forked from bartvdbraak/blender
2360 lines
65 KiB
C++
2360 lines
65 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Ketsji scene. Holds references to all scene data.
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*/
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/** \file gameengine/Ketsji/KX_Scene.cpp
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* \ingroup ketsji
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*/
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "KX_Scene.h"
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#include "KX_PythonInit.h"
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#include "MT_assert.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderMaterial.h"
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#include "RAS_IPolygonMaterial.h"
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#include "ListValue.h"
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#include "SCA_LogicManager.h"
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#include "SCA_TimeEventManager.h"
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//#include "SCA_AlwaysEventManager.h"
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//#include "SCA_RandomEventManager.h"
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//#include "KX_RayEventManager.h"
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#include "KX_TouchEventManager.h"
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#include "SCA_KeyboardManager.h"
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#include "SCA_MouseManager.h"
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//#include "SCA_PropertyEventManager.h"
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#include "SCA_ActuatorEventManager.h"
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#include "SCA_BasicEventManager.h"
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#include "KX_Camera.h"
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#include "SCA_JoystickManager.h"
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#include "RAS_MeshObject.h"
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#include "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 "BL_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.h"
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#include "SG_Tree.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "KX_SG_NodeRelationships.h"
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#include "KX_NetworkEventManager.h"
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#include "NG_NetworkScene.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IGraphicController.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_MotionState.h"
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#include "BL_ModifierDeformer.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include "KX_ObstacleSimulation.h"
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#ifdef USE_BULLET
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#include "KX_SoftBodyDeformer.h"
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#include "KX_ConvertPhysicsObject.h"
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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#include "KX_Light.h"
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#include <stdio.h>
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void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
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if(replica)
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replica->Release();
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return (void*)replica;
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}
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void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
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return NULL;
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};
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bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
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}
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bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
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}
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
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KX_SceneReplicationFunc,
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KX_SceneDestructionFunc,
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KX_GameObject::UpdateTransformFunc,
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KX_Scene::KX_ScenegraphUpdateFunc,
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KX_Scene::KX_ScenegraphRescheduleFunc);
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// 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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const STR_String& sceneName,
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Scene *scene,
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class RAS_ICanvas* canvas):
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PyObjectPlus(),
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m_keyboardmgr(NULL),
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m_mousemgr(NULL),
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m_sceneConverter(NULL),
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m_physicsEnvironment(0),
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m_sceneName(sceneName),
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m_networkDeviceInterface(ndi),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0),
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m_blenderScene(scene)
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{
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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m_dbvt_culling = false;
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m_dbvt_occlusion_res = 0;
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m_activity_culling = false;
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m_suspend = false;
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m_isclearingZbuffer = true;
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m_tempObjectList = new CListValue();
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m_objectlist = new CListValue();
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m_parentlist = new CListValue();
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m_lightlist= new CListValue();
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m_inactivelist = new CListValue();
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m_euthanasyobjects = new CListValue();
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m_animatedlist = new CListValue();
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m_logicmgr = new SCA_LogicManager();
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m_timemgr = new SCA_TimeEventManager(m_logicmgr);
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m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
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//SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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//SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
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//SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
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SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
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//KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
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KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
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//m_logicmgr->RegisterEventManager(alwaysmgr);
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//m_logicmgr->RegisterEventManager(propmgr);
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m_logicmgr->RegisterEventManager(actmgr);
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m_logicmgr->RegisterEventManager(m_keyboardmgr);
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m_logicmgr->RegisterEventManager(m_mousemgr);
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m_logicmgr->RegisterEventManager(m_timemgr);
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//m_logicmgr->RegisterEventManager(rndmgr);
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//m_logicmgr->RegisterEventManager(raymgr);
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m_logicmgr->RegisterEventManager(netmgr);
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m_logicmgr->RegisterEventManager(basicmgr);
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SYS_SystemHandle hSystem = SYS_GetSystem();
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bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
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if (!nojoystick)
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{
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SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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m_logicmgr->RegisterEventManager(joymgr);
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}
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MT_assert (m_networkDeviceInterface != NULL);
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m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
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m_rootnode = NULL;
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m_bucketmanager=new RAS_BucketManager();
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bool showObstacleSimulation = scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION;
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switch (scene->gm.obstacleSimulation)
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{
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case OBSTSIMULATION_TOI_rays:
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m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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break;
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case OBSTSIMULATION_TOI_cells:
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m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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break;
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default:
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m_obstacleSimulation = NULL;
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}
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#ifdef WITH_PYTHON
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m_attr_dict = PyDict_New(); /* new ref */
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m_draw_call_pre = NULL;
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m_draw_call_post = NULL;
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#endif
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}
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KX_Scene::~KX_Scene()
