7e031b7a39
- check that an object has been created before setting the physics environment - check that there is an active camera before using it - when a camera is deleted, remove it from m_cameras list
1437 lines
36 KiB
C++
1437 lines
36 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Ketsji scene. Holds references to all scene data.
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*/
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "KX_Scene.h"
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#include "MT_assert.h"
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#include "KX_KetsjiEngine.h"
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#include "RAS_IPolygonMaterial.h"
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#include "ListValue.h"
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#include "SCA_LogicManager.h"
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#include "SCA_TimeEventManager.h"
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#include "SCA_AlwaysEventManager.h"
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#include "SCA_RandomEventManager.h"
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#include "KX_RayEventManager.h"
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#include "KX_TouchEventManager.h"
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#include "SCA_KeyboardManager.h"
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#include "SCA_MouseManager.h"
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#include "SCA_PropertyEventManager.h"
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#include "KX_Camera.h"
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#include "SCA_JoystickManager.h"
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#include "RAS_MeshObject.h"
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#include "BL_SkinMeshObject.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_BucketManager.h"
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#include "FloatValue.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SG_Node.h"
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#include "SYS_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.h"
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#include "SG_Tree.h"
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#include "KX_SG_NodeRelationships.h"
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#include "KX_NetworkEventManager.h"
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#include "NG_NetworkScene.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "KX_BlenderSceneConverter.h"
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#include "BL_SkinDeformer.h"
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#include "BL_DeformableGameObject.h"
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// to get USE_BULLET!
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
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return (void*)replica;
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}
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void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
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return NULL;
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};
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);
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// temporarily var until there is a button in the userinterface
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// (defined in KX_PythonInit.cpp)
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extern bool gUseVisibilityTemp;
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KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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class SCA_IInputDevice* mousedevice,
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class NG_NetworkDeviceInterface *ndi,
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class SND_IAudioDevice* adi,
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const STR_String& sceneName):
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PyObjectPlus(&KX_Scene::Type),
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m_keyboardmgr(NULL),
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m_mousemgr(NULL),
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m_physicsEnvironment(0),
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m_sceneName(sceneName),
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m_adi(adi),
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m_networkDeviceInterface(ndi),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0),
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m_sceneConverter(NULL)
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{
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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m_activity_culling = false;
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m_suspend = false;
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m_isclearingZbuffer = true;
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m_tempObjectList = new CListValue();
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m_objectlist = new CListValue();
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m_parentlist = new CListValue();
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m_lightlist= new CListValue();
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m_inactivelist = new CListValue();
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m_euthanasyobjects = new CListValue();
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m_delayReleaseObjects = new CListValue();
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m_logicmgr = new SCA_LogicManager();
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m_timemgr = new SCA_TimeEventManager(m_logicmgr);
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m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
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SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
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KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
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KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
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SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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m_logicmgr->RegisterEventManager(alwaysmgr);
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m_logicmgr->RegisterEventManager(propmgr);
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m_logicmgr->RegisterEventManager(m_keyboardmgr);
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m_logicmgr->RegisterEventManager(m_mousemgr);
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m_logicmgr->RegisterEventManager(m_timemgr);
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m_logicmgr->RegisterEventManager(rndmgr);
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m_logicmgr->RegisterEventManager(raymgr);
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m_logicmgr->RegisterEventManager(netmgr);
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m_logicmgr->RegisterEventManager(joymgr);
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m_soundScene = new SND_Scene(adi);
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MT_assert (m_networkDeviceInterface != NULL);
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m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
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m_rootnode = NULL;
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m_bucketmanager=new RAS_BucketManager();
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m_canvasDesignWidth = 0;
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m_canvasDesignHeight = 0;
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m_attrlist = PyDict_New(); /* new ref */
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}
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KX_Scene::~KX_Scene()
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{
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while (GetRootParentList()->GetCount() > 0)
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{
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KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
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this->RemoveObject(parentobj);
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}
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if(m_objectlist)
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m_objectlist->Release();
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if (m_parentlist)
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m_parentlist->Release();
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if (m_inactivelist)
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m_inactivelist->Release();
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if (m_lightlist)
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m_lightlist->Release();
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if (m_tempObjectList)
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m_tempObjectList->Release();
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if (m_euthanasyobjects)
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m_euthanasyobjects->Release();
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if (m_delayReleaseObjects)
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m_delayReleaseObjects->Release();
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if (m_logicmgr)
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delete m_logicmgr;
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if (m_physicsEnvironment)
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delete m_physicsEnvironment;
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if (m_soundScene)
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delete m_soundScene;
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if (m_networkScene)
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delete m_networkScene;
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if (m_bucketmanager)
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{
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delete m_bucketmanager;
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}
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#ifdef USE_BULLET
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// This is a fix for memory leaks in bullet: the collision shapes is not destroyed
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// when the physical controllers are destroyed. The reason is that shapes are shared
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// between replicas of an object. There is no reference count in Bullet so the
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// only workaround that does not involve changes in Bullet is to save in this array
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// the list of shapes that are created when the scene is created (see KX_ConvertPhysicsObjects.cpp)
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class btCollisionShape* shape;
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class btTriangleMeshShape* meshShape;
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vector<class btCollisionShape*>::iterator it = m_shapes.begin();
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while (it != m_shapes.end()) {
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shape = *it;
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if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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meshShape = static_cast<btTriangleMeshShape*>(shape);
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// shapes based on meshes use an interface that contains the vertices.
