blender/source/gameengine/Ketsji/KX_Scene.cpp
Porteries Tristan 728d1ec504 BGE: Fix T46381 : last action frame not updated.
It fix T46381. Normally BL_Action::Update (manage action time, end, loop…) should be called the same number of times as BL_Action::UpdateIPO (update action position, scale ect… in the game object).
But the bug report shows that UpdateIPO is called one less time than Update. To fix it i revert the commit 362b25b38287cb75e4d22b30bdbc7f47e8eb3fdf and implement a mutex in BL_Action::Update.
Example file : {F245823}

Reviewers: lordloki, kupoman, campbellbarton, youle, moguri, sybren

Reviewed By: youle, moguri, sybren

Maniphest Tasks: T39928, T46381

Differential Revision: https://developer.blender.org/D1562
2015-10-19 16:03:40 +02:00

2643 lines
73 KiB
C++

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
* Ketsji scene. Holds references to all scene data.
*/
/** \file gameengine/Ketsji/KX_Scene.cpp
* \ingroup ketsji
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include <stdio.h>
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "MT_assert.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderMaterial.h"
#include "KX_FontObject.h"
#include "RAS_IPolygonMaterial.h"
#include "EXP_ListValue.h"
#include "SCA_LogicManager.h"
#include "SCA_TimeEventManager.h"
//#include "SCA_AlwaysEventManager.h"
//#include "SCA_RandomEventManager.h"
//#include "KX_RayEventManager.h"
#include "SCA_2DFilterActuator.h"
#include "SCA_PythonController.h"
#include "KX_TouchEventManager.h"
#include "SCA_KeyboardManager.h"
#include "SCA_MouseManager.h"
//#include "SCA_PropertyEventManager.h"
#include "SCA_ActuatorEventManager.h"
#include "SCA_BasicEventManager.h"
#include "KX_Camera.h"
#include "SCA_JoystickManager.h"
#include "KX_PyMath.h"
#include "RAS_MeshObject.h"
#include "SCA_IScene.h"
#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
#include "RAS_BucketManager.h"
#include "EXP_FloatValue.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SG_Node.h"
#include "BL_System.h"
#include "SG_Controller.h"
#include "SG_IObject.h"
#include "SG_Tree.h"
#include "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "DNA_property_types.h"
#include "KX_SG_NodeRelationships.h"
#include "KX_NetworkEventManager.h"
#include "NG_NetworkScene.h"
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IGraphicController.h"
#include "PHY_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_MotionState.h"
#include "BL_ModifierDeformer.h"
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
#include "KX_ObstacleSimulation.h"
#ifdef WITH_BULLET
# include "KX_SoftBodyDeformer.h"
#endif
#ifdef WITH_PYTHON
# include "EXP_PythonCallBack.h"
#endif
#include "KX_Light.h"
#include "BLI_task.h"
static void *KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
{
KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
if (replica)
replica->Release();
return (void*)replica;
}
static void *KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
{
((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
return NULL;
};
bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
}
bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
}
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
KX_SceneReplicationFunc,
KX_SceneDestructionFunc,
KX_GameObject::UpdateTransformFunc,
KX_Scene::KX_ScenegraphUpdateFunc,
KX_Scene::KX_ScenegraphRescheduleFunc);
// temporarily var until there is a button in the userinterface
// (defined in KX_PythonInit.cpp)
extern bool gUseVisibilityTemp;
KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface *ndi,
const STR_String& sceneName,
Scene *scene,
class RAS_ICanvas* canvas):
PyObjectPlus(),
m_keyboardmgr(NULL),
m_mousemgr(NULL),
m_sceneConverter(NULL),
m_physicsEnvironment(0),
m_sceneName(sceneName),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
m_blenderScene(scene),
m_isActivedHysteresis(false),
m_lodHysteresisValue(0)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
m_dbvt_culling = false;
m_dbvt_occlusion_res = 0;
m_activity_culling = false;
m_suspend = false;
m_isclearingZbuffer = true;
m_tempObjectList = new CListValue();
m_objectlist = new CListValue();
m_parentlist = new CListValue();
m_lightlist= new CListValue();
m_inactivelist = new CListValue();
m_euthanasyobjects = new CListValue();
m_animatedlist = new CListValue();
m_logicmgr = new SCA_LogicManager();
m_timemgr = new SCA_TimeEventManager(m_logicmgr);
m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
//SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
//SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
//SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
//KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
//m_logicmgr->RegisterEventManager(alwaysmgr);
//m_logicmgr->RegisterEventManager(propmgr);
m_logicmgr->RegisterEventManager(actmgr);
m_logicmgr->RegisterEventManager(m_keyboardmgr);
m_logicmgr->RegisterEventManager(m_mousemgr);
m_logicmgr->RegisterEventManager(m_timemgr);
//m_logicmgr->RegisterEventManager(rndmgr);
//m_logicmgr->RegisterEventManager(raymgr);
m_logicmgr->RegisterEventManager(netmgr);
m_logicmgr->RegisterEventManager(basicmgr);
SYS_SystemHandle hSystem = SYS_GetSystem();
bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
if (!nojoystick)
{
SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
m_logicmgr->RegisterEventManager(joymgr);
}
MT_assert (m_networkDeviceInterface != NULL);
m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
m_rootnode = NULL;
m_bucketmanager=new RAS_BucketManager();
bool showObstacleSimulation = (scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION) != 0;
switch (scene->gm.obstacleSimulation)
{
case OBSTSIMULATION_TOI_rays:
m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
break;
case OBSTSIMULATION_TOI_cells:
m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
break;
default:
m_obstacleSimulation = NULL;
}
#ifdef WITH_PYTHON
m_attr_dict = NULL;
m_draw_call_pre = NULL;
m_draw_call_post = NULL;
m_draw_setup_call_pre = NULL;
#endif
}
KX_Scene::~KX_Scene()
{
// The release of debug properties used to be in SCA_IScene::~SCA_IScene
// It's still there but we remove all properties here otherwise some
// reference might be hanging and causing late release of objects
RemoveAllDebugProperties();
while (GetRootParentList()->GetCount() > 0)
{
KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
this->RemoveObject(parentobj);
}
if (m_obstacleSimulation)
delete m_obstacleSimulation;
if (m_objectlist)
m_objectlist->Release();
if (m_parentlist)
m_parentlist->Release();
if (m_inactivelist)
m_inactivelist->Release();
if (m_lightlist)
m_lightlist->Release();
if (m_tempObjectList)
m_tempObjectList->Release();
if (m_euthanasyobjects)
m_euthanasyobjects->Release();
if (m_animatedlist)
m_animatedlist->Release();
if (m_logicmgr)
delete m_logicmgr;
if (m_physicsEnvironment)
delete m_physicsEnvironment;
if (m_networkScene)
delete m_networkScene;
if (m_bucketmanager)
{
delete m_bucketmanager;
}
#ifdef WITH_PYTHON
if (m_attr_dict) {
PyDict_Clear(m_attr_dict);
/* Py_CLEAR: Py_DECREF's and NULL's */
Py_CLEAR(m_attr_dict);
}
/* these may be NULL but the macro checks */
Py_CLEAR(m_draw_call_pre);
Py_CLEAR(m_draw_call_post);
#endif
}
RAS_BucketManager* KX_Scene::GetBucketManager()
{
return m_bucketmanager;
}
CListValue* KX_Scene::GetTempObjectList()
{
return m_tempObjectList;
}
CListValue* KX_Scene::GetObjectList()
{
return m_objectlist;
}
CListValue* KX_Scene::GetRootParentList()
{
return m_parentlist;
}
CListValue* KX_Scene::GetInactiveList()
{
return m_inactivelist;
}
CListValue* KX_Scene::GetLightList()
{
return m_lightlist;
}
SCA_LogicManager* KX_Scene::GetLogicManager()
{
return m_logicmgr;
}
SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
{
return m_timemgr;
}
list<class KX_Camera*>* KX_Scene::GetCameras()
{
return &m_cameras;
}
void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
{
m_frame_settings = frame_settings;
};
/**
* Return a const reference to the framing
* type set by the above call.