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{
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// The release of debug properties used to be in SCA_IScene::~SCA_IScene
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// It's still there but we remove all properties here otherwise some
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// reference might be hanging and causing late release of objects
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RemoveAllDebugProperties();
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while (GetRootParentList()->GetCount() > 0)
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{
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KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
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this->RemoveObject(parentobj);
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}
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if (m_obstacleSimulation)
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delete m_obstacleSimulation;
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if(m_objectlist)
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m_objectlist->Release();
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if (m_parentlist)
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m_parentlist->Release();
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if (m_inactivelist)
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m_inactivelist->Release();
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if (m_lightlist)
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m_lightlist->Release();
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if (m_tempObjectList)
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m_tempObjectList->Release();
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if (m_euthanasyobjects)
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m_euthanasyobjects->Release();
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if (m_animatedlist)
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m_animatedlist->Release();
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if (m_logicmgr)
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delete m_logicmgr;
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if (m_physicsEnvironment)
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delete m_physicsEnvironment;
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if (m_networkScene)
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delete m_networkScene;
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if (m_bucketmanager)
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{
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delete m_bucketmanager;
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}
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#ifdef WITH_PYTHON
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PyDict_Clear(m_attr_dict);
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/* Py_CLEAR: Py_DECREF's and NULL's */
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Py_CLEAR(m_attr_dict);
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/* these may be NULL but the macro checks */
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Py_CLEAR(m_draw_call_pre);
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Py_CLEAR(m_draw_call_post);
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#endif
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}
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RAS_BucketManager* KX_Scene::GetBucketManager()
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{
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return m_bucketmanager;
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}
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CListValue* KX_Scene::GetTempObjectList()
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{
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return m_tempObjectList;
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}
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CListValue* KX_Scene::GetObjectList()
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{
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return m_objectlist;
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}
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CListValue* KX_Scene::GetRootParentList()
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{
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return m_parentlist;
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}
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CListValue* KX_Scene::GetInactiveList()
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{
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return m_inactivelist;
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}
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CListValue* KX_Scene::GetLightList()
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{
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return m_lightlist;
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}
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SCA_LogicManager* KX_Scene::GetLogicManager()
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{
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return m_logicmgr;
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}
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SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
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{
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return m_timemgr;
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}
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list<class KX_Camera*>* KX_Scene::GetCameras()
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{
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return &m_cameras;
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}
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list<class KX_FontObject*>* KX_Scene::GetFonts()
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{
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return &m_fonts;
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}
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void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
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{
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m_frame_settings = frame_settings;
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};
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/**
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* Return a const reference to the framing
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* type set by the above call.
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* The contents are not guarenteed to be sensible
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* if you don't call the above function.
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*/
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const RAS_FrameSettings& KX_Scene::GetFramingType() const
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{
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return m_frame_settings;
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};
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/**
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* Store the current scene's viewport on the
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* game engine canvas.
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*/
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void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
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{
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m_viewport = viewport;
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}
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const RAS_Rect& KX_Scene::GetSceneViewport() const
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{
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return m_viewport;
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}
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void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
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{
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m_worldinfo = worldinfo;
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}
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class KX_WorldInfo* KX_Scene::GetWorldInfo()
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{
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return m_worldinfo;
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}
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const STR_String& KX_Scene::GetName()
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{
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return m_sceneName;
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}
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void KX_Scene::Suspend()
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{
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m_suspend = true;
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}
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void KX_Scene::Resume()
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{
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m_suspend = false;
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}
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void KX_Scene::SetActivityCulling(bool b)
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{
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m_activity_culling = b;
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}
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bool KX_Scene::IsSuspended()
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{
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return m_suspend;
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}
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bool KX_Scene::IsClearingZBuffer()
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{
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return m_isclearingZbuffer;
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}
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void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
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{
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m_isclearingZbuffer = isclearingZbuffer;
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}
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void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
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{
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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if (NewRemoveObject(orgobj) != 0)
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{
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// object is not yet deleted because a reference is hanging somewhere.
