blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
Arnaud Degroote aae93ae4c6 BGE: Improve clock management
This patch improves clock management in BGE, to be able to accelerate /
slow the time, and also to finely synchronize clock with external
engines. Several new python functions have been added and existence ones
have been improved for that purpose. Now we have:

- getClockTime(): Get the current BGE render time, in seconds. The BGE
render time is the simulation time corresponding to the next scene that
will be rendered.

- getFrameTime(): Get the current BGE frame time, in seconds. The BGE
frame time is the simulation time corresponding to the current call of
the logic system. Generally speaking, it is what the user is interested
in.

- getRealTime(): Get the number of real (system-clock) seconds elapsed
since the beginning of the simulation.

- getTimeScale(): Get the time multiplier between real-time and
simulation time. The default value is 1.0. A value greater than 1.0
means that the simulation is going faster than real-time, a value lower
than 1.0 means that the simulation is going slower than real-time.

- setTimeScale(time_scale): Set the time multiplier between real-time
and simulation time. A value greater than 1.0 means that the simulation
is going faster than real-time, a value lower than 1.0 means that the
simulation is going slower than real-time. Note that a too large value
may lead to some physics instabilities.

- getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely
or on an external clock. The default is to use the inner BGE clock.

- setUseExternalClock(use_external_clock): Set if the BGE use the inner
BGE clock, or rely or on an external clock. If the user selects the use
of an external clock, he should call regularly the setClockTime method.

- setClockTime(new_time): Set the next value of the simulation clock. It
is preferable to use this method from a custom main function in python,
as calling it in the logic block can easily lead to a blocked system (if
the time does not advance enough to run at least the next logic step).

Rationale are described more precisely in the thread
http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html.

See also T37640

Reviewers: sybren, panzergame, #game_engine, lordloki, moguri

Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri

Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki

Projects: #game_engine

Maniphest Tasks: T37640

Differential Revision: https://developer.blender.org/D728
2015-12-12 02:46:53 +01:00