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// Again the idea is to be able to share the interface between shapes but
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// this is not used in Blender: each base object will have its own interface
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btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
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if (meshInterface)
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delete meshInterface;
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}
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delete shape;
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it++;
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}
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#endif
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//Py_DECREF(m_attrlist);
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}
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void KX_Scene::AddShape(class btCollisionShape*shape)
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{
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m_shapes.push_back(shape);
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}
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void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
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{
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m_projectionmat = pmat;
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}
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RAS_BucketManager* KX_Scene::GetBucketManager()
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{
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return m_bucketmanager;
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}
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CListValue* KX_Scene::GetObjectList()
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{
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return m_objectlist;
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}
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CListValue* KX_Scene::GetRootParentList()
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{
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return m_parentlist;
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}
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CListValue* KX_Scene::GetInactiveList()
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{
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return m_inactivelist;
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}
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CListValue* KX_Scene::GetLightList()
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{
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return m_lightlist;
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}
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SCA_LogicManager* KX_Scene::GetLogicManager()
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{
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return m_logicmgr;
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}
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SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
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{
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return m_timemgr;
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}
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list<class KX_Camera*>* KX_Scene::GetCameras()
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{
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return &m_cameras;
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}
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void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
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{
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m_frame_settings = frame_settings;
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};
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/**
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* Return a const reference to the framing
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* type set by the above call.
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* The contents are not guarenteed to be sensible
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* if you don't call the above function.
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*/
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const RAS_FrameSettings& KX_Scene::GetFramingType() const
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{
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return m_frame_settings;
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};
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/**
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* Store the current scene's viewport on the
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* game engine canvas.
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*/
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void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
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{
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m_viewport = viewport;
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}
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const RAS_Rect& KX_Scene::GetSceneViewport() const
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{
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return m_viewport;
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}
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void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
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{
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m_worldinfo = worldinfo;
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}
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class KX_WorldInfo* KX_Scene::GetWorldInfo()
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{
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return m_worldinfo;
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}
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SND_Scene* KX_Scene::GetSoundScene()
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{
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return m_soundScene;
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}
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const STR_String& KX_Scene::GetName()
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{
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return m_sceneName;
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}
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void KX_Scene::Suspend()
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{
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m_suspend = true;
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}
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void KX_Scene::Resume()
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{
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m_suspend = false;
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}
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void KX_Scene::SetActivityCulling(bool b)
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{
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m_activity_culling = b;
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}
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bool KX_Scene::IsSuspended()
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{
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return m_suspend;
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}
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bool KX_Scene::IsClearingZBuffer()
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{
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return m_isclearingZbuffer;
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}
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void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
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{
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m_isclearingZbuffer = isclearingZbuffer;
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}
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void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
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{
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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if (NewRemoveObject(orgobj) != 0)
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{
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// object is not yet deleted (this can happen when it hangs in an add object actuator
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// last object created reference. It's a bad situation, don't know how to fix it exactly
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// The least I can do, is remove the reference to the node in the object as the node
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// will in any case be deleted. This ensures that the object will not try to use the node
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// when it is finally deleted (see KX_GameObject destructor)
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orgobj->SetSGNode(NULL);
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}
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if (node)
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delete node;
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}
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KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
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{
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
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m_map_gameobject_to_replica.insert(orgobj, newobj);
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// also register 'timers' (time properties) of the replica
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int numprops = newobj->GetPropertyCount();
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for (int i = 0; i < numprops; i++)
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{
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CValue* prop = newobj->GetProperty(i);
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if (prop->GetProperty("timer"))
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this->m_timemgr->AddTimeProperty(prop);
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}
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if (node)
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{
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newobj->SetSGNode((SG_Node*)node);
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}
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else
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{
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m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
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// this fixes part of the scaling-added object bug
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SG_Node* orgnode = orgobj->GetSGNode();
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m_rootnode->SetLocalScale(orgnode->GetLocalScale());
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m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
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m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_rootnode->SetParentRelation(parent_relation);
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newobj->SetSGNode(m_rootnode);
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}
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SG_IObject* replicanode = newobj->GetSGNode();
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// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
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replicanode->SetSGClientObject(newobj);
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// this is the list of object that are send to the graphics pipeline
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m_objectlist->Add(newobj->AddRef());
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newobj->Bucketize();
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// logic cannot be replicated, until the whole hierarchy is replicated.