* The contents are not guaranteed to be sensible
* if you don't call the above function.
*/
const RAS_FrameSettings& KX_Scene::GetFramingType() const
{
return m_frame_settings;
};
/**
* Store the current scene's viewport on the
* game engine canvas.
*/
void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
{
m_viewport = viewport;
}
const RAS_Rect& KX_Scene::GetSceneViewport() const
{
return m_viewport;
}
void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
{
m_worldinfo = worldinfo;
}
class KX_WorldInfo* KX_Scene::GetWorldInfo()
{
return m_worldinfo;
}
const STR_String& KX_Scene::GetName()
{
return m_sceneName;
}
void KX_Scene::Suspend()
{
m_suspend = true;
}
void KX_Scene::Resume()
{
m_suspend = false;
}
void KX_Scene::SetActivityCulling(bool b)
{
m_activity_culling = b;
}
bool KX_Scene::IsSuspended()
{
return m_suspend;
}
bool KX_Scene::IsClearingZBuffer()
{
return m_isclearingZbuffer;
}
void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
{
m_isclearingZbuffer = isclearingZbuffer;
}
void KX_Scene::AddObjectDebugProperties(class KX_GameObject* gameobj)
{
Object* blenderobject = gameobj->GetBlenderObject();
bProperty* prop = (bProperty*)blenderobject->prop.first;
while (prop) {
if (prop->flag & PROP_DEBUG)
AddDebugProperty(gameobj,STR_String(prop->name));
prop = prop->next;
}
if (blenderobject->scaflag & OB_DEBUGSTATE)
AddDebugProperty(gameobj,STR_String("__state__"));
}
void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
{
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
if (NewRemoveObject(orgobj) != 0)
{
// object is not yet deleted because a reference is hanging somewhere.
// This should not happen anymore since we use proxy object for Python
// confident enough to put an assert?
//assert(false);
printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
orgobj->SetSGNode(NULL);
PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
if (ctrl)
{
// a graphic controller is set, we must delete it as the node will be deleted
delete ctrl;
orgobj->SetGraphicController(NULL);
}
}
if (node)
delete node;
}
KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
{
// for group duplication, limit the duplication of the hierarchy to the
// objects that are part of the group.
if (!IsObjectInGroup(gameobj))
return NULL;
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
m_map_gameobject_to_replica.insert(orgobj, newobj);
// also register 'timers' (time properties) of the replica
int numprops = newobj->GetPropertyCount();
for (int i = 0; i < numprops; i++)
{
CValue* prop = newobj->GetProperty(i);
if (prop->GetProperty("timer"))
this->m_timemgr->AddTimeProperty(prop);
}
if (node)
{
newobj->SetSGNode((SG_Node*)node);
}
else
{
m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
// this fixes part of the scaling-added object bug
SG_Node* orgnode = orgobj->GetSGNode();
m_rootnode->SetLocalScale(orgnode->GetLocalScale());
m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
// define the relationship between this node and it's parent.
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation::New();
m_rootnode->SetParentRelation(parent_relation);
newobj->SetSGNode(m_rootnode);
}
SG_IObject* replicanode = newobj->GetSGNode();
// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
replicanode->SetSGClientObject(newobj);
// this is the list of object that are send to the graphics pipeline
m_objectlist->Add(newobj->AddRef());
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
m_lightlist->Add(newobj->AddRef());
else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_TEXT)
AddFont((KX_FontObject*)newobj);
newobj->AddMeshUser();
// logic cannot be replicated, until the whole hierarchy is replicated.
m_logicHierarchicalGameObjects.push_back(newobj);
//replicate controllers of this node
SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
replicanode->RemoveAllControllers();
SGControllerList::iterator cit;
//int numcont = scenegraphcontrollers.size();
for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
{
// controller replication is quite complicated
// only replicate ipo controller for now
SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
if (replicacontroller)
{
replicacontroller->SetObject(replicanode);
replicanode->AddSGController(replicacontroller);
}
}
// replicate graphic controller
if (orgobj->GetGraphicController())
{
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
newctrl->SetNewClientInfo(newobj->getClientInfo());
newobj->SetGraphicController(newctrl);
}
// replicate physics controller
if (orgobj->GetPhysicsController())
{
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
PHY_IPhysicsController* newctrl = orgobj->GetPhysicsController()->GetReplica();
KX_GameObject *parent = newobj->GetParent();
PHY_IPhysicsController* parentctrl = (parent) ? parent->GetPhysicsController() : NULL;
newctrl->SetNewClientInfo(newobj->getClientInfo());
newobj->SetPhysicsController(newctrl, newobj->IsDynamic());
newctrl->PostProcessReplica(motionstate, parentctrl);
// Child objects must be static
if (parent)
newctrl->SuspendDynamics();
}
return newobj;
}
// before calling this method KX_Scene::ReplicateLogic(), make sure to
// have called 'GameObject::ReParentLogic' for each object this
// hierarchy that's because first ALL bricks must exist in the new
// replica of the hierarchy in order to make cross-links work properly
// !
