blender/source/gameengine/Ketsji/KX_Scene.cpp
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

1632 lines
43 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 *****
* Ketsji scene. Holds references to all scene data.
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "KX_Scene.h"
#include "MT_assert.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderMaterial.h"
#include "RAS_IPolygonMaterial.h"
#include "ListValue.h"
#include "SCA_LogicManager.h"
#include "SCA_TimeEventManager.h"
#include "SCA_AlwaysEventManager.h"
#include "SCA_RandomEventManager.h"
#include "KX_RayEventManager.h"
#include "KX_TouchEventManager.h"
#include "SCA_KeyboardManager.h"
#include "SCA_MouseManager.h"
#include "SCA_PropertyEventManager.h"
#include "SCA_ActuatorEventManager.h"
#include "KX_Camera.h"
#include "SCA_JoystickManager.h"
#include "RAS_MeshObject.h"
#include "BL_SkinMeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_BucketManager.h"
#include "FloatValue.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SG_Node.h"
#include "SYS_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 "BKE_anim.h"
#include "KX_SG_NodeRelationships.h"
#include "KX_NetworkEventManager.h"
#include "NG_NetworkScene.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
// to get USE_BULLET!
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#endif
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;
}
void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
{
((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
return NULL;
};
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);
// 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,
class SND_IAudioDevice* adi,
const STR_String& sceneName,
Scene *scene):
PyObjectPlus(&KX_Scene::Type),
m_keyboardmgr(NULL),
m_mousemgr(NULL),
m_sceneConverter(NULL),
m_physicsEnvironment(0),
m_sceneName(sceneName),
m_adi(adi),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
m_blenderScene(scene)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
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_delayReleaseObjects = 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);
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);
KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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(joymgr);
m_soundScene = new SND_Scene(adi);
MT_assert (m_networkDeviceInterface != NULL);
m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
m_rootnode = NULL;
m_bucketmanager=new RAS_BucketManager();
m_canvasDesignWidth = 0;
m_canvasDesignHeight = 0;
m_attrlist = PyDict_New(); /* new ref */
}
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_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_delayReleaseObjects)
m_delayReleaseObjects->Release();
if (m_logicmgr)
delete m_logicmgr;
if (m_physicsEnvironment)
delete m_physicsEnvironment;
if (m_soundScene)
delete m_soundScene;
if (m_networkScene)
delete m_networkScene;
if (m_bucketmanager)
{
delete m_bucketmanager;
}
//Py_DECREF(m_attrlist);
}
void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
{
m_projectionmat = pmat;
}
RAS_BucketManager* KX_Scene::GetBucketManager()
{
return m_bucketmanager;
}
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 guarenteed 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;
}
SND_Scene* KX_Scene::GetSoundScene()
{
return m_soundScene;
}
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::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
{
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
if (NewRemoveObject(orgobj) != 0)
{
// object is not yet deleted (this can happen when it hangs in an add object actuator
// last object created reference. It's a bad situation, don't know how to fix it exactly
// The least I can do, is remove the reference to the node in the object as the node
// will in any case be deleted. This ensures that the object will not try to use the node
// when it is finally deleted (see KX_GameObject destructor)
orgobj->SetSGNode(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());
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 and physics controller for now
SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
if (replicacontroller)
{
replicacontroller->SetObject(replicanode);
replicanode->AddSGController(replicacontroller);
}
}
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 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)
{
// 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
cont->UnlinkAllSensors();
cont->UnlinkAllActuators();
// 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 hierachy, 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 hierachy, 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->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)
{
parent->Release(); // GetParent() increased the refcount
// 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_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
newscale*(groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldPosition());
replica->NodeSetLocalPosition(newpos);
if (replica->GetPhysicsController())
{
// not required, already done in NodeSetLocalOrientation..
