2002-10-12 11:37:38 +00:00
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/*
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* $Id$
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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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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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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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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2008-03-01 19:46:50 +00:00
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2005-03-22 13:34:31 +00:00
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#include "KX_Scene.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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#include "SCA_AlwaysEventManager.h"
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#include "SCA_RandomEventManager.h"
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#include "KX_RayEventManager.h"
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#include "KX_TouchEventManager.h"
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#include "SCA_KeyboardManager.h"
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#include "SCA_MouseManager.h"
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#include "SCA_PropertyEventManager.h"
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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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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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#include "BL_SkinMeshObject.h"
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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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#include "SYS_System.h"
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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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2008-07-15 20:05:23 +00:00
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#include "BKE_anim.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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2008-03-09 21:42:03 +00:00
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#include "KX_BlenderSceneConverter.h"
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2002-10-12 11:37:38 +00:00
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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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2008-03-01 19:46:50 +00:00
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// to get USE_BULLET!
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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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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2008-07-30 16:15:15 +00:00
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if(replica)
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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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2004-05-26 12:01:08 +00:00
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);
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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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class SND_IAudioDevice* adi,
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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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Scene *scene):
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2004-06-07 11:03:12 +00:00
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PyObjectPlus(&KX_Scene::Type),
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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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2004-03-22 22:02:18 +00:00
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m_adi(adi),
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2002-10-12 11:37:38 +00:00
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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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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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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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2006-05-22 21:03:43 +00:00
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m_delayReleaseObjects = 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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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
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SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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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);
|
2002-10-12 11:37:38 +00:00
|
|
|
SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
|
|
|
|
KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
|
|
|
|
|
|
|
|
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
|
2005-01-23 01:36:29 +00:00
|
|
|
|
2008-09-28 03:07:13 +00:00
|
|
|
|
2002-10-12 11:37:38 +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);
|
|
|
|
m_logicmgr->RegisterEventManager(rndmgr);
|
|
|
|
m_logicmgr->RegisterEventManager(raymgr);
|
|
|
|
m_logicmgr->RegisterEventManager(netmgr);
|
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
|
|
|
|
|
|
|
m_soundScene = new SND_Scene(adi);
|
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();
|
|
|
|
|
|
|
|
m_canvasDesignWidth = 0;
|
|
|
|
m_canvasDesignHeight = 0;
|
2004-06-07 11:03:12 +00:00
|
|
|
|
|
|
|
m_attrlist = PyDict_New(); /* new ref */
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(m_objectlist)
|
|
|
|
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();
|
2006-05-22 21:03:43 +00:00
|
|
|
if (m_delayReleaseObjects)
|
|
|
|
m_delayReleaseObjects->Release();
|
2005-01-23 01:36:29 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (m_logicmgr)
|
|
|
|
delete m_logicmgr;
|
|
|
|
|
|
|
|
if (m_physicsEnvironment)
|
|
|
|
delete m_physicsEnvironment;
|
|
|
|
|
|
|
|
if (m_soundScene)
|
|
|
|
delete m_soundScene;
|
|
|
|
|
|
|
|
if (m_networkScene)
|
|
|
|
delete m_networkScene;
|
|
|
|
|
|
|
|
if (m_bucketmanager)
|
|
|
|
{
|
|
|
|
delete m_bucketmanager;
|
|
|
|
}
|
2005-07-16 21:47:54 +00:00
|
|
|
//Py_DECREF(m_attrlist);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
|
|
|
|
{
|
|
|
|
m_projectionmat = pmat;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
RAS_BucketManager* KX_Scene::GetBucketManager()
|
|
|
|
{
|
|
|
|
return m_bucketmanager;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CListValue* KX_Scene::GetObjectList()
|
|
|
|
{
|
|
|
|
return m_objectlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CListValue* KX_Scene::GetRootParentList()
|
|
|
|
{
|
|
|
|
return m_parentlist;
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
* The contents are not guarenteed to be sensible
|
|
|
|
* if you don't call the above function.
|
|
|
|
*/
|
|
|
|
const RAS_FrameSettings& KX_Scene::GetFramingType() const
|
|
|
|
{
|
|
|
|
return m_frame_settings;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Store the current scene's viewport on the
|
|
|
|
* game engine canvas.
