2002-10-12 11:37:38 +00:00
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/*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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* Ketsji scene. Holds references to all scene data.
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*/
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2011-02-25 13:35:59 +00:00
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/** \file gameengine/Ketsji/KX_Scene.cpp
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* \ingroup ketsji
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*/
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2010-09-15 16:13:32 +00:00
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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2002-10-12 11:37:38 +00:00
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#pragma warning (disable : 4786)
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#endif //WIN32
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2005-03-22 13:34:31 +00:00
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#include "KX_Scene.h"
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2010-01-30 18:23:13 +00:00
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#include "KX_PythonInit.h"
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2005-01-23 01:36:29 +00:00
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#include "MT_assert.h"
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2002-10-12 11:37:38 +00:00
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#include "KX_KetsjiEngine.h"
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2008-07-29 15:48:31 +00:00
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#include "KX_BlenderMaterial.h"
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2002-10-12 11:37:38 +00:00
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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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2009-09-24 21:22:24 +00:00
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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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2002-10-12 11:37:38 +00:00
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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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2009-09-24 21:22:24 +00:00
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//#include "SCA_PropertyEventManager.h"
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BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
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#include "SCA_ActuatorEventManager.h"
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2009-09-24 21:22:24 +00:00
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#include "SCA_BasicEventManager.h"
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2002-10-12 11:37:38 +00:00
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#include "KX_Camera.h"
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2005-01-23 01:36:29 +00:00
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#include "SCA_JoystickManager.h"
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2002-10-12 11:37:38 +00:00
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#include "RAS_MeshObject.h"
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2006-01-06 03:46:54 +00:00
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2002-10-12 11:37:38 +00:00
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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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2011-05-06 20:18:42 +00:00
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#include "BL_System.h"
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2002-10-12 11:37:38 +00:00
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#include "SG_Controller.h"
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#include "SG_IObject.h"
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2004-05-16 12:52:30 +00:00
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#include "SG_Tree.h"
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2008-07-15 20:05:23 +00:00
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#include "DNA_group_types.h"
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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
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#include "DNA_scene_types.h"
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2002-10-12 11:37:38 +00:00
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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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2009-04-20 15:06:46 +00:00
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#include "PHY_IGraphicController.h"
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2008-03-09 21:42:03 +00:00
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#include "KX_BlenderSceneConverter.h"
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2009-04-20 15:06:46 +00:00
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#include "KX_MotionState.h"
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2002-10-12 11:37:38 +00:00
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2009-06-08 20:08:19 +00:00
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#include "BL_ModifierDeformer.h"
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2008-06-18 06:46:49 +00:00
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#include "BL_ShapeDeformer.h"
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Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
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#include "BL_DeformableGameObject.h"
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2010-06-04 23:29:49 +00:00
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#include "KX_ObstacleSimulation.h"
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2008-03-01 19:46:50 +00:00
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#ifdef USE_BULLET
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2009-11-24 22:44:29 +00:00
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#include "KX_SoftBodyDeformer.h"
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2008-03-01 19:46:50 +00:00
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#include "KX_ConvertPhysicsObject.h"
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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2002-10-12 11:37:38 +00:00
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2009-04-20 15:06:46 +00:00
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#include "KX_Light.h"
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2009-09-29 21:42:40 +00:00
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#include <stdio.h>
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2002-10-12 11:37:38 +00:00
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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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2012-03-24 07:52:14 +00:00
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if (replica)
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2008-07-30 16:15:15 +00:00
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replica->Release();
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2002-10-12 11:37:38 +00:00
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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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2009-06-08 20:08:19 +00:00
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bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
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}
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bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
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}
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
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KX_SceneReplicationFunc,
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KX_SceneDestructionFunc,
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KX_GameObject::UpdateTransformFunc,
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KX_Scene::KX_ScenegraphUpdateFunc,
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KX_Scene::KX_ScenegraphRescheduleFunc);
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2002-10-12 11:37:38 +00:00
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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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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
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const STR_String& sceneName,
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2010-04-23 22:48:26 +00:00
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Scene *scene,
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class RAS_ICanvas* canvas):
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2009-06-28 11:22:26 +00:00
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PyObjectPlus(),
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2002-10-12 11:37:38 +00:00
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m_keyboardmgr(NULL),
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2004-03-22 22:02:18 +00:00
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m_mousemgr(NULL),
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2008-07-29 15:48:31 +00:00
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m_sceneConverter(NULL),
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2004-03-22 22:02:18 +00:00
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m_physicsEnvironment(0),
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2002-10-12 11:37:38 +00:00
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m_sceneName(sceneName),
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m_networkDeviceInterface(ndi),
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2004-03-22 22:02:18 +00:00
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m_active_camera(NULL),
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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
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m_ueberExecutionPriority(0),
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2010-05-27 20:18:56 +00:00
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m_blenderScene(scene)
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2002-10-12 11:37:38 +00:00
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{
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2005-12-18 19:10:26 +00:00
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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2002-10-12 11:37:38 +00:00
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2009-04-20 15:06:46 +00:00
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m_dbvt_culling = false;
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m_dbvt_occlusion_res = 0;
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2002-10-12 11:37:38 +00:00
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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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2008-03-01 19:46:50 +00:00
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m_inactivelist = new CListValue();
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2002-10-12 11:37:38 +00:00
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m_euthanasyobjects = new CListValue();
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2011-09-03 20:48:47 +00:00
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m_animatedlist = new CListValue();
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2002-10-12 11:37:38 +00:00
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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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2010-04-23 22:48:26 +00:00
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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-09-24 21:22:24 +00:00
|
|
|
//SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
|
|
|
|
//SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
|
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
|
|
|
SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
|
2009-09-24 21:22:24 +00:00
|
|
|
//SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
|
|
|
|
SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
|
|
|
|
//KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
|
2005-01-23 01:36:29 +00:00
|
|
|
|
2008-09-28 03:07:13 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-09-24 21:22:24 +00:00
|
|
|
//m_logicmgr->RegisterEventManager(alwaysmgr);
|
|
|
|
//m_logicmgr->RegisterEventManager(propmgr);
|
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
|
|
|
m_logicmgr->RegisterEventManager(actmgr);
|
2002-10-12 11:37:38 +00:00
|
|
|
m_logicmgr->RegisterEventManager(m_keyboardmgr);
|
|
|
|
m_logicmgr->RegisterEventManager(m_mousemgr);
|
|
|
|
m_logicmgr->RegisterEventManager(m_timemgr);
|
2009-09-24 21:22:24 +00:00
|
|
|
//m_logicmgr->RegisterEventManager(rndmgr);
|
|
|
|
//m_logicmgr->RegisterEventManager(raymgr);
|
2002-10-12 11:37:38 +00:00
|
|
|
m_logicmgr->RegisterEventManager(netmgr);
|
2009-09-24 21:22:24 +00:00
|
|
|
m_logicmgr->RegisterEventManager(basicmgr);
|
2008-09-28 03:07:13 +00:00
|
|
|
|
|
|
|
|
|
|
|
SYS_SystemHandle hSystem = SYS_GetSystem();
|
|
|
|
bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
|
|
|
|
if (!nojoystick)
|
|
|
|
{
|
|
|
|
SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
|
|
|
|
m_logicmgr->RegisterEventManager(joymgr);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-01-23 01:36:29 +00:00
|
|
|
MT_assert (m_networkDeviceInterface != NULL);
|
2002-10-12 11:37:38 +00:00
|
|
|
m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
|
|
|
|
|
|
|
|
m_rootnode = NULL;
|
|
|
|
|
|
|
|
m_bucketmanager=new RAS_BucketManager();
|
2004-06-07 11:03:12 +00:00
|
|
|
|
2010-07-15 18:41:29 +00:00
|
|
|
bool showObstacleSimulation = scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION;
|
2010-06-10 00:19:06 +00:00
|
|
|
switch (scene->gm.obstacleSimulation)
|
|
|
|
{
|
2010-08-10 20:48:28 +00:00
|
|
|
case OBSTSIMULATION_TOI_rays:
|
|
|
|
m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
|
|
|
|
break;
|
|
|
|
case OBSTSIMULATION_TOI_cells:
|
|
|
|
m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
|
2010-06-10 00:19:06 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
m_obstacleSimulation = NULL;
|
|
|
|
}
|
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-04-20 15:06:46 +00:00
|
|
|
m_attr_dict = PyDict_New(); /* new ref */
|
2009-11-22 14:42:22 +00:00
|
|
|
m_draw_call_pre = NULL;
|
|
|
|
m_draw_call_post = NULL;
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
KX_Scene::~KX_Scene()
|
|
|
|
{
|
2008-04-19 21:15:37 +00:00
|
|
|
// 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();
|
|
|
|
|
2008-02-05 17:37:52 +00:00
|
|
|
while (GetRootParentList()->GetCount() > 0)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-02-05 17:37:52 +00:00
|
|
|
KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
|
2002-10-12 11:37:38 +00:00
|
|
|
this->RemoveObject(parentobj);
|
|
|
|
}
|
|
|
|
|
2010-08-05 11:08:52 +00:00
|
|
|
if (m_obstacleSimulation)
|
|
|
|
delete m_obstacleSimulation;
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (m_objectlist)
|
2002-10-12 11:37:38 +00:00
|
|
|
m_objectlist->Release();
|
2006-05-13 23:31:36 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_parentlist)
|
|
|
|
m_parentlist->Release();
|
|
|
|
|
2008-03-01 19:46:50 +00:00
|
|
|
if (m_inactivelist)
|
|
|
|
m_inactivelist->Release();
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_lightlist)
|
|
|
|
m_lightlist->Release();
|
|
|
|
|
|
|
|
if (m_tempObjectList)
|
|
|
|
m_tempObjectList->Release();
|
|
|
|
|
|
|
|
if (m_euthanasyobjects)
|
|
|
|
m_euthanasyobjects->Release();
|
2005-01-23 01:36:29 +00:00
|
|
|
|
2011-09-03 20:48:47 +00:00
|
|
|
if (m_animatedlist)
|
|
|
|
m_animatedlist->Release();
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_logicmgr)
|
|
|
|
delete m_logicmgr;
|
|
|
|
|
|
|
|
if (m_physicsEnvironment)
|
|
|
|
delete m_physicsEnvironment;
|
|
|
|
|
|
|
|
if (m_networkScene)
|
|
|
|
delete m_networkScene;
|
|
|
|
|
|
|
|
if (m_bucketmanager)
|
|
|
|
{
|
|
|
|
delete m_bucketmanager;
|
|
|
|
}
|
2009-09-29 21:42:40 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-04-20 15:06:46 +00:00
|
|
|
PyDict_Clear(m_attr_dict);
|
2011-02-27 04:01:58 +00:00
|
|
|
/* Py_CLEAR: Py_DECREF's and NULL's */
|
|
|
|
Py_CLEAR(m_attr_dict);
|
2009-11-22 14:42:22 +00:00
|
|
|
|
2011-02-27 04:01:58 +00:00
|
|
|
/* these may be NULL but the macro checks */
|
|
|
|
Py_CLEAR(m_draw_call_pre);
|
|
|
|
Py_CLEAR(m_draw_call_post);
|
2009-09-29 21:42:40 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
RAS_BucketManager* KX_Scene::GetBucketManager()
|
|
|
|
{
|
|
|
|
return m_bucketmanager;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-11-15 23:58:56 +00:00
|
|
|
CListValue* KX_Scene::GetTempObjectList()
|
|
|
|
{
|
|
|
|
return m_tempObjectList;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
CListValue* KX_Scene::GetObjectList()
|
|
|
|
{
|
|
|
|
return m_objectlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
CListValue* KX_Scene::GetRootParentList()
|
|
|
|
{
|
|
|
|
return m_parentlist;
|
|
|
|
}
|
|
|
|
|
2008-03-01 19:46:50 +00:00
|
|
|
CListValue* KX_Scene::GetInactiveList()
|
|
|
|
{
|
|
|
|
return m_inactivelist;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
CListValue* KX_Scene::GetLightList()
|
|
|
|
{
|
|
|
|
return m_lightlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
SCA_LogicManager* KX_Scene::GetLogicManager()
|
|
|
|
{
|
|
|
|
return m_logicmgr;
|
|
|
|
}
|
|
|
|
|
|
|
|
SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
|
|
|
|
{
|
|
|
|
return m_timemgr;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2008-02-15 23:12:03 +00:00
|
|
|
list<class KX_Camera*>* KX_Scene::GetCameras()
|
2006-01-06 03:46:54 +00:00
|
|
|
{
|
|
|
|
return &m_cameras;
|
|
|
|
}
|
|
|
|
|
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
|
|
|
list<class KX_FontObject*>* KX_Scene::GetFonts()
|
|
|
|
{
|
|
|
|
return &m_fonts;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
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.