//replica->GetPhysicsController()->setPosition(newpos);
//replica->GetPhysicsController()->setOrientation(newori.getRotation());
// Scaling has been set relatively hereabove, this does not
// set the scaling of the controller. I don't know why it's just the
// relative scale and not the full scale that has to be put here...
replica->GetPhysicsController()->setScaling(newscale);
}
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
// 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)
{
if ((*git) != groupobj && (*git)->IsDupliGroup())
// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
duplilist.push_back((*git));
}
for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
{
DupliGroupRecurse((*git), level+1);
}
}
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
class CValue* parentobject,
int lifespan)
{
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
m_groupGameObjects.clear();
// todo: place a timebomb in the object, for temporarily objects :)
// lifespan of zero means 'this object lives forever'
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
KX_GameObject* parentobj = (KX_GameObject*) parentobject;
m_ueberExecutionPriority++;
// lets create a replica
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
if (lifespan > 0)
{
// add a timebomb to this object
// for now, convert between so called frames and realtime
m_tempObjectList->Add(replica->AddRef());
CValue *fval = new CFloatValue(lifespan*0.02);
replica->SetProperty("::timebomb",fval);
fval->Release();
}
// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
m_parentlist->Add(replica->AddRef());
// recurse replication into children nodes
NodeList& children = originalobj->GetSGNode()->GetSGChildren();
replica->GetSGNode()->ClearSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* orgnode = (*childit);
SG_Node* childreplicanode = orgnode->GetSGReplica();
if (childreplicanode)
replica->GetSGNode()->AddChild(childreplicanode);
}
// 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);
// add the object in the layer of the parent
(*git)->SetLayer(parentobj->GetLayer());
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
replica->NodeSetLocalPosition(newpos);
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// get the rootnode's scale
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
if (replica->GetPhysicsController())
{
// not needed, already done in NodeSetLocalPosition()
//replica->GetPhysicsController()->setPosition(newpos);
//replica->GetPhysicsController()->setOrientation(newori.getRotation());
replica->GetPhysicsController()->setScaling(newscale);
}
// here we want to set the relative scale: the rootnode's scale will override all other
// scalings, so lets better prepare for it
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
// 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;
// first disconnect child from parent
SG_Node* node = newobj->GetSGNode();
if (node)
{
node->DisconnectFromParent();
// recursively destruct
node->Destruct();
}
//no need to do that: the object is destroyed and memory released
//newobj->SetSGNode(0);
}
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
{
m_delayReleaseObjects->Add(gameobj->AddRef());
}
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
if (!m_euthanasyobjects->SearchValue(gameobj))
{
m_euthanasyobjects->Add(gameobj->AddRef());
}
}
int KX_Scene::NewRemoveObject(class CValue* gameobj)
{
int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
// 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);
}
SCA_ActuatorList& actuators = newobj->GetActuators();
for (SCA_ActuatorList::iterator ita = actuators.begin();
!(ita==actuators.end());ita++)
{
m_logicmgr->RemoveDestroyedActuator(*ita);
}
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
// now remove the timer properties from the time manager
int numprops = newobj->GetPropertyCount();
for (int i = 0; i < numprops; i++)
{
CValue* propval = newobj->GetProperty(i);
if (propval->GetProperty("timer"))
{
m_timemgr->RemoveTimeProperty(propval);
}
}
newobj->RemoveMeshes();
ret = 1;
if (m_lightlist->RemoveValue(newobj)) // TODO - use newobj->IsLight() test when its merged in from apricot. - Campbell
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 (newobj == m_active_camera)
{
//no AddRef done on m_active_camera so no Release
//m_active_camera->Release();
m_active_camera = NULL;
}
// in case this is a camera
m_cameras.remove((KX_Camera*)newobj);
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
// return value will be 0 if the object is actually deleted (all reference gone)
return ret;
}
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
if(!gameobj || !mesh)
{
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
return;
}
gameobj->RemoveMeshes();
gameobj->AddMesh(mesh);
if (gameobj->m_isDeformable)
{
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
if (newobj->m_pDeformer)
{
delete newobj->m_pDeformer;
newobj->m_pDeformer = NULL;
}
if (mesh->IsDeformed())
{
// 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 bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
bool bHasDvert = blendmesh->dvert != NULL;
bool bHasArmature =
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 &&