// It is VERY important that the order of sensors and actuators in
// the replicated object is preserved: it is used to reconnect the logic.
// This method is more robust then using the bricks name in case of complex
// group replication. The replication of logic bricks is done in
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
{
/* add properties to debug list, for added objects and DupliGroups */
if (KX_GetActiveEngine()->GetAutoAddDebugProperties()) {
AddObjectDebugProperties(newobj);
}
// also relink the controller to sensors/actuators
SCA_ControllerList& controllers = newobj->GetControllers();
//SCA_SensorList& sensors = newobj->GetSensors();
//SCA_ActuatorList& actuators = newobj->GetActuators();
for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
{
SCA_IController* cont = (*itc);
cont->SetUeberExecutePriority(m_ueberExecutionPriority);
vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
// disconnect the sensors and actuators
// do it directly on the list at this controller is not connected to anything at this stage
cont->GetLinkedSensors().clear();
cont->GetLinkedActuators().clear();
// now relink each sensor
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
{
SCA_ISensor* oldsensor = (*its);
SCA_IObject* oldsensorobj = oldsensor->GetParent();
SCA_IObject* newsensorobj = NULL;
// the original owner of the sensor has been replicated?
void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
if (h_obj)
newsensorobj = (SCA_IObject*)(*h_obj);
if (!newsensorobj)
{
// no, then the sensor points outside the hierarchy, keep it the same
if (m_objectlist->SearchValue(oldsensorobj))
// only replicate links that points to active objects
m_logicmgr->RegisterToSensor(cont,oldsensor);
}
else
{
// yes, then the new sensor has the same position
SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
SCA_SensorList::iterator sit;
SCA_ISensor* newsensor = NULL;
int sensorpos;
for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
{
if ((*sit) == oldsensor)
{
newsensor = newsensorobj->GetSensors().at(sensorpos);
break;
}
}
assert(newsensor != NULL);
m_logicmgr->RegisterToSensor(cont,newsensor);
}
}
// now relink each actuator
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
{
SCA_IActuator* oldactuator = (*ita);
SCA_IObject* oldactuatorobj = oldactuator->GetParent();
SCA_IObject* newactuatorobj = NULL;
// the original owner of the sensor has been replicated?
void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
if (h_obj)
newactuatorobj = (SCA_IObject*)(*h_obj);
if (!newactuatorobj)
{
// no, then the sensor points outside the hierarchy, keep it the same
if (m_objectlist->SearchValue(oldactuatorobj))
// only replicate links that points to active objects
m_logicmgr->RegisterToActuator(cont,oldactuator);
}
else
{
// yes, then the new sensor has the same position
SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
SCA_ActuatorList::iterator ait;
SCA_IActuator* newactuator = NULL;
int actuatorpos;
for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
{
if ((*ait) == oldactuator)
{
newactuator = newactuatorobj->GetActuators().at(actuatorpos);
break;
}
}
assert(newactuator != NULL);
m_logicmgr->RegisterToActuator(cont,newactuator);
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
}
}
}
// ready to set initial state
newobj->ResetState();
}
void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
{
KX_GameObject* groupobj = (KX_GameObject*) obj;
KX_GameObject* replica;
KX_GameObject* gameobj;
Object* blgroupobj = groupobj->GetBlenderObject();
Group* group;
GroupObject *go;
vector<KX_GameObject*> duplilist;
if (!groupobj->GetSGNode() ||
!groupobj->IsDupliGroup() ||
level>MAX_DUPLI_RECUR)
return;
// we will add one group at a time
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
m_ueberExecutionPriority++;
// for groups will do something special:
// we will force the creation of objects to those in the group only
// Again, this is match what Blender is doing (it doesn't care of parent relationship)
m_groupGameObjects.clear();
group = blgroupobj->dup_group;
for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
{
Object* blenderobj = go->ob;
if (blgroupobj == blenderobj)
// this check is also in group_duplilist()
continue;
gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
if (gameobj == NULL)
{
// this object has not been converted!!!
// Should not happen as dupli group are created automatically
continue;
}
gameobj->SetBlenderGroupObject(blgroupobj);
if ((blenderobj->lay & group->layer)==0)
{
// object is not visible in the 3D view, will not be instantiated
continue;
}
m_groupGameObjects.insert(gameobj);
}
set<CValue*>::iterator oit;
for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
{
gameobj = (KX_GameObject*)(*oit);
KX_GameObject *parent = gameobj->GetParent();
if (parent != NULL)
{
// this object is not a top parent. Either it is the child of another
// object in the group and it will be added automatically when the parent
// is added. Or it is the child of an object outside the group and the group
// is inconsistent, skip it anyway
continue;
}
replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
// 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 = gameobj->GetSGNode()->GetSGChildren();
replica->GetSGNode()->ClearSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* orgnode = (*childit);
SG_Node* childreplicanode = orgnode->GetSGReplica();
if (childreplicanode)
replica->GetSGNode()->AddChild(childreplicanode);
}
// don't replicate logic now: we assume that the objects in the group can have
// logic relationship, even outside parent relationship
// In order to match 3D view, the position of groupobj is used as a
// transformation matrix instead of the new position. This means that
// the group reference point is 0,0,0
// get the rootnode's scale
MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
MT_Point3 offset(group->dupli_ofs);
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
replica->NodeSetLocalPosition(newpos);
// set the orientation after position for softbody!