|
2012-03-02 16:05:54 +00:00
|
|
|
* The contents are not guaranteed to be sensible
|
2002-10-12 11:37:38 +00:00
|
|
|
* if you don't call the above function.
|
|
|
|
*/
|
|
|
|
const RAS_FrameSettings& KX_Scene::GetFramingType() const
|
|
|
|
{
|
|
|
|
return m_frame_settings;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Store the current scene's viewport on the
|
|
|
|
* game engine canvas.
|
|
|
|
*/
|
|
|
|
void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
|
|
|
|
{
|
|
|
|
m_viewport = viewport;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const RAS_Rect& KX_Scene::GetSceneViewport() const
|
|
|
|
{
|
|
|
|
return m_viewport;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
|
|
|
|
{
|
|
|
|
m_worldinfo = worldinfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class KX_WorldInfo* KX_Scene::GetWorldInfo()
|
|
|
|
{
|
|
|
|
return m_worldinfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const STR_String& KX_Scene::GetName()
|
|
|
|
{
|
|
|
|
return m_sceneName;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::Suspend()
|
|
|
|
{
|
|
|
|
m_suspend = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::Resume()
|
|
|
|
{
|
|
|
|
m_suspend = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::SetActivityCulling(bool b)
|
|
|
|
{
|
|
|
|
m_activity_culling = b;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_Scene::IsSuspended()
|
|
|
|
{
|
|
|
|
return m_suspend;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_Scene::IsClearingZBuffer()
|
|
|
|
{
|
|
|
|
return m_isclearingZbuffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
|
|
|
|
{
|
|
|
|
m_isclearingZbuffer = isclearingZbuffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
|
|
|
|
{
|
|
|
|
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
|
2008-03-09 21:51:38 +00:00
|
|
|
if (NewRemoveObject(orgobj) != 0)
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
// object is not yet deleted because a reference is hanging somewhere.
|
|
|
|
// This should not happen anymore since we use proxy object for Python
|
|
|
|
// confident enough to put an assert?
|
|
|
|
//assert(false);
|
|
|
|
printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
|
2008-03-09 21:51:38 +00:00
|
|
|
orgobj->SetSGNode(NULL);
|
2009-04-20 15:06:46 +00:00
|
|
|
PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
|
|
|
|
if (ctrl)
|
|
|
|
{
|
|
|
|
// a graphic controller is set, we must delete it as the node will be deleted
|
|
|
|
delete ctrl;
|
|
|
|
orgobj->SetGraphicController(NULL);
|
|
|
|
}
|
2008-03-09 21:51:38 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
if (node)
|
|
|
|
delete node;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
|
|
|
|
{
|
2008-07-18 19:56:56 +00:00
|
|
|
// for group duplication, limit the duplication of the hierarchy to the
|
|
|
|
// objects that are part of the group.
|
|
|
|
if (!IsObjectInGroup(gameobj))
|
|
|
|
return NULL;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
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();
|
2005-06-04 16:22:50 +00:00
|
|
|
// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
replicanode->SetSGClientObject(newobj);
|
|
|
|
|
|
|
|
// this is the list of object that are send to the graphics pipeline
|
2008-03-01 19:46:50 +00:00
|
|
|
m_objectlist->Add(newobj->AddRef());
|
2009-09-29 22:49:33 +00:00
|
|
|
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
2009-06-08 20:08:19 +00:00
|
|
|
m_lightlist->Add(newobj->AddRef());
|
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
|
|
|
newobj->AddMeshUser();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
}
|
2009-04-20 15:06:46 +00:00
|
|
|
// replicate graphic controller
|
|
|
|
if (orgobj->GetGraphicController())
|
|
|
|
{
|
|
|
|
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
|
|
|
|
PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
|
|
|
|
newctrl->setNewClientInfo(newobj->getClientInfo());
|
|
|
|
newobj->SetGraphicController(newctrl);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
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
|
|
|
|
// !
|
2008-07-17 12:29:42 +00:00
|
|
|
// It is VERY important that the order of sensors and actuators in
|
2010-04-25 15:24:18 +00:00
|
|
|
// the replicated object is preserved: it is used to reconnect the logic.
|
2008-07-17 12:29:42 +00:00
|
|
|
// 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.
|
2002-10-12 11:37:38 +00:00
|
|
|
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
|
2009-06-08 20:08:19 +00:00
|
|
|
// do it directly on the list at this controller is not connected to anything at this stage
|
|
|
|
cont->GetLinkedSensors().clear();
|
|
|
|
cont->GetLinkedActuators().clear();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
// now relink each sensor
|
|
|
|
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
|
|
|
|
{
|
|
|
|
SCA_ISensor* oldsensor = (*its);
|
2008-07-17 12:29:42 +00:00
|
|
|
SCA_IObject* oldsensorobj = oldsensor->GetParent();
|
|
|
|
SCA_IObject* newsensorobj = NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-07-17 12:29:42 +00:00
|
|
|
// 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)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
// no, then the sensor points outside the hierachy, keep it the same
|
2008-07-18 19:56:56 +00:00
|
|
|
if (m_objectlist->SearchValue(oldsensorobj))
|
|
|
|
// only replicate links that points to active objects
|
|
|
|
m_logicmgr->RegisterToSensor(cont,oldsensor);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
// yes, then the new sensor has the same position
|
|
|
|
SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
|
|
|
|
SCA_SensorList::iterator sit;
|
|
|
|
SCA_ISensor* newsensor = NULL;
|
|
|
|
int sensorpos;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-07-17 12:29:42 +00:00
|
|
|
for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
if ((*sit) == oldsensor)
|
|
|
|
{
|
|
|
|
newsensor = newsensorobj->GetSensors().at(sensorpos);
|
|
|
|
break;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-07-17 12:29:42 +00:00
|
|
|
assert(newsensor != NULL);
|
|
|
|
m_logicmgr->RegisterToSensor(cont,newsensor);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// now relink each actuator
|
|
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
|
|
|
|
{
|
|
|
|
SCA_IActuator* oldactuator = (*ita);
|
2008-07-17 12:29:42 +00:00
|
|
|
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)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
// no, then the sensor points outside the hierachy, keep it the same
|
2008-07-18 19:56:56 +00:00
|
|
|
if (m_objectlist->SearchValue(oldactuatorobj))
|
|
|
|
// only replicate links that points to active objects
|
|
|
|
m_logicmgr->RegisterToActuator(cont,oldactuator);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
// yes, then the new sensor has the same position
|
|
|
|
SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
|
|
|
|
SCA_ActuatorList::iterator ait;
|
|
|
|
SCA_IActuator* newactuator = NULL;
|
|
|
|
int actuatorpos;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-07-17 12:29:42 +00:00
|
|
|
for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-07-17 12:29:42 +00:00
|
|
|
if ((*ait) == oldactuator)
|
|
|
|
{
|
|
|
|
newactuator = newactuatorobj->GetActuators().at(actuatorpos);
|
|
|
|
break;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-07-17 12:29:42 +00:00
|
|
|
assert(newactuator != NULL);
|
|
|
|
m_logicmgr->RegisterToActuator(cont,newactuator);
|
|
|
|
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
2008-07-08 12:18:43 +00:00
|
|
|
// ready to set initial state
|
|
|
|
newobj->ResetState();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2008-07-15 20:05:23 +00:00
|
|
|
void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
|
|
|
|
{
|
|
|
|
KX_GameObject* groupobj = (KX_GameObject*) obj;
|
|
|
|
KX_GameObject* replica;
|
2008-07-18 19:56:56 +00:00
|
|
|
KX_GameObject* gameobj;
|
2008-07-15 20:05:23 +00:00
|
|
|
Object* blgroupobj = groupobj->GetBlenderObject();
|
|
|
|
Group* group;
|
|
|
|
GroupObject *go;
|
|
|
|
vector<KX_GameObject*> duplilist;
|
|
|
|
|
2008-10-16 23:33:40 +00:00
|
|
|
if (!groupobj->GetSGNode() ||
|
|
|
|
!groupobj->IsDupliGroup() ||
|
2008-07-15 20:05:23 +00:00
|
|
|
level>MAX_DUPLI_RECUR)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// we will add one group at a time
|
|
|
|
m_logicHierarchicalGameObjects.clear();
|
|
|
|
m_map_gameobject_to_replica.clear();
|
|
|
|
m_ueberExecutionPriority++;
|
2008-07-18 19:56:56 +00:00
|
|
|
// 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();
|
2008-07-15 20:05:23 +00:00
|
|
|
|
|
|
|
group = blgroupobj->dup_group;
|
2012-03-24 07:52:14 +00:00
|
|
|
for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
2008-07-15 20:05:23 +00:00
|
|
|
{
|
|
|
|
Object* blenderobj = go->ob;
|
|
|
|
if (blgroupobj == blenderobj)
|
|
|
|
// this check is also in group_duplilist()
|
|
|
|
continue;
|
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
|
|
|
|
2008-07-26 11:00:21 +00:00
|
|
|
gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
|
2008-07-15 20:05:23 +00:00
|
|
|
if (gameobj == NULL)
|
|
|
|
{
|
|
|
|
// this object has not been converted!!!
