemoveScheduledScenes();
AddScheduledScenes();
// Notify
SceneListsChanged();
}
}
void KX_KetsjiEngine::SceneListsChanged(void)
{
m_propertiesPresent = false;
KX_SceneList::iterator sceneit = m_scenes.begin();
while ((sceneit != m_scenes.end()) && (!m_propertiesPresent))
{
KX_Scene* scene = *sceneit;
vector<SCA_DebugProp*>& debugproplist = scene->GetDebugProperties();
m_propertiesPresent = !debugproplist.empty();
sceneit++;
}
}
void KX_KetsjiEngine::SetHideCursor(bool hideCursor)
{
m_hideCursor = hideCursor;
}
bool KX_KetsjiEngine::GetHideCursor(void) const
{
return m_hideCursor;
}
void KX_KetsjiEngine::SetUseOverrideFrameColor(bool overrideFrameColor)
{
m_overrideFrameColor = overrideFrameColor;
}
bool KX_KetsjiEngine::GetUseOverrideFrameColor(void) const
{
return m_overrideFrameColor;
}
void KX_KetsjiEngine::SetOverrideFrameColor(float r, float g, float b)
{
m_overrideFrameColorR = r;
m_overrideFrameColorG = g;
m_overrideFrameColorB = b;
}
void KX_KetsjiEngine::GetOverrideFrameColor(float& r, float& g, float& b) const
{
r = m_overrideFrameColorR;
g = m_overrideFrameColorG;
b = m_overrideFrameColorB;
}