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// update scenegraph for entire tree of children
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
// we can now add the graphic controller to the physic engine
replica->ActivateGraphicController(true);
// done with replica
replica->Release();
}
// the logic must be replicated first because we need
// the new logic bricks before relinking
vector<KX_GameObject*>::iterator git;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->ReParentLogic();
}
// relink any pointers as necessary, sort of a temporary solution
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
// this will also relink the actuator to objects within the hierarchy
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(groupobj->GetLayer());
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
// now look if object in the hierarchy have dupli group and recurse
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
/* Replicate all constraints. */
if ((*git)->GetPhysicsController()) {
(*git)->GetPhysicsController()->ReplicateConstraints((*git), m_logicHierarchicalGameObjects);
(*git)->ClearConstraints();
}
if ((*git) != groupobj && (*git)->IsDupliGroup())
// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
duplilist.push_back((*git));
if ((*git)->GetBlenderGroupObject() == blgroupobj) {
// set references for dupli-group
// groupobj holds a list of all objects, that belongs to this group
groupobj->AddInstanceObjects((*git));
// every object gets the reference to its dupli-group object
(*git)->SetDupliGroupObject(groupobj);
}
}
for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
{
DupliGroupRecurse((*git), level+1);
}
}
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
class CValue* referenceobject,
int lifespan)
{
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
m_groupGameObjects.clear();
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
KX_GameObject* referenceobj = (KX_GameObject*) referenceobject;
m_ueberExecutionPriority++;
// lets create a replica
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
// add a timebomb to this object
// lifespan of zero means 'this object lives forever'
if (lifespan > 0)
{
// for now, convert between so called frames and realtime
m_tempObjectList->Add(replica->AddRef());
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
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();
if (childreplicanode)
replica->GetSGNode()->AddChild(childreplicanode);
}
if (referenceobj) {
// At this stage all the objects in the hierarchy have been duplicated,
// we can update the scenegraph, we need it for the duplication of logic
MT_Point3 newpos = referenceobj->NodeGetWorldPosition();
replica->NodeSetLocalPosition(newpos);
MT_Matrix3x3 newori = referenceobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// get the rootnode's scale
MT_Vector3 newscale = referenceobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
}
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
// the size is correct, we can add the graphic controller to the physic engine
replica->ActivateGraphicController(true);
// now replicate logic
vector<KX_GameObject*>::iterator git;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->ReParentLogic();
}
// relink any pointers as necessary, sort of a temporary solution
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
// this will also relink the actuators in the hierarchy
(*git)->Relink(&m_map_gameobject_to_replica);
if (referenceobj) {
// add the object in the layer of the reference object
(*git)->SetLayer(referenceobj->GetLayer());
}
else {
// We don't know what layer set, so we set all visible layers in the blender scene.
(*git)->SetLayer(m_blenderScene->lay);
}
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
// check if there are objects with dupligroup in the hierarchy
vector<KX_GameObject*> duplilist;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
if ((*git)->IsDupliGroup())
{
// separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
duplilist.push_back(*git);
}
}
for (git = duplilist.begin();!(git==duplilist.end());++git)
{
DupliGroupRecurse(*git, 0);
}
// 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;
// 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::RemoveDupliGroup(class CValue *gameobj)
{
KX_GameObject *newobj = (KX_GameObject *) gameobj;
if (newobj->IsDupliGroup()) {
for (int i = 0; i < newobj->GetInstanceObjects()->GetCount(); i++) {
CValue *obj = newobj->GetInstanceObjects()->GetValue(i);
DelayedRemoveObject(obj);
}
}
}
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
RemoveDupliGroup(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;
/* remove property from debug list */
RemoveObjectDebugProperties(newobj);
/* Invalidate the python reference, since the object may exist in script lists
* its possible that it wont be automatically invalidated, so do it manually here,
*
* if for some reason the object is added back into the scene python can always get a new Proxy
*/
newobj->InvalidateProxy();
// keep the blender->game object association up to date
// note that all the replicas of an object will have the same
// blender object, that's why we need to check the game object
// as only the deletion of the original object must be recorded
m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), 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++)
{
m_logicmgr->RemoveController(*itc);
(*itc)->ReParent(NULL);
}
SCA_ActuatorList& actuators = newobj->GetActuators();
for (SCA_ActuatorList::iterator ita = actuators.begin();
!(ita==actuators.end());ita++)
{
m_logicmgr->RemoveActuator(*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);
}
}
// if the object is the dupligroup proxy, you have to cleanup all m_pDupliGroupObject's in all
// instances refering to this group
if (newobj->GetInstanceObjects()) {
for (int i = 0; i < newobj->GetInstanceObjects()->GetCount(); i++) {
KX_GameObject* instance = (KX_GameObject*)newobj->GetInstanceObjects()->GetValue(i);
instance->RemoveDupliGroupObject();
}
}
// if this object was part of a group, make sure to remove it from that group's instance list
KX_GameObject* group = newobj->GetDupliGroupObject();
if (group)
group->RemoveInstanceObject(newobj);
newobj->RemoveMeshes();
switch (newobj->GetGameObjectType()) {
case SCA_IObject::OBJ_CAMERA:
m_cameras.remove((KX_Camera *)newobj);
break;
case SCA_IObject::OBJ_TEXT:
m_fonts.remove((KX_FontObject *)newobj);
break;
}
ret = 1;
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
ret = newobj->Release();
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 (m_animatedlist->RemoveValue(newobj))
ret = newobj->Release();
/* Warning 'newobj' maye be freed now, only compare, don't access */
if (newobj == m_active_camera)
{
//no AddRef done on m_active_camera so no Release
//m_active_camera->Release();
m_active_camera = NULL;
}
/* currently does nothing, keep in case we need to Unregister something */
#if 0
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
#endif
// return value will be 0 if the object is actually deleted (all reference gone)
return ret;
}
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
if (!gameobj) {
std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
return;
}
if (use_gfx && mesh != NULL)
{
gameobj->RemoveMeshes();
gameobj->AddMesh(mesh);
if (gameobj->m_isDeformable)
{
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
if (newobj->GetDeformer())
{
delete newobj->GetDeformer();
newobj->SetDeformer(NULL);
}
if (mesh->GetMesh())
{
// we must create a new deformer but which one?
