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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* Regulates the top-level logic behaviour for one scene.
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*/
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#ifndef __KX_LOGICMANAGER
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#define __KX_LOGICMANAGER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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//#include "GEN_Map.h"
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#include <set>
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#include <map>
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#include <list>
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "Value.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 "KX_HashedPtr.h"
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2002-10-12 11:37:38 +00:00
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using namespace std;
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typedef list<class SCA_IController*> controllerlist;
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/**
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* This manager handles sensor, controllers and actuators.
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* logic executes each frame the following way:
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* find triggering sensors
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* build list of controllers that are triggered by these triggering sensors
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* process all triggered controllers
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* during this phase actuators can be added to the active actuator list
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* process all active actuators
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* clear triggering sensors
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* clear triggered controllers
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* (actuators may be active during a longer timeframe)
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*/
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#include "SCA_ILogicBrick.h"
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// todo: make this into a template, but first I want to think about what exactly to put in
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class SmartActuatorPtr
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{
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SCA_IActuator* m_actuator;
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public:
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SmartActuatorPtr(SCA_IActuator* actua,int dummy);
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SmartActuatorPtr(const SmartActuatorPtr& other);
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virtual ~SmartActuatorPtr();
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bool operator <(const SmartActuatorPtr& other) const;
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bool operator ==(const SmartActuatorPtr& other) const;
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SCA_IActuator* operator->() const;
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SCA_IActuator* operator*() const;
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};
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class SmartControllerPtr
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{
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SCA_IController* m_controller;
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public:
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SmartControllerPtr(const SmartControllerPtr& copy);
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SmartControllerPtr(SCA_IController* contr,int dummy);
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virtual ~SmartControllerPtr();
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bool operator <(const SmartControllerPtr& other) const;
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bool operator ==(const SmartControllerPtr& other) const;
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SCA_IController* operator->() const;
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SCA_IController* operator*() const;
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};
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class SCA_LogicManager
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{
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vector<class SCA_EventManager*> m_eventmanagers;
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vector<class SCA_ISensor*> m_activatedsensors;
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set<class SmartActuatorPtr> m_activeActuators;
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2008-08-23 11:54:27 +00:00
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set<class SmartControllerPtr> m_triggeredControllerSet;
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2002-10-12 11:37:38 +00:00
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map<SCA_ISensor*,controllerlist > m_sensorcontrollermapje;
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// need to find better way for this
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// also known as FactoryManager...
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GEN_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
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GEN_Map<STR_HashedString,void*> m_mapStringToMeshes;
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GEN_Map<STR_HashedString,void*> m_mapStringToActions;
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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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GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
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2008-07-26 11:00:21 +00:00
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GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
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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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2002-10-12 11:37:38 +00:00
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vector<SmartActuatorPtr> m_removedActuators;
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public:
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SCA_LogicManager();
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virtual ~SCA_LogicManager();
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//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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void RegisterEventManager(SCA_EventManager* eventmgr);
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void RegisterToSensor(SCA_IController* controller,
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class SCA_ISensor* sensor);
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void RegisterToActuator(SCA_IController* controller,
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class SCA_IActuator* actuator);
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2004-10-16 11:41:50 +00:00
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void BeginFrame(double curtime, double fixedtime);
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void UpdateFrame(double curtime, bool frame);
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2002-10-12 11:37:38 +00:00
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void EndFrame();
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void AddActivatedSensor(SCA_ISensor* sensor);
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void AddActiveActuator(SCA_IActuator* sensor,class CValue* event);
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2008-08-23 11:54:27 +00:00
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void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
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2002-10-12 11:37:38 +00:00
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SCA_EventManager* FindEventManager(int eventmgrtype);
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void RemoveGameObject(const STR_String& gameobjname);
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/**
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* remove Logic Bricks from the running logicmanager
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*/
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void RemoveSensor(SCA_ISensor* sensor);
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void RemoveController(SCA_IController* controller);
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void RemoveDestroyedActuator(SCA_IActuator* actuator);
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// for the scripting... needs a FactoryManager later (if we would have time... ;)
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void RegisterMeshName(const STR_String& meshname,void* mesh);
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void RegisterActionName(const STR_String& actname,void* action);
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void* GetActionByName (const STR_String& actname);
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void* GetMeshByName(const STR_String& meshname);
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void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
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class CValue* GetGameObjectByName(const STR_String& gameobjname);
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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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void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
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void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
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2008-07-26 11:00:21 +00:00
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void RegisterGameObj(void* blendobj, CValue* gameobj);
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void UnregisterGameObj(void* blendobj, CValue* gameobj);
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CValue* FindGameObjByBlendObj(void* blendobj);
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2002-10-12 11:37:38 +00:00
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};
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#endif //__KX_LOGICMANAGER
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2002-10-30 02:07:20 +00:00
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