|
|
|
|
*/
|
|
|
|
void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
|
|
|
|
{
|
|
|
|
m_viewport = viewport;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const RAS_Rect& KX_Scene::GetSceneViewport() const
|
|
|
|
{
|
|
|
|
return m_viewport;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
|
|
|
|
{
|
|
|
|
m_worldinfo = worldinfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class KX_WorldInfo* KX_Scene::GetWorldInfo()
|
|
|
|
{
|
|
|
|
return m_worldinfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SND_Scene* KX_Scene::GetSoundScene()
|
|
|
|
{
|
|
|
|
return m_soundScene;
|
|
|
|
}
|
|
|
|
|
|
|
|
const STR_String& KX_Scene::GetName()
|
|
|
|
{
|
|
|
|
return m_sceneName;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void KX_Scene::Suspend()
|
|
|
|
{
|
|
|
|
m_suspend = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::Resume()
|
|
|
|
{
|
|
|
|
m_suspend = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::SetActivityCulling(bool b)
|
|
|
|
{
|
|
|
|
m_activity_culling = b;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_Scene::IsSuspended()
|
|
|
|
{
|
|
|
|
return m_suspend;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_Scene::IsClearingZBuffer()
|
|
|
|
{
|
|
|
|
return m_isclearingZbuffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
|
|
|
|
{
|
|
|
|
m_isclearingZbuffer = isclearingZbuffer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
|
|
|
|
{
|
|
|
|
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
|
2008-03-09 21:51:38 +00:00
|
|
|
if (NewRemoveObject(orgobj) != 0)
|
|
|
|
{
|
|
|
|
// object is not yet deleted (this can happen when it hangs in an add object actuator
|
|
|
|
// last object created reference. It's a bad situation, don't know how to fix it exactly
|
|
|
|
// The least I can do, is remove the reference to the node in the object as the node
|
|
|
|
// will in any case be deleted. This ensures that the object will not try to use the node
|
|
|
|
// when it is finally deleted (see KX_GameObject destructor)
|
|
|
|
orgobj->SetSGNode(NULL);
|
|
|
|
}
|
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());
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
// the replicated object is preserved: it is is used to reconnect the logic.
|
|
|
|
// This method is more robust then using the bricks name in case of complex
|
|
|
|
// group replication. The replication of logic bricks is done in
|
|
|
|
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
|
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
|
|
|
|
cont->UnlinkAllSensors();
|
|
|
|
cont->UnlinkAllActuators();
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
|
|
|
{
|
|
|
|
Object* blenderobj = go->ob;
|
|
|
|
if (blgroupobj == blenderobj)
|
|
|
|
// this check is also in group_duplilist()
|
|
|
|
continue;
|
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);
|
|
|
|
|
2008-07-17 15:33:27 +00:00
|
|
|
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
|
|
|
|
replica->NodeSetLocalOrientation(newori);
|
|
|
|
|
|
|
|
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
|
|
|
|
newscale*(groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldPosition());
|
|
|
|
replica->NodeSetLocalPosition(newpos);
|
|
|
|
|
2008-07-15 20:05:23 +00:00
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
|
|
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
|
|
|
|
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
|
|
|
|
// 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());
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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());
|
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
|
|
|
}
|
|
|
|
|
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());
|
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));
|
|
|
|
}
|
|
|
|
|
|
|
|
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
|
|
|
|
replica->NodeSetLocalPosition(newpos);
|
|
|
|
|
|
|
|
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
|
|
|
|
replica->NodeSetLocalOrientation(newori);
|
2004-12-13 09:53:30 +00:00
|
|
|
|
|
|
|
// 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);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
2004-05-16 12:52:30 +00:00
|
|
|
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
|
2004-05-21 09:21:15 +00:00
|
|
|
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
|
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;
|
|
|
|
|
|
|
|
// first disconnect child from parent
|
|
|
|
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
|
|
|
}
|
|
|
|
|
2006-05-22 21:03:43 +00:00
|
|
|
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
|
|
|
|
{
|
|
|
|
m_delayReleaseObjects->Add(gameobj->AddRef());
|
|
|
|
}
|
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
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
SCA_ControllerList& controllers = newobj->GetControllers();
|
|
|
|
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++)
|
|
|
|
{
|
|
|
|
m_logicmgr->RemoveDestroyedActuator(*ita);
|
|
|
|
}
|
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;
|
2008-08-28 09:02:04 +00:00
|
|
|
if (m_lightlist->RemoveValue(newobj)) // TODO - use newobj->IsLight() test when its merged in from apricot. - Campbell
|
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();
|
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);
|
|
|
|
|
2008-03-09 21:42:03 +00:00
|
|
|
if (m_sceneConverter)
|
|
|
|
m_sceneConverter->UnregisterGameObject(newobj);
|
2008-03-09 21:51:38 +00:00
|
|
|