|
|
|
|
// Should not happen as dupli group are created automatically
|
|
|
|
continue;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
gameobj->SetBlenderGroupObject(blgroupobj);
|
|
|
|
|
2008-07-28 22:36:27 +00:00
|
|
|
if ((blenderobj->lay & group->layer)==0)
|
2008-07-18 19:56:56 +00:00
|
|
|
{
|
|
|
|
// 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);
|
2008-07-30 16:15:15 +00:00
|
|
|
|
|
|
|
KX_GameObject *parent = gameobj->GetParent();
|
|
|
|
if (parent != NULL)
|
2008-07-15 20:05:23 +00:00
|
|
|
{
|
2008-07-30 16:15:15 +00:00
|
|
|
parent->Release(); // GetParent() increased the refcount
|
|
|
|
|
2008-07-15 20:05:23 +00:00
|
|
|
// 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();
|
2008-07-18 19:56:56 +00:00
|
|
|
if (childreplicanode)
|
|
|
|
replica->GetSGNode()->AddChild(childreplicanode);
|
2008-07-15 20:05:23 +00:00
|
|
|
}
|
|
|
|
// don't replicate logic now: we assume that the objects in the group can have
|
|
|
|
// logic relationship, even outside parent relationship
|
2008-07-17 15:33:27 +00:00
|
|
|
// 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
|
2008-07-15 20:05:23 +00:00
|
|
|
|
|
|
|
// get the rootnode's scale
|
2008-07-17 15:33:27 +00:00
|
|
|
MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
|
2008-07-15 20:05:23 +00:00
|
|
|
// set the replica's relative scale with the rootnode's scale
|
|
|
|
replica->NodeSetRelativeScale(newscale);
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
MT_Point3 offset(group->dupli_ofs);
|
2008-07-17 15:33:27 +00:00
|
|
|
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
|
2009-04-20 15:06:46 +00:00
|
|
|
newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
|
2008-07-17 15:33:27 +00:00
|
|
|
replica->NodeSetLocalPosition(newpos);
|
2009-06-08 20:08:19 +00:00
|
|
|
// set the orientation after position for softbody!
|
|
|
|
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
|
|
|
|
replica->NodeSetLocalOrientation(newori);
|
|
|
|
// update scenegraph for entire tree of children
|
2008-07-15 20:05:23 +00:00
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
|
|
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
|
|
|
|
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
|
2009-06-08 20:08:19 +00:00
|
|
|
// we can now add the graphic controller to the physic engine
|
|
|
|
replica->ActivateGraphicController(true);
|
|
|
|
|
2008-07-15 20:05:23 +00:00
|
|
|
// done with replica
|
|
|
|
replica->Release();
|
|
|
|
}
|
|
|
|
|
2008-07-19 07:45:19 +00:00
|
|
|
// the logic must be replicated first because we need
|
|
|
|
// the new logic bricks before relinking
|
2008-07-15 20:05:23 +00:00
|
|
|
vector<KX_GameObject*>::iterator git;
|
|
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
|
|
{
|
2008-07-19 07:45:19 +00:00
|
|
|
(*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
|
2008-07-15 20:05:23 +00:00
|
|
|
(*git)->Relink(&m_map_gameobject_to_replica);
|
|
|
|
// add the object in the layer of the parent
|
|
|
|
(*git)->SetLayer(groupobj->GetLayer());
|
2009-04-20 15:06:46 +00:00
|
|
|
// If the object was a light, we need to update it's RAS_LightObject as well
|
2009-09-29 22:49:33 +00:00
|
|
|
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
2009-04-20 15:06:46 +00:00
|
|
|
{
|
|
|
|
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
|
|
|
|
lightobj->GetLightData()->m_layer = groupobj->GetLayer();
|
|
|
|
}
|
2008-07-15 20:05:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
|
|
|
|
class CValue* parentobject,
|
|
|
|
int lifespan)
|
|
|
|
{
|
|
|
|
|
|
|
|
m_logicHierarchicalGameObjects.clear();
|
|
|
|
m_map_gameobject_to_replica.clear();
|
2008-07-18 19:56:56 +00:00
|
|
|
m_groupGameObjects.clear();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
// 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());
|
2010-10-11 10:47:20 +00:00
|
|
|
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
|
|
|
|
// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
|
2008-03-01 19:46:50 +00:00
|
|
|
CValue *fval = new CFloatValue(lifespan*0.02);
|
|
|
|
replica->SetProperty("::timebomb",fval);
|
|
|
|
fval->Release();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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();
|
2008-07-18 19:56:56 +00:00
|
|
|
if (childreplicanode)
|
|
|
|
replica->GetSGNode()->AddChild(childreplicanode);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
// At this stage all the objects in the hierarchy have been duplicated,
|
|
|
|
// we can update the scenegraph, we need it for the duplication of logic
|
|
|
|
MT_Point3 newpos = ((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);
|
|
|
|
|
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
|
|
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
|
|
|
|
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
|
2009-06-08 20:08:19 +00:00
|
|
|
// the size is correct, we can add the graphic controller to the physic engine
|
|
|
|
replica->ActivateGraphicController(true);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2008-07-19 07:45:19 +00:00
|
|
|
// now replicate logic
|
2002-10-12 11:37:38 +00:00
|
|
|
vector<KX_GameObject*>::iterator git;
|
|
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
|
|
{
|
2008-07-19 07:45:19 +00:00
|
|
|
(*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
|
2002-10-12 11:37:38 +00:00
|
|
|
(*git)->Relink(&m_map_gameobject_to_replica);
|
2008-04-30 19:58:44 +00:00
|
|
|
// add the object in the layer of the parent
|
|
|
|
(*git)->SetLayer(parentobj->GetLayer());
|
2009-04-20 15:06:46 +00:00
|
|
|
// If the object was a light, we need to update it's RAS_LightObject as well
|
2009-09-29 22:49:33 +00:00
|
|
|
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
2009-04-20 15:06:46 +00:00
|
|
|
{
|
|
|
|
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
|
|
|
|
lightobj->GetLightData()->m_layer = parentobj->GetLayer();
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// replicate crosslinks etc. between logic bricks
|
|
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
|
|
{
|
|
|
|
ReplicateLogic((*git));
|
|
|
|
}
|
|
|
|
|
2008-07-26 11:00:21 +00:00
|
|
|
// 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);
|
|
|
|
}
|
2008-03-01 19:46:50 +00:00
|
|
|
// don't release replica here because we are returning it, not done with it...