KX_GameObject* parentobj = newobj->GetParent();
// this always return the original game object (also for replicate)
Object* blendobj = newobj->GetBlenderObject();
// object that owns the new mesh
Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
Mesh* blendmesh = mesh->GetMesh();
bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
bool bHasDvert = blendmesh->dvert != NULL;
bool bHasArmature =
BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
parentobj && // current parent is armature
parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
oldblendobj && // needed for mesh deform
blendobj->parent && // original object had armature (not sure this test is needed)
blendobj->parent->type == OB_ARMATURE &&
blendmesh->dvert!=NULL; // mesh has vertex group
#ifdef WITH_BULLET
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
#endif
if (oldblendobj==NULL) {
if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
}
}
if (bHasModifier)
{
BL_ModifierDeformer* modifierDeformer;
if (bHasShapeKey || bHasArmature)
{
modifierDeformer = new BL_ModifierDeformer(
newobj,
m_blenderScene,
oldblendobj, blendobj,
mesh,
true,
static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
);
modifierDeformer->LoadShapeDrivers(parentobj);
}
else
{
modifierDeformer = new BL_ModifierDeformer(
newobj,
m_blenderScene,
oldblendobj, blendobj,
mesh,
false,
NULL
);
}
newobj->SetDeformer(modifierDeformer);
}
else if (bHasShapeKey) {
BL_ShapeDeformer* shapeDeformer;
if (bHasArmature)
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
mesh,
true,
true,
static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
);
shapeDeformer->LoadShapeDrivers(parentobj);
}
else
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
mesh,
false,
true,
NULL
);
}
newobj->SetDeformer( shapeDeformer);
}
else if (bHasArmature)
{
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
newobj,
oldblendobj, blendobj,
mesh,
true,
true,
static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
);
newobj->SetDeformer(skinDeformer);
}
else if (bHasDvert)
{
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
newobj, oldblendobj, mesh
);
newobj->SetDeformer(meshdeformer);
}
#ifdef WITH_BULLET
else if (bHasSoftBody)
{
KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
newobj->SetDeformer(softdeformer);
}
#endif
}
}
gameobj->AddMeshUser();
}
if (use_phys) { /* update the new assigned mesh with the physics mesh */
if (gameobj->GetPhysicsController())
gameobj->GetPhysicsController()->ReinstancePhysicsShape(NULL, use_gfx?NULL:mesh);
}
}
/* Font Object routines */
void KX_Scene::AddFont(KX_FontObject* font)
{
if (!FindFont(font))
m_fonts.push_back(font);
}
KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
{
list<KX_FontObject*>::iterator it = m_fonts.begin();
while ((it != m_fonts.end()) && ((*it) != font))
{
++it;
}
return ((it == m_fonts.end()) ? NULL : (*it));
}
/* Camera Object routines */
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::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
{
int intersect = KX_Camera::INTERSECT;
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
bool dotest = visible || 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, layer);
if (node->Left())
MarkVisible(node->Left(), rasty, cam, layer);
if (node->Right())
MarkVisible(node->Right(), rasty, cam, layer);
break;
case KX_Camera::INSIDE:
MarkSubTreeVisible(node, rasty, true, cam, layer);
break;
}
}
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
{
if (node->Client())
{
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
if (gameobj->GetVisible())
{
if (visible)
{
int nummeshes = gameobj->GetMeshCount();
// this adds the vertices to the display list
for (int m=0;m<nummeshes;m++)
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
}
gameobj->SetCulled(!visible);
gameobj->UpdateBuckets(false);
}
}
if (node->Left())
MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
if (node->Right())
MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
}
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
{
// User (Python/Actuator) has forced object invisible...
if (!gameobj->GetSGNode() || !gameobj->GetVisible())
return;
// Shadow lamp layers
if (layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
gameobj->UpdateBuckets(false);
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( cam->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();
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
}
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->SetCulled(false);
gameobj->UpdateBuckets(false);
} else {
gameobj->SetCulled(true);
gameobj->UpdateBuckets(false);
}
}
void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo *objectInfo, void* cullingInfo)
{
KX_GameObject* gameobj = objectInfo->m_gameobject;
if (!gameobj->GetVisible())
// ideally, invisible objects should be removed from the culling tree temporarily
return;
if (((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
// used for shadow: object is not in shadow layer
return;
// make object visible
gameobj->SetCulled(false);
gameobj->UpdateBuckets(false);
}
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
{
bool dbvt_culling = false;
if (m_dbvt_culling)
{
/* Reset KX_GameObject m_bCulled to true before doing culling
* since DBVT culling will only set it to false.
* This is similar to what RAS_BucketManager does for RAS_MeshSlot culling.
*/
for (int i = 0; i < m_objectlist->GetCount(); i++) {
KX_GameObject *gameobj = static_cast<KX_GameObject*>(m_objectlist->GetValue(i));
gameobj->SetCulled(true);
}
// test culling through Bullet
MT_Vector4 planes[6];
// get the clip planes
MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
// and convert
planes[0].setValue(cplanes[4].getValue()); // near
planes[1].setValue(cplanes[5].getValue()); // far
planes[2].setValue(cplanes[0].getValue()); // left
planes[3].setValue(cplanes[1].getValue()); // right
planes[4].setValue(cplanes[2].getValue()); // top
planes[5].setValue(cplanes[3].getValue()); // bottom
CullingInfo info(layer);
double mvmat[16] = {0};
cam->GetModelviewMatrix().getValue(mvmat);
double pmat[16] = {0};
cam->GetProjectionMatrix().getValue(pmat);
dbvt_culling = m_physicsEnvironment->CullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res,
KX_GetActiveEngine()->GetCanvas()->GetViewPort(),
mvmat, pmat);
}
if (!dbvt_culling) {
// the physics engine couldn't help us, do it the hard way
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
}
}
}
// 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::AddAnimatedObject(CValue* gameobj)
{
gameobj->AddRef();
m_animatedlist->Add(gameobj);
}
static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(threadid))
{
KX_GameObject *gameobj, *child, *parent;
CListValue *children;
bool needs_update;
double curtime = *(double*)BLI_task_pool_userdata(pool);
gameobj = (KX_GameObject*)taskdata;
// Non-armature updates are fast enough, so just update them
needs_update = gameobj->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE;
if (!needs_update) {
// If we got here, we're looking to update an armature, so check its children meshes
// to see if we need to bother with a more expensive pose update
children = gameobj->GetChildren();
bool has_mesh = false, has_non_mesh = false;
// Check for meshes that haven't been culled
for (int j=0; j<children->GetCount(); ++j) {
child = (KX_GameObject*)children->GetValue(j);
if (!child->GetCulled()) {
needs_update = true;
break;
}
if (child->GetMeshCount() == 0)
has_non_mesh = true;
else
has_mesh = true;
}
// If we didn't find a non-culled mesh, check to see
// if we even have any meshes, and update if this
// armature has only non-mesh children.
if (!needs_update && !has_mesh && has_non_mesh)
needs_update = true;
children->Release();
}
if (needs_update) {
gameobj->UpdateActionManager(curtime);
children = gameobj->GetChildren();
parent = gameobj->GetParent();
// Only do deformers here if they are not parented to an armature, otherwise the armature will
// handle updating its children
if (gameobj->GetDeformer() && (!parent || (parent && parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)))
gameobj->GetDeformer()->Update();
for (int j=0; j<children->GetCount(); ++j) {
child = (KX_GameObject*)children->GetValue(j);
if (child->GetDeformer()) {
child->GetDeformer()->Update();
}
}
children->Release();
}
}
void KX_Scene::UpdateAnimations(double curtime)
{
TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime);
for (int i=0; i<m_animatedlist->GetCount(); ++i) {
BLI_task_pool_push(pool, update_anim_thread_func, m_animatedlist->GetValue(i), false, TASK_PRIORITY_LOW);
}
BLI_task_pool_work_and_wait(pool);
BLI_task_pool_free(pool);
}
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
{
m_logicmgr->UpdateFrame(curtime, frame);
}
void KX_Scene::LogicEndFrame()
{
m_logicmgr->EndFrame();
int numobj;
KX_GameObject* obj;
while ((numobj = m_euthanasyobjects->GetCount()) > 0)
{
// remove the object from this list to make sure we will not hit it again
obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
m_euthanasyobjects->Remove(numobj-1);
obj->Release();
RemoveObject(obj);
}
//prepare obstacle simulation for new frame
if (m_obstacleSimulation)
m_obstacleSimulation->UpdateObstacles();
}
/**
* UpdateParents: SceneGraph transformation update.
