From 2050ecc307de9159b50c7f9798e47a366f505f2e Mon Sep 17 00:00:00 2001 From: Porteries Tristan Date: Sun, 10 Apr 2016 17:36:10 +0200 Subject: [PATCH] BGE: Fix T48071: Global logic manager Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913 --- .../Converter/BL_ActionActuator.cpp | 2 +- .../Converter/BL_ArmatureActuator.cpp | 2 +- .../Converter/BL_ArmatureConstraint.cpp | 6 ++- .../Converter/BL_ShapeActionActuator.cpp | 2 +- .../Converter/KX_ConvertActuators.cpp | 1 + .../Converter/KX_ConvertControllers.cpp | 1 + .../Converter/KX_ConvertSensors.cpp | 1 + .../gameengine/GameLogic/SCA_ILogicBrick.cpp | 13 +++++- source/gameengine/GameLogic/SCA_ILogicBrick.h | 7 ++-- .../GameLogic/SCA_PythonController.cpp | 7 ++-- source/gameengine/Ketsji/KX_Camera.cpp | 2 +- .../gameengine/Ketsji/KX_CameraActuator.cpp | 2 +- source/gameengine/Ketsji/KX_GameObject.cpp | 41 +++++++++---------- source/gameengine/Ketsji/KX_GameObject.h | 2 +- source/gameengine/Ketsji/KX_MeshProxy.cpp | 6 ++- source/gameengine/Ketsji/KX_MeshProxy.h | 3 +- .../gameengine/Ketsji/KX_ObjectActuator.cpp | 2 +- .../gameengine/Ketsji/KX_ParentActuator.cpp | 2 +- .../Ketsji/KX_PyConstraintBinding.cpp | 3 +- .../Ketsji/KX_SCA_AddObjectActuator.cpp | 2 +- .../Ketsji/KX_SCA_ReplaceMeshActuator.cpp | 2 +- source/gameengine/Ketsji/KX_Scene.cpp | 5 ++- .../gameengine/Ketsji/KX_SteeringActuator.cpp | 4 +- .../gameengine/Ketsji/KX_TrackToActuator.cpp | 2 +- .../gameengine/Ketsji/KX_VehicleWrapper.cpp | 3 +- 25 files changed, 71 insertions(+), 52 deletions(-) diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index d9865c1f4fb..d28cdb84275 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -584,7 +584,7 @@ int BL_ActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF if (val != "") { - action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val); + action= (bAction*)self->GetLogicManager()->GetActionByName(val); if (!action) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, action not found!"); diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp index e38cb6eadaf..67cc7d2c291 100644 --- a/source/gameengine/Converter/BL_ArmatureActuator.cpp +++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp @@ -243,7 +243,7 @@ int BL_ArmatureActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBU KX_GameObject* &target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget; KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (target != NULL) diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.cpp b/source/gameengine/Converter/BL_ArmatureConstraint.cpp index 88d82e21d61..d0c7e061fb7 100644 --- a/source/gameengine/Converter/BL_ArmatureConstraint.cpp +++ b/source/gameengine/Converter/BL_ArmatureConstraint.cpp @@ -36,6 +36,7 @@ #include "BL_ArmatureObject.h" #include "BLI_math.h" #include "BLI_string.h" +#include "KX_PythonInit.h" #ifdef WITH_PYTHON @@ -360,6 +361,7 @@ int BL_ArmatureConstraint::py_attr_setattr(void *self_v, const struct KX_PYATTRI int ival; double dval; // char* sval; + SCA_LogicManager *logicmgr = KX_GetActiveScene()->GetLogicManager(); KX_GameObject *oval; if (!constraint) { @@ -387,13 +389,13 @@ int BL_ArmatureConstraint::py_attr_setattr(void *self_v, const struct KX_PYATTRI return PY_SET_ATTR_SUCCESS; case BCA_TARGET: - if (!ConvertPythonToGameObject(value, &oval, true, "constraint.target = value: BL_ArmatureConstraint")) + if (!ConvertPythonToGameObject(logicmgr, value, &oval, true, "constraint.target = value: BL_ArmatureConstraint")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error self->SetTarget(oval); return PY_SET_ATTR_SUCCESS; case BCA_SUBTARGET: - if (!ConvertPythonToGameObject(value, &oval, true, "constraint.subtarget = value: BL_ArmatureConstraint")) + if (!ConvertPythonToGameObject(logicmgr, value, &oval, true, "constraint.subtarget = value: BL_ArmatureConstraint")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error self->SetSubtarget(oval); return PY_SET_ATTR_SUCCESS; diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp index e8f451213f5..f21db419ebc 100644 --- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp +++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp @@ -547,7 +547,7 @@ int BL_ShapeActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE if (val != "") { - action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val); + action= (bAction*)self->GetLogicManager()->GetActionByName(val); if (action==NULL) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, action not found!"); diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 021111b4fe5..455fef0aceb 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -1127,6 +1127,7 @@ void BL_ConvertActuators(const char* maggiename, uniquename += uniqueval->GetText(); uniqueval->Release(); baseact->SetName(bact->name); + baseact->SetLogicManager(logicmgr); //gameobj->SetProperty(uniquename,baseact); gameobj->AddActuator(baseact); diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp index e3697087ea9..f55d81adb80 100644 --- a/source/gameengine/Converter/KX_ConvertControllers.cpp +++ b/source/gameengine/Converter/KX_ConvertControllers.cpp @@ -214,6 +214,7 @@ void BL_ConvertControllers( //at some point it should either be implemented globally (and saved as a separate var) or removed. //gamecontroller->SetName(uniquename); gamecontroller->SetName(bcontr->name); + gamecontroller->SetLogicManager(logicmgr); gameobj->AddController(gamecontroller); converter->RegisterGameController(gamecontroller, bcontr); diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp index 79fd9cb9254..5e897bb4a62 100644 --- a/source/gameengine/Converter/KX_ConvertSensors.cpp +++ b/source/gameengine/Converter/KX_ConvertSensors.cpp @@ -608,6 +608,7 @@ void BL_ConvertSensors(struct Object* blenderobject, gamesensor->SetLevel(level); gamesensor->SetTap(tap); gamesensor->SetName(sens->name); + gamesensor->SetLogicManager(logicmgr); gameobj->AddSensor(gamesensor); diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp index 72a0b392447..d0a6e4540c9 100644 --- a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp +++ b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp @@ -35,12 +35,11 @@ #include "SCA_ILogicBrick.h" #include "EXP_PyObjectPlus.h" -SCA_LogicManager* SCA_ILogicBrick::m_sCurrentLogicManager = NULL; - SCA_ILogicBrick::SCA_ILogicBrick(SCA_IObject* gameobj) : CValue(), m_gameobj(gameobj), + m_logicManager(NULL), m_Execute_Priority(0), m_Execute_Ueber_Priority(0), m_bActive(false), @@ -143,6 +142,16 @@ bool SCA_ILogicBrick::LessComparedTo(SCA_ILogicBrick* other) (this->m_Execute_Priority < other->m_Execute_Priority)); } +void SCA_ILogicBrick::SetLogicManager(SCA_LogicManager *logicmgr) +{ + m_logicManager = logicmgr; +} + +SCA_LogicManager *SCA_ILogicBrick::GetLogicManager() +{ + return m_logicManager; +} + void SCA_ILogicBrick::RegisterEvent(CValue* eventval) { if (m_eventval) diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.h b/source/gameengine/GameLogic/SCA_ILogicBrick.h index a3725789227..f9ef18cc348 100644 --- a/source/gameengine/GameLogic/SCA_ILogicBrick.h +++ b/source/gameengine/GameLogic/SCA_ILogicBrick.h @@ -40,12 +40,14 @@ class NG_NetworkScene; class SCA_IScene; +class SCA_LogicManager; class SCA_ILogicBrick : public CValue { Py_Header protected: SCA_IObject* m_gameobj; + SCA_LogicManager *m_logicManager; int m_Execute_Priority; int m_Execute_Ueber_Priority; @@ -127,9 +129,8 @@ public: virtual bool LessComparedTo(SCA_ILogicBrick* other); - /* runtime variable, set when Triggering the python controller */ - static class SCA_LogicManager* m_sCurrentLogicManager; - + virtual void SetLogicManager(SCA_LogicManager *logicmgr); + SCA_LogicManager *GetLogicManager(); /* for moving logic bricks between scenes */ virtual void Replace_IScene(SCA_IScene *val) {} diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp index fa30e3a5caf..25936b34fde 100644 --- a/source/gameengine/GameLogic/SCA_PythonController.cpp +++ b/source/gameengine/GameLogic/SCA_PythonController.cpp @@ -386,8 +386,7 @@ bool SCA_PythonController::Import() void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr) { m_sCurrentController = this; - m_sCurrentLogicManager = logicmgr; - + PyObject *excdict= NULL; PyObject *resultobj= NULL; @@ -478,7 +477,7 @@ PyObject *SCA_PythonController::PyActivate(PyObject *value) if (actu==NULL) return NULL; - m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true); + m_logicManager->AddActiveActuator((SCA_IActuator*)actu, true); Py_RETURN_NONE; } @@ -493,7 +492,7 @@ PyObject *SCA_PythonController::PyDeActivate(PyObject *value) if (actu==NULL) return NULL; - m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false); + m_logicManager->AddActiveActuator((SCA_IActuator*)actu, false); Py_RETURN_NONE; } diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp index 361cd65d50a..89aea80bb67 100644 --- a/source/gameengine/Ketsji/KX_Camera.cpp +++ b/source/gameengine/Ketsji/KX_Camera.cpp @@ -1035,7 +1035,7 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition, { PyErr_Clear(); - if (ConvertPythonToGameObject(value, &obj, true, "")) + if (ConvertPythonToGameObject(GetScene()->GetLogicManager(), value, &obj, true, "")) { PyErr_Clear(); vect = MT_Vector3(obj->NodeGetWorldPosition()); diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp index f065e3f0001..e488bf3c30a 100644 --- a/source/gameengine/Ketsji/KX_CameraActuator.cpp +++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp @@ -411,7 +411,7 @@ int KX_CameraActuator::pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF KX_CameraActuator* self = static_cast(self_v); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_CameraActuator")) + if (!ConvertPythonToGameObject(self->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_CameraActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (self->m_ob) diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 877e95885a2..69c1af35bd9 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -1597,14 +1597,6 @@ void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider, const MT_Vect if (!m_collisionCallbacks || PyList_GET_SIZE(m_collisionCallbacks) == 0) return; - /** Current logic controller is set by each python logic bricks before run, - * but if no python logic brick ran the logic manager can be wrong - * (if the user use muti scenes) and it will cause problems with function - * ConvertPythonToGameObject which use the current logic manager for object's name. - * Note: the scene is already set in logic frame loop. - */ - SCA_ILogicBrick::m_sCurrentLogicManager = GetScene()->GetLogicManager(); - PyObject *args[] = {collider->GetProxy(), PyObjectFrom(point), PyObjectFrom(normal)}; RunPythonCallBackList(m_collisionCallbacks, args, 1, ARRAY_SIZE(args)); @@ -2043,7 +2035,8 @@ PyAttributeDef KX_GameObject::Attributes[] = { PyObject *KX_GameObject::PyReplaceMesh(PyObject *args) { KX_Scene *scene = KX_GetActiveScene(); - + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); + PyObject *value; int use_gfx= 1, use_phys= 0; RAS_MeshObject *new_mesh; @@ -2051,7 +2044,7 @@ PyObject *KX_GameObject::PyReplaceMesh(PyObject *args) if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys)) return NULL; - if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject")) + if (!ConvertPythonToMesh(logicmgr, value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject")) return NULL; scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys); @@ -2072,13 +2065,14 @@ PyObject *KX_GameObject::PyReinstancePhysicsMesh(PyObject *args) { KX_GameObject *gameobj= NULL; RAS_MeshObject *mesh= NULL; + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); PyObject *gameobj_py= NULL; PyObject *mesh_py= NULL; if ( !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) || - (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || - (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) + (gameobj_py && !ConvertPythonToGameObject(logicmgr, gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || + (mesh_py && !ConvertPythonToMesh(logicmgr, mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) ) { return NULL; } @@ -3423,6 +3417,7 @@ PyObject *KX_GameObject::PyDisableRigidBody() PyObject *KX_GameObject::PySetParent(PyObject *args) { KX_Scene *scene = KX_GetActiveScene(); + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); PyObject *pyobj; KX_GameObject *obj; int addToCompound=1, ghost=1; @@ -3430,7 +3425,7 @@ PyObject *KX_GameObject::PySetParent(PyObject *args) if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) { return NULL; // Python sets a simple error } - if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject")) + if (!ConvertPythonToGameObject(logicmgr, pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject")) return