|
2002-10-12 11:37:38 +00:00
|
|
|
return replica;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::RemoveObject(class CValue* gameobj)
|
|
|
|
{
|
|
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
// disconnect child from parent
|
2002-10-12 11:37:38 +00:00
|
|
|
SG_Node* node = newobj->GetSGNode();
|
|
|
|
|
|
|
|
if (node)
|
|
|
|
{
|
|
|
|
node->DisconnectFromParent();
|
|
|
|
|
|
|
|
// recursively destruct
|
|
|
|
node->Destruct();
|
|
|
|
}
|
2008-03-01 19:46:50 +00:00
|
|
|
//no need to do that: the object is destroyed and memory released
|
|
|
|
//newobj->SetSGNode(0);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
|
|
|
|
{
|
|
|
|
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
if (!m_euthanasyobjects->SearchValue(gameobj))
|
|
|
|
{
|
|
|
|
m_euthanasyobjects->Add(gameobj->AddRef());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-03-09 21:51:38 +00:00
|
|
|
int KX_Scene::NewRemoveObject(class CValue* gameobj)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-03-09 21:51:38 +00:00
|
|
|
int ret;
|
2002-10-12 11:37:38 +00:00
|
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
2005-03-25 10:33:39 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
/* Invalidate the python reference, since the object may exist in script lists
|
|
|
|
* its possible that it wont be automatically invalidated, so do it manually here,
|
|
|
|
*
|
|
|
|
* if for some reason the object is added back into the scene python can always get a new Proxy
|
|
|
|
*/
|
|
|
|
newobj->InvalidateProxy();
|
|
|
|
|
2008-07-26 11:00:21 +00:00
|
|
|
// 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);
|
|
|
|
|
2005-03-25 10:33:39 +00:00
|
|
|
//todo: look at this
|
|
|
|
//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
// 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);
|
|
|
|
}
|
2010-05-16 10:09:07 +00:00
|
|
|
|
|
|
|
SCA_ControllerList& controllers = newobj->GetControllers();
|
2002-10-12 11:37:38 +00:00
|
|
|
for (SCA_ControllerList::iterator itc = controllers.begin();
|
|
|
|
!(itc==controllers.end());itc++)
|
|
|
|
{
|
2008-04-24 21:26:39 +00:00
|
|
|
m_logicmgr->RemoveController(*itc);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
SCA_ActuatorList& actuators = newobj->GetActuators();
|
|
|
|
for (SCA_ActuatorList::iterator ita = actuators.begin();
|
|
|
|
!(ita==actuators.end());ita++)
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
m_logicmgr->RemoveActuator(*ita);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2008-03-01 19:46:50 +00:00
|
|
|
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
// 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();
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = 1;
|
2009-09-29 22:49:33 +00:00
|
|
|
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
|
2008-08-28 07:03:23 +00:00
|
|
|
ret = newobj->Release();
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_objectlist->RemoveValue(newobj))
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = newobj->Release();
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_tempObjectList->RemoveValue(newobj))
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = newobj->Release();
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_parentlist->RemoveValue(newobj))
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = newobj->Release();
|
2008-03-01 19:46:50 +00:00
|
|
|
if (m_inactivelist->RemoveValue(newobj))
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = newobj->Release();
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_euthanasyobjects->RemoveValue(newobj))
|
2008-03-09 21:51:38 +00:00
|
|
|
ret = newobj->Release();
|
2011-09-16 20:08:05 +00:00
|
|
|
if (m_animatedlist->RemoveValue(newobj))
|
|
|
|
ret = newobj->Release();
|
2004-03-22 22:02:18 +00:00
|
|
|
|
|
|
|
if (newobj == m_active_camera)
|
|
|
|
{
|
2008-03-01 19:46:50 +00:00
|
|
|
//no AddRef done on m_active_camera so no Release
|
|
|
|
//m_active_camera->Release();
|
2004-03-22 22:02:18 +00:00
|
|
|
m_active_camera = NULL;
|
|
|
|
}
|
2008-07-29 15:48:31 +00:00
|
|
|
|
2008-03-21 22:44:12 +00:00
|
|
|
// in case this is a camera
|
|
|
|
m_cameras.remove((KX_Camera*)newobj);
|
|
|
|
|
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
|
|
|
// in case this is a font
|
|
|
|
m_fonts.remove((KX_FontObject*)newobj);
|
|
|
|
|
2012-03-09 00:41:09 +00:00
|
|
|
/* currently does nothing, keep in case we need to Unregister something */
|
2009-08-07 03:51:28 +00:00
|
|
|
#if 0
|
2008-03-09 21:42:03 +00:00
|
|
|
if (m_sceneConverter)
|
|
|
|
m_sceneConverter->UnregisterGameObject(newobj);
|
2009-08-07 03:51:28 +00:00
|
|
|
#endif
|
|
|
|
|
2008-03-09 21:51:38 +00:00
|
|
|
// return value will be 0 if the object is actually deleted (all reference gone)
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2008-03-09 21:51:38 +00:00
|
|
|
return ret;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2009-07-26 01:32:37 +00:00
|
|
|
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-06-18 06:46:49 +00:00
|
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
|
2006-05-11 17:58:23 +00:00
|
|
|
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (!gameobj) {
|
2009-07-26 01:32:37 +00:00
|
|
|
std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
|
2006-05-11 17:58:23 +00:00
|
|
|
return;
|
|
|
|
}
|
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (use_gfx && mesh != NULL)
|
2009-07-26 01:32:37 +00:00
|
|
|
{
|
2008-06-18 06:46:49 +00:00
|
|
|
gameobj->RemoveMeshes();
|
|
|
|
gameobj->AddMesh(mesh);
|
2006-05-11 17:58:23 +00:00
|
|
|
|
2008-06-18 06:46:49 +00:00
|
|
|
if (gameobj->m_isDeformable)
|
|
|
|
{
|
|
|
|
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
|
|
|
|
|
2008-09-24 03:12:10 +00:00
|
|
|
if (newobj->GetDeformer())
|
2006-01-06 03:46:54 +00:00
|
|
|
{
|
2008-09-24 03:12:10 +00:00
|
|
|
delete newobj->GetDeformer();
|
|
|
|
newobj->SetDeformer(NULL);
|
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
|
|
|
}
|
2006-01-06 03:46:54 +00:00
|
|
|
|
2009-11-24 22:44:29 +00:00
|
|
|
if (mesh->GetMesh())
|
2006-05-11 17:58:23 +00:00
|
|
|
{
|
2008-06-18 06:46:49 +00:00
|
|
|
// 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();
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
|
2008-06-18 06:46:49 +00:00
|
|
|
bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
|
|
|
|
bool bHasDvert = blendmesh->dvert != NULL;
|
|
|
|
bool bHasArmature =
|
2010-05-31 23:44:43 +00:00
|
|
|
BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
|
2008-06-18 06:46:49 +00:00
|
|
|
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)
|
2010-05-31 23:44:43 +00:00
|
|
|
blendobj->parent->type == OB_ARMATURE &&
|
2008-06-18 06:46:49 +00:00
|
|
|
blendmesh->dvert!=NULL; // mesh has vertex group
|
2010-10-31 01:04:31 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-24 22:44:29 +00:00
|
|
|
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
|
2010-10-31 01:04:31 +00:00
|
|
|
#endif
|
2008-06-18 06:46:49 +00:00
|
|
|
bool releaseParent = true;
|
|
|
|
|
2009-02-24 09:49:28 +00:00
|
|
|
|
|
|
|
if (oldblendobj==NULL) {
|
2009-11-26 09:40:37 +00:00
|
|
|
if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
|
|
|
|
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
|
|
|
|
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
|
|
|
|
}
|
2009-02-24 09:49:28 +00:00
|
|
|
}
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
if (bHasModifier)
|
|
|
|
{
|
|
|
|
BL_ModifierDeformer* modifierDeformer;
|
|
|
|
if (bHasShapeKey || bHasArmature)
|
|
|
|
{
|
|
|
|
modifierDeformer = new BL_ModifierDeformer(
|
|
|
|
newobj,
|
|
|
|
m_blenderScene,
|
|
|
|
oldblendobj, blendobj,
|
2009-11-24 22:44:29 +00:00
|
|
|
mesh,
|
2009-06-08 20:08:19 +00:00
|
|
|
true,
|
|
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
|
|
);
|
|
|
|
releaseParent= false;
|
|
|
|
modifierDeformer->LoadShapeDrivers(blendobj->parent);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
modifierDeformer = new BL_ModifierDeformer(
|
|
|
|
newobj,
|
|
|
|
m_blenderScene,
|
|
|
|
oldblendobj, blendobj,
|
2009-11-24 22:44:29 +00:00
|
|
|
mesh,
|
2009-06-08 20:08:19 +00:00
|
|
|
false,
|
|
|
|
NULL
|
|
|
|
);
|
|
|
|
}
|
|
|
|
newobj->SetDeformer(modifierDeformer);
|
|
|
|
}
|
|
|
|
else if (bHasShapeKey)
|
2008-06-18 06:46:49 +00:00
|
|
|
{
|
|
|
|
BL_ShapeDeformer* shapeDeformer;
|
|
|
|
if (bHasArmature)
|
|
|
|
{
|
|
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
|
|
newobj,
|
|
|
|
oldblendobj, blendobj,
|
2009-11-24 22:44:29 +00:00
|
|
|
mesh,
|
2008-06-18 06:46:49 +00:00
|
|
|
true,
|
2009-06-08 20:08:19 +00:00
|
|
|
true,
|
2008-06-18 06:46:49 +00:00
|
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
|
|
);
|
|
|
|
releaseParent= false;
|
2008-06-24 22:19:00 +00:00
|
|
|
shapeDeformer->LoadShapeDrivers(blendobj->parent);
|
2008-06-18 06:46:49 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
|
|
newobj,
|
|
|
|
oldblendobj, blendobj,
|
2009-11-24 22:44:29 +00:00
|
|
|
mesh,
|
2008-06-18 06:46:49 +00:00
|
|
|
false,
|
2009-06-08 20:08:19 +00:00
|
|
|
true,
|
2008-06-18 06:46:49 +00:00
|
|
|
NULL
|
|
|
|
);
|
|
|
|
}
|
2008-09-24 03:12:10 +00:00
|
|
|
newobj->SetDeformer( shapeDeformer);
|
2008-06-18 06:46:49 +00:00
|
|
|
}
|
|
|
|
else if (bHasArmature)
|
2006-05-11 17:58:23 +00:00
|
|
|
{
|
|
|
|
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
|
2008-07-10 12:47:20 +00:00
|
|
|
newobj,
|
2006-05-11 17:58:23 +00:00
|
|
|
oldblendobj, blendobj,
|
2009-11-24 22:44:29 +00:00
|
|
|
mesh,
|
2006-05-11 17:58:23 +00:00
|
|
|
true,
|
2009-06-08 20:08:19 +00:00
|
|
|
true,
|
2006-05-11 17:58:23 +00:00
|
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
|
|
);
|
|
|
|
releaseParent= false;
|
2008-09-24 03:12:10 +00:00
|
|
|
newobj->SetDeformer(skinDeformer);
|
2006-05-11 17:58:23 +00:00
|
|
|
}
|
2008-06-18 06:46:49 +00:00
|
|
|
else if (bHasDvert)
|
2006-05-11 17:58:23 +00:00
|
|
|
{
|
|
|
|
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
|
2009-11-24 22:44:29 +00:00
|
|
|
newobj, oldblendobj, mesh
|
2006-05-11 17:58:23 +00:00
|
|
|
);
|
2008-09-24 03:12:10 +00:00
|
|
|
newobj->SetDeformer(meshdeformer);
|
2006-05-11 17:58:23 +00:00
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-24 22:44:29 +00:00
|
|
|
else if (bHasSoftBody)
|
|
|
|
{
|
|
|
|
KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
|
|
|
|
newobj->SetDeformer(softdeformer);
|
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
2008-06-18 06:46:49 +00:00
|
|
|
|
|
|
|
// release parent reference if its not being used
|
2012-03-24 07:52:14 +00:00
|
|
|
if ( releaseParent && parentobj)
|
2008-06-18 06:46:49 +00:00
|
|
|
parentobj->Release();
|
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
|
|
|
gameobj->AddMeshUser();
|
2009-07-26 01:32:37 +00:00
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
|
|
|
|
#ifdef USE_BULLET
|
2012-03-24 07:52:14 +00:00
|
|
|
if (use_phys) { /* update the new assigned mesh with the physics mesh */
|
2009-07-26 01:32:37 +00:00
|
|
|
KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
|
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
|
|
|
/* Font Object routines */
|
|
|
|
void KX_Scene::AddFont(KX_FontObject* font)
|
|
|
|
{
|
|
|
|
if (!FindFont(font))
|
|
|
|
m_fonts.push_back(font);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
|
|
|
KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
|
|
|
|
{
|
|
|
|
list<KX_FontObject*>::iterator it = m_fonts.begin();
|
|
|
|
|
|
|
|
while ( (it != m_fonts.end())
|
|
|
|
&& ((*it) != font) ) {
|
|
|
|
++it;
|
|
|
|
}
|
|
|
|
|
|
|
|
return ((it == m_fonts.end()) ? NULL : (*it));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* Camera Object routines */
|
2002-10-12 11:37:38 +00:00
|
|
|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
|
|
|
|
{
|
2008-02-15 23:12:03 +00:00
|
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-11-11 13:09:14 +00:00
|
|
|
while ( (it != m_cameras.end())
|
|
|
|
&& ((*it) != cam) )
|
|
|
|
{
|
|
|
|
it++;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(STR_String& name)
|
|
|
|
{
|
2008-02-15 23:12:03 +00:00
|
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-11-11 13:09:14 +00:00
|
|
|
while ( (it != m_cameras.end())
|
|
|
|
&& ((*it)->GetName() != name) )
|
|
|
|
{
|
|
|
|
it++;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::AddCamera(KX_Camera* cam)
|
|
|
|
{
|
2008-02-15 23:12:03 +00:00
|
|
|
if (!FindCamera(cam))
|
|
|
|
m_cameras.push_back(cam);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2008-03-21 22:44:12 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
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?
