blender/source/gameengine/Ketsji/KX_MouseFocusSensor.h
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or 
full scan. The logic engine is now free of memory allocation, which is
an important stability factor. 

The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on 
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.

The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the 
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:

Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.

With the new system, the sequential execution of controllers is still 
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.

If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.

Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00

172 lines
5.0 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* KX_MouseFocusSensor determines mouse in/out/over events.
*/
#ifndef __KX_MOUSEFOCUSSENSOR
#define __KX_MOUSEFOCUSSENSOR
#include "SCA_MouseSensor.h"
class KX_RayCast;
/**
* The mouse focus sensor extends the basic SCA_MouseSensor. It has
* been placed in KX because it needs access to the rasterizer and
* SuMO.
*
* - extend the valid modes?
* - */
class KX_MouseFocusSensor : public SCA_MouseSensor
{
Py_Header;
public:
KX_MouseFocusSensor(class SCA_MouseManager* keybdmgr,
int startx,
int starty,
short int mousemode,
int focusmode,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
SCA_IObject* gameobj,
PyTypeObject* T=&Type );
virtual ~KX_MouseFocusSensor() { ; };
virtual CValue* GetReplica() {
CValue* replica = new KX_MouseFocusSensor(*this);
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
};
/**
* @attention Overrides default evaluate.
*/
virtual bool Evaluate();
virtual void Init();
virtual bool IsPositiveTrigger() {
bool result = m_positive_event;
if (m_invert) result = !result;
return result;
};
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client) { return true; }
const MT_Point3& RaySource() const;
const MT_Point3& RayTarget() const;
const MT_Point3& HitPosition() const;
const MT_Vector3& HitNormal() const;
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRayTarget);
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRaySource);
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitObject);
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitPosition);
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetHitNormal);
KX_PYMETHOD_DOC_NOARGS(KX_MouseFocusSensor,GetRayDirection);
/* attributes */
static PyObject* pyattr_get_ray_source(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_ray_target(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_ray_direction(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_object(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_position(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_hit_normal(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
/* --------------------------------------------------------------------- */
SCA_IObject* m_hitObject;
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
*/
int m_focusmode;
/**
* Flags whether the previous test showed a mouse-over.
*/
bool m_mouse_over_in_previous_frame;
/**
* Flags whether the previous test evaluated positive.
*/
bool m_positive_event;
/**
* Tests whether the object is in mouse focus for this camera
*/
bool ParentObjectHasFocusCamera(KX_Camera *cam);
/**
* Tests whether the object is in mouse focus in this scene.
*/
bool ParentObjectHasFocus(void);
/**
* (in game world coordinates) the place where the object was hit.
*/
MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
MT_Point3 m_prevSourcePoint;
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
MT_Vector3 m_hitNormal;
/**
* The KX scene that holds the camera. The camera position
* determines a part of the start location of the picking ray. */
KX_Scene* m_kxscene;
/**
* The KX engine is needed for computing the viewport */
KX_KetsjiEngine* m_kxengine;
};
#endif //__KX_MOUSESENSOR