2070 lines
54 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 *****
* The engine ties all game modules together.
*/
/** \file gameengine/Ketsji/KX_KetsjiEngine.cpp
* \ingroup ketsji
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include <iostream>
#include <stdio.h>
#include "BLI_task.h"
#include "KX_KetsjiEngine.h"
#include "EXP_ListValue.h"
#include "EXP_IntValue.h"
#include "EXP_VectorValue.h"
#include "EXP_BoolValue.h"
#include "EXP_FloatValue.h"
#include "RAS_BucketManager.h"
#include "RAS_Rect.h"
#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
#include "RAS_ILightObject.h"
#include "MT_Vector3.h"
#include "MT_Transform.h"
#include "SCA_IInputDevice.h"
#include "KX_Camera.h"
#include "KX_Dome.h"
#include "KX_Light.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "PHY_IPhysicsEnvironment.h"
#include "NG_NetworkScene.h"
#include "NG_NetworkDeviceInterface.h"
#include "KX_WorldInfo.h"
#include "KX_ISceneConverter.h"
#include "KX_TimeCategoryLogger.h"
#include "RAS_FramingManager.h"
#include "DNA_world_types.h"
#include "DNA_scene_types.h"
#include "KX_NavMeshObject.h"
#include "BL_Action.h" // For managing action lock.
#define DEFAULT_LOGIC_TIC_RATE 60.0
//#define DEFAULT_PHYSICS_TIC_RATE 60.0
#ifdef FREE_WINDOWS /* XXX mingw64 (gcc 4.7.0) defines a macro for DrawText that translates to DrawTextA. Not good */
#ifdef DrawText
#undef DrawText
#endif
#endif
const char KX_KetsjiEngine::m_profileLabels[tc_numCategories][15] = {
"Physics:", // tc_physics
"Logic:", // tc_logic
"Animations:", // tc_animations
"Network:", // tc_network
"Scenegraph:", // tc_scenegraph
"Rasterizer:", // tc_rasterizer
"Services:", // tc_services
"Overhead:", // tc_overhead
"Outside:", // tc_outside
"GPU Latency:" // tc_latency
};
double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE;
int KX_KetsjiEngine::m_maxLogicFrame = 5;
int KX_KetsjiEngine::m_maxPhysicsFrame = 5;
double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
bool KX_KetsjiEngine::m_restrict_anim_fps = false;
short KX_KetsjiEngine::m_exitkey = 130; //ESC Key
/**
* Constructor of the Ketsji Engine
*/
KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
: m_canvas(NULL),
m_rasterizer(NULL),
m_kxsystem(system),
m_sceneconverter(NULL),
m_networkdevice(NULL),
#ifdef WITH_PYTHON
m_pythondictionary(NULL),
#endif
m_keyboarddevice(NULL),
m_mousedevice(NULL),
m_bInitialized(false),
m_activecam(0),
m_bFixedTime(false),
m_useExternalClock(false),
m_firstframe(true),
m_frameTime(0.f),
m_clockTime(0.f),
m_previousClockTime(0.f),
m_previousAnimTime(0.f),
m_timescale(1.0f),
m_previousRealTime(0.0f),
m_exitcode(KX_EXIT_REQUEST_NO_REQUEST),
m_exitstring(""),
m_cameraZoom(1.0),
m_overrideCam(false),
m_overrideCamUseOrtho(false),
m_overrideCamNear(0.0),
m_overrideCamFar(0.0),
m_overrideCamZoom(1.0f),
m_stereo(false),
m_curreye(0),
m_logger(NULL),
// Set up timing info display variables
m_show_framerate(false),
m_show_profile(false),
m_showProperties(false),
m_showBackground(false),
m_show_debug_properties(false),
m_autoAddDebugProperties(true),
m_animation_record(false),
// Default behavior is to hide the cursor every frame.
m_hideCursor(false),
m_overrideFrameColor(false),
m_overrideFrameColorR(0.0),
m_overrideFrameColorG(0.0),
m_overrideFrameColorB(0.0),
m_usedome(false)
{
// Initialize the time logger
m_logger = new KX_TimeCategoryLogger (25);
for (int i = tc_first; i < tc_numCategories; i++)
m_logger->AddCategory((KX_TimeCategory)i);
#ifdef WITH_PYTHON
m_pyprofiledict = PyDict_New();
#endif
m_taskscheduler = BLI_task_scheduler_create(TASK_SCHEDULER_AUTO_THREADS);
BL_Action::InitLock();
}
/**
* Destructor of the Ketsji Engine, release all memory
*/
KX_KetsjiEngine::~KX_KetsjiEngine()
{
delete m_logger;
if (m_usedome)
delete m_dome;
#ifdef WITH_PYTHON
Py_CLEAR(m_pyprofiledict);
#endif
if (m_taskscheduler)
BLI_task_scheduler_free(m_taskscheduler);
BL_Action::EndLock();
}
void KX_KetsjiEngine::SetKeyboardDevice(SCA_IInputDevice* keyboarddevice)
{
MT_assert(keyboarddevice);
m_keyboarddevice = keyboarddevice;
}
void KX_KetsjiEngine::SetMouseDevice(SCA_IInputDevice* mousedevice)
{
MT_assert(mousedevice);
m_mousedevice = mousedevice;
}
void KX_KetsjiEngine::SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice)
{
MT_assert(networkdevice);
m_networkdevice = networkdevice;
}
void KX_KetsjiEngine::SetCanvas(RAS_ICanvas* canvas)
{
MT_assert(canvas);
m_canvas = canvas;
}
void KX_KetsjiEngine::SetRasterizer(RAS_IRasterizer* rasterizer)
{
MT_assert(rasterizer);
m_rasterizer = rasterizer;
}
#ifdef WITH_PYTHON
/*
* At the moment the bge.logic module is imported into 'pythondictionary' after this function is called.
* if this function ever changes to assign a copy, make sure the game logic module is imported into this dictionary before hand.
*/
void KX_KetsjiEngine::SetPyNamespace(PyObject *pythondictionary)
{
MT_assert(pythondictionary);
m_pythondictionary = pythondictionary;
}
PyObject* KX_KetsjiEngine::GetPyProfileDict()
{
Py_INCREF(m_pyprofiledict);
return m_pyprofiledict;
}
#endif
void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
{
MT_assert(sceneconverter);
m_sceneconverter = sceneconverter;
}
void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
{
m_dome = new KX_Dome(m_canvas, m_rasterizer,this, res, mode, angle, resbuf, tilt, text);
m_usedome = true;
}
void KX_KetsjiEngine::RenderDome()
{
const GLint *viewport = m_canvas->GetViewPort();
m_dome->SetViewPort(viewport);
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
KX_Scene* scene = NULL;
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
for (int i=0;i<n_renders;i++) {
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
scene = *sceneit;
KX_SetActiveScene(scene);
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
scene->GetWorldInfo()->UpdateWorldSettings();
// shadow buffers
if (i == 0) {
RenderShadowBuffers(scene);
}
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
//render all the font objects for this scene
scene->RenderFonts();
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while (it != cameras->end()) {