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// This should not happen anymore since we use proxy object for Python
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// confident enough to put an assert?
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//assert(false);
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printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
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orgobj->SetSGNode(NULL);
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PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
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if (ctrl)
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{
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// a graphic controller is set, we must delete it as the node will be deleted
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delete ctrl;
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orgobj->SetGraphicController(NULL);
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}
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}
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if (node)
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delete node;
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}
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KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
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{
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// for group duplication, limit the duplication of the hierarchy to the
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// objects that are part of the group.
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if (!IsObjectInGroup(gameobj))
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return NULL;
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
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m_map_gameobject_to_replica.insert(orgobj, newobj);
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// also register 'timers' (time properties) of the replica
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int numprops = newobj->GetPropertyCount();
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for (int i = 0; i < numprops; i++)
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{
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CValue* prop = newobj->GetProperty(i);
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if (prop->GetProperty("timer"))
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this->m_timemgr->AddTimeProperty(prop);
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}
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if (node)
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{
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newobj->SetSGNode((SG_Node*)node);
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}
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else
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{
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m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
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// this fixes part of the scaling-added object bug
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SG_Node* orgnode = orgobj->GetSGNode();
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m_rootnode->SetLocalScale(orgnode->GetLocalScale());
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m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
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m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_rootnode->SetParentRelation(parent_relation);
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newobj->SetSGNode(m_rootnode);
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}
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SG_IObject* replicanode = newobj->GetSGNode();
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// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
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replicanode->SetSGClientObject(newobj);
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// this is the list of object that are send to the graphics pipeline
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m_objectlist->Add(newobj->AddRef());
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if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
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m_lightlist->Add(newobj->AddRef());
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newobj->AddMeshUser();
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// logic cannot be replicated, until the whole hierarchy is replicated.
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m_logicHierarchicalGameObjects.push_back(newobj);
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//replicate controllers of this node
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SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
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replicanode->RemoveAllControllers();
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SGControllerList::iterator cit;
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//int numcont = scenegraphcontrollers.size();
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|
for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
// replicate graphic controller
|
|
if (orgobj->GetGraphicController())
|
|
{
|
|
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
|
|
PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
|
|
newctrl->setNewClientInfo(newobj->getClientInfo());
|
|
newobj->SetGraphicController(newctrl);
|
|
}
|
|
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
|
|
// !
|
|
// It is VERY important that the order of sensors and actuators in
|
|
// the replicated object is preserved: it 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.
|
|
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
|
|
// do it directly on the list at this controller is not connected to anything at this stage
|
|
cont->GetLinkedSensors().clear();
|
|
cont->GetLinkedActuators().clear();
|
|
|
|
// now relink each sensor
|
|
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
|
|
{
|
|
SCA_ISensor* oldsensor = (*its);
|
|
SCA_IObject* oldsensorobj = oldsensor->GetParent();
|
|
SCA_IObject* newsensorobj = NULL;
|
|
|
|
// the original owner of the sensor has been replicated?
|
|
void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
|
|
if (h_obj)
|
|
newsensorobj = (SCA_IObject*)(*h_obj);
|
|
if (!newsensorobj)
|
|
{
|
|
// no, then the sensor points outside the hierachy, keep it the same
|
|
if (m_objectlist->SearchValue(oldsensorobj))
|
|
// only replicate links that points to active objects
|
|
m_logicmgr->RegisterToSensor(cont,oldsensor);
|
|
}
|
|
else
|
|
{
|
|
// yes, then the new sensor has the same position
|
|
SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
|
|
SCA_SensorList::iterator sit;
|
|
SCA_ISensor* newsensor = NULL;
|
|
int sensorpos;
|
|
|
|
for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
|
|
{
|
|
if ((*sit) == oldsensor)
|
|
{
|
|
newsensor = newsensorobj->GetSensors().at(sensorpos);
|
|
break;
|
|
}
|
|
}
|
|
assert(newsensor != NULL);
|
|
m_logicmgr->RegisterToSensor(cont,newsensor);
|
|
}
|
|
}
|
|
|
|
// now relink each actuator
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
|
|
{
|
|
SCA_IActuator* oldactuator = (*ita);
|
|
SCA_IObject* oldactuatorobj = oldactuator->GetParent();
|
|
SCA_IObject* newactuatorobj = NULL;
|
|
|
|
// the original owner of the sensor has been replicated?