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m_logicHierarchicalGameObjects.push_back(newobj);
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//replicate controllers of this node
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SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
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replicanode->RemoveAllControllers();
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SGControllerList::iterator cit;
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//int numcont = scenegraphcontrollers.size();
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for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
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{
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// controller replication is quite complicated
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// only replicate ipo and physics controller for now
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SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
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if (replicacontroller)
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{
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replicacontroller->SetObject(replicanode);
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replicanode->AddSGController(replicacontroller);
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}
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}
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return newobj;
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}
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// before calling this method KX_Scene::ReplicateLogic(), make sure to
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// have called 'GameObject::ReParentLogic' for each object this
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// hierarchy that's because first ALL bricks must exist in the new
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// replica of the hierarchy in order to make cross-links work properly
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// !
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void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
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{
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// also relink the controller to sensors/actuators
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SCA_ControllerList& controllers = newobj->GetControllers();
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//SCA_SensorList& sensors = newobj->GetSensors();
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//SCA_ActuatorList& actuators = newobj->GetActuators();
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for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
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{
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SCA_IController* cont = (*itc);
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cont->SetUeberExecutePriority(m_ueberExecutionPriority);
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vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
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vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
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// disconnect the sensors and actuators
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cont->UnlinkAllSensors();
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cont->UnlinkAllActuators();
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// now relink each sensor
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for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
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{
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SCA_ISensor* oldsensor = (*its);
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STR_String name = oldsensor->GetName();
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//find this name in the list
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SCA_ISensor* newsensor = newobj->FindSensor(name);
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if (newsensor)
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{
|
|
// relink this newsensor to the controller
|
|
m_logicmgr->RegisterToSensor(cont,newsensor);
|
|
}
|
|
else
|
|
{
|
|
// it can be linked somewhere in the hierarchy or...
|
|
for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
|
|
!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
newsensor = (*git)->FindSensor(name);
|
|
if (newsensor)
|
|
break;
|
|
}
|
|
|
|
if (newsensor)
|
|
{
|
|
// relink this newsensor to the controller somewhere else within this
|
|
// hierarchy
|
|
m_logicmgr->RegisterToSensor(cont,newsensor);
|
|
}
|
|
else
|
|
{
|
|
// must be an external sensor, so...
|
|
m_logicmgr->RegisterToSensor(cont,oldsensor);
|
|
}
|
|
}
|
|
}
|
|
|
|
// now relink each actuator
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
|
|
{
|
|
SCA_IActuator* oldactuator = (*ita);
|
|
STR_String name = oldactuator->GetName();
|
|
//find this name in the list
|
|
SCA_IActuator* newactuator = newobj->FindActuator(name);
|
|
if (newactuator)
|
|
{
|
|
// relink this newsensor to the controller
|
|
m_logicmgr->RegisterToActuator(cont,newactuator);
|
|
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
|
|
}
|
|
else
|
|
{
|
|
// it can be linked somewhere in the hierarchy or...
|
|
for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
|
|
!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
newactuator= (*git)->FindActuator(name);
|
|
if (newactuator)
|
|
break;
|
|
}
|
|
|
|
if (newactuator)
|
|
{
|
|
// relink this actuator to the controller somewhere else within this
|
|
// hierarchy
|
|
m_logicmgr->RegisterToActuator(cont,newactuator);
|
|
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
|
|
}
|
|
else
|
|
{
|
|
// must be an external actuator, so...