*/
void KX_Scene::UpdateParents(double curtime)
{
// we use the SG dynamic list
SG_Node* node;
while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
{
node->UpdateWorldData(curtime);
}
//for (int i=0; i<GetRootParentList()->GetCount(); i++)
//{
// KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
// parentobj->NodeUpdateGS(curtime);
//}
// the list must be empty here
assert(m_sghead.Empty());
// some nodes may be ready for reschedule, move them to schedule list for next time
while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
{
node->Schedule(m_sghead);
}
}
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
{
return m_bucketmanager->FindBucket(polymat, bucketCreated);
}
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
class RAS_IRasterizer* rasty)
{
m_bucketmanager->Renderbuckets(cameratransform,rasty);
KX_BlenderMaterial::EndFrame();
}
void KX_Scene::RenderFonts()
{
list<KX_FontObject*>::iterator it = m_fonts.begin();
while (it != m_fonts.end()) {
(*it)->DrawFontText();
++it;
}
}
void KX_Scene::UpdateObjectLods(void)
{
KX_GameObject* gameobj;
if (!this->m_active_camera)
return;
MT_Vector3 cam_pos = this->m_active_camera->NodeGetWorldPosition();
for (int i = 0; i < this->GetObjectList()->GetCount(); i++) {
gameobj = (KX_GameObject*) GetObjectList()->GetValue(i);
if (!gameobj->GetCulled()){
gameobj->UpdateLod(cam_pos);
}
}
}
void KX_Scene::SetLodHysteresis(bool active)
{
m_isActivedHysteresis = active;
}
bool KX_Scene::IsActivedLodHysteresis(void)
{
return m_isActivedHysteresis;
}
void KX_Scene::SetLodHysteresisValue(int hysteresisvalue)
{
m_lodHysteresisValue = hysteresisvalue;
}
int KX_Scene::GetLodHysteresisValue(void)
{
return m_lodHysteresisValue;
}
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]);
}
MT_Vector3 KX_Scene::GetGravity()
{
MT_Vector3 gravity;
GetPhysicsEnvironment()->GetGravity(gravity);
return gravity;
}
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
{
m_sceneConverter = sceneConverter;
}
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
m_physicsEnvironment = physEnv;
if (m_physicsEnvironment) {
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
m_logicmgr->RegisterEventManager(touchmgr);
}
}
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;
}
short KX_Scene::GetAnimationFPS()
{
return m_blenderScene->r.frs_sec;
}
static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *from, KX_Scene *to)
{
SCA_LogicManager *logicmgr= to->GetLogicManager();
brick->Replace_IScene(to);
brick->Replace_NetworkScene(to->GetNetworkScene());
// If we end up replacing a KX_TouchEventManager, we need to make sure
// physics controllers are properly in place. In other words, do this
// after merging physics controllers!
SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
if (sensor) {
sensor->Replace_EventManager(logicmgr);
}
SCA_2DFilterActuator *filter_actuator = dynamic_cast<class SCA_2DFilterActuator*>(brick);
if (filter_actuator) {
filter_actuator->SetScene(to);
}
#ifdef WITH_PYTHON
// Python must be called from the main thread unless we want to deal
// with GIL issues. So, this is delayed until here in case of async
// libload (originally in KX_ConvertControllers)
SCA_PythonController *pyctrl = dynamic_cast<SCA_PythonController*>(brick);
if (pyctrl) {
pyctrl->SetNamespace(KX_GetActiveEngine()->GetPyNamespace());
if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
pyctrl->Compile();
}
#endif
}
static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
{
{
SCA_ActuatorList& actuators= gameobj->GetActuators();
SCA_ActuatorList::iterator ita;
for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
{
MergeScene_LogicBrick(*ita, from, to);
}
}
{
SCA_SensorList& sensors= gameobj->GetSensors();
SCA_SensorList::iterator its;
for (its = sensors.begin(); !(its==sensors.end()); ++its)
{
MergeScene_LogicBrick(*its, from, to);
}
}
{
SCA_ControllerList& controllers= gameobj->GetControllers();
SCA_ControllerList::iterator itc;
for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
{
SCA_IController *cont= *itc;
MergeScene_LogicBrick(cont, from, to);
}
}
/* graphics controller */
PHY_IController *ctrl = gameobj->GetGraphicController();
if (ctrl) {
/* SHOULD update the m_cullingTree */
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
}
ctrl = gameobj->GetPhysicsController();
if (ctrl) {
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
}
/* SG_Node can hold a scene reference */
SG_Node *sg= gameobj->GetSGNode();
if (sg) {
if (sg->GetSGClientInfo() == from) {
sg->SetSGClientInfo(to);
/* Make sure to grab the children too since they might not be tied to a game object */
NodeList children = sg->GetSGChildren();
for (int i=0; i<children.size(); i++)
children[i]->SetSGClientInfo(to);
}
}
/* If the object is a light, update it's scene */
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
((KX_LightObject*)gameobj)->UpdateScene(to);
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
to->AddCamera((KX_Camera*)gameobj);
// All armatures should be in the animated object list to be umpdated.
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
to->AddAnimatedObject(gameobj);
/* Add the object to the scene's logic manager */
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
for (int i = 0; i < gameobj->GetMeshCount(); ++i) {
RAS_MeshObject *meshobj = gameobj->GetMesh(i);
// Register the mesh object by name and blender object.
to->GetLogicManager()->RegisterGameMeshName(meshobj->GetName(), gameobj->GetBlenderObject());
to->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
}
}
bool KX_Scene::MergeScene(KX_Scene *other)
{
PHY_IPhysicsEnvironment *env = this->GetPhysicsEnvironment();
PHY_IPhysicsEnvironment *env_other = other->GetPhysicsEnvironment();
if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
{
printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
return false;
}
if (GetSceneConverter() != other->GetSceneConverter()) {
printf("KX_Scene::MergeScene: converters differ, aborting\n");
return false;
}
GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
/* active + inactive == all ??? - lets hope so */
for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
{
KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
MergeScene_GameObject(gameobj, this, other);
/* add properties to debug list for LibLoad objects */
if (KX_GetActiveEngine()->GetAutoAddDebugProperties()) {
AddObjectDebugProperties(gameobj);
}
gameobj->UpdateBuckets(false); /* only for active objects */
}
for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
{
KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
MergeScene_GameObject(gameobj, this, other);
}
if (env) {
env->MergeEnvironment(env_other);
CListValue *otherObjects = other->GetObjectList();
// List of all physics objects to merge (needed by ReplicateConstraints).