|
|
void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
|
|
if (h_obj)
|
|
newactuatorobj = (SCA_IObject*)(*h_obj);
|
|
|
|
if (!newactuatorobj)
|
|
{
|
|
// no, then the sensor points outside the hierachy, keep it the same
|
|
if (m_objectlist->SearchValue(oldactuatorobj))
|
|
// only replicate links that points to active objects
|
|
m_logicmgr->RegisterToActuator(cont,oldactuator);
|
|
}
|
|
else
|
|
{
|
|
// yes, then the new sensor has the same position
|
|
SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
|
|
SCA_ActuatorList::iterator ait;
|
|
SCA_IActuator* newactuator = NULL;
|
|
int actuatorpos;
|
|
|
|
for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
|
|
{
|
|
if ((*ait) == oldactuator)
|
|
{
|
|
newactuator = newactuatorobj->GetActuators().at(actuatorpos);
|
|
break;
|
|
}
|
|
}
|
|
assert(newactuator != NULL);
|
|
m_logicmgr->RegisterToActuator(cont,newactuator);
|
|
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
|
|
}
|
|
}
|
|
}
|
|
// ready to set initial state
|
|
newobj->ResetState();
|
|
}
|
|
|
|
void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
|
|
{
|
|
KX_GameObject* groupobj = (KX_GameObject*) obj;
|
|
KX_GameObject* replica;
|
|
KX_GameObject* gameobj;
|
|
Object* blgroupobj = groupobj->GetBlenderObject();
|
|
Group* group;
|
|
GroupObject *go;
|
|
vector<KX_GameObject*> duplilist;
|
|
|
|
if (!groupobj->GetSGNode() ||
|
|
!groupobj->IsDupliGroup() ||
|
|
level>MAX_DUPLI_RECUR)
|
|
return;
|
|
|
|
// we will add one group at a time
|
|
m_logicHierarchicalGameObjects.clear();
|
|
m_map_gameobject_to_replica.clear();
|
|
m_ueberExecutionPriority++;
|
|
// for groups will do something special:
|
|
// we will force the creation of objects to those in the group only
|
|
// Again, this is match what Blender is doing (it doesn't care of parent relationship)
|
|
m_groupGameObjects.clear();
|
|
|
|
group = blgroupobj->dup_group;
|
|
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
|
{
|
|
Object* blenderobj = go->ob;
|
|
if (blgroupobj == blenderobj)
|
|
// this check is also in group_duplilist()
|
|
continue;
|
|
|
|
gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
|
|
if (gameobj == NULL)
|
|
{
|
|
// this object has not been converted!!!
