7f170c18bb
and a missing reference count in the trackto actuator. This showed up as leaked pose data, but actually the whole object was not being freed.
1648 lines
44 KiB
C++
1648 lines
44 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Ketsji scene. Holds references to all scene data.
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*/
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "KX_Scene.h"
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#include "MT_assert.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderMaterial.h"
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#include "RAS_IPolygonMaterial.h"
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#include "ListValue.h"
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#include "SCA_LogicManager.h"
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#include "SCA_TimeEventManager.h"
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#include "SCA_AlwaysEventManager.h"
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#include "SCA_RandomEventManager.h"
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#include "KX_RayEventManager.h"
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#include "KX_TouchEventManager.h"
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#include "SCA_KeyboardManager.h"
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#include "SCA_MouseManager.h"
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#include "SCA_PropertyEventManager.h"
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#include "SCA_ActuatorEventManager.h"
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#include "KX_Camera.h"
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#include "SCA_JoystickManager.h"
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#include "RAS_MeshObject.h"
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#include "BL_SkinMeshObject.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_BucketManager.h"
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#include "FloatValue.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SG_Node.h"
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#include "SYS_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.h"
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#include "SG_Tree.h"
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#include "DNA_group_types.h"
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#include "BKE_anim.h"
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#include "KX_SG_NodeRelationships.h"
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#include "KX_NetworkEventManager.h"
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#include "NG_NetworkScene.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "KX_BlenderSceneConverter.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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// to get USE_BULLET!
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
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if(replica)
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replica->Release();
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return (void*)replica;
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}
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void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
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return NULL;
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};
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);
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// temporarily var until there is a button in the userinterface
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// (defined in KX_PythonInit.cpp)
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extern bool gUseVisibilityTemp;
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KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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class SCA_IInputDevice* mousedevice,
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class NG_NetworkDeviceInterface *ndi,
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class SND_IAudioDevice* adi,
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const STR_String& sceneName):
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PyObjectPlus(&KX_Scene::Type),
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m_keyboardmgr(NULL),
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m_mousemgr(NULL),
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m_sceneConverter(NULL),
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m_physicsEnvironment(0),
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m_sceneName(sceneName),
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m_adi(adi),
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m_networkDeviceInterface(ndi),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0)
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{
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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m_activity_culling = false;
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m_suspend = false;
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m_isclearingZbuffer = true;
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m_tempObjectList = new CListValue();
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m_objectlist = new CListValue();
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m_parentlist = new CListValue();
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m_lightlist= new CListValue();
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m_inactivelist = new CListValue();
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m_euthanasyobjects = new CListValue();
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m_delayReleaseObjects = new CListValue();
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m_logicmgr = new SCA_LogicManager();
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m_timemgr = new SCA_TimeEventManager(m_logicmgr);
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m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
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SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
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SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
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KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
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KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
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SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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m_logicmgr->RegisterEventManager(alwaysmgr);
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m_logicmgr->RegisterEventManager(propmgr);
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m_logicmgr->RegisterEventManager(actmgr);
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m_logicmgr->RegisterEventManager(m_keyboardmgr);
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m_logicmgr->RegisterEventManager(m_mousemgr);
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m_logicmgr->RegisterEventManager(m_timemgr);
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m_logicmgr->RegisterEventManager(rndmgr);
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m_logicmgr->RegisterEventManager(raymgr);
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m_logicmgr->RegisterEventManager(netmgr);
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m_logicmgr->RegisterEventManager(joymgr);
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m_soundScene = new SND_Scene(adi);
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MT_assert (m_networkDeviceInterface != NULL);
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m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
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m_rootnode = NULL;
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m_bucketmanager=new RAS_BucketManager();
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m_canvasDesignWidth = 0;
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m_canvasDesignHeight = 0;
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m_attrlist = PyDict_New(); /* new ref */
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}
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KX_Scene::~KX_Scene()
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{
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// The release of debug properties used to be in SCA_IScene::~SCA_IScene
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// It's still there but we remove all properties here otherwise some
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// reference might be hanging and causing late release of objects
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RemoveAllDebugProperties();
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while (GetRootParentList()->GetCount() > 0)
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{
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KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
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this->RemoveObject(parentobj);
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}
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if(m_objectlist)
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m_objectlist->Release();
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if (m_parentlist)
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m_parentlist->Release();
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if (m_inactivelist)
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m_inactivelist->Release();
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if (m_lightlist)
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m_lightlist->Release();
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if (m_tempObjectList)
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m_tempObjectList->Release();
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if (m_euthanasyobjects)
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m_euthanasyobjects->Release();
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if (m_delayReleaseObjects)
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m_delayReleaseObjects->Release();
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if (m_logicmgr)
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delete m_logicmgr;
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if (m_physicsEnvironment)
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delete m_physicsEnvironment;
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if (m_soundScene)
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delete m_soundScene;
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if (m_networkScene)
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delete m_networkScene;
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if (m_bucketmanager)
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{
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delete m_bucketmanager;
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}
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#ifdef USE_BULLET
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// This is a fix for memory leaks in bullet: the collision shapes is not destroyed