std::vector<KX_GameObject *> physicsObjects;
for (unsigned int i = 0; i < otherObjects->GetCount(); ++i) {
KX_GameObject *gameobj = (KX_GameObject *)otherObjects->GetValue(i);
if (gameobj->GetPhysicsController()) {
physicsObjects.push_back(gameobj);
}
}
for (unsigned int i = 0; i < physicsObjects.size(); ++i) {
KX_GameObject *gameobj = physicsObjects[i];
// Replicate all constraints in the right physics environment.
gameobj->GetPhysicsController()->ReplicateConstraints(gameobj, physicsObjects);
gameobj->ClearConstraints();
}
}
GetTempObjectList()->MergeList(other->GetTempObjectList());
other->GetTempObjectList()->ReleaseAndRemoveAll();
GetObjectList()->MergeList(other->GetObjectList());
other->GetObjectList()->ReleaseAndRemoveAll();
GetInactiveList()->MergeList(other->GetInactiveList());
other->GetInactiveList()->ReleaseAndRemoveAll();
GetRootParentList()->MergeList(other->GetRootParentList());
other->GetRootParentList()->ReleaseAndRemoveAll();
GetLightList()->MergeList(other->GetLightList());
other->GetLightList()->ReleaseAndRemoveAll();
/* move materials across, assume they both use the same scene-converters
* Do this after lights are merged so materials can use the lights in shaders
*/
GetSceneConverter()->MergeScene(this, other);
/* merge logic */
{
SCA_LogicManager *logicmgr= GetLogicManager();
SCA_LogicManager *logicmgr_other= other->GetLogicManager();
vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
//vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
//SCA_EventManager *evtmgr;
SCA_EventManager *evtmgr_other;
for (unsigned int i= 0; i < evtmgrs.size(); i++) {
evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
evtmgr_other->Replace_LogicManager(logicmgr);
/* when merging objects sensors are moved across into the new manager, don't need to do this here */
}
/* grab any timer properties from the other scene */
SCA_TimeEventManager *timemgr= GetTimeEventManager();
SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager();
vector<CValue*> times = timemgr_other->GetTimeValues();
for (unsigned int i= 0; i < times.size(); i++) {
timemgr->AddTimeProperty(times[i]);
}
}
return true;
}
void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
{
m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
}
void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
{
m_filtermanager.RenderFilters(canvas);
}
#ifdef WITH_PYTHON
void KX_Scene::RunDrawingCallbacks(PyObject *cb_list)
{
if (!cb_list || PyList_GET_SIZE(cb_list) == 0)
return;
RunPythonCallBackList(cb_list, NULL, 0, 0);
}
//----------------------------------------------------------------------------
//Python
PyTypeObject KX_Scene::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_Scene",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,
&Sequence,
&Mapping,
0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&CValue::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_Scene::Methods[] = {
KX_PYMETHODTABLE(KX_Scene, addObject),
KX_PYMETHODTABLE(KX_Scene, end),
KX_PYMETHODTABLE(KX_Scene, restart),
KX_PYMETHODTABLE(KX_Scene, replace),
KX_PYMETHODTABLE(KX_Scene, suspend),
KX_PYMETHODTABLE(KX_Scene, resume),
KX_PYMETHODTABLE(KX_Scene, drawObstacleSimulation),
/* dict style access */
KX_PYMETHODTABLE(KX_Scene, get),
{NULL,NULL} //Sentinel
};
static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
{
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
const char *attr_str= _PyUnicode_AsString(item);
PyObject *pyconvert;
if (self == NULL) {
PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, " BGE_PROXY_ERROR_MSG);
return NULL;
}
if (!self->m_attr_dict)
self->m_attr_dict = PyDict_New();
if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
if (attr_str)
PyErr_Clear();
Py_INCREF(pyconvert);
return pyconvert;
}
else {
if (attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
return NULL;
}
}
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
{
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
const char *attr_str= _PyUnicode_AsString(key);
if (attr_str==NULL)
PyErr_Clear();
if (self == NULL) {
PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, " BGE_PROXY_ERROR_MSG);
return -1;
}
if (!self->m_attr_dict)
self->m_attr_dict = PyDict_New();
if (val==NULL) { /* del ob["key"] */
int del= 0;
if (self->m_attr_dict)
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
if (del==0) {
if (attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
return -1;
}
else if (self->m_attr_dict) {
PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
}
}
else { /* ob["key"] = value */
int set = 0;
if (self->m_attr_dict==NULL) /* lazy init */
self->m_attr_dict= PyDict_New();
if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
set= 1;
else
PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
if (set==0)
return -1; /* pythons error value */
}
return 0; /* success */
}
static int Seq_Contains(PyObject *self_v, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
if (self == NULL) {
PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, " BGE_PROXY_ERROR_MSG);
return -1;
}
if (!self->m_attr_dict)
self->m_attr_dict = PyDict_New();
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
return 1;
return 0;
}
PyMappingMethods KX_Scene::Mapping = {
(lenfunc)NULL, /* inquiry mp_length */
(binaryfunc)Map_GetItem, /* binaryfunc mp_subscript */
(objobjargproc)Map_SetItem, /* objobjargproc mp_ass_subscript */
};
PySequenceMethods KX_Scene::Sequence = {
NULL, /* Cant set the len otherwise it can evaluate as false */
NULL, /* sq_concat */
NULL, /* sq_repeat */
NULL, /* sq_item */
NULL, /* sq_slice */
NULL, /* sq_ass_item */
NULL, /* sq_ass_slice */
(objobjproc)Seq_Contains, /* sq_contains */
(binaryfunc) NULL, /* sq_inplace_concat */
(ssizeargfunc) NULL, /* sq_inplace_repeat */
};
PyObject *KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
return PyUnicode_From_STR_String(self->GetName());
}
PyObject *KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
return self->GetObjectList()->GetProxy();
}
PyObject *KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
return self->GetInactiveList()->GetProxy();
}
PyObject *KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
return self->GetLightList()->GetProxy();
}
PyObject *KX_Scene::pyattr_get_world(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
KX_WorldInfo *world = self->GetWorldInfo();
if (world->GetName() != "") {
return world->GetProxy();
}
else {
Py_RETURN_NONE;
}
}
PyObject *KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
/* With refcounts in this case...