if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
//render all the font objects for this scene
scene->RenderFonts();
}
it++;
}
// Part of PostRenderScene()
m_rasterizer->MotionBlur();
scene->Render2DFilters(m_canvas);
// no RunDrawingCallBacks
// no FlushDebugLines
}
m_dome->BindImages(i);
}
m_canvas->EndFrame();//XXX do we really need that?
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor) //XXX why do we want
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
m_dome->Draw();
// Draw Callback for the last scene
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
#endif
EndFrame();
}
/**
* Ketsji Init(), Initializes data-structures and converts data from
* Blender into Ketsji native (realtime) format also sets up the
* graphics context
*/
void KX_KetsjiEngine::StartEngine(bool clearIpo)
{
m_clockTime = m_kxsystem->GetTimeInSeconds();
m_frameTime = m_kxsystem->GetTimeInSeconds();
m_previousClockTime = m_kxsystem->GetTimeInSeconds();
m_previousRealTime = m_kxsystem->GetTimeInSeconds();
m_firstframe = true;
m_bInitialized = true;
// there is always one scene enabled at startup
Scene* scene = m_scenes[0]->GetBlenderScene();
if (scene)
{
m_ticrate = scene->gm.ticrate ? scene->gm.ticrate : DEFAULT_LOGIC_TIC_RATE;
m_maxLogicFrame = scene->gm.maxlogicstep ? scene->gm.maxlogicstep : 5;
m_maxPhysicsFrame = scene->gm.maxphystep ? scene->gm.maxlogicstep : 5;
}
else
{
m_ticrate = DEFAULT_LOGIC_TIC_RATE;
m_maxLogicFrame = 5;
m_maxPhysicsFrame = 5;
}
if (m_animation_record)
{
m_sceneconverter->ResetPhysicsObjectsAnimationIpo(clearIpo);
m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame);
}
}
void KX_KetsjiEngine::ClearFrame()
{
// clear unless we're drawing overlapping stereo
if (m_rasterizer->InterlacedStereo() &&
m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
return;
// clear the viewports with the background color of the first scene
bool doclear = false;
KX_SceneList::iterator sceneit;
RAS_Rect clearvp, area, viewport;
for (sceneit = m_scenes.begin(); sceneit != m_scenes.end(); sceneit++)
{
KX_Scene* scene = *sceneit;
//const RAS_FrameSettings &framesettings = scene->GetFramingType();
list<class KX_Camera*>* cameras = scene->GetCameras();
list<KX_Camera*>::iterator it;
for (it = cameras->begin(); it != cameras->end(); it++)
{
GetSceneViewport(scene, (*it), area, viewport);
if (!doclear) {
clearvp = viewport;
doclear = true;
}
else {
if (viewport.GetLeft() < clearvp.GetLeft())
clearvp.SetLeft(viewport.GetLeft());
if (viewport.GetBottom() < clearvp.GetBottom())
clearvp.SetBottom(viewport.GetBottom());
if (viewport.GetRight() > clearvp.GetRight())
clearvp.SetRight(viewport.GetRight());
if (viewport.GetTop() > clearvp.GetTop())
clearvp.SetTop(viewport.GetTop());
}
}
}
if (doclear) {
KX_Scene* firstscene = *m_scenes.begin();
firstscene->GetWorldInfo()->UpdateBackGround();
m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
clearvp.GetRight(), clearvp.GetTop());
m_rasterizer->ClearColorBuffer();
}
}
bool KX_KetsjiEngine::BeginFrame()
{
// set the area used for rendering (stereo can assign only a subset)
m_rasterizer->SetRenderArea();
if (m_canvas->BeginDraw())
{
ClearFrame();
m_rasterizer->BeginFrame(m_kxsystem->GetTimeInSeconds());
return true;
}
return false;
}
void KX_KetsjiEngine::EndFrame()
{
m_rasterizer->MotionBlur();
// Show profiling info
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
if (m_show_framerate || m_show_profile || (m_show_debug_properties))
{
RenderDebugProperties();
}
double tottime = m_logger->GetAverage();
if (tottime < 1e-6)
tottime = 1e-6;
#ifdef WITH_PYTHON
for (int i = tc_first; i < tc_numCategories; ++i) {
double time = m_logger->GetAverage((KX_TimeCategory)i);
PyObject *val = PyTuple_New(2);
PyTuple_SetItem(val, 0, PyFloat_FromDouble(time*1000.f));
PyTuple_SetItem(val, 1, PyFloat_FromDouble(time/tottime * 100.f));
PyDict_SetItemString(m_pyprofiledict, m_profileLabels[i], val);
Py_DECREF(val);
}
#endif
m_average_framerate = 1.0/tottime;
// Go to next profiling measurement, time spend after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
m_rasterizer->EndFrame();
// swap backbuffer (drawing into this buffer) <-> front/visible buffer
m_logger->StartLog(tc_latency, m_kxsystem->GetTimeInSeconds(), true);
m_rasterizer->SwapBuffers();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
m_canvas->EndDraw();
}
//#include "PIL_time.h"
//#include "LinearMath/btQuickprof.h"
bool KX_KetsjiEngine::NextFrame()
{
double timestep = m_timescale / m_ticrate;
double framestep = timestep;
// static hidden::Clock sClock;
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true);
//float dt = sClock.getTimeMicroseconds() * 0.000001f;
//sClock.reset();
/*
* Clock advancement. There is basically three case:
* - m_useExternalClock is true, the user is responsible to advance the time
* manually using setClockTime, so here, we do not do anything.
* - m_useExternalClock is false, m_bFixedTime is true, we advance for one
* timestep, which already handle the time scaling parameter
* - m_useExternalClock is false, m_bFixedTime is false, we consider how much
* time has elapsed since last call and we scale this time by the time
* scaling parameter. If m_timescale is 1.0 (default value), the clock
* corresponds to the computer clock.
*
* Once clockTime has been computed, we will compute how many logic frames
* will be executed before the next rendering phase (which will occur at "clockTime").
* The game time elapsing between two logic frames (called framestep)
* depends on several variables:
* - ticrate
* - max_physic_frame
* - max_logic_frame
* XXX The logic over computation framestep is definitively not clear (and
* I'm not even sure it is correct). If needed frame is strictly greater
* than max_physics_frame, we are doing a jump in game time, but keeping
* framestep = 1 / ticrate, while if frames is greater than
* max_logic_frame, we increase framestep.
*
* XXX render.fps is not considred anywhere.
*/
if (!m_useExternalClock) {
if (m_bFixedTime) {
m_clockTime += timestep;
}
else {
double current_time = m_kxsystem->GetTimeInSeconds();
double dt = current_time - m_previousRealTime;