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// when the physical controllers are destroyed. The reason is that shapes are shared
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// between replicas of an object. There is no reference count in Bullet so the
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// only workaround that does not involve changes in Bullet is to save in this array
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// the list of shapes that are created when the scene is created (see KX_ConvertPhysicsObjects.cpp)
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class btCollisionShape* shape;
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class btTriangleMeshShape* meshShape;
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vector<class btCollisionShape*>::iterator it = m_shapes.begin();
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while (it != m_shapes.end()) {
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shape = *it;
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if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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meshShape = static_cast<btTriangleMeshShape*>(shape);
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// shapes based on meshes use an interface that contains the vertices.
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// Again the idea is to be able to share the interface between shapes but
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// this is not used in Blender: each base object will have its own interface
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btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
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if (meshInterface)
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delete meshInterface;
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}
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delete shape;
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it++;
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}
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#endif
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//Py_DECREF(m_attrlist);
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}
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void KX_Scene::AddShape(class btCollisionShape*shape)
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{
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m_shapes.push_back(shape);
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}
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void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
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{
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m_projectionmat = pmat;
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}
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RAS_BucketManager* KX_Scene::GetBucketManager()
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{
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return m_bucketmanager;
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}
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CListValue* KX_Scene::GetObjectList()
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{
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return m_objectlist;
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}
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CListValue* KX_Scene::GetRootParentList()
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{
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return m_parentlist;
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}
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CListValue* KX_Scene::GetInactiveList()
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{
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return m_inactivelist;
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}
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CListValue* KX_Scene::GetLightList()
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{
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return m_lightlist;
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}
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SCA_LogicManager* KX_Scene::GetLogicManager()
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{
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return m_logicmgr;
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}
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SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
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{
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return m_timemgr;
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}
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list<class KX_Camera*>* KX_Scene::GetCameras()
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{
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return &m_cameras;
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}
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void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
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{
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m_frame_settings = frame_settings;
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};
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/**
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* Return a const reference to the framing
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* type set by the above call.
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* The contents are not guarenteed to be sensible
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* if you don't call the above function.
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*/
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const RAS_FrameSettings& KX_Scene::GetFramingType() const
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{
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return m_frame_settings;
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};
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/**
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* Store the current scene's viewport on the
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* game engine canvas.
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*/
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void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
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{
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m_viewport = viewport;
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}
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const RAS_Rect& KX_Scene::GetSceneViewport() const
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{
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return m_viewport;
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}
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void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
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{
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m_worldinfo = worldinfo;
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}
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class KX_WorldInfo* KX_Scene::GetWorldInfo()
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{
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return m_worldinfo;
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}
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SND_Scene* KX_Scene::GetSoundScene()
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{
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return m_soundScene;
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}
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const STR_String& KX_Scene::GetName()
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{
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return m_sceneName;
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}
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void KX_Scene::Suspend()
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{
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m_suspend = true;
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}
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void KX_Scene::Resume()
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{
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m_suspend = false;
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}
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void KX_Scene::SetActivityCulling(bool b)
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{
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m_activity_culling = b;
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}
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bool KX_Scene::IsSuspended()
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{
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return m_suspend;
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}
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bool KX_Scene::IsClearingZBuffer()
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{
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return m_isclearingZbuffer;
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}
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void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
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{
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m_isclearingZbuffer = isclearingZbuffer;
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}
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void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
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{
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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if (NewRemoveObject(orgobj) != 0)
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{
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// object is not yet deleted (this can happen when it hangs in an add object actuator
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// last object created reference. It's a bad situation, don't know how to fix it exactly
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// The least I can do, is remove the reference to the node in the object as the node
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// will in any case be deleted. This ensures that the object will not try to use the node
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// when it is finally deleted (see KX_GameObject destructor)
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orgobj->SetSGNode(NULL);
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}
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if (node)
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delete node;
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}
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KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
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{
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// for group duplication, limit the duplication of the hierarchy to the
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// objects that are part of the group.