// return value will be 0 if the object is actually deleted (all reference gone)
|
|
|
|
return ret;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-06-18 06:46:49 +00:00
|
|
|
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
|
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);
|
|
|
|
|
2008-06-18 06:46:49 +00:00
|
|
|
if(!gameobj || !mesh)
|
2006-05-11 17:58:23 +00:00
|
|
|
{
|
|
|
|
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
|
|
|
|
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
|
|
|
|
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
|
|
|
|
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
|
|
|
if (mesh->IsDeformed())
|
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();
|
|
|
|
|
|
|
|
bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
|
|
|
|
bool bHasDvert = blendmesh->dvert != NULL;
|
|
|
|
bool bHasArmature =
|
|
|
|
parentobj && // current parent is armature
|
|
|
|
parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
|
|
|
|
oldblendobj && // needed for mesh deform
|
|
|
|
blendobj->parent && // original object had armature (not sure this test is needed)
|
|
|
|
blendobj->parent->type == OB_ARMATURE &&
|
|
|
|
blendobj->partype==PARSKEL &&
|
|
|
|
blendmesh->dvert!=NULL; // mesh has vertex group
|
|
|
|
bool releaseParent = true;
|
|
|
|
|
|
|
|
if (bHasShapeKey)
|
|
|
|
{
|
|
|
|
BL_ShapeDeformer* shapeDeformer;
|
|
|
|
if (bHasArmature)
|
|
|
|
{
|
|
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
|
|
newobj,
|
|
|
|
oldblendobj, blendobj,
|
|
|
|
static_cast<BL_SkinMeshObject*>(mesh),
|
|
|
|
true,
|
|
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
|
|
);
|
|
|
|
releaseParent= false;
|
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,
|
|
|
|
static_cast<BL_SkinMeshObject*>(mesh),
|
|
|
|
false,
|
|
|
|
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,
|
|
|
|
static_cast<BL_SkinMeshObject*>(mesh),
|
|
|
|
true,
|
|
|
|
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(
|
2008-07-10 12:47:20 +00:00
|
|
|
newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(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
|
|
|
}
|
2008-06-18 06:46:49 +00:00
|
|
|
|
|
|
|
// release parent reference if its not being used
|
|
|
|
if( releaseParent && parentobj)
|
|
|
|
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();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
|
|
|
|
{
|
|
|
|
MT_Scalar cammat[16];
|
|
|
|
m_active_camera->GetWorldToCamera().getValue(cammat);
|
|
|
|
m_viewmat = cammat;
|
|
|
|
return m_viewmat;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
|
|
|
|
{
|
|
|
|
return m_projectionmat;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
|
|
|
|
{
|
2008-02-15 23:12:03 +00:00
|
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
while ( (it != m_cameras.end())
|
|
|
|
&& ((*it) != cam) ) {
|
|
|
|
it++;
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
while ( (it != m_cameras.end())
|
|
|
|
&& ((*it)->GetName() != name) ) {
|
|
|
|
it++;
|
|
|
|
}
|
|
|
|
|
|
|
|
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?
|
|
|
|
if (!FindCamera(cam)){
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
if (!FindCamera(cam)){
|
|
|
|
// adding is always done at the back, so that's all that needs to be done
|
|
|
|
AddCamera(cam);
|
|
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
|
|
} else {
|
|
|
|
m_cameras.remove(cam);
|
|
|
|
m_cameras.push_back(cam);
|
|
|
|
}
|
|
|
|
}
|
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();
|
2004-05-26 12:01:08 +00:00
|
|
|
// gameobj->UpdateNonDynas();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
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
|
|
|
{
|
2008-12-14 17:32:24 +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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
{
|
|
|
|
// FIXME: When tree is operational
|
|
|
|
#if 1
|
|
|
|
// do this incrementally in the future
|
|
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
|
|
{
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2004-05-16 12:52:30 +00:00
|
|
|
#else
|
2006-01-06 03:46:54 +00:00
|
|
|
if (cam->GetFrustumCulling())
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkVisible(m_objecttree, rasty, cam, layer);
|
2004-05-21 09:21:15 +00:00
|
|
|
else
|
2008-07-10 12:47:20 +00:00
|
|
|
MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer);
|
2004-05-16 12:52:30 +00:00
|
|
|
#endif
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
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();
|
|
|
|
int numobj = m_euthanasyobjects->GetCount();
|
2006-05-22 21:03:43 +00:00
|
|
|
int i;
|
|
|
|
for (i = numobj - 1; i >= 0; i--)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
|
2008-03-01 19:46:50 +00:00
|
|
|
// KX_Scene::RemoveObject will also remove the object from this list
|
|
|
|
// that's why we start from the end
|
2002-10-12 11:37:38 +00:00
|
|
|
this->RemoveObject(gameobj);
|
|
|
|
}
|
2006-05-22 21:03:43 +00:00
|
|
|
|
|
|
|
numobj= m_delayReleaseObjects->GetCount();
|
|
|
|
for (i = numobj-1;i>=0;i--)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
|
2008-03-01 19:46:50 +00:00
|
|
|
// This list is not for object removal, but just object release
|
|
|
|
gameobj->Release();
|
2006-05-22 21:03:43 +00:00
|
|
|
}
|
2008-03-01 19:46:50 +00:00
|
|
|
// empty the list as we have removed all references
|
|
|
|
m_delayReleaseObjects->Resize(0);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* UpdateParents: SceneGraph transformation update.