NULL; if (obj) this->SetParent(scene, obj, addToCompound, ghost); @@ -3586,9 +3581,10 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo, return PyFloat_FromDouble(NodeGetWorldPosition().distance(b)); } PyErr_Clear(); - + + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); KX_GameObject *other; - if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject")) + if (ConvertPythonToGameObject(logicmgr, value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject")) { return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition())); } @@ -3604,6 +3600,7 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo, MT_Vector3 toDir, locToDir; MT_Scalar distance; + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); PyObject *returnValue; if (!PyVecTo(value, toPoint)) @@ -3611,7 +3608,7 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo, PyErr_Clear(); KX_GameObject *other; - if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */ + if (ConvertPythonToGameObject(logicmgr, value, &other, false, "")) /* error will be overwritten */ { toPoint = other->NodeGetWorldPosition(); } else @@ -3713,6 +3710,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, PyObject *pyarg; float dist = 0.0f; char *propName = NULL; + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) { return NULL; // python sets simple error @@ -3723,7 +3721,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, KX_GameObject *other; PyErr_Clear(); - if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */ + if (ConvertPythonToGameObject(logicmgr, pyarg, &other, false, "")) /* error will be overwritten */ { toPoint = other->NodeGetWorldPosition(); } else @@ -3829,6 +3827,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, KX_GameObject *other; int face=0, xray=0, poly=0; int mask = (1 << OB_MAX_COL_MASKS) - 1; + SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); if (!PyArg_ParseTuple(args,"O|Ofsiiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly, &mask)) { return NULL; // Python sets a simple error @@ -3838,7 +3837,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, { PyErr_Clear(); - if (ConvertPythonToGameObject(pyto, &other, false, "")) /* error will be overwritten */ + if (ConvertPythonToGameObject(logicmgr, pyto, &other, false, "")) /* error will be overwritten */ { toPoint = other->NodeGetWorldPosition(); } else @@ -3855,7 +3854,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, { PyErr_Clear(); - if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */ + if (ConvertPythonToGameObject(logicmgr, pyfrom, &other, false, "")) /* error will be overwritten */ { fromPoint = other->NodeGetWorldPosition(); } else @@ -4144,7 +4143,7 @@ PyObject *KX_GameObject::Pyget(PyObject *args) return def; } -bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix) +bool ConvertPythonToGameObject(SCA_LogicManager *manager, PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix) { if (value==NULL) { PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix); @@ -4164,7 +4163,7 @@ bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_ } if (PyUnicode_Check(value)) { - *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) )); + *object = (KX_GameObject*)manager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) )); if (*object) { return true; diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index a25f999026c..9c582d3e27a 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -67,7 +67,7 @@ struct bAction; #ifdef WITH_PYTHON /* utility conversion function */ -bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix); +bool ConvertPythonToGameObject(SCA_LogicManager *logicmgr, PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix); #endif #ifdef USE_MATHUTILS diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp index c98766c9c81..8da3542b4d6 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.cpp +++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp @@ -43,6 +43,8 @@ #include "KX_PyMath.h" +#include "SCA_LogicManager.h" + #include "EXP_PyObjectPlus.h" PyTypeObject KX_MeshProxy::Type = { @@ -405,7 +407,7 @@ PyObject *KX_MeshProxy::pyattr_get_numPolygons(void *self_v, const KX_PYATTRIBUT } /* a close copy of ConvertPythonToGameObject