|
2012-03-28 05:03:24 +00:00
|
|
|
if (!FindCamera(cam)) {
|
2002-10-12 11:37:38 +00:00
|
|
|
AddCamera(cam);
|
|
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_active_camera = cam;
|
|
|
|
}
|
|
|
|
|
2008-02-15 23:12:03 +00:00
|
|
|
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
|
|
|
|
{
|
2012-03-28 05:03:24 +00:00
|
|
|
if (!FindCamera(cam)) {
|
2008-02-15 23:12:03 +00:00
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-07-10 12:47:20 +00:00
|
|
|
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-05-16 12:52:30 +00:00
|
|
|
int intersect = KX_Camera::INTERSECT;
|
2004-05-21 09:21:15 +00:00
|
|
|
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
|
2008-07-10 12:47:20 +00:00
|
|
|
bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
|
|
|
|
bool dotest = visible || node->Left() || node->Right();
|
|
|
|
|
2004-05-16 12:52:30 +00:00
|
|
|
/* If the camera is inside the box, assume intersect. */
|
2006-01-06 03:46:54 +00:00
|
|
|
if (dotest && !node->inside( cam->NodeGetWorldPosition()))
|
2004-05-16 12:52:30 +00:00
|
|
|
{
|
2004-05-21 09:21:15 +00:00
|
|
|
MT_Scalar radius = node->Radius();
|
2007-04-04 13:18:41 +00:00
|
|
|
MT_Point3 center = node->Center();
|
2004-05-21 09:21:15 +00:00
|
|
|
|
2007-04-04 13:18:41 +00:00
|
|
|
intersect = cam->SphereInsideFrustum(center, radius);
|
2004-05-21 09:21:15 +00:00
|
|
|
|
|
|
|
if (intersect == KX_Camera::INTERSECT)
|
|
|
|
{
|
|
|
|
MT_Point3 box[8];
|
|
|
|
node->get(box);
|
2006-01-06 03:46:54 +00:00
|
|
|
intersect = cam->BoxInsideFrustum(box);
|
2004-05-21 09:21:15 +00:00
|
|
|
}
|
2004-05-16 12:52:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
switch (intersect)
|
|
|
|
{
|
|
|
|
case KX_Camera::OUTSIDE:
|
2006-01-06 03:46:54 +00:00
|
|
|
MarkSubTreeVisible(node, rasty, false, cam);
|
2004-05-16 12:52:30 +00:00
|
|
|
break;
|
|
|
|
case KX_Camera::INTERSECT:
|
2004-05-21 09:21:15 +00:00
|
|
|
if (gameobj)
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkVisible(rasty, gameobj, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
if (node->Left())
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkVisible(node->Left(), rasty, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
if (node->Right())
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkVisible(node->Right(), rasty, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
break;
|
|
|
|
case KX_Camera::INSIDE:
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkSubTreeVisible(node, rasty, true, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-07-10 12:47:20 +00:00
|
|
|
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
|
2004-05-16 12:52:30 +00:00
|
|
|
{
|
|
|
|
if (node->Client())
|
|
|
|
{
|
|
|
|
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
|
2004-07-17 05:28:23 +00:00
|
|
|
if (gameobj->GetVisible())
|
2004-05-16 12:52:30 +00:00
|
|
|
{
|
2004-07-17 05:28:23 +00:00
|
|
|
if (visible)
|
2004-05-16 12:52:30 +00:00
|
|
|
{
|
2004-07-17 05:28:23 +00:00
|
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
|
|
|
2008-07-29 15:48:31 +00:00
|
|
|
// this adds the vertices to the display list
|
2004-07-17 05:28:23 +00:00
|
|
|
for (int m=0;m<nummeshes;m++)
|
2008-07-29 15:48:31 +00:00
|
|
|
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
|
2004-05-16 12:52:30 +00:00
|
|
|
}
|
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
|
|
|
|
|
|
|
gameobj->SetCulled(!visible);
|
2008-09-05 16:22:14 +00:00
|
|
|
gameobj->UpdateBuckets(false);
|
2004-05-16 12:52:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (node->Left())
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
if (node->Right())
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
}
|
|
|
|
|
2008-07-10 12:47:20 +00:00
|
|
|
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
|
2004-05-16 12:52:30 +00:00
|
|
|
{
|
2004-07-17 05:28:23 +00:00
|
|
|
// User (Python/Actuator) has forced object invisible...
|
2008-10-16 23:33:40 +00:00
|
|
|
if (!gameobj->GetSGNode() || !gameobj->GetVisible())
|
2004-07-17 05:28:23 +00:00
|
|
|
return;
|
2008-07-10 12:47:20 +00:00
|
|
|
|
|
|
|
// Shadow lamp layers
|
2012-03-24 07:52:14 +00:00
|
|
|
if (layer && !(gameobj->GetLayer() & layer)) {
|
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
|
|
|
gameobj->SetCulled(true);
|
2008-09-05 16:22:14 +00:00
|
|
|
gameobj->UpdateBuckets(false);
|
2008-07-10 12:47:20 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2004-07-17 05:28:23 +00:00
|
|
|
// If Frustum culling is off, the object is always visible.
|
2006-01-06 03:46:54 +00:00
|
|
|
bool vis = !cam->GetFrustumCulling();
|
2004-07-17 05:28:23 +00:00
|
|
|
|
|
|
|
// If the camera is inside this node, then the object is visible.
|
|
|
|
if (!vis)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-11-26 17:35:53 +00:00
|
|
|
vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
|
2004-07-17 05:28:23 +00:00
|
|
|
}
|
2004-05-21 09:21:15 +00:00
|
|
|
|
2004-07-17 05:28:23 +00:00
|
|
|
// 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());
|
2006-01-06 03:46:54 +00:00
|
|
|
switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
|
2004-05-21 09:21:15 +00:00
|
|
|
{
|
2004-07-17 05:28:23 +00:00
|
|
|
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);
|
2006-01-06 03:46:54 +00:00
|
|
|
vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
|
2004-07-17 05:28:23 +00:00
|
|
|
break;
|
2004-05-16 12:52:30 +00:00
|
|
|
}
|
2004-07-17 05:28:23 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (vis)
|
|
|
|
{
|
|
|
|
int nummeshes = gameobj->GetMeshCount();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-07-17 05:28:23 +00:00
|
|
|
for (int m=0;m<nummeshes;m++)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-07-17 05:28:23 +00:00
|
|
|
// this adds the vertices to the display list
|
2008-07-29 15:48:31 +00:00
|
|
|
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2004-07-17 05:28:23 +00:00
|
|
|
// Visibility/ non-visibility are marked
|
|
|
|
// elsewhere now.