|
|
m_logicmgr->RegisterToActuator(cont,oldactuator);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
|
|
class CValue* parentobject,
|
|
int lifespan)
|
|
{
|
|
|
|
m_logicHierarchicalGameObjects.clear();
|
|
m_map_gameobject_to_replica.clear();
|
|
|
|
// todo: place a timebomb in the object, for temporarily objects :)
|
|
// lifespan of zero means 'this object lives forever'
|
|
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
|
|
KX_GameObject* parentobj = (KX_GameObject*) parentobject;
|
|
|
|
m_ueberExecutionPriority++;
|
|
|
|
// lets create a replica
|
|
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
|
|
|
|
if (lifespan > 0)
|
|
{
|
|
// add a timebomb to this object
|
|
// for now, convert between so called frames and realtime
|
|
m_tempObjectList->Add(replica->AddRef());
|
|
CValue *fval = new CFloatValue(lifespan*0.02);
|
|
replica->SetProperty("::timebomb",fval);
|
|
fval->Release();
|
|
}
|
|
|
|
// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
|
|
m_parentlist->Add(replica->AddRef());
|
|
|
|
// recurse replication into children nodes
|
|
|
|
NodeList& children = originalobj->GetSGNode()->GetSGChildren();
|
|
|
|
replica->GetSGNode()->ClearSGChildren();
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* orgnode = (*childit);
|
|
SG_Node* childreplicanode = orgnode->GetSGReplica();
|
|
replica->GetSGNode()->AddChild(childreplicanode);
|
|
}
|
|
|
|
// relink any pointers as necessary, sort of a temporary solution
|
|
vector<KX_GameObject*>::iterator git;
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
(*git)->Relink(&m_map_gameobject_to_replica);
|
|
}
|
|
|
|
// now replicate logic
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
(*git)->ReParentLogic();
|
|
}
|
|
|
|
// replicate crosslinks etc. between logic bricks
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
ReplicateLogic((*git));
|
|
}
|
|
|
|
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
|
|
replica->NodeSetLocalPosition(newpos);
|
|
|
|
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
|
|
replica->NodeSetLocalOrientation(newori);
|
|
|
|
// get the rootnode's scale
|
|
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
|
|
|
|
// set the replica's relative scale with the rootnode's scale
|
|
replica->NodeSetRelativeScale(newscale);
|
|
|
|
if (replica->GetPhysicsController())
|
|
{
|
|
replica->GetPhysicsController()->setPosition(newpos);
|
|
replica->GetPhysicsController()->setOrientation(newori.getRotation());
|
|
replica->GetPhysicsController()->setScaling(newscale);
|
|
}
|
|
|
|
// here we want to set the relative scale: the rootnode's scale will override all other
|
|
// scalings, so lets better prepare for it
|
|
|
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
|
|
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
|
|
// don't release replica here because we are returning it, not done with it...
|
|
return replica;
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RemoveObject(class CValue* gameobj)
|
|
{
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
// first disconnect child from parent
|
|
SG_Node* node = newobj->GetSGNode();
|
|
|
|
if (node)
|
|
{
|
|
node->DisconnectFromParent();
|
|
|
|
// recursively destruct
|
|
node->Destruct();
|
|
}
|
|
//no need to do that: the object is destroyed and memory released
|
|
//newobj->SetSGNode(0);
|
|
}
|
|
|
|
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
|
|
{
|
|
m_delayReleaseObjects->Add(gameobj->AddRef());
|
|
}
|
|
|
|
|
|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
|
|
{
|
|
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
if (!m_euthanasyobjects->SearchValue(gameobj))
|
|
{
|
|
m_euthanasyobjects->Add(gameobj->AddRef());
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int KX_Scene::NewRemoveObject(class CValue* gameobj)
|
|
{
|
|
int ret;
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
//todo: look at this
|
|
//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
|
|
|
|
// remove all sensors/controllers/actuators from logicsystem...