blendobj->partype==PARSKEL &&
blendmesh->dvert!=NULL; // mesh has vertex group
bool releaseParent = true;
if (bHasShapeKey)
{
BL_ShapeDeformer* shapeDeformer;
if (bHasArmature)
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
shapeDeformer->LoadShapeDrivers(blendobj->parent);
}
else
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
false,
NULL
);
}
newobj->m_pDeformer = shapeDeformer;
}
else if (bHasArmature)
{
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
newobj->m_pDeformer = skinDeformer;
}
else if (bHasDvert)
{
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
newobj->m_pDeformer = meshdeformer;
}
// release parent reference if its not being used
if( releaseParent && parentobj)
parentobj->Release();
}
}
gameobj->AddMeshUser();
}
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
{
MT_Scalar cammat[16];
m_active_camera->GetWorldToCamera().getValue(cammat);
m_viewmat = cammat;
return m_viewmat;
}
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
{
return m_projectionmat;
}
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
{
list<KX_Camera*>::iterator it = m_cameras.begin();
while ( (it != m_cameras.end())
&& ((*it) != cam) ) {
it++;
}
return ((it == m_cameras.end()) ? NULL : (*it));
}
KX_Camera* KX_Scene::FindCamera(STR_String& name)
{
list<KX_Camera*>::iterator it = m_cameras.begin();
while ( (it != m_cameras.end())
&& ((*it)->GetName() != name) ) {
it++;
}
return ((it == m_cameras.end()) ? NULL : (*it));
}
void KX_Scene::AddCamera(KX_Camera* cam)
{
if (!FindCamera(cam))
m_cameras.push_back(cam);
}
KX_Camera* KX_Scene::GetActiveCamera()
{
// NULL if not defined
return m_active_camera;
}
void KX_Scene::SetActiveCamera(KX_Camera* cam)
{
// only set if the cam is in the active list? Or add it otherwise?
if (!FindCamera(cam)){
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
}
m_active_camera = cam;
}
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
{
if (!FindCamera(cam)){
// adding is always done at the back, so that's all that needs to be done
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
} else {
m_cameras.remove(cam);
m_cameras.push_back(cam);
}
}
void KX_Scene::UpdateMeshTransformations()
{
// do this incrementally in the future
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
gameobj->GetOpenGLMatrix();
// gameobj->UpdateNonDynas();
}
}
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int 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();
}
}
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->GetVisible())
return;
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
gameobj->UpdateBuckets();
return;
}
// If Frustum culling is off, the object is always visible.
bool vis = !cam->GetFrustumCulling();
// If the camera is inside this node, then the object is visible.
if (!vis)
{
vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
}
// Test the object's bound sphere against the view frustum.
if (!vis)
{
MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
{
case KX_Camera::INSIDE:
vis = true;
break;
case KX_Camera::OUTSIDE:
vis = false;
break;
case KX_Camera::INTERSECT:
// Test the object's bound box against the view frustum.
MT_Point3 box[8];
gameobj->GetSGNode()->getBBox(box);
vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
break;
}
}
if (vis)
{
int nummeshes = gameobj->GetMeshCount();
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();
} else {
gameobj->SetCulled(true);
gameobj->UpdateBuckets();
}
}
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
{
// FIXME: When tree is operational
#if 1
// do this incrementally in the future
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
}
#else
if (cam->GetFrustumCulling())
MarkVisible(m_objecttree, rasty, cam, layer);
else
MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer);
#endif
}
// logic stuff
void KX_Scene::LogicBeginFrame(double curtime)
{
// have a look at temp objects ...
int lastobj = m_tempObjectList->GetCount() - 1;
for (int i = lastobj; i >= 0; i--)
{
CValue* objval = m_tempObjectList->GetValue(i);
CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
if (propval)
{
float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
if (timeleft > 0)
{
propval->SetFloat(timeleft);
}
else
{
DelayedRemoveObject(objval);
// remove obj
}
}
else
{
// all object is the tempObjectList should have a clock
}
}
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
}
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
{
m_logicmgr->UpdateFrame(curtime, frame);
}
void KX_Scene::LogicEndFrame()
{
m_logicmgr->EndFrame();
int numobj = m_euthanasyobjects->GetCount();
int i;
for (i = numobj - 1; i >= 0; i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
// KX_Scene::RemoveObject will also remove the object from this list
// that's why we start from the end
this->RemoveObject(gameobj);
}
numobj= m_delayReleaseObjects->GetCount();
for (i = numobj-1;i>=0;i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
// This list is not for object removal, but just object release
gameobj->Release();
}
// empty the list as we have removed all references
m_delayReleaseObjects->Resize(0);
}
/**
* UpdateParents: SceneGraph transformation update.