but for meshes */ -bool ConvertPythonToMesh(PyObject *value, RAS_MeshObject **object, bool py_none_ok, const char *error_prefix) +bool ConvertPythonToMesh(SCA_LogicManager *logicmgr, PyObject *value, RAS_MeshObject **object, bool py_none_ok, const char *error_prefix) { if (value==NULL) { PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix); @@ -425,7 +427,7 @@ bool ConvertPythonToMesh(PyObject *value, RAS_MeshObject **object, bool py_none_ } if (PyUnicode_Check(value)) { - *object = (RAS_MeshObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String( _PyUnicode_AsString(value) )); + *object = (RAS_MeshObject*)logicmgr->GetMeshByName(STR_String( _PyUnicode_AsString(value) )); if (*object) { return true; diff --git a/source/gameengine/Ketsji/KX_MeshProxy.h b/source/gameengine/Ketsji/KX_MeshProxy.h index 4a4358bff3a..dbd7987f785 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.h +++ b/source/gameengine/Ketsji/KX_MeshProxy.h @@ -36,8 +36,9 @@ #include "SCA_IObject.h" +class SCA_LogicManager; /* utility conversion function */ -bool ConvertPythonToMesh(PyObject *value, class RAS_MeshObject **object, bool py_none_ok, const char *error_prefix); +bool ConvertPythonToMesh(SCA_LogicManager *logicmgr, PyObject *value, class RAS_MeshObject **object, bool py_none_ok, const char *error_prefix); class KX_MeshProxy : public CValue { diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp index 45436693281..8c1dee7940f 100644 --- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp +++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp @@ -687,7 +687,7 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB KX_ObjectActuator* actuator = static_cast(self); KX_GameObject *refOb; - if (!ConvertPythonToGameObject(value, &refOb, true, "actu.reference = value: KX_ObjectActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &refOb, true, "actu.reference = value: KX_ObjectActuator")) return PY_SET_ATTR_FAIL; if (actuator->m_reference) diff --git a/source/gameengine/Ketsji/KX_ParentActuator.cpp b/source/gameengine/Ketsji/KX_ParentActuator.cpp index 6ffa2593792..0b133400920 100644 --- a/source/gameengine/Ketsji/KX_ParentActuator.cpp +++ b/source/gameengine/Ketsji/KX_ParentActuator.cpp @@ -186,7 +186,7 @@ int KX_ParentActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE KX_ParentActuator* actuator = static_cast(self); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_ParentActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_ParentActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (actuator->m_ob != NULL) diff --git a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp index a0084662490..81fe3be1fcf 100644 --- a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp +++ b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp @@ -40,6 +40,7 @@ #include "MT_Matrix3x3.h" #include "KX_GameObject.h" // ConvertPythonToGameObject() +#include "KX_PythonInit.h" #include "EXP_PyObjectPlus.h" @@ -472,7 +473,7 @@ static PyObject* gPyGetCharacter(PyObject* self, if (!PyArg_ParseTuple(args,"O", &pyob)) return NULL; - if (!ConvertPythonToGameObject(pyob, &ob, false, "bge.constraints.getCharacter(value)")) + if (!ConvertPythonToGameObject(KX_GetActiveScene()->GetLogicManager(), pyob, &ob, false, "bge.constraints.getCharacter(value)")) return NULL; if (PHY_GetActiveEnvironment()) diff --git a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp index fdcfd22270b..bb38d8269b7 100644 --- a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp +++ b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp @@ -216,7 +216,7 @@ int KX_SCA_AddObjectActuator::pyattr_set_object(void *self, const struct KX_PYAT KX_SCA_AddObjectActuator* actuator = static_cast(self); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SCA_AddObjectActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_SCA_AddObjectActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (actuator->m_OriginalObject != NULL) diff --git a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp index 6b6b090c1c4..1bf76de0b40 100644 --- a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp +++ b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp @@ -101,7 +101,7 @@ int KX_SCA_ReplaceMeshActuator::pyattr_set_mesh(void *self, const struct KX_PYAT KX_SCA_ReplaceMeshActuator* actuator = static_cast(self); RAS_MeshObject* new_mesh; - if (!ConvertPythonToMesh(value, &new_mesh, true, "actuator.mesh = value: KX_SCA_ReplaceMeshActuator")) + if (!ConvertPythonToMesh(actuator->GetLogicManager(), value, &new_mesh, true, "actuator.mesh = value: KX_SCA_ReplaceMeshActuator")) return PY_SET_ATTR_FAIL; actuator->m_mesh = new_mesh; diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 9eb9066d56f..a5a418b5e78 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -1925,6 +1925,7 @@ static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *from, KX_Sce brick->Replace_IScene(to); brick->Replace_NetworkScene(to->GetNetworkScene()); + brick->SetLogicManager(to->GetLogicManager()); // If we end up replacing a KX_TouchEventManager, we need to make sure // physics controllers are properly in place. In other words, do this @@ -2541,8 +2542,8 @@ KX_PYMETHODDEF_DOC(KX_Scene, addObject, if (!PyArg_ParseTuple(args, "O|Oi:addObject", &pyob, &pyreference, &time)) return NULL; - if (!ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, reference, time): KX_Scene (first argument)") || - !ConvertPythonToGameObject(pyreference, &reference, true, "scene.addObject(object, reference, time): KX_Scene (second argument)")) + if (!ConvertPythonToGameObject(m_logicmgr, pyob, &ob, false, "scene.addObject(object, reference, time): KX_Scene (first argument)") || + !ConvertPythonToGameObject(m_logicmgr, pyreference, &reference, true, "scene.addObject(object, reference, time): KX_Scene (second argument)")) return NULL; if (!m_inactivelist->SearchValue(ob)) { diff --git a/source/gameengine/Ketsji/KX_SteeringActuator.cpp b/source/gameengine/Ketsji/KX_SteeringActuator.cpp index af2a2b30b84..d3a7b665e61 100644 --- a/source/gameengine/Ketsji/KX_SteeringActuator.cpp +++ b/source/gameengine/Ketsji/KX_SteeringActuator.cpp @@ -579,7 +579,7 @@ int KX_SteeringActuator::pyattr_set_target(void *self, const struct KX_PYATTRIBU KX_SteeringActuator* actuator = static_cast(self); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SteeringActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_SteeringActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (actuator->m_target != NULL) @@ -607,7 +607,7 @@ int KX_SteeringActuator::pyattr_set_navmesh(void *self, const struct KX_PYATTRIB KX_SteeringActuator* actuator = static_cast(self); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SteeringActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_SteeringActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (dynamic_cast(gameobj) == NULL) { diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp index 74902ab20ee..beccdfaad93 100644 --- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp +++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp @@ -411,7 +411,7 @@ int KX_TrackToActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUT KX_TrackToActuator* actuator = static_cast(self); KX_GameObject *gameobj; - if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_TrackToActuator")) + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: KX_TrackToActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error if (actuator->m_object != NULL) diff --git a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp index ee791a44782..c1af6de127e 100644 --- a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp +++ b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp @@ -30,6 +30,7 @@ #include "KX_PyMath.h" #include "KX_GameObject.h" #include "KX_MotionState.h" +#include "KX_PythonInit.h" KX_VehicleWrapper::KX_VehicleWrapper( PHY_IVehicle* vehicle, @@ -82,7 +83,7 @@ PyObject *KX_VehicleWrapper::PyAddWheel(PyObject *args) if (PyArg_ParseTuple(args,"OOOOffi:addWheel",&wheelGameObject,&pylistPos,&pylistDir,&pylistAxleDir,&suspensionRestLength,&wheelRadius,&hasSteering)) { KX_GameObject *gameOb; - if (!ConvertPythonToGameObject(wheelGameObject, &gameOb, false, "vehicle.addWheel(...): KX_VehicleWrapper (first argument)")) + if (!ConvertPythonToGameObject(KX_GetActiveScene()->GetLogicManager(), wheelGameObject, &gameOb, false, "vehicle.addWheel(...): KX_VehicleWrapper (first argument)")) return NULL; if (gameOb->GetSGNode())