|
|
|
|
SCA_SensorList& sensors = newobj->GetSensors();
|
|
for (SCA_SensorList::iterator its = sensors.begin();
|
|
!(its==sensors.end());its++)
|
|
{
|
|
m_logicmgr->RemoveSensor(*its);
|
|
}
|
|
|
|
SCA_ControllerList& controllers = newobj->GetControllers();
|
|
for (SCA_ControllerList::iterator itc = controllers.begin();
|
|
!(itc==controllers.end());itc++)
|
|
{
|
|
(*itc)->UnlinkAllSensors();
|
|
(*itc)->UnlinkAllActuators();
|
|
}
|
|
|
|
SCA_ActuatorList& actuators = newobj->GetActuators();
|
|
for (SCA_ActuatorList::iterator ita = actuators.begin();
|
|
!(ita==actuators.end());ita++)
|
|
{
|
|
m_logicmgr->RemoveDestroyedActuator(*ita);
|
|
}
|
|
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
|
|
|
|
// now remove the timer properties from the time manager
|
|
int numprops = newobj->GetPropertyCount();
|
|
|
|
for (int i = 0; i < numprops; i++)
|
|
{
|
|
CValue* propval = newobj->GetProperty(i);
|
|
if (propval->GetProperty("timer"))
|
|
{
|
|
m_timemgr->RemoveTimeProperty(propval);
|
|
}
|
|
}
|
|
|
|
newobj->RemoveMeshes();
|
|
ret = 1;
|
|
if (m_objectlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_tempObjectList->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_parentlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_inactivelist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_euthanasyobjects->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
|
|
if (newobj == m_active_camera)
|
|
{
|
|
//no AddRef done on m_active_camera so no Release
|
|
//m_active_camera->Release();
|
|
m_active_camera = NULL;
|
|
}
|
|
// in case this is a camera
|
|
m_cameras.remove((KX_Camera*)newobj);
|
|
|
|
if (m_sceneConverter)
|
|
m_sceneConverter->UnregisterGameObject(newobj);
|
|
// return value will be 0 if the object is actually deleted (all reference gone)
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
|
|
{
|
|
KX_GameObject* newobj = static_cast<KX_GameObject*>(gameobj);
|
|
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
|
|
|
|
const STR_String origMeshName = newobj->GetMesh(0)->GetName();
|
|
|
|
if( !newobj || !mesh )
|
|
{
|
|
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
|
|
return;
|
|
}
|
|
|
|
newobj->RemoveMeshes();
|
|
newobj->AddMesh(mesh);
|
|
|
|
bool isDeformer = (newobj->m_isDeformable && mesh->m_class == 1);
|
|
if(isDeformer)
|
|
{
|
|
/* FindBlendObjByGameObj() can return 0...
|
|
In the case of 0 here,
|
|
the replicated object that is calling this function
|
|
is some how not in the map. (which is strange because it's added)
|
|
So we will search the map by the first mesh name
|
|
to try to locate it there. If its still not found
|
|
spit some message rather than crash
|
|
*/
|
|
Object* blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameObj(newobj));
|
|
Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
|
|
|
|
bool parSkin = blendobj && blendobj->parent && blendobj->parent->type == OB_ARMATURE && blendobj->partype==PARSKEL;
|
|
bool releaseParent = true;
|
|
KX_GameObject* parentobj = newobj->GetParent();
|
|
|
|
|
|
// lookup by mesh name if blendobj is 0
|
|
if( !blendobj && parentobj )
|
|
{
|
|
blendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(origMeshName));
|
|
|
|
// replace the mesh on the parent armature
|
|
if( blendobj )
|
|
parSkin = parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE;
|
|
|
|
// can't do it
|
|
else
|
|
std::cout << "warning: child object for " << parentobj->GetName().ReadPtr()
|
|
<< " not found, and can't create!" << std::endl;
|
|
}
|
|
|
|
if( blendobj && oldblendobj )
|
|
{
|
|
isDeformer = (static_cast<Mesh*>(blendobj->data)->dvert != 0);
|
|
BL_DeformableGameObject* deformIter =0;
|
|
|
|
// armature parent
|
|
if( parSkin && isDeformer )
|
|
{
|
|
deformIter = static_cast<BL_DeformableGameObject*>( newobj );
|
|
delete deformIter->m_pDeformer;
|
|
|
|
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
|
|
oldblendobj, blendobj,
|
|
static_cast<BL_SkinMeshObject*>(mesh),
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
deformIter->m_pDeformer = skinDeformer;
|
|
}
|
|
|
|
// normal deformer
|
|
if( !parSkin && isDeformer)
|
|
{
|
|
deformIter = static_cast<BL_DeformableGameObject*>( newobj );
|
|
delete deformIter->m_pDeformer;
|
|
|
|
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
|
|
oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
|
|
);
|
|
|
|
deformIter->m_pDeformer = meshdeformer;
|
|
}
|
|
}
|
|
// release parent reference if its not being used
|
|
if( releaseParent && parentobj)
|
|
parentobj->Release();
|
|
}
|
|
newobj->Bucketize();
|
|
}
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
|
|
{
|
|
MT_Scalar cammat[16];
|
|
m_active_camera->GetWorldToCamera().getValue(cammat);
|
|
m_viewmat = cammat;
|
|
return m_viewmat;
|
|
}
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
|
|
{
|
|
return m_projectionmat;
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
|
|
{
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
|
|
|
while ( (it != m_cameras.end())
|
|
&& ((*it) != cam) ) {
|
|
it++;
|
|
}
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(STR_String& name)
|
|
{
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
|
|
|
while ( (it != m_cameras.end())
|
|
&& ((*it)->GetName() != name) ) {
|
|
it++;
|
|
}
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
}
|
|
|
|
void KX_Scene::AddCamera(KX_Camera* cam)
|
|
{
|
|
if (!FindCamera(cam))
|
|
m_cameras.push_back(cam);
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::GetActiveCamera()
|
|
{
|
|
// NULL if not defined
|
|
return m_active_camera;
|
|
}
|
|
|
|
|
|
void KX_Scene::SetActiveCamera(KX_Camera* cam)
|
|
{
|
|
// only set if the cam is in the active list? Or add it otherwise?
|
|
if (!FindCamera(cam)){
|
|
AddCamera(cam);
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
}
|
|
|
|
m_active_camera = cam;
|
|
}
|
|
|
|
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
|
|
{
|
|
if (!FindCamera(cam)){
|
|
// adding is always done at the back, so that's all that needs to be done
|
|
AddCamera(cam);
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
} else {
|
|
m_cameras.remove(cam);
|
|
m_cameras.push_back(cam);
|
|
}
|
|
}
|
|
|
|
|
|
void KX_Scene::UpdateMeshTransformations()
|
|
{
|
|
// do this incrementally in the future
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
|
|
gameobj->GetOpenGLMatrix();
|
|
// gameobj->UpdateNonDynas();
|
|
}
|
|
}
|
|
|
|
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam)
|
|
{
|
|
int intersect = KX_Camera::INTERSECT;
|
|
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
|
|
bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right();
|
|
|
|
/* If the camera is inside the box, assume intersect. */
|
|
if (dotest && !node->inside( cam->NodeGetWorldPosition()))
|
|
{
|
|
MT_Scalar radius = node->Radius();
|
|
MT_Point3 center = node->Center();
|
|
|
|
intersect = cam->SphereInsideFrustum(center, radius);
|
|
|
|
if (intersect == KX_Camera::INTERSECT)
|
|
{
|
|
MT_Point3 box[8];
|
|
node->get(box);
|
|
intersect = cam->BoxInsideFrustum(box);
|
|
}
|
|
}
|
|
|
|
switch (intersect)
|
|
{
|
|
case KX_Camera::OUTSIDE:
|
|
MarkSubTreeVisible(node, rasty, false, cam);
|
|
break;
|
|
case KX_Camera::INTERSECT:
|
|
if (gameobj)
|
|
MarkVisible(rasty, gameobj,cam);
|
|
if (node->Left())
|
|
MarkVisible(node->Left(), rasty,cam);
|
|
if (node->Right())
|
|
MarkVisible(node->Right(), rasty,cam);
|
|
break;
|
|
case KX_Camera::INSIDE:
|
|
MarkSubTreeVisible(node, rasty, true,cam);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible,KX_Camera* cam)
|
|
{
|
|
if (node->Client())
|
|
{
|
|
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
|
|
if (gameobj->GetVisible())
|
|
{
|
|
if (visible)
|
|
{
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
MT_Transform t( cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
|
|
|
|
|
|
for (int m=0;m<nummeshes;m++)
|
|
{
|
|
// this adds the vertices to the display list
|
|
(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
|
|
}
|
|
}
|
|
gameobj->MarkVisible(visible);
|
|
}
|
|
}
|
|
if (node->Left())
|
|
MarkSubTreeVisible(node->Left(), rasty, visible,cam);
|
|
if (node->Right())
|
|
MarkSubTreeVisible(node->Right(), rasty, visible,cam);
|
|
}
|
|
|
|
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam)
|
|
{
|
|
// User (Python/Actuator) has forced object invisible...
|
|
if (!gameobj->GetVisible())
|
|
return;
|
|
// If Frustum culling is off, the object is always visible.
|
|
bool vis = !cam->GetFrustumCulling();
|
|
|
|
// If the camera is inside this node, then the object is visible.
|
|
if (!vis)
|
|
{
|
|
vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
|
|
}
|
|
|
|
// Test the object's bound sphere against the view frustum.
|
|
if (!vis)
|
|
{
|
|
MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
|
|
MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
|
|
switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
|
|
{
|
|
case KX_Camera::INSIDE:
|
|
vis = true;
|
|
break;
|
|
case KX_Camera::OUTSIDE:
|
|
vis = false;
|
|
break;
|
|
case KX_Camera::INTERSECT:
|
|
// Test the object's bound box against the view frustum.
|
|
MT_Point3 box[8];
|
|
gameobj->GetSGNode()->getBBox(box);
|
|
vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (vis)
|
|
{
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
MT_Transform t(cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
|
|
|
|
for (int m=0;m<nummeshes;m++)
|
|
{
|
|
// this adds the vertices to the display list
|
|
(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
|
|
}
|
|
// Visibility/ non-visibility are marked
|
|
// elsewhere now.
|
|
gameobj->MarkVisible();
|
|
} else {
|
|
gameobj->MarkVisible(false);
|
|
}
|
|
}
|
|
|
|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam)
|
|
{
|
|
// FIXME: When tree is operational
|
|
#if 1
|
|
// do this incrementally in the future
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
{
|
|
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam);
|
|
}
|
|
#else
|
|
if (cam->GetFrustumCulling())
|
|
MarkVisible(m_objecttree, rasty, cam);
|
|
else
|
|
MarkSubTreeVisible(m_objecttree, rasty, true, cam);
|
|
#endif
|
|
}
|
|
|
|
// logic stuff
|
|
void KX_Scene::LogicBeginFrame(double curtime)
|
|
{
|
|
// have a look at temp objects ...
|
|
int lastobj = m_tempObjectList->GetCount() - 1;
|
|
|
|
for (int i = lastobj; i >= 0; i--)
|
|
{
|
|
CValue* objval = m_tempObjectList->GetValue(i);
|
|
CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
|
|
|
|
if (propval)
|
|
{
|
|
float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
|
|
|
|
if (timeleft > 0)
|
|
{
|
|
propval->SetFloat(timeleft);
|
|
}
|
|
else
|
|
{
|
|
DelayedRemoveObject(objval);
|
|
// remove obj
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// all object is the tempObjectList should have a clock
|
|
}
|
|
}
|
|
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
|
|
{
|
|
m_logicmgr->UpdateFrame(curtime, frame);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicEndFrame()
|
|
{
|
|
m_logicmgr->EndFrame();
|
|
int numobj = m_euthanasyobjects->GetCount();
|
|
int i;
|
|
for (i = numobj - 1; i >= 0; i--)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
|
|
// KX_Scene::RemoveObject will also remove the object from this list
|
|
// that's why we start from the end
|
|
this->RemoveObject(gameobj);
|
|
}
|
|
|
|
numobj= m_delayReleaseObjects->GetCount();
|
|
for (i = numobj-1;i>=0;i--)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
|
|
// This list is not for object removal, but just object release
|
|
gameobj->Release();
|
|
}
|
|
// empty the list as we have removed all references
|
|
m_delayReleaseObjects->Resize(0);
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* UpdateParents: SceneGraph transformation update.
|
|
*/
|
|
void KX_Scene::UpdateParents(double curtime)
|
|
{
|
|
// int numrootobjects = GetRootParentList()->GetCount();
|
|
|
|
for (int i=0; i<GetRootParentList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
|
|
parentobj->NodeUpdateGS(curtime,true);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
|
|
{
|
|
return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
|
|
class RAS_IRasterizer* rasty,
|
|
class RAS_IRenderTools* rendertools)
|
|
{
|
|
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::UpdateObjectActivity(void)
|
|
{
|
|
if (m_activity_culling) {
|
|
/* determine the activity criterium and set objects accordingly */
|
|
int i=0;
|
|
|
|
MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
|
|
|
|
for (i=0;i<GetObjectList()->GetCount();i++)
|
|
{
|
|
KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
|
|
|
|
if (!ob->GetIgnoreActivityCulling()) {
|
|
/* Simple test: more than 10 away from the camera, count
|
|
* Manhattan distance. */
|
|
MT_Point3 obpos = ob->NodeGetWorldPosition();
|
|
|
|
if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