m_previousRealTime = current_time;
// m_clockTime += dt;
m_clockTime += dt * m_timescale;
}
}
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.f)
{
// We got here too quickly, which means there is nothing todo, just return and don't render.
// Not sure if this is the best fix, but it seems to stop the jumping framerate issue (#33088)
return false;
}
// Compute the number of logic frames to do each update (fixed tic bricks)
int frames = int(deltatime * m_ticrate / m_timescale + 1e-6);
// if (frames>1)
// printf("****************************************");
// printf("dt = %f, deltatime = %f, frames = %d\n",dt, deltatime,frames);
// if (!frames)
// PIL_sleep_ms(1);
KX_SceneList::iterator sceneit;
if (frames>m_maxPhysicsFrame)
{
// printf("framedOut: %d\n",frames);
m_frameTime+=(frames-m_maxPhysicsFrame)*timestep;
frames = m_maxPhysicsFrame;
}
bool doRender = frames>0;
if (frames > m_maxLogicFrame)
{
framestep = (frames*timestep)/m_maxLogicFrame;
frames = m_maxLogicFrame;
}
while (frames)
{
m_frameTime += framestep;
m_sceneconverter->MergeAsyncLoads();
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
/* Suspension holds the physics and logic processing for an
* entire scene. Objects can be suspended individually, and
* the settings for that precede the logic and physics
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
{
// if the scene was suspended recalcutlate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
m_suspendeddelta = scene->getSuspendedDelta();
m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_NETWORK);
scene->GetNetworkScene()->proceed(m_frameTime);
//m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
//SG_SetActiveStage(SG_STAGE_NETWORK_UPDATE);
//scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS1);
// set Python hooks for each scene
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
#endif
KX_SetActiveScene(scene);
scene->GetPhysicsEnvironment()->EndFrame();
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
//m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
//SG_SetActiveStage(SG_STAGE_PHYSICS1_UPDATE);
//scene->UpdateParents(m_frameTime);
// Process sensors, and controllers
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER);
scene->LogicBeginFrame(m_frameTime);
// Scenegraph needs to be updated again, because Logic Controllers
// can affect the local matrices.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CONTROLLER_UPDATE);
scene->UpdateParents(m_frameTime);
// Process actuators
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->LogicUpdateFrame(m_frameTime, true);
scene->LogicEndFrame();
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
// update levels of detail
scene->UpdateObjectLods();
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->BeginFrame();
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
scene->GetPhysicsEnvironment()->ProceedDeltaTime(m_frameTime,timestep,framestep);//m_deltatimerealDeltaTime);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE);
scene->UpdateParents(m_frameTime);
if (m_animation_record)
{
m_sceneconverter->WritePhysicsObjectToAnimationIpo(++m_currentFrame);
}
scene->setSuspendedTime(0.0);
} // suspended
else
if (scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
// update system devices
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
if (m_keyboarddevice)
m_keyboarddevice->NextFrame();
if (m_mousedevice)
m_mousedevice->NextFrame();
if (m_networkdevice)
m_networkdevice->NextFrame();
// scene management
ProcessScheduledScenes();
frames--;
}
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
return doRender;
}
void KX_KetsjiEngine::Render()
{
if (m_usedome) {
RenderDome();
return;
}
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
if (m_hideCursor)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// clear the entire game screen with the border color
// only once per frame
m_canvas->BeginDraw();
if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
if (m_overrideFrameColor)
{
// Do not use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
m_overrideFrameColorR,
m_overrideFrameColorG,
m_overrideFrameColorB,
1.0
);
}
else
{
// Use the framing bar color set in the Blender scenes
m_canvas->ClearColor(
framesettings.BarRed(),
framesettings.BarGreen(),
framesettings.BarBlue(),
1.0
);
}
// clear the -whole- viewport
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
}
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
// BeginFrame() sets the actual drawing area. You can use a part of the window
if (!BeginFrame())
return;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
scene->GetWorldInfo()->UpdateWorldSettings();
// this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
// shadow buffers
RenderShadowBuffers(scene);
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, cam);
}
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while (it != cameras->end()) {
if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
PostRenderScene(scene);
}
// only one place that checks for stereo
if (m_rasterizer->Stereo())
{
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
if (!BeginFrame())
return;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
scene->GetWorldInfo()->UpdateWorldSettings();
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
//pass the scene, for picking and raycasting (shadows)
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
//RenderFrame(scene);
RenderFrame(scene, cam);
list<class KX_Camera*>* cameras = scene->GetCameras();
// Draw the scene once for each camera with an enabled viewport
list<KX_Camera*>::iterator it = cameras->begin();
while (it != cameras->end()) {
if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
RenderFrame(scene, (*it));
}
it++;
}
PostRenderScene(scene);
}
} // if (m_rasterizer->Stereo())
EndFrame();
}
void KX_KetsjiEngine::RequestExit(int exitrequestmode)
{
m_exitcode = exitrequestmode;
}
void KX_KetsjiEngine::SetNameNextGame(const STR_String& nextgame)
{
m_exitstring = nextgame;
}
int KX_KetsjiEngine::GetExitCode()
{