* the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
* however this is the same with "scene.objects + []", when you make a copy by adding lists.
*/
KX_Scene* self = static_cast<KX_Scene*>(self_v);
CListValue* clist = new CListValue();
/* return self->GetCameras()->GetProxy(); */
list<KX_Camera*>::iterator it = self->GetCameras()->begin();
while (it != self->GetCameras()->end()) {
clist->Add((*it)->AddRef());
it++;
}
return clist->NewProxy(true);
}
PyObject *KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
KX_Camera* cam= self->GetActiveCamera();
if (cam)
return self->GetActiveCamera()->GetProxy();
else
Py_RETURN_NONE;
}
int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
KX_Camera *camOb;
if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
return PY_SET_ATTR_FAIL;
self->SetActiveCamera(camOb);
return PY_SET_ATTR_SUCCESS;
}
PyObject *KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (self->m_draw_call_pre==NULL)
self->m_draw_call_pre= PyList_New(0);
Py_INCREF(self->m_draw_call_pre);
return self->m_draw_call_pre;
}
PyObject *KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (self->m_draw_call_post==NULL)
self->m_draw_call_post= PyList_New(0);
Py_INCREF(self->m_draw_call_post);
return self->m_draw_call_post;
}
PyObject *KX_Scene::pyattr_get_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (self->m_draw_setup_call_pre == NULL)
self->m_draw_setup_call_pre = PyList_New(0);
Py_INCREF(self->m_draw_setup_call_pre);
return self->m_draw_setup_call_pre;
}
int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (!PyList_CheckExact(value))
{
PyErr_SetString(PyExc_ValueError, "Expected a list");
return PY_SET_ATTR_FAIL;
}
Py_XDECREF(self->m_draw_call_pre);
Py_INCREF(value);
self->m_draw_call_pre = value;
return PY_SET_ATTR_SUCCESS;
}
int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (!PyList_CheckExact(value))
{
PyErr_SetString(PyExc_ValueError, "Expected a list");
return PY_SET_ATTR_FAIL;
}
Py_XDECREF(self->m_draw_call_post);
Py_INCREF(value);
self->m_draw_call_post = value;
return PY_SET_ATTR_SUCCESS;
}
int KX_Scene::pyattr_set_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
if (!PyList_CheckExact(value)) {
PyErr_SetString(PyExc_ValueError, "Expected a list");
return PY_SET_ATTR_FAIL;
}
Py_XDECREF(self->m_draw_setup_call_pre);
Py_INCREF(value);
self->m_draw_setup_call_pre = value;
return PY_SET_ATTR_SUCCESS;
}
PyObject *KX_Scene::pyattr_get_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
return PyObjectFrom(self->GetGravity());
}
int KX_Scene::pyattr_set_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
MT_Vector3 vec;
if (!PyVecTo(value, vec))
return PY_SET_ATTR_FAIL;
self->SetGravity(vec);
return PY_SET_ATTR_SUCCESS;
}
PyAttributeDef KX_Scene::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_Scene, pyattr_get_name),
KX_PYATTRIBUTE_RO_FUNCTION("objects", KX_Scene, pyattr_get_objects),
KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive", KX_Scene, pyattr_get_objects_inactive),
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
KX_PYATTRIBUTE_RO_FUNCTION("world", KX_Scene, pyattr_get_world),
KX_PYATTRIBUTE_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw_setup", KX_Scene, pyattr_get_drawing_setup_callback_pre, pyattr_set_drawing_setup_callback_pre),
KX_PYATTRIBUTE_RW_FUNCTION("gravity", KX_Scene, pyattr_get_gravity, pyattr_set_gravity),
KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
KX_PYATTRIBUTE_BOOL_RO("dbvt_culling", KX_Scene, m_dbvt_culling),
{ NULL } //Sentinel
};
KX_PYMETHODDEF_DOC(KX_Scene, addObject,
"addObject(object, other, time=0)\n"
"Returns the added object.\n")
{
PyObject *pyob, *pyreference = Py_None;
KX_GameObject *ob, *reference;
int time = 0;
if (!PyArg_ParseTuple(args, "O|Oi:addObject", &pyob, &pyreference, &time))
return NULL;
if (!ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, reference, time): KX_Scene (first argument)") ||
!ConvertPythonToGameObject(pyreference, &reference, true, "scene.addObject(object, reference, time): KX_Scene (second argument)"))
return NULL;
if (!m_inactivelist->SearchValue(ob)) {
PyErr_Format(PyExc_ValueError, "scene.addObject(object, reference, time): KX_Scene (first argument): object must be in an inactive layer");
return NULL;
}
SCA_IObject *replica = AddReplicaObject((SCA_IObject*)ob, reference, time);
// release here because AddReplicaObject AddRef's
// the object is added to the scene so we don't want python to own a reference
replica->Release();
return replica->GetProxy();
}
KX_PYMETHODDEF_DOC(KX_Scene, end,
"end()\n"
"Removes this scene from the game.\n")
{
KX_GetActiveEngine()->RemoveScene(m_sceneName);
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_Scene, restart,
"restart()\n"
"Restarts this scene.\n")
{
KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_Scene, replace,
"replace(newScene)\n"
"Replaces this scene with another one.\n"
"Return True if the new scene exists and scheduled for replacement, False otherwise.\n")
{
char* name;
if (!PyArg_ParseTuple(args, "s:replace", &name))
return NULL;
if (KX_GetActiveEngine()->ReplaceScene(m_sceneName, name))
Py_RETURN_TRUE;
Py_RETURN_FALSE;
}
KX_PYMETHODDEF_DOC(KX_Scene, suspend,
"suspend()\n"
"Suspends this scene.\n")
{
Suspend();
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_Scene, resume,
"resume()\n"
"Resumes this scene.\n")
{
Resume();
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_Scene, drawObstacleSimulation,
"drawObstacleSimulation()\n"
"Draw debug visualization of obstacle simulation.\n")
{
if (GetObstacleSimulation())
GetObstacleSimulation()->DrawObstacles();
Py_RETURN_NONE;
}
/* Matches python dict.get(key, [default]) */
KX_PYMETHODDEF_DOC(KX_Scene, get, "")
{
PyObject *key;
PyObject *def = Py_None;
PyObject *ret;
if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
return NULL;
if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
Py_INCREF(ret);
return ret;
}
Py_INCREF(def);
return def;
}
#endif // WITH_PYTHON