*/
void KX_Scene::UpdateParents(double curtime)
{
// int numrootobjects = GetRootParentList()->GetCount();
for (int i=0; i<GetRootParentList()->GetCount(); i++)
{
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
parentobj->NodeUpdateGS(curtime,true);
}
}
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
{
return m_bucketmanager->FindBucket(polymat, bucketCreated);
}
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
class RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools)
{
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
KX_BlenderMaterial::EndFrame();
}
void KX_Scene::UpdateObjectActivity(void)
{
if (m_activity_culling) {
/* determine the activity criterium and set objects accordingly */
int i=0;
MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
for (i=0;i<GetObjectList()->GetCount();i++)
{
KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
if (!ob->GetIgnoreActivityCulling()) {
/* Simple test: more than 10 away from the camera, count
* Manhattan distance. */
MT_Point3 obpos = ob->NodeGetWorldPosition();
if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
|| (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
|| (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
{
ob->Suspend();
} else {
ob->Resume();
}
}
}
}
}
void KX_Scene::SetActivityCullingRadius(float f)
{
if (f < 0.5)
f = 0.5;
m_activity_box_radius = f;
}
NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
{
return m_networkDeviceInterface;
}
NG_NetworkScene* KX_Scene::GetNetworkScene()
{
return m_networkScene;
}
void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
{
m_networkDeviceInterface = newInterface;
}
void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
{
m_networkScene = newScene;
}
void KX_Scene::SetGravity(const MT_Vector3& gravity)
{
GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
}
void KX_Scene::SetNodeTree(SG_Tree* root)
{
m_objecttree = root;
}
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
{
m_sceneConverter = sceneConverter;
}
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
m_physicsEnvironment = physEnv;
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
m_logicmgr->RegisterEventManager(touchmgr);
return;
}
void KX_Scene::setSuspendedTime(double suspendedtime)
{
m_suspendedtime = suspendedtime;
}
double KX_Scene::getSuspendedTime()
{
return m_suspendedtime;
}
void KX_Scene::setSuspendedDelta(double suspendeddelta)
{
m_suspendeddelta = suspendeddelta;
}
double KX_Scene::getSuspendedDelta()
{
return m_suspendeddelta;
}
//----------------------------------------------------------------------------
//Python
PyMethodDef KX_Scene::Methods[] = {
KX_PYMETHODTABLE(KX_Scene, getLightList),
KX_PYMETHODTABLE(KX_Scene, getObjectList),
KX_PYMETHODTABLE(KX_Scene, getName),
{NULL,NULL} //Sentinel
};
PyTypeObject KX_Scene::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_Scene",
sizeof(KX_Scene),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0, 0, 0, 0, 0, 0
};
PyParentObject KX_Scene::Parents[] = {
&KX_Scene::Type,
&CValue::Type,
NULL
};
PyObject* KX_Scene::_getattr(const STR_String& attr)
{
if (attr == "name")
return PyString_FromString(GetName());
if (attr == "active_camera")
{
KX_Camera *camera = GetActiveCamera();
camera->AddRef();
return (PyObject*) camera;
}
if (attr == "suspended")
return PyInt_FromLong(m_suspend);
if (attr == "activity_culling")
return PyInt_FromLong(m_activity_culling);
if (attr == "activity_culling_radius")
return PyFloat_FromDouble(m_activity_box_radius);
PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
if (value)
{
Py_INCREF(value);
return value;
}
_getattr_up(PyObjectPlus);
}
int KX_Scene::_delattr(const STR_String &attr)
{
PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
return 0;
}
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
{
if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
return 0;
return PyObjectPlus::_setattr(attr, pyvalue);
}
KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
"getLightList() -> list [KX_Light]\n"
"Returns a list of all lights in the scene.\n"
)
{
m_lightlist->AddRef();
return (PyObject*) m_lightlist;
}
KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
"getObjectList() -> list [KX_GameObject]\n"
"Returns a list of all game objects in the scene.\n"
)
{
m_objectlist->AddRef();
return (PyObject*) m_objectlist;
}
KX_PYMETHODDEF_DOC(KX_Scene, getName,
"getName() -> string\n"
"Returns the name of the scene.\n"
)
{
return PyString_FromString(GetName());
}