|
|
|
|
*/
|
|
|
|
void KX_Scene::UpdateParents(double curtime)
|
|
|
|
{
|
|
|
|
// int numrootobjects = GetRootParentList()->GetCount();
|
|
|
|
|
|
|
|
for (int i=0; i<GetRootParentList()->GetCount(); i++)
|
|
|
|
{
|
|
|
|
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
|
|
|
|
parentobj->NodeUpdateGS(curtime,true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
2004-05-16 12:52:30 +00:00
|
|
|
void KX_Scene::SetNodeTree(SG_Tree* root)
|
|
|
|
{
|
|
|
|
m_objecttree = root;
|
|
|
|
}
|
|
|
|
|
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
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void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
|
|
|
|
{
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|
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|
m_physicsEnvironment = physEnv;
|
2005-03-25 10:33:39 +00:00
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KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
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m_logicmgr->RegisterEventManager(touchmgr);
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|
|
return;
|
2004-03-22 22:02:18 +00:00
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|
}
|
2005-12-18 19:10:26 +00:00
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|
|
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
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|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//Python
|
|
|
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|
|
|
PyMethodDef KX_Scene::Methods[] = {
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|
|
KX_PYMETHODTABLE(KX_Scene, getLightList),
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, getObjectList),
|
|
|
|
KX_PYMETHODTABLE(KX_Scene, getName),
|
|
|
|
|
|
|
|
{NULL,NULL} //Sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
PyTypeObject KX_Scene::Type = {
|
|
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
|
|
0,
|
|
|
|
"KX_Scene",
|
|
|
|
sizeof(KX_Scene),
|
|
|
|
0,
|
|
|
|
PyDestructor,
|
|
|
|
0,
|
|
|
|
__getattr,
|
|
|
|
__setattr,
|
|
|
|
0, //&MyPyCompare,
|
|
|
|
__repr,
|
|
|
|
0, //&cvalue_as_number,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
0, 0, 0, 0, 0, 0
|
|
|
|
};
|
|
|
|
|
|
|
|
PyParentObject KX_Scene::Parents[] = {
|
|
|
|
&KX_Scene::Type,
|
|
|
|
&CValue::Type,
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
PyObject* KX_Scene::_getattr(const STR_String& attr)
|
|
|
|
{
|
|
|
|
if (attr == "name")
|
|
|
|
return PyString_FromString(GetName());
|
|
|
|
|
|
|
|
if (attr == "active_camera")
|
|
|
|
{
|
|
|
|
KX_Camera *camera = GetActiveCamera();
|
|
|
|
camera->AddRef();
|
|
|
|
return (PyObject*) camera;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (attr == "suspended")
|
|
|
|
return PyInt_FromLong(m_suspend);
|
|
|
|
|
|
|
|
if (attr == "activity_culling")
|
|
|
|
return PyInt_FromLong(m_activity_culling);
|
|
|
|
|
|
|
|
if (attr == "activity_culling_radius")
|
|
|
|
return PyFloat_FromDouble(m_activity_box_radius);
|
|
|
|
|
|
|
|
PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
|
|
|
|
if (value)
|
|
|
|
{
|
|
|
|
Py_INCREF(value);
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
|
|
|
|
_getattr_up(PyObjectPlus);
|
|
|
|
}
|
|
|
|
|
2004-11-22 10:19:19 +00:00
|
|
|
int KX_Scene::_delattr(const STR_String &attr)
|
|
|
|
{
|
|
|
|
PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2004-06-07 11:03:12 +00:00
|
|
|
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
return PyObjectPlus::_setattr(attr, pyvalue);
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
|
|
|
|
"getLightList() -> list [KX_Light]\n"
|
|
|
|
"Returns a list of all lights in the scene.\n"
|
|
|
|
)
|
|
|
|
{
|
|
|
|
m_lightlist->AddRef();
|
|
|
|
return (PyObject*) m_lightlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
|
|
|
|
"getObjectList() -> list [KX_GameObject]\n"
|
|
|
|
"Returns a list of all game objects in the scene.\n"
|
|
|
|
)
|
|
|
|
{
|
|
|
|
m_objectlist->AddRef();
|
|
|
|
return (PyObject*) m_objectlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, getName,
|
|
|
|
"getName() -> string\n"
|
|
|
|
"Returns the name of the scene.\n"
|
|
|
|
)
|
|
|
|
{
|
|
|
|
return PyString_FromString(GetName());
|
|
|
|
}
|