|
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
|
|
|
gameobj->SetCulled(false);
|
2008-09-05 16:22:14 +00:00
|
|
|
gameobj->UpdateBuckets(false);
|
2004-07-17 05:28:23 +00:00
|
|
|
} else {
|
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
|
|
|
gameobj->SetCulled(true);
|
2008-09-05 16:22:14 +00:00
|
|
|
gameobj->UpdateBuckets(false);
|
2004-07-17 05:28:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = objectInfo->m_gameobject;
|
|
|
|
if (!gameobj->GetVisible())
|
|
|
|
// ideally, invisible objects should be removed from the culling tree temporarily
|
|
|
|
return;
|
2012-03-24 07:52:14 +00:00
|
|
|
if (((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
|
2009-04-20 15:06:46 +00:00
|
|
|
// used for shadow: object is not in shadow layer
|
|
|
|
return;
|
|
|
|
|
|
|
|
// make object visible
|
|
|
|
gameobj->SetCulled(false);
|
|
|
|
gameobj->UpdateBuckets(false);
|
|
|
|
}
|
|
|
|
|
2008-07-10 12:47:20 +00:00
|
|
|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
|
2004-07-17 05:28:23 +00:00
|
|
|
{
|
2009-04-20 15:06:46 +00:00
|
|
|
bool dbvt_culling = false;
|
|
|
|
if (m_dbvt_culling)
|
2004-07-17 05:28:23 +00:00
|
|
|
{
|
2009-04-20 15:06:46 +00:00
|
|
|
// test culling through Bullet
|
|
|
|
PHY__Vector4 planes[6];
|
|
|
|
// get the clip planes
|
|
|
|
MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
|
|
|
|
// and convert
|
|
|
|
planes[0].setValue(cplanes[4].getValue()); // near
|
|
|
|
planes[1].setValue(cplanes[5].getValue()); // far
|
|
|
|
planes[2].setValue(cplanes[0].getValue()); // left
|
|
|
|
planes[3].setValue(cplanes[1].getValue()); // right
|
|
|
|
planes[4].setValue(cplanes[2].getValue()); // top
|
|
|
|
planes[5].setValue(cplanes[3].getValue()); // bottom
|
|
|
|
CullingInfo info(layer);
|
|
|
|
dbvt_culling = m_physicsEnvironment->cullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res);
|
|
|
|
}
|
|
|
|
if (!dbvt_culling) {
|
|
|
|
// the physics engine couldn't help us, do it the hard way
|
|
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
|
|
{
|
|
|
|
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// logic stuff
|
2004-10-16 11:41:50 +00:00
|
|
|
void KX_Scene::LogicBeginFrame(double curtime)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
// 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)
|
|
|
|
{
|
2004-10-16 11:41:50 +00:00
|
|
|
float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if (timeleft > 0)
|
|
|
|
{
|
|
|
|
propval->SetFloat(timeleft);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DelayedRemoveObject(objval);
|
|
|
|
// remove obj
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// all object is the tempObjectList should have a clock
|
|
|
|
}
|
|
|
|
}
|
2004-10-16 11:41:50 +00:00
|
|
|
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2011-09-03 20:48:47 +00:00
|
|
|
void KX_Scene::AddAnimatedObject(CValue* gameobj)
|
|
|
|
{
|
2011-09-16 20:08:05 +00:00
|
|
|
gameobj->AddRef();
|
2011-09-03 20:48:47 +00:00
|
|
|
m_animatedlist->Add(gameobj);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-09-03 20:48:47 +00:00
|
|
|
void KX_Scene::RemoveAnimatedObject(CValue* gameobj)
|
|
|
|
{
|
|
|
|
m_animatedlist->RemoveValue(gameobj);
|
|
|
|
}
|
|
|
|
|
2011-07-14 07:03:33 +00:00
|
|
|
void KX_Scene::UpdateAnimations(double curtime)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2011-05-24 07:52:29 +00:00
|
|
|
// Update any animations
|
2011-09-03 20:48:47 +00:00
|
|
|
for (int i=0; i<m_animatedlist->GetCount(); ++i)
|
2011-09-16 20:08:05 +00:00
|
|
|
((KX_GameObject*)m_animatedlist->GetValue(i))->UpdateActionManager(curtime);
|
2011-07-14 07:03:33 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-10-16 11:41:50 +00:00
|
|
|
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-10-16 11:41:50 +00:00
|
|
|
m_logicmgr->UpdateFrame(curtime, frame);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::LogicEndFrame()
|
|
|
|
{
|
|
|
|
m_logicmgr->EndFrame();
|
2011-04-24 10:51:45 +00:00
|
|
|
int numobj;
|
2006-05-22 21:03:43 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_GameObject* obj;
|
|
|
|
|
|
|
|
while ((numobj = m_euthanasyobjects->GetCount()) > 0)
|
2006-05-22 21:03:43 +00:00
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
// remove the object from this list to make sure we will not hit it again
|
|
|
|
obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
|
|
|
|
m_euthanasyobjects->Remove(numobj-1);
|
|
|
|
obj->Release();
|
|
|
|
RemoveObject(obj);
|
2006-05-22 21:03:43 +00:00
|
|
|
}
|
2010-08-10 20:48:28 +00:00
|
|
|
|
|
|
|
//prepare obstacle simulation for new frame
|
|
|
|
if (m_obstacleSimulation)
|
|
|
|
m_obstacleSimulation->UpdateObstacles();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
2012-03-09 18:28:30 +00:00
|
|
|
* UpdateParents: SceneGraph transformation update.
|
|
|
|
*/
|
2002-10-12 11:37:38 +00:00
|
|
|
void KX_Scene::UpdateParents(double curtime)
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
// we use the SG dynamic list
|
|
|
|
SG_Node* node;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
node->UpdateWorldData(curtime);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
//for (int i=0; i<GetRootParentList()->GetCount(); i++)
|
|
|
|
//{
|
|
|
|
// KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
|
|
|
|
// parentobj->NodeUpdateGS(curtime);
|
|
|
|
//}
|
|
|
|
|
|
|
|
// the list must be empty here
|
|
|
|
assert(m_sghead.Empty());
|
|
|
|
// some nodes may be ready for reschedule, move them to schedule list for next time
|
|
|
|
while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
|
|
|
|
{
|
|
|
|
node->Schedule(m_sghead);
|
|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
2008-03-23 23:12:40 +00:00
|
|
|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-07-29 15:48:31 +00:00
|
|
|
return m_bucketmanager->FindBucket(polymat, bucketCreated);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
|
|
|
|
class RAS_IRasterizer* rasty,
|
|
|
|
class RAS_IRenderTools* rendertools)
|
|
|
|
{
|
|
|
|
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
|
2008-07-29 15:48:31 +00:00
|
|
|
KX_BlenderMaterial::EndFrame();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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]);
|
|
|
|
}
|
2004-03-22 22:02:18 +00:00
|
|
|
|
2008-03-09 21:42:03 +00:00
|
|
|
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
|
|
|
|
{
|
|
|
|
m_sceneConverter = sceneConverter;
|
|
|
|
}
|
|
|
|
|
2004-03-22 22:02:18 +00:00
|
|
|
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
|
|
|
|
{
|
|
|
|
m_physicsEnvironment = physEnv;
|
2012-03-24 07:52:14 +00:00
|
|
|
if (m_physicsEnvironment) {
|
2009-11-15 23:58:56 +00:00
|
|
|
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
|
|
|
|
m_logicmgr->RegisterEventManager(touchmgr);
|
|
|
|
}
|
2004-03-22 22:02:18 +00:00
|
|
|
}
|
2005-12-18 19:10:26 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2004-06-07 11:03:12 +00:00
|
|
|
|
2011-07-14 07:03:33 +00:00
|
|
|
short KX_Scene::GetAnimationFPS()
|
|
|
|
{
|
|
|
|
return m_blenderScene->r.frs_sec;
|
|
|
|
}
|
|
|
|
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
#include "KX_BulletPhysicsController.h"
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
|
|
|
|
{
|
|
|
|
SCA_LogicManager *logicmgr= to->GetLogicManager();
|
|
|
|
|
|
|
|
brick->Replace_IScene(to);
|
|
|
|
brick->Replace_NetworkScene(to->GetNetworkScene());
|
|
|
|
|
|
|
|
SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
|
2012-03-24 07:52:14 +00:00
|
|
|
if (sensor) {
|
2009-11-15 23:58:56 +00:00
|
|
|
sensor->Replace_EventManager(logicmgr);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* near sensors have physics controllers */
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
|
2012-03-24 07:52:14 +00:00
|
|
|
if (touch_sensor) {
|
2009-11-15 23:58:56 +00:00
|
|
|
touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
#include "CcdGraphicController.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
|
|
#include "CcdPhysicsEnvironment.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
|
|
#include "KX_BulletPhysicsController.h"
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
SCA_ActuatorList& actuators= gameobj->GetActuators();
|
|
|
|
SCA_ActuatorList::iterator ita;
|
|
|
|
|
|
|
|
for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
|
|
|
|
{
|
|
|
|
MergeScene_LogicBrick(*ita, to);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
SCA_SensorList& sensors= gameobj->GetSensors();
|
|
|
|
SCA_SensorList::iterator its;
|
|
|
|
|
|
|
|
for (its = sensors.begin(); !(its==sensors.end()); ++its)
|
|
|
|
{
|
|
|
|
MergeScene_LogicBrick(*its, to);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
SCA_ControllerList& controllers= gameobj->GetControllers();
|
|
|
|
SCA_ControllerList::iterator itc;
|
|
|
|
|
|
|
|
for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
|
|
|
|
{
|
|
|
|
SCA_IController *cont= *itc;
|
|
|
|
MergeScene_LogicBrick(cont, to);
|
|
|
|
|
|
|
|
vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
|
|
|
|
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
|
|
|
|
|
|
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
|
|
|
|
MergeScene_LogicBrick(*ita, to);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
|
|
|
|
MergeScene_LogicBrick(*its, to);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* graphics controller */
|
|
|
|
PHY_IGraphicController *ctrl = gameobj->GetGraphicController();
|
2012-03-24 07:52:14 +00:00
|
|
|
if (ctrl) {
|
2009-11-15 23:58:56 +00:00
|
|
|
/* SHOULD update the m_cullingTree */
|
|
|
|
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
|
|
}
|
|
|
|
|
|
|
|
/* SG_Node can hold a scene reference */
|
|
|
|
SG_Node *sg= gameobj->GetSGNode();
|
2012-03-24 07:52:14 +00:00
|
|
|
if (sg) {
|
|
|
|
if (sg->GetSGClientInfo() == from) {
|
2009-11-15 23:58:56 +00:00
|
|
|
sg->SetSGClientInfo(to);
|
|
|
|
|
2010-11-19 04:06:06 +00:00
|
|
|
/* Make sure to grab the children too since they might not be tied to a game object */
|
|
|
|
NodeList children = sg->GetSGChildren();
|
|
|
|
for (int i=0; i<children.size(); i++)
|
|
|
|
children[i]->SetSGClientInfo(to);
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
SGControllerList::iterator contit;
|
|
|
|
SGControllerList& controllers = sg->GetSGControllerList();
|
|
|
|
for (contit = controllers.begin();contit!=controllers.end();++contit)
|
|
|
|
{
|
|
|
|
KX_BulletPhysicsController *phys_ctrl= dynamic_cast<KX_BulletPhysicsController *>(*contit);
|
|
|
|
if (phys_ctrl)
|
|
|
|
phys_ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif // USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