// if a gameactuator has set an exitcode or if there are no scenes left
if (!m_exitcode)
{
if (m_scenes.begin()==m_scenes.end())
m_exitcode = KX_EXIT_REQUEST_NO_SCENES_LEFT;
}
// check if the window has been closed.
if (!m_exitcode)
{
//if (!m_canvas->Check()) {
// m_exitcode = KX_EXIT_REQUEST_OUTSIDE;
//}
}
return m_exitcode;
}
const STR_String& KX_KetsjiEngine::GetExitString()
{
return m_exitstring;
}
void KX_KetsjiEngine::EnableCameraOverride(const STR_String& forscene)
{
m_overrideCam = true;
m_overrideSceneName = forscene;
}
void KX_KetsjiEngine::SetCameraZoom(float camzoom)
{
m_cameraZoom = camzoom;
}
void KX_KetsjiEngine::SetCameraOverrideUseOrtho(bool useOrtho)
{
m_overrideCamUseOrtho = useOrtho;
}
void KX_KetsjiEngine::SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamProjMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat)
{
m_overrideCamViewMat = mat;
}
void KX_KetsjiEngine::SetCameraOverrideClipping(float nearfrust, float farfrust)
{
m_overrideCamNear = nearfrust;
m_overrideCamFar = farfrust;
}
void KX_KetsjiEngine::SetCameraOverrideLens(float lens)
{
m_overrideCamLens = lens;
}
void KX_KetsjiEngine::SetCameraOverrideZoom(float camzoom)
{
m_overrideCamZoom = camzoom;
}
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
// In this function we make sure the rasterizer settings are upto
// date. We compute the viewport so that logic
// using this information is upto date.
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
if (cam->GetViewport()) {
RAS_Rect userviewport;
userviewport.SetLeft(cam->GetViewportLeft());
userviewport.SetBottom(cam->GetViewportBottom());
userviewport.SetRight(cam->GetViewportRight());
userviewport.SetTop(cam->GetViewportTop());
// Don't do bars on user specified viewport
RAS_FrameSettings settings = scene->GetFramingType();
if (settings.FrameType() == RAS_FrameSettings::e_frame_bars)
settings.SetFrameType(RAS_FrameSettings::e_frame_extend);
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
userviewport,
viewport
);
area = userviewport;
}
else if ( !m_overrideCam || (scene->GetName() != m_overrideSceneName) || m_overrideCamUseOrtho ) {
RAS_FramingManager::ComputeViewport(
scene->GetFramingType(),
m_canvas->GetDisplayArea(),
viewport
);
area = m_canvas->GetDisplayArea();
} else {
viewport.SetLeft(0);
viewport.SetBottom(0);
viewport.SetRight(int(m_canvas->GetWidth()));
viewport.SetTop(int(m_canvas->GetHeight()));
area = m_canvas->GetDisplayArea();
}
}
void KX_KetsjiEngine::UpdateAnimations(KX_Scene *scene)
{
if (scene->IsSuspended()) {
return;
}
// Handle the animations independently of the logic time step
if (GetRestrictAnimationFPS()) {
double anim_timestep = 1.0 / KX_GetActiveScene()->GetAnimationFPS();
if (m_frameTime - m_previousAnimTime > anim_timestep || m_frameTime == m_previousAnimTime) {
// Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
// printf("Anim fps: %f\n", 1.0/(m_frameTime - m_previousAnimTime));
m_previousAnimTime = m_frameTime;
for (KX_SceneList::iterator sceneit = m_scenes.begin(); sceneit != m_scenes.end(); ++sceneit)
(*sceneit)->UpdateAnimations(m_frameTime);
}
}
else
scene->UpdateAnimations(m_frameTime);
}
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
CListValue *lightlist = scene->GetLightList();
int i, drawmode;
m_rasterizer->SetAuxilaryClientInfo(scene);
for (i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
RAS_ILightObject *raslight = light->GetLightData();
raslight->Update();
if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
cam->SetName("__shadow__cam__");
MT_Transform camtrans;
/* switch drawmode for speed */
drawmode = m_rasterizer->GetDrawingMode();
m_rasterizer->SetDrawingMode(RAS_IRasterizer::KX_SHADOW);
/* binds framebuffer object, sets up camera .. */
raslight->BindShadowBuffer(m_canvas, cam, camtrans);
/* update scene */
scene->CalculateVisibleMeshes(m_rasterizer, cam, raslight->GetShadowLayer());
m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
UpdateAnimations(scene);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
/* render */
m_rasterizer->ClearDepthBuffer();
m_rasterizer->ClearColorBuffer();
scene->RenderBuckets(camtrans, m_rasterizer);
/* unbind framebuffer object, restore drawmode, free camera */
raslight->UnbindShadowBuffer();
m_rasterizer->SetDrawingMode(drawmode);
cam->Release();
}
}
}
// update graphics
void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
{
bool override_camera;
RAS_Rect viewport, area;
float nearfrust, farfrust, focallength;
// KX_Camera* cam = scene->GetActiveCamera();
if (!cam)
return;
KX_SetActiveScene(scene);
#ifdef WITH_PYTHON
scene->RunDrawingCallbacks(scene->GetPreDrawSetupCB());
#endif
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
scene->SetSceneViewport(viewport);
// set the viewport for this frame and scene
m_canvas->SetViewPort(viewport.GetLeft(), viewport.GetBottom(),
viewport.GetRight(), viewport.GetTop());
// see KX_BlenderMaterial::Activate
//m_rasterizer->SetAmbient();
m_rasterizer->DisplayFog();
override_camera = m_overrideCam && (scene->GetName() == m_overrideSceneName);
override_camera = override_camera && (cam->GetName() == "__default__cam__");
if (override_camera && m_overrideCamUseOrtho) {
m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
if (!cam->hasValidProjectionMatrix()) {
// needed to get frustrum planes for culling
MT_Matrix4x4 projmat;
projmat.setValue(m_overrideCamProjMat.getPointer());
cam->SetProjectionMatrix(projmat);
}
} else if (cam->hasValidProjectionMatrix())
{
m_rasterizer->SetProjectionMatrix(cam->GetProjectionMatrix());
} else
{
RAS_FrameFrustum frustum;
bool orthographic = !cam->GetCameraData()->m_perspective;
nearfrust = cam->GetCameraNear();
farfrust = cam->GetCameraFar();
focallength = cam->GetFocalLength();
MT_Matrix4x4 projmat;
if (override_camera) {
nearfrust = m_overrideCamNear;
farfrust = m_overrideCamFar;
}
float camzoom = override_camera ? m_overrideCamZoom : m_cameraZoom;
if (orthographic) {
RAS_FramingManager::ComputeOrtho(
scene->GetFramingType(),
area,
viewport,
cam->GetScale(),
nearfrust,
farfrust,
cam->GetSensorFit(),
cam->GetShiftHorizontal(),
cam->GetShiftVertical(),