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if (!IsObjectInGroup(gameobj))
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return NULL;
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
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m_map_gameobject_to_replica.insert(orgobj, newobj);
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// also register 'timers' (time properties) of the replica
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int numprops = newobj->GetPropertyCount();
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for (int i = 0; i < numprops; i++)
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{
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CValue* prop = newobj->GetProperty(i);
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if (prop->GetProperty("timer"))
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this->m_timemgr->AddTimeProperty(prop);
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}
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if (node)
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{
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newobj->SetSGNode((SG_Node*)node);
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}
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else
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{
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m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
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// this fixes part of the scaling-added object bug
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SG_Node* orgnode = orgobj->GetSGNode();
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m_rootnode->SetLocalScale(orgnode->GetLocalScale());
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m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
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m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_rootnode->SetParentRelation(parent_relation);
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newobj->SetSGNode(m_rootnode);
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}
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SG_IObject* replicanode = newobj->GetSGNode();
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// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
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replicanode->SetSGClientObject(newobj);
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// this is the list of object that are send to the graphics pipeline
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m_objectlist->Add(newobj->AddRef());
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newobj->Bucketize();
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// logic cannot be replicated, until the whole hierarchy is replicated.
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m_logicHierarchicalGameObjects.push_back(newobj);
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//replicate controllers of this node
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SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
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replicanode->RemoveAllControllers();
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SGControllerList::iterator cit;
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|
//int numcont = scenegraphcontrollers.size();
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for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
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{
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// controller replication is quite complicated
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|
// only replicate ipo and physics controller for now
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SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
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if (replicacontroller)
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{
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replicacontroller->SetObject(replicanode);
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replicanode->AddSGController(replicacontroller);
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}
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}
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return newobj;
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}
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|
|
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|
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// before calling this method KX_Scene::ReplicateLogic(), make sure to
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// have called 'GameObject::ReParentLogic' for each object this
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// hierarchy that's because first ALL bricks must exist in the new
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// replica of the hierarchy in order to make cross-links work properly
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|
// !
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|
// It is VERY important that the order of sensors and actuators in
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|
// the replicated object is preserved: it is is used to reconnect the logic.
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|
// This method is more robust then using the bricks name in case of complex
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|
// group replication. The replication of logic bricks is done in
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// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
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|
void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
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{
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// also relink the controller to sensors/actuators
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|
SCA_ControllerList& controllers = newobj->GetControllers();
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|
//SCA_SensorList& sensors = newobj->GetSensors();
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|
//SCA_ActuatorList& actuators = newobj->GetActuators();
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|
|
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;
|
|
}
|
|
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_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->m_class == 1)
|
|
{
|
|
// 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->Bucketize();
|
|
}
|
|
|
|
|
|
|
|
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->MarkVisible(visible);
|
|
}
|
|
}
|
|
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->MarkVisible(false);
|
|
return;
|
|
}
|
|
|
|
// If Frustum culling is off, the object is always visible.
|
|
bool vis = !cam->GetFrustumCulling();
|
|
|
|
// If the camera is inside this node, then the object is visible.
|
|
if (!vis)
|
|
{
|
|
vis = gameobj->GetSGNode()->inside( 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->MarkVisible();
|
|
} else {
|
|
gameobj->MarkVisible(false);
|
|
}
|
|
}
|
|
|
|
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());
|
|
}
|