|
|
// Should not happen as dupli group are created automatically
|
|
continue;
|
|
}
|
|
|
|
gameobj->SetBlenderGroupObject(blgroupobj);
|
|
|
|
if ((blenderobj->lay & group->layer)==0)
|
|
{
|
|
// object is not visible in the 3D view, will not be instantiated
|
|
continue;
|
|
}
|
|
m_groupGameObjects.insert(gameobj);
|
|
}
|
|
|
|
set<CValue*>::iterator oit;
|
|
for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
|
|
{
|
|
gameobj = (KX_GameObject*)(*oit);
|
|
|
|
KX_GameObject *parent = gameobj->GetParent();
|
|
if (parent != NULL)
|
|
{
|
|
parent->Release(); // GetParent() increased the refcount
|
|
|
|
// this object is not a top parent. Either it is the child of another
|
|
// object in the group and it will be added automatically when the parent
|
|
// is added. Or it is the child of an object outside the group and the group
|
|
// is inconsistent, skip it anyway
|
|
continue;
|
|
}
|
|
replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
|
|
// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
|
|
m_parentlist->Add(replica->AddRef());
|
|
|
|
// recurse replication into children nodes
|
|
NodeList& children = gameobj->GetSGNode()->GetSGChildren();
|
|
|
|
replica->GetSGNode()->ClearSGChildren();
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* orgnode = (*childit);
|
|
SG_Node* childreplicanode = orgnode->GetSGReplica();
|
|
if (childreplicanode)
|
|
replica->GetSGNode()->AddChild(childreplicanode);
|
|
}
|
|
// don't replicate logic now: we assume that the objects in the group can have
|
|
// logic relationship, even outside parent relationship
|
|
// In order to match 3D view, the position of groupobj is used as a
|
|
// transformation matrix instead of the new position. This means that
|
|
// the group reference point is 0,0,0
|
|
|
|
// get the rootnode's scale
|
|
MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
|
|
// set the replica's relative scale with the rootnode's scale
|
|
replica->NodeSetRelativeScale(newscale);
|
|
|
|
MT_Point3 offset(group->dupli_ofs);
|
|
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
|
|
newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
|
|
replica->NodeSetLocalPosition(newpos);
|
|
// set the orientation after position for softbody!
|
|
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
|
|
replica->NodeSetLocalOrientation(newori);
|
|
// update scenegraph for entire tree of children
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
|
|
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
|
|
// we can now add the graphic controller to the physic engine
|
|
replica->ActivateGraphicController(true);
|
|
|
|
// done with replica
|
|
replica->Release();
|
|
}
|
|
|
|
// the logic must be replicated first because we need
|
|
// the new logic bricks before relinking
|
|
vector<KX_GameObject*>::iterator git;
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
(*git)->ReParentLogic();
|
|
}
|
|
|
|
// relink any pointers as necessary, sort of a temporary solution
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
// this will also relink the actuator to objects within the hierarchy
|
|
(*git)->Relink(&m_map_gameobject_to_replica);
|
|
// add the object in the layer of the parent
|
|
(*git)->SetLayer(groupobj->GetLayer());
|
|
// If the object was a light, we need to update it's RAS_LightObject as well
|
|
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
|
{
|
|
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
|
|
lightobj->GetLightData()->m_layer = groupobj->GetLayer();
|
|
}
|
|
}
|
|
|
|
// replicate crosslinks etc. between logic bricks
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
ReplicateLogic((*git));
|
|
}
|
|
|
|
// now look if object in the hierarchy have dupli group and recurse
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
if ((*git) != groupobj && (*git)->IsDupliGroup())
|
|
// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
|
|
duplilist.push_back((*git));
|
|
}
|
|
|
|
for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
|
|
{
|
|
DupliGroupRecurse((*git), level+1);
|
|
}
|
|
}
|
|
|
|
|
|
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
|
|
class CValue* parentobject,
|
|
int lifespan)
|
|
{
|
|
|
|
m_logicHierarchicalGameObjects.clear();
|
|
m_map_gameobject_to_replica.clear();
|
|
m_groupGameObjects.clear();
|
|
|
|
// todo: place a timebomb in the object, for temporarily objects :)
|
|
// lifespan of zero means 'this object lives forever'
|
|
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
|
|
KX_GameObject* parentobj = (KX_GameObject*) parentobject;
|
|
|
|
m_ueberExecutionPriority++;
|
|
|
|
// lets create a replica
|
|
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
|
|
|
|
if (lifespan > 0)
|
|
{
|
|
// add a timebomb to this object
|
|
// for now, convert between so called frames and realtime
|
|
m_tempObjectList->Add(replica->AddRef());
|
|