2010-03-10 07:41:16 +00:00
|
|
|
/* If the object is a light, update it's scene */
|
|
|
|
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
|
|
|
|
((KX_LightObject*)gameobj)->UpdateScene(to);
|
2010-02-15 09:01:52 +00:00
|
|
|
|
|
|
|
/* Add the object to the scene's logic manager */
|
|
|
|
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
|
|
|
|
to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
|
|
|
|
|
|
|
|
for (int i=0; i<gameobj->GetMeshCount(); ++i)
|
|
|
|
to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_Scene::MergeScene(KX_Scene *other)
|
|
|
|
{
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
CcdPhysicsEnvironment *env= dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
|
|
|
|
CcdPhysicsEnvironment *env_other= dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
|
2009-11-15 23:58:56 +00:00
|
|
|
{
|
|
|
|
printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
|
|
|
|
printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
|
|
|
|
return false;
|
|
|
|
}
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif // USE_BULLET
|
2009-11-15 23:58:56 +00:00
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (GetSceneConverter() != other->GetSceneConverter()) {
|
2009-11-15 23:58:56 +00:00
|
|
|
printf("KX_Scene::MergeScene: converters differ, aborting\n");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2010-06-16 19:07:20 +00:00
|
|
|
GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
/* move materials across, assume they both use the same scene-converters */
|
|
|
|
GetSceneConverter()->MergeScene(this, other);
|
|
|
|
|
|
|
|
/* active + inactive == all ??? - lets hope so */
|
|
|
|
for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
|
|
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
|
|
|
|
|
|
gameobj->UpdateBuckets(false); /* only for active objects */
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
|
|
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
|
|
}
|
|
|
|
|
|
|
|
GetTempObjectList()->MergeList(other->GetTempObjectList());
|
|
|
|
other->GetTempObjectList()->ReleaseAndRemoveAll();
|
|
|
|
|
|
|
|
GetObjectList()->MergeList(other->GetObjectList());
|
|
|
|
other->GetObjectList()->ReleaseAndRemoveAll();
|
|
|
|
|
|
|
|
GetInactiveList()->MergeList(other->GetInactiveList());
|
|
|
|
other->GetInactiveList()->ReleaseAndRemoveAll();
|
|
|
|
|
|
|
|
GetRootParentList()->MergeList(other->GetRootParentList());
|
|
|
|
other->GetRootParentList()->ReleaseAndRemoveAll();
|
|
|
|
|
|
|
|
GetLightList()->MergeList(other->GetLightList());
|
|
|
|
other->GetLightList()->ReleaseAndRemoveAll();
|
|
|
|
|
2010-10-10 07:01:56 +00:00
|
|
|
#ifdef USE_BULLET
|
2012-03-24 07:52:14 +00:00
|
|
|
if (env) /* bullet scene? - dummy scenes don't need touching */
|
2009-11-15 23:58:56 +00:00
|
|
|
env->MergeEnvironment(env_other);
|
2010-10-10 07:01:56 +00:00
|
|
|
#endif
|
|
|
|
|
2009-11-15 23:58:56 +00:00
|
|
|
/* merge logic */
|
|
|
|
{
|
|
|
|
SCA_LogicManager *logicmgr= GetLogicManager();
|
|
|
|
SCA_LogicManager *logicmgr_other= other->GetLogicManager();
|
|
|
|
|
|
|
|
vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
|
|
|
|
//vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
|
|
|
|
|
|
|
|
//SCA_EventManager *evtmgr;
|
|
|
|
SCA_EventManager *evtmgr_other;
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
for (unsigned int i= 0; i < evtmgrs.size(); i++) {
|
2009-11-15 23:58:56 +00:00
|
|
|
evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
|
2009-11-15 23:58:56 +00:00
|
|
|
evtmgr_other->Replace_LogicManager(logicmgr);
|
|
|
|
|
2012-03-18 07:38:51 +00:00
|
|
|
/* when merging objects sensors are moved across into the new manager, don't need to do this here */
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
2011-02-21 23:44:11 +00:00
|
|
|
|
|
|
|
/* grab any timer properties from the other scene */
|
|
|
|
SCA_TimeEventManager *timemgr= GetTimeEventManager();
|
|
|
|
SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager();
|
|
|
|
vector<CValue*> times = timemgr_other->GetTimeValues();
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
for (unsigned int i= 0; i < times.size(); i++) {
|
2011-02-21 23:44:11 +00:00
|
|
|
timemgr->AddTimeProperty(times[i]);
|
|
|
|
}
|
|
|
|
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2010-03-03 06:38:47 +00:00
|
|
|
void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
|
|
|
|
{
|
|
|
|
m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
|
|
|
|
{
|
|
|
|
m_filtermanager.RenderFilters(canvas);
|
|
|
|
}
|
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2010-03-23 21:37:02 +00:00
|
|
|
|
|
|
|
void KX_Scene::RunDrawingCallbacks(PyObject* cb_list)
|
|
|
|
{
|
2011-09-06 23:46:20 +00:00
|
|
|
Py_ssize_t len;
|
2010-03-23 21:37:02 +00:00
|
|
|
|
|
|
|
if (cb_list && (len=PyList_GET_SIZE(cb_list)))
|
|
|
|
{
|
|
|
|
PyObject* args= PyTuple_New(0); // save python creating each call
|
|
|
|
PyObject* func;
|
|
|
|
PyObject* ret;
|
|
|
|
|
|
|
|
// Iterate the list and run the callbacks
|
2011-09-06 23:46:20 +00:00
|
|
|
for (Py_ssize_t pos=0; pos < len; pos++)
|
2010-03-23 21:37:02 +00:00
|
|
|
{
|
|
|
|
func= PyList_GET_ITEM(cb_list, pos);
|
|
|
|
ret= PyObject_Call(func, args, NULL);
|
|
|
|
if (ret==NULL) {
|
|
|
|
PyErr_Print();
|
|
|
|
PyErr_Clear();
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Py_DECREF(ret);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Py_DECREF(args);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-06-07 11:03:12 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//Python
|
|
|
|
|
|
|
|
PyTypeObject KX_Scene::Type = {
|
2009-06-08 20:08:19 +00:00
|
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
2009-08-10 00:07:34 +00:00
|
|
|
"KX_Scene",
|
|
|
|
sizeof(PyObjectPlus_Proxy),
|
|
|
|
0,
|
|
|
|
py_base_dealloc,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
py_base_repr,
|
2009-08-25 13:43:21 +00:00
|
|
|
0,
|
|
|
|
&Sequence,
|
|
|
|
&Mapping,
|
|
|
|
0,0,0,0,0,0,
|
2009-08-10 00:07:34 +00:00
|
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
|
|
0,0,0,0,0,0,0,
|
|
|
|
Methods,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
&CValue::Type,
|
|
|
|
0,0,0,0,0,0,
|
|
|
|
py_base_new
|
2004-06-07 11:03:12 +00:00
|
|
|
};
|
|
|
|
|
2009-02-28 22:25:23 +00:00
|
|
|
PyMethodDef KX_Scene::Methods[] = {
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, addObject),
|
2010-01-30 18:23:13 +00:00
|
|
|
KX_PYMETHODTABLE(KX_Scene, end),
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, restart),
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, replace),
|
2010-03-28 20:50:20 +00:00
|
|
|
KX_PYMETHODTABLE(KX_Scene, suspend),
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, resume),
|
2010-06-10 00:19:06 +00:00
|
|
|
KX_PYMETHODTABLE(KX_Scene, drawObstacleSimulation),
|
2011-02-16 17:07:18 +00:00
|
|
|
|
2009-02-28 22:25:23 +00:00
|
|
|
|
2009-08-25 13:43:21 +00:00
|
|
|
/* dict style access */
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, get),
|
|
|
|
|
2009-02-28 22:25:23 +00:00
|
|
|
{NULL,NULL} //Sentinel
|
|
|
|
};
|
2009-08-25 13:43:21 +00:00
|
|
|
static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
|
|
const char *attr_str= _PyUnicode_AsString(item);
|
|
|
|
PyObject* pyconvert;
|
|
|
|
|
|
|
|
if (self==NULL) {
|
|
|
|
PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
|
|
|
|
|
|
|
|
if (attr_str)
|
|
|
|
PyErr_Clear();
|
|
|
|
Py_INCREF(pyconvert);
|
|
|
|
return pyconvert;
|
|
|
|
}
|
|
|
|
else {
|
2012-03-24 07:52:14 +00:00
|
|
|
if (attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
|
2009-08-25 13:43:21 +00:00
|
|
|
else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
|
|
const char *attr_str= _PyUnicode_AsString(key);
|
2012-03-24 07:52:14 +00:00
|
|
|
if (attr_str==NULL)
|
2009-08-25 13:43:21 +00:00
|
|
|
PyErr_Clear();
|
|
|
|
|
|
|
|
if (self==NULL) {
|
|
|
|
PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (val==NULL) { /* del ob["key"] */
|
|
|
|
int del= 0;
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (self->m_attr_dict)
|
2009-08-25 13:43:21 +00:00
|
|
|
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
|
|
|
|
|
|
|
|
if (del==0) {
|
2012-03-24 07:52:14 +00:00
|
|
|
if (attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
|
2009-08-25 13:43:21 +00:00
|
|
|
else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
else if (self->m_attr_dict) {
|
|
|
|
PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else { /* ob["key"] = value */
|
|
|
|
int set = 0;
|
|
|
|
|
|
|
|
if (self->m_attr_dict==NULL) /* lazy init */
|
|
|
|
self->m_attr_dict= PyDict_New();
|
|
|
|
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
|
2009-08-25 13:43:21 +00:00
|
|
|
set= 1;
|
|
|
|
else
|
|
|
|
PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (set==0)
|
2009-08-25 13:43:21 +00:00
|
|
|
return -1; /* pythons error value */
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0; /* success */
|
|
|
|
}
|
|
|
|
|
|
|
|
static int Seq_Contains(PyObject *self_v, PyObject *value)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
|
|
|
|
|
|
if (self==NULL) {
|
|
|
|
PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyMappingMethods KX_Scene::Mapping = {
|
|
|
|
(lenfunc)NULL , /*inquiry mp_length */
|
|
|
|
(binaryfunc)Map_GetItem, /*binaryfunc mp_subscript */
|
|
|
|
(objobjargproc)Map_SetItem, /*objobjargproc mp_ass_subscript */
|
|
|
|
};
|
|
|
|
|
|
|
|
PySequenceMethods KX_Scene::Sequence = {
|
|
|
|
NULL, /* Cant set the len otherwise it can evaluate as false */
|
|
|
|
NULL, /* sq_concat */
|
|
|
|
NULL, /* sq_repeat */
|
|
|
|
NULL, /* sq_item */
|
|
|
|
NULL, /* sq_slice */
|
|
|
|
NULL, /* sq_ass_item */
|
|
|
|
NULL, /* sq_ass_slice */
|
|
|
|
(objobjproc)Seq_Contains, /* sq_contains */
|
2010-05-16 10:09:07 +00:00
|
|
|
(binaryfunc) NULL, /* sq_inplace_concat */
|
|
|
|
(ssizeargfunc) NULL, /* sq_inplace_repeat */
|
2009-08-25 13:43:21 +00:00
|
|
|
};
|
2009-02-28 22:25:23 +00:00
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
PyObject* KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
2011-11-06 01:39:36 +00:00
|
|
|
return PyUnicode_From_STR_String(self->GetName());
|
2009-04-20 15:06:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
|
|
return self->GetObjectList()->GetProxy();
|
|
|
|
}
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
PyObject* KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
|
|
return self->GetInactiveList()->GetProxy();
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
|
|
return self->GetLightList()->GetProxy();
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
/* With refcounts in this case...