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= camzoom;
frustum.x2 *= camzoom;
frustum.y1 *= camzoom;
frustum.y2 *= camzoom;
}
projmat = m_rasterizer->GetOrthoMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
} else {
RAS_FramingManager::ComputeFrustum(
scene->GetFramingType(),
area,
viewport,
cam->GetLens(),
cam->GetSensorWidth(),
cam->GetSensorHeight(),
cam->GetSensorFit(),
cam->GetShiftHorizontal(),
cam->GetShiftVertical(),
nearfrust,
farfrust,
frustum
);
if (!cam->GetViewport()) {
frustum.x1 *= camzoom;
frustum.x2 *= camzoom;
frustum.y1 *= camzoom;
frustum.y2 *= camzoom;
}
projmat = m_rasterizer->GetFrustumMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar, focallength);
}
cam->SetProjectionMatrix(projmat);
// Otherwise the projection matrix for each eye will be the same...
if (!orthographic && m_rasterizer->Stereo())
cam->InvalidateProjectionMatrix();
}
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
cam->SetModelviewMatrix(viewmat);
// The following actually reschedules all vertices to be
// redrawn. There is a cache between the actual rescheduling
// and this call though. Visibility is imparted when this call
// runs through the individual objects.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_CULLING);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
UpdateAnimations(scene);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
// Run any pre-drawing python callbacks
scene->RunDrawingCallbacks(scene->GetPreDrawCB());
#endif
scene->RenderBuckets(camtrans, m_rasterizer);
//render all the font objects for this scene
scene->RenderFonts();
if (scene->GetPhysicsEnvironment())
scene->GetPhysicsEnvironment()->DebugDrawWorld();
}
/*
* To run once per scene
*/
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
KX_SetActiveScene(scene);
// We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
m_rasterizer->FlushDebugShapes(scene);
scene->Render2DFilters(m_canvas);
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
// Python draw callback can also call debug draw functions, so we have to clear debug shapes.
m_rasterizer->FlushDebugShapes(scene);
#endif
}
void KX_KetsjiEngine::StopEngine()
{
if (m_bInitialized)
{
m_sceneconverter->FinalizeAsyncLoads();
if (m_animation_record)
{
// printf("TestHandlesPhysicsObjectToAnimationIpo\n");
m_sceneconverter->TestHandlesPhysicsObjectToAnimationIpo();
}
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
m_sceneconverter->RemoveScene(scene);
}
m_scenes.clear();
// cleanup all the stuff
m_rasterizer->Exit();
}
}
// Scene Management is able to switch between scenes
// and have several scene's running in parallel
void KX_KetsjiEngine::AddScene(KX_Scene* scene)
{
m_scenes.push_back(scene);
PostProcessScene(scene);
}
void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
{
bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName));
SG_SetActiveStage(SG_STAGE_SCENE);
// if there is no activecamera, or the camera is being
// overridden we need to construct a temporarily camera
if (!scene->GetActiveCamera() || override_camera)
{
KX_Camera* activecam = NULL;
RAS_CameraData camdata = RAS_CameraData();
if (override_camera)
{
camdata.m_lens = m_overrideCamLens;
camdata.m_clipstart = m_overrideCamNear;
camdata.m_clipend = m_overrideCamFar;
camdata.m_perspective= !m_overrideCamUseOrtho;
}
activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
activecam->SetName("__default__cam__");
// set transformation
if (override_camera) {
const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat;
MT_Transform trans = MT_Transform(cammatdata.getPointer());
MT_Transform camtrans;
camtrans.invert(trans);
activecam->NodeSetLocalPosition(camtrans.getOrigin());
activecam->NodeSetLocalOrientation(camtrans.getBasis());
activecam->NodeUpdateGS(0);
} else {
activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0));
activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0));
activecam->NodeUpdateGS(0);
}
scene->AddCamera(activecam);
scene->SetActiveCamera(activecam);
scene->GetObjectList()->Add(activecam->AddRef());
scene->GetRootParentList()->Add(activecam->AddRef());
//done with activecam
activecam->Release();
}
scene->UpdateParents(0.0);
}
void KX_KetsjiEngine::RenderDebugProperties()
{
STR_String debugtxt;
int title_xmargin = -7;
int title_y_top_margin = 4;
int title_y_bottom_margin = 2;
int const_xindent = 4;
int const_ysize = 14;
int xcoord = 12; // mmmm, these constants were taken from blender source
int ycoord = 17; // to 'mimic' behavior
int profile_indent = 72;
float tottime = m_logger->GetAverage();
if (tottime < 1e-6f) {
tottime = 1e-6f;
}
// Set viewport to entire canvas
RAS_Rect viewport;
m_canvas->SetViewPort(0, 0, int(m_canvas->GetWidth()), int(m_canvas->GetHeight()));
if (m_show_framerate || m_show_profile) {
/* Title for profiling("Profile") */
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Profile",
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
// Increase the indent by default increase
ycoord += const_ysize;
// Add the title indent afterwards
ycoord += title_y_bottom_margin;
}
/* Framerate display */
if (m_show_framerate) {
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Frametime :",
xcoord + const_xindent,
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
debugtxt.Format("%5.1fms (%.1ffps)", tottime * 1000.f, 1.0/tottime);
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent + profile_indent,
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
// Increase the indent by default increase
ycoord += const_ysize;
}
/* Profile display */
if (m_show_profile) {
for (int j = tc_first; j < tc_numCategories; j++) {
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
m_profileLabels[j],
xcoord + const_xindent,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
double time = m_logger->GetAverage((KX_TimeCategory)j);
debugtxt.Format("%5.2fms | %d%%", time*1000.f, (int)(time/tottime * 100.f));
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent + profile_indent, ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