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
|
|
// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
|
|
CValue *fval = new CFloatValue(lifespan*0.02);
|
|
replica->SetProperty("::timebomb",fval);
|
|
fval->Release();
|
|
}
|
|
|
|
// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
|
|
m_parentlist->Add(replica->AddRef());
|
|
|
|
// recurse replication into children nodes
|
|
|
|
NodeList& children = originalobj->GetSGNode()->GetSGChildren();
|
|
|
|
replica->GetSGNode()->ClearSGChildren();
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* orgnode = (*childit);
|
|
SG_Node* childreplicanode = orgnode->GetSGReplica();
|
|
if (childreplicanode)
|
|
replica->GetSGNode()->AddChild(childreplicanode);
|
|
}
|
|
|
|
// At this stage all the objects in the hierarchy have been duplicated,
|
|
// we can update the scenegraph, we need it for the duplication of logic
|
|
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
|
|
replica->NodeSetLocalPosition(newpos);
|
|
|
|
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
|
|
replica->NodeSetLocalOrientation(newori);
|
|
|
|
// get the rootnode's scale
|
|
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
|
|
|
|
// set the replica's relative scale with the rootnode's scale
|
|
replica->NodeSetRelativeScale(newscale);
|
|
|
|
replica->GetSGNode()->UpdateWorldData(0);
|
|
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
|
|
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
|
|
// the size is correct, we can add the graphic controller to the physic engine
|
|
replica->ActivateGraphicController(true);
|
|
|
|
// now replicate logic
|
|
vector<KX_GameObject*>::iterator git;
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
(*git)->ReParentLogic();
|
|
}
|
|
|
|
// relink any pointers as necessary, sort of a temporary solution
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
// this will also relink the actuators in the hierarchy
|
|
(*git)->Relink(&m_map_gameobject_to_replica);
|
|
// add the object in the layer of the parent
|
|
(*git)->SetLayer(parentobj->GetLayer());
|
|
// If the object was a light, we need to update it's RAS_LightObject as well
|
|
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
|
{
|
|
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
|
|
lightobj->GetLightData()->m_layer = parentobj->GetLayer();
|
|
}
|
|
}
|
|
|
|
// replicate crosslinks etc. between logic bricks
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
ReplicateLogic((*git));
|
|
}
|
|
|
|
// check if there are objects with dupligroup in the hierarchy
|
|
vector<KX_GameObject*> duplilist;
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
if ((*git)->IsDupliGroup())
|
|
{
|
|
// separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
|
|
duplilist.push_back(*git);
|
|
}
|
|
}
|
|
for (git = duplilist.begin();!(git==duplilist.end());++git)
|
|
{
|
|
DupliGroupRecurse(*git, 0);
|
|
}
|
|
// don't release replica here because we are returning it, not done with it...
|
|
return replica;
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RemoveObject(class CValue* gameobj)
|
|
{
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
// disconnect child from parent
|
|
SG_Node* node = newobj->GetSGNode();
|
|
|
|
if (node)
|
|
{
|
|
node->DisconnectFromParent();
|
|
|
|
// recursively destruct
|
|
node->Destruct();
|
|
}
|
|
//no need to do that: the object is destroyed and memory released
|
|
//newobj->SetSGNode(0);
|
|
}
|
|
|
|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
|
|
{
|
|
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
if (!m_euthanasyobjects->SearchValue(gameobj))
|
|
{
|
|
m_euthanasyobjects->Add(gameobj->AddRef());
|
|
}
|
|
}
|
|
|
|
|
|
|
|
int KX_Scene::NewRemoveObject(class CValue* gameobj)
|
|
{
|
|
int ret;
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
/* Invalidate the python reference, since the object may exist in script lists
|
|
* its possible that it wont be automatically invalidated, so do it manually here,
|
|
*
|
|
* if for some reason the object is added back into the scene python can always get a new Proxy
|
|
*/
|
|
newobj->InvalidateProxy();
|
|
|
|
// keep the blender->game object association up to date
|
|
// note that all the replicas of an object will have the same
|
|
// blender object, that's why we need to check the game object
|
|
// as only the deletion of the original object must be recorded
|
|
m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), gameobj);
|
|
|
|
//todo: look at this
|
|
//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
|
|
|
|
// remove all sensors/controllers/actuators from logicsystem...
|
|
|
|
SCA_SensorList& sensors = newobj->GetSensors();
|
|
for (SCA_SensorList::iterator its = sensors.begin();
|
|
!(its==sensors.end());its++)
|
|
{
|
|
m_logicmgr->RemoveSensor(*its);
|
|
}
|
|
|
|
SCA_ControllerList& controllers = newobