2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
164 lines
5.2 KiB
C++
164 lines
5.2 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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* Regulates the top-level logic behaviour for one scene.
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*/
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#ifndef __KX_LOGICMANAGER
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#define __KX_LOGICMANAGER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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//#include "GEN_Map.h"
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#include <set>
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#include <map>
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#include <list>
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "Value.h"
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#include "KX_HashedPtr.h"
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using namespace std;
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typedef list<class SCA_IController*> controllerlist;
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/**
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* This manager handles sensor, controllers and actuators.
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* logic executes each frame the following way:
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* find triggering sensors
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* build list of controllers that are triggered by these triggering sensors
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* process all triggered controllers
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* during this phase actuators can be added to the active actuator list
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* process all active actuators
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* clear triggering sensors
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* clear triggered controllers
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* (actuators may be active during a longer timeframe)
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*/
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#include "SCA_ILogicBrick.h"
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// todo: make this into a template, but first I want to think about what exactly to put in
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class SmartActuatorPtr
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{
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SCA_IActuator* m_actuator;
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public:
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SmartActuatorPtr(SCA_IActuator* actua,int dummy);
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SmartActuatorPtr(const SmartActuatorPtr& other);
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virtual ~SmartActuatorPtr();
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bool operator <(const SmartActuatorPtr& other) const;
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bool operator ==(const SmartActuatorPtr& other) const;
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SCA_IActuator* operator->() const;
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SCA_IActuator* operator*() const;
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};
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class SmartControllerPtr
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{
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SCA_IController* m_controller;
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public:
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SmartControllerPtr(const SmartControllerPtr& copy);
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SmartControllerPtr(SCA_IController* contr,int dummy);
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virtual ~SmartControllerPtr();
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bool operator <(const SmartControllerPtr& other) const;
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bool operator ==(const SmartControllerPtr& other) const;
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SCA_IController* operator->() const;
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SCA_IController* operator*() const;
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};
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class SCA_LogicManager
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{
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vector<class SCA_EventManager*> m_eventmanagers;
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vector<class SCA_ISensor*> m_activatedsensors;
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set<class SmartActuatorPtr> m_activeActuators;
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map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
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// need to find better way for this
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// also known as FactoryManager...
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GEN_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
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GEN_Map<STR_HashedString,void*> m_mapStringToMeshes;
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GEN_Map<STR_HashedString,void*> m_mapStringToActions;
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GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
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GEN_Map<CHashedPtr,void*> m_map_gameobj_to_blendobj;
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vector<SmartActuatorPtr> m_removedActuators;
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public:
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SCA_LogicManager();
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virtual ~SCA_LogicManager();
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//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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void RegisterEventManager(SCA_EventManager* eventmgr);
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void RegisterToSensor(SCA_IController* controller,
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class SCA_ISensor* sensor);
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void RegisterToActuator(SCA_IController* controller,
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class SCA_IActuator* actuator);
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void BeginFrame(double curtime, double fixedtime);
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void UpdateFrame(double curtime, bool frame);
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void EndFrame();
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void AddActivatedSensor(SCA_ISensor* sensor);
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void AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
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SCA_EventManager* FindEventManager(int eventmgrtype);
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void RemoveGameObject(const STR_String& gameobjname);
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/**
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* remove Logic Bricks from the running logicmanager
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*/
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void RemoveSensor(SCA_ISensor* sensor);
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void RemoveController(SCA_IController* controller);
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void RemoveDestroyedActuator(SCA_IActuator* actuator);
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// for the scripting... needs a FactoryManager later (if we would have time... ;)
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void RegisterMeshName(const STR_String& meshname,void* mesh);
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void RegisterActionName(const STR_String& actname,void* action);
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void* GetActionByName (const STR_String& actname);
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void* GetMeshByName(const STR_String& meshname);
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void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
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class CValue* GetGameObjectByName(const STR_String& gameobjname);
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void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
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void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
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void RegisterGameObj(CValue* gameobj, void* blendobj);
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void* FindBlendObjByGameObj(CValue* gameobj);
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};
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#endif //__KX_LOGICMANAGER
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