|
|
|
|
* the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
|
|
|
|
* however this is the same with "scene.objects + []", when you make a copy by adding lists.
|
|
|
|
*/
|
|
|
|
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
|
|
CListValue* clist = new CListValue();
|
|
|
|
|
|
|
|
/* return self->GetCameras()->GetProxy(); */
|
|
|
|
|
|
|
|
list<KX_Camera*>::iterator it = self->GetCameras()->begin();
|
|
|
|
while (it != self->GetCameras()->end()) {
|
|
|
|
clist->Add((*it)->AddRef());
|
|
|
|
it++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return clist->NewProxy(true);
|
|
|
|
}
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
PyObject* KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
|
|
return self->GetActiveCamera()->GetProxy();
|
|
|
|
}
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
2009-04-20 15:06:46 +00:00
|
|
|
{
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_Camera *camOb;
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
|
|
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
|
|
|
|
self->SetActiveCamera(camOb);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
2009-04-20 15:06:46 +00:00
|
|
|
}
|
|
|
|
|
2009-11-22 14:42:22 +00:00
|
|
|
PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (self->m_draw_call_pre==NULL)
|
2009-11-22 14:42:22 +00:00
|
|
|
self->m_draw_call_pre= PyList_New(0);
|
2011-02-12 15:44:09 +00:00
|
|
|
Py_INCREF(self->m_draw_call_pre);
|
2009-11-22 14:42:22 +00:00
|
|
|
return self->m_draw_call_pre;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (self->m_draw_call_post==NULL)
|
2009-11-22 14:42:22 +00:00
|
|
|
self->m_draw_call_post= PyList_New(0);
|
2011-02-12 15:44:09 +00:00
|
|
|
Py_INCREF(self->m_draw_call_post);
|
2009-11-22 14:42:22 +00:00
|
|
|
return self->m_draw_call_post;
|
|
|
|
}
|
|
|
|
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
|
|
{
|
|
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
|
|
|
|
if (!PyList_CheckExact(value))
|
|
|
|
{
|
|
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
}
|
|
|
|
Py_XDECREF(self->m_draw_call_pre);
|
|
|
|
|
|
|
|
Py_INCREF(value);
|
|
|
|
self->m_draw_call_pre = value;
|
|
|
|
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
}
|
|
|
|
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
|
|
{
|
|
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
|
|
|
|
if (!PyList_CheckExact(value))
|
|
|
|
{
|
|
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
}
|
|
|
|
Py_XDECREF(self->m_draw_call_post);
|
|
|
|
|
|
|
|
Py_INCREF(value);
|
|
|
|
self->m_draw_call_post = value;
|
|
|
|
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
}
|
2009-06-08 20:08:19 +00:00
|
|
|
|
2009-02-28 22:25:23 +00:00
|
|
|
PyAttributeDef KX_Scene::Attributes[] = {
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_Scene, pyattr_get_name),
|
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("objects", KX_Scene, pyattr_get_objects),
|
2010-02-05 00:51:32 +00:00
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive", KX_Scene, pyattr_get_objects_inactive),
|
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
|
|
|
|
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
|
|
|
|
KX_PYATTRIBUTE_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
|
2009-11-22 14:42:22 +00:00
|
|
|
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
|
|
|
|
KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
|
|
|
|
KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
|
2009-04-20 15:06:46 +00:00
|
|
|
KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
|
2009-06-08 20:08:19 +00:00
|
|
|
KX_PYATTRIBUTE_BOOL_RO("dbvt_culling", KX_Scene, m_dbvt_culling),
|
2009-02-28 22:25:23 +00:00
|
|
|
{ NULL } //Sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, addObject,
|
|
|
|
"addObject(object, other, time=0)\n"
|
|
|
|
"Returns the added object.\n")
|
|
|
|
{
|
|
|
|
PyObject *pyob, *pyother;
|
|
|
|
KX_GameObject *ob, *other;
|
|
|
|
|
|
|
|
int time = 0;
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
|
2009-02-28 22:25:23 +00:00
|
|
|
return NULL;
|
|
|
|
|
2009-04-20 15:06:46 +00:00
|
|
|
if ( !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
|
|
|
|
!ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
|
2009-02-28 22:25:23 +00:00
|
|
|
return NULL;
|
|
|
|
|
2012-05-28 21:36:29 +00:00
|
|
|
if (!m_inactivelist->SearchValue(ob)) {
|
|
|
|
PyErr_Format(PyExc_ValueError, "scene.addObject(object, other, time): KX_Scene (second argument): object does not belong to scene");
|
|
|
|
return NULL;
|
|
|
|
}
|
2009-02-28 22:25:23 +00:00
|
|
|
SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
// release here because AddReplicaObject AddRef's
|
2012-03-18 07:38:51 +00:00
|
|
|
// the object is added to the scene so we don't want python to own a reference
|
2009-06-08 20:08:19 +00:00
|
|
|
replica->Release();
|
2009-04-20 15:06:46 +00:00
|
|
|
return replica->GetProxy();
|
2009-06-08 20:08:19 +00:00
|
|
|
}
|
2009-08-25 13:43:21 +00:00
|
|
|
|
2010-01-30 18:23:13 +00:00
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, end,
|
|
|
|
"end()\n"
|
|
|
|
"Removes this scene from the game.\n")
|
|
|
|
{
|
|
|
|
|
|
|
|
KX_GetActiveEngine()->RemoveScene(m_sceneName);
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, restart,
|
|
|
|
"restart()\n"
|
|
|
|
"Restarts this scene.\n")
|
|
|
|
{
|
|
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, replace,
|
|
|
|
"replace(newScene)\n"
|
|
|
|
"Replaces this scene with another one.\n")
|
|
|
|
{
|
|
|
|
char* name;
|
|
|
|
|
|
|
|
if (!PyArg_ParseTuple(args, "s:replace", &name))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, name);
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
2010-03-28 20:50:20 +00:00
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, suspend,
|
|
|
|
"suspend()\n"
|
|
|
|
"Suspends this scene.\n")
|
|
|
|
{
|
|
|
|
Suspend();
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, resume,
|
|
|
|
"resume()\n"
|
|
|
|
"Resumes this scene.\n")
|
|
|
|
{
|
|
|
|
Resume();
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
2010-06-10 00:19:06 +00:00
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, drawObstacleSimulation,
|
|
|
|
"drawObstacleSimulation()\n"
|
|
|
|
"Draw debug visualization of obstacle simulation.\n")
|
|
|
|
{
|
|
|
|
if (GetObstacleSimulation())
|
|
|
|
GetObstacleSimulation()->DrawObstacles();
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
2009-08-25 13:43:21 +00:00
|
|
|
/* Matches python dict.get(key, [default]) */
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, get, "")
|
|
|
|
{
|
|
|
|
PyObject *key;
|
|
|
|
PyObject* def = Py_None;
|
|
|
|
PyObject* ret;
|
|
|
|
|
|
|
|
if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
|
|
|
|
Py_INCREF(ret);
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
Py_INCREF(def);
|
|
|
|
return def;
|
|
|
|
}
|
2009-09-29 21:42:40 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#endif // WITH_PYTHON
|