m_rasterizer->RenderBox2D(xcoord + (int)(2.2 * profile_indent), ycoord, m_canvas->GetWidth(), m_canvas->GetHeight(), time/tottime);
ycoord += const_ysize;
}
}
// Add the ymargin for titles below the other section of debug info
ycoord += title_y_top_margin;
/* Property display*/
if (m_show_debug_properties) {
/* Title for debugging("Debug properties") */
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
"Debug Properties",
xcoord + const_xindent + title_xmargin, // Adds the constant x indent (0 for now) to the title x margin
ycoord,
m_canvas->GetWidth() /* RdV, TODO ?? */,
m_canvas->GetHeight() /* RdV, TODO ?? */);
// Increase the indent by default increase
ycoord += const_ysize;
// Add the title indent afterwards
ycoord += title_y_bottom_margin;
/* Calculate amount of properties that can displayed. */
unsigned propsAct = 0;
unsigned propsMax = (m_canvas->GetHeight() - ycoord) / const_ysize;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) {
KX_Scene* scene = *sceneit;
/* the 'normal' debug props */
vector<SCA_DebugProp*>& debugproplist = scene->GetDebugProperties();
for (unsigned i=0; i < debugproplist.size() && propsAct < propsMax; i++)
{
CValue *propobj = debugproplist[i]->m_obj;
STR_String objname = propobj->GetName();
STR_String propname = debugproplist[i]->m_name;
propsAct++;
if (propname == "__state__") {
// reserve name for object state
KX_GameObject* gameobj = static_cast<KX_GameObject*>(propobj);
unsigned int state = gameobj->GetState();
debugtxt = objname + "." + propname + " = ";
bool first = true;
for (int statenum=1;state;state >>= 1, statenum++)
{
if (state & 1)
{
if (!first)
{
debugtxt += ",";
}
debugtxt += STR_String(statenum);
first = false;
}
}
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += const_ysize;
}
else {
CValue *propval = propobj->GetProperty(propname);
if (propval) {
STR_String text = propval->GetText();
debugtxt = objname + ": '" + propname + "' = " + text;
m_rasterizer->RenderText2D(RAS_IRasterizer::RAS_TEXT_PADDED,
debugtxt.ReadPtr(),
xcoord + const_xindent,
ycoord,
m_canvas->GetWidth(),
m_canvas->GetHeight());
ycoord += const_ysize;
}
}
}
}
}
}
KX_SceneList* KX_KetsjiEngine::CurrentScenes()
{
return &m_scenes;
}
KX_Scene* KX_KetsjiEngine::FindScene(const STR_String& scenename)
{
KX_SceneList::iterator sceneit = m_scenes.begin();
// bit risky :) better to split the second clause
while ( (sceneit != m_scenes.end())
&& ((*sceneit)->GetName() != scenename))
{
sceneit++;
}
return ((sceneit == m_scenes.end()) ? NULL : *sceneit);
}
void KX_KetsjiEngine::ConvertAndAddScene(const STR_String& scenename,bool overlay)
{
// only add scene when it doesn't exist!
if (FindScene(scenename)) {
printf("warning: scene %s already exists, not added!\n",scenename.ReadPtr());
}
else {
if (overlay) {
m_addingOverlayScenes.push_back(scenename);
}
else {
m_addingBackgroundScenes.push_back(scenename);
}
}
}
void KX_KetsjiEngine::RemoveScene(const STR_String& scenename)
{
if (FindScene(scenename))
{
m_removingScenes.push_back(scenename);
}
else
{
// STR_String tmpname = scenename;
std::cout << "warning: scene " << scenename << " does not exist, not removed!" << std::endl;
}
}
void KX_KetsjiEngine::RemoveScheduledScenes()
{
if (m_removingScenes.size())
{
vector<STR_String>::iterator scenenameit;
for (scenenameit=m_removingScenes.begin();scenenameit != m_removingScenes.end();scenenameit++)
{
STR_String scenename = *scenenameit;
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
{
KX_Scene* scene = *sceneit;
if (scene->GetName()==scenename)
{
m_sceneconverter->RemoveScene(scene);
m_scenes.erase(sceneit);
break;
}
}
}
m_removingScenes.clear();
}
}
KX_Scene* KX_KetsjiEngine::CreateScene(Scene *scene, bool libloading)
{
KX_Scene* tmpscene = new KX_Scene(m_keyboarddevice,
m_mousedevice,
m_networkdevice,
scene->id.name+2,
scene,
m_canvas);
m_sceneconverter->ConvertScene(tmpscene,
m_rasterizer,
m_canvas,
libloading);
return tmpscene;
}
KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
{
Scene *scene = m_sceneconverter->GetBlenderSceneForName(scenename);
if (!scene)
return NULL;
return CreateScene(scene);
}
void KX_KetsjiEngine::AddScheduledScenes()
{
vector<STR_String>::iterator scenenameit;
if (m_addingOverlayScenes.size())
{
for (scenenameit = m_addingOverlayScenes.begin();
scenenameit != m_addingOverlayScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
if (tmpscene) {
m_scenes.push_back(tmpscene);
PostProcessScene(tmpscene);
} else {
printf("warning: scene %s could not be found, not added!\n",scenename.ReadPtr());
}
}
m_addingOverlayScenes.clear();
}
if (m_addingBackgroundScenes.size())
{
for (scenenameit = m_addingBackgroundScenes.begin();
scenenameit != m_addingBackgroundScenes.end();
scenenameit++)
{
STR_String scenename = *scenenameit;
KX_Scene* tmpscene = CreateScene(scenename);
if (tmpscene) {
m_scenes.insert(m_scenes.begin(),tmpscene);
PostProcessScene(tmpscene);
} else {
printf("warning: scene %s could not be found, not added!\n",scenename.ReadPtr());
}
}
m_addingBackgroundScenes.clear();
}
}
bool KX_KetsjiEngine::ReplaceScene(const STR_String& oldscene,const STR_String& newscene)
{
// Don't allow replacement if the new scene doesn't exists.
// Allows smarter game design (used to have no check here).
// Note that it creates a small backward compatbility issue
// for a game that did a replace followed by a lib load with the
// new scene in the lib => it won't work anymore, the lib
// must be loaded before doing the replace.
if (m_sceneconverter->GetBlenderSceneForName(newscene) != NULL) {
m_replace_scenes.push_back(std::make_pair(oldscene,newscene));
return true;
}
return false;
}
// replace scene is not the same as removing and adding because the
// scene must be in exact the same place (to maintain drawingorder)
// (nzc) - should that not be done with a scene-display list? It seems
// stupid to rely on the mem allocation order...
void KX_KetsjiEngine::ReplaceScheduledScenes()
{
if (m_replace_scenes.size())
{
vector<pair<STR_String,STR_String> >::iterator scenenameit;
for (scenenameit = m_replace_scenes.begin();
scenenameit != m_replace_scenes.end();
scenenameit++)
{