|
|
|| (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
|
|
|| (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
|
|
{
|
|
ob->Suspend();
|
|
} else {
|
|
ob->Resume();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_Scene::SetActivityCullingRadius(float f)
|
|
{
|
|
if (f < 0.5)
|
|
f = 0.5;
|
|
m_activity_box_radius = f;
|
|
}
|
|
|
|
NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
|
|
{
|
|
return m_networkDeviceInterface;
|
|
}
|
|
|
|
NG_NetworkScene* KX_Scene::GetNetworkScene()
|
|
{
|
|
return m_networkScene;
|
|
}
|
|
|
|
void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
|
|
{
|
|
m_networkDeviceInterface = newInterface;
|
|
}
|
|
|
|
void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
|
|
{
|
|
m_networkScene = newScene;
|
|
}
|
|
|
|
|
|
void KX_Scene::SetGravity(const MT_Vector3& gravity)
|
|
{
|
|
GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
|
|
}
|
|
|
|
void KX_Scene::SetNodeTree(SG_Tree* root)
|
|
{
|
|
m_objecttree = root;
|
|
}
|
|
|
|
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
|
|
{
|
|
m_sceneConverter = sceneConverter;
|
|
}
|
|
|
|
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
|
|
{
|
|
m_physicsEnvironment = physEnv;
|
|
|
|
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
|
|
m_logicmgr->RegisterEventManager(touchmgr);
|
|
return;
|
|
}
|
|
|
|
void KX_Scene::setSuspendedTime(double suspendedtime)
|
|
{
|
|
m_suspendedtime = suspendedtime;
|
|
}
|
|
double KX_Scene::getSuspendedTime()
|
|
{
|
|
return m_suspendedtime;
|
|
}
|
|
void KX_Scene::setSuspendedDelta(double suspendeddelta)
|
|
{
|
|
m_suspendeddelta = suspendeddelta;
|
|
}
|
|
double KX_Scene::getSuspendedDelta()
|
|
{
|
|
return m_suspendeddelta;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//Python
|
|
|
|
PyMethodDef KX_Scene::Methods[] = {
|
|
KX_PYMETHODTABLE(KX_Scene, getLightList),
|
|
KX_PYMETHODTABLE(KX_Scene, getObjectList),
|
|
KX_PYMETHODTABLE(KX_Scene, getName),
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
PyTypeObject KX_Scene::Type = {
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
0,
|
|
"KX_Scene",
|
|
sizeof(KX_Scene),
|
|
0,
|
|
PyDestructor,
|
|
0,
|
|
__getattr,
|
|
__setattr,
|
|
0, //&MyPyCompare,
|
|
__repr,
|
|
0, //&cvalue_as_number,
|
|
0,
|
|
0,
|
|
0,
|
|
0, 0, 0, 0, 0, 0
|
|
};
|
|
|
|
PyParentObject KX_Scene::Parents[] = {
|
|
&KX_Scene::Type,
|
|
&CValue::Type,
|
|
NULL
|
|
};
|
|
|
|
PyObject* KX_Scene::_getattr(const STR_String& attr)
|
|
{
|
|
if (attr == "name")
|
|
return PyString_FromString(GetName());
|
|
|
|
if (attr == "active_camera")
|
|
{
|
|
KX_Camera *camera = GetActiveCamera();
|
|
camera->AddRef();
|
|
return (PyObject*) camera;
|
|
}
|
|
|
|
if (attr == "suspended")
|
|
return PyInt_FromLong(m_suspend);
|
|
|
|
if (attr == "activity_culling")
|
|
return PyInt_FromLong(m_activity_culling);
|
|
|
|
if (attr == "activity_culling_radius")
|
|
return PyFloat_FromDouble(m_activity_box_radius);
|
|
|
|
PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
|
|
if (value)
|
|
{
|
|
Py_INCREF(value);
|
|
return value;
|
|
}
|
|
|
|
_getattr_up(PyObjectPlus);
|
|
}
|
|
|
|
int KX_Scene::_delattr(const STR_String &attr)
|
|
{
|
|
PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
|
|
return 0;
|
|
}
|
|
|
|
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
|
|
{
|
|
|
|
if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
|
|
return 0;
|
|
|
|
return PyObjectPlus::_setattr(attr, pyvalue);
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
|
|
"getLightList() -> list [KX_Light]\n"
|
|
"Returns a list of all lights in the scene.\n"
|
|
)
|
|
{
|
|
m_lightlist->AddRef();
|
|
return (PyObject*) m_lightlist;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
|
|
"getObjectList() -> list [KX_GameObject]\n"
|
|
"Returns a list of all game objects in the scene.\n"
|
|
)
|
|
{
|
|
m_objectlist->AddRef();
|
|
return (PyObject*) m_objectlist;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getName,
|
|
"getName() -> string\n"
|
|
"Returns the name of the scene.\n"
|
|
)
|
|
{
|
|
return PyString_FromString(GetName());
|
|
}
|