STR_String oldscenename = (*scenenameit).first;
STR_String newscenename = (*scenenameit).second;
int i=0;
/* Scenes are not supposed to be included twice... I think */
KX_SceneList::iterator sceneit;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++) {
KX_Scene* scene = *sceneit;
if (scene->GetName() == oldscenename) {
// avoid crash if the new scene doesn't exist, just do nothing
Scene *blScene = m_sceneconverter->GetBlenderSceneForName(newscenename);
if (blScene) {
m_sceneconverter->RemoveScene(scene);
KX_Scene* tmpscene = CreateScene(blScene);
m_scenes[i]=tmpscene;
PostProcessScene(tmpscene);
}
else {
printf("warning: scene %s could not be found, not replaced!\n",newscenename.ReadPtr());
}
}
i++;
}
}
m_replace_scenes.clear();
}
}
void KX_KetsjiEngine::SuspendScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Suspend();
}
void KX_KetsjiEngine::ResumeScene(const STR_String& scenename)
{
KX_Scene* scene = FindScene(scenename);
if (scene) scene->Resume();
}
void KX_KetsjiEngine::SetUseFixedTime(bool bUseFixedTime)
{
m_bFixedTime = bUseFixedTime;
}
void KX_KetsjiEngine::SetUseExternalClock(bool useExternalClock)
{
m_useExternalClock = useExternalClock;
}
void KX_KetsjiEngine::SetAnimRecordMode(bool animation_record, int startFrame)
{
m_animation_record = animation_record;
if (animation_record)
{
//when recording physics keyframes, run at a variable (capped) frame rate (fixed time == full speed)
m_bFixedTime = false;
}
m_currentFrame = startFrame;
}
int KX_KetsjiEngine::getAnimRecordFrame() const
{
return m_currentFrame;
}
void KX_KetsjiEngine::setAnimRecordFrame(int framenr)
{
m_currentFrame = framenr;
}
bool KX_KetsjiEngine::GetUseFixedTime(void) const
{
return m_bFixedTime;
}
bool KX_KetsjiEngine::GetUseExternalClock(void) const
{
return m_useExternalClock;
}
double KX_KetsjiEngine::GetSuspendedDelta()
{
return m_suspendeddelta;
}
double KX_KetsjiEngine::GetTicRate()
{
return m_ticrate;
}
void KX_KetsjiEngine::SetTicRate(double ticrate)
{
m_ticrate = ticrate;
}
double KX_KetsjiEngine::GetTimeScale() const
{
return m_timescale;
}
void KX_KetsjiEngine::SetTimeScale(double timescale)
{
m_timescale = timescale;
}
int KX_KetsjiEngine::GetMaxLogicFrame()
{
return m_maxLogicFrame;
}
void KX_KetsjiEngine::SetMaxLogicFrame(int frame)
{
m_maxLogicFrame = frame;
}
int KX_KetsjiEngine::GetMaxPhysicsFrame()
{
return m_maxPhysicsFrame;
}
void KX_KetsjiEngine::SetMaxPhysicsFrame(int frame)
{
m_maxPhysicsFrame = frame;
}
bool KX_KetsjiEngine::GetRestrictAnimationFPS()
{
return m_restrict_anim_fps;
}
void KX_KetsjiEngine::SetRestrictAnimationFPS(bool bRestrictAnimFPS)
{
m_restrict_anim_fps = bRestrictAnimFPS;
}
double KX_KetsjiEngine::GetAnimFrameRate()
{
return m_anim_framerate;
}
double KX_KetsjiEngine::GetClockTime(void) const
{
return m_clockTime;
}
void KX_KetsjiEngine::SetClockTime(double externalClockTime)
{
m_clockTime = externalClockTime;
}
double KX_KetsjiEngine::GetFrameTime(void) const
{
return m_frameTime;
}
double KX_KetsjiEngine::GetRealTime(void) const
{
return m_kxsystem->GetTimeInSeconds();
}
void KX_KetsjiEngine::SetAnimFrameRate(double framerate)
{
m_anim_framerate = framerate;
}
double KX_KetsjiEngine::GetAverageFrameRate()
{
return m_average_framerate;
}
void KX_KetsjiEngine::SetExitKey(short key)
{
m_exitkey = key;
}
short KX_KetsjiEngine::GetExitKey()
{
return m_exitkey;
}
void KX_KetsjiEngine::SetShowFramerate(bool frameRate)
{
m_show_framerate = frameRate;
}
bool KX_KetsjiEngine::GetShowFramerate()
{
return m_show_framerate;
}
void KX_KetsjiEngine::SetShowProfile(bool profile)
{
m_show_profile = profile;
}
bool KX_KetsjiEngine::GetShowProfile()
{
return m_show_profile;
}
void KX_KetsjiEngine::SetShowProperties(bool properties)
{
m_show_debug_properties = properties;
}
bool KX_KetsjiEngine::GetShowProperties()
{
return m_show_debug_properties;
}
void KX_KetsjiEngine::SetAutoAddDebugProperties(bool add)
{
m_autoAddDebugProperties = add;
}
bool KX_KetsjiEngine::GetAutoAddDebugProperties()
{
return m_autoAddDebugProperties;
}
void KX_KetsjiEngine::SetTimingDisplay(bool frameRate, bool profile, bool properties)
{
m_show_framerate = frameRate;
m_show_profile = profile;
m_show_debug_properties = properties;
}
void KX_KetsjiEngine::GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const
{
frameRate = m_show_framerate;
profile = m_show_profile;
properties = m_show_debug_properties;
}
void KX_KetsjiEngine::ProcessScheduledScenes(void)
{
// Check whether there will be changes to the list of scenes
if (m_addingOverlayScenes.size() ||
m_addingBackgroundScenes.size() ||
m_replace_scenes.size() ||
m_removingScenes.size()) {
// Change the scene list
ReplaceScheduledScenes();
RemoveScheduledScenes();
AddScheduledScenes();
}
}
void KX_KetsjiEngine::SetHideCursor(bool hideCursor)
{
m_hideCursor = hideCursor;
}
bool KX_KetsjiEngine::GetHideCursor(void) const
{
return m_hideCursor;
}
void KX_KetsjiEngine::SetUseOverrideFrameColor(bool overrideFrameColor)
{
m_overrideFrameColor = overrideFrameColor;
}
bool KX_KetsjiEngine::GetUseOverrideFrameColor(void) const
{
return m_overrideFrameColor;
}
void KX_KetsjiEngine::SetOverrideFrameColor(float r, float g, float b)
{
m_overrideFrameColorR = r;
m_overrideFrameColorG = g;
m_overrideFrameColorB = b;
}
void KX_KetsjiEngine::GetOverrideFrameColor(float& r, float& g, float& b) const
{
r = m_overrideFrameColorR;
g = m_overrideFrameColorG;
b = m_overrideFrameColorB;
}
void KX_KetsjiEngine::Resize()
{
KX_SceneList::iterator sceneit;
/* extended mode needs to recalculate camera frustrums when */
KX_Scene* firstscene = *m_scenes.begin();
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
if (framesettings.FrameType() == RAS_FrameSettings::e_frame_extend) {
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++) {
KX_Camera* cam = ((KX_Scene *)*sceneit)->GetActiveCamera();
cam->InvalidateProjectionMatrix();
}
}
}
void KX_KetsjiEngine::SetGlobalSettings(GlobalSettings* gs)
{
m_globalsettings.matmode = gs->matmode;
m_globalsettings.glslflag = gs->glslflag;
}
GlobalSettings* KX_KetsjiEngine::GetGlobalSettings(void)
{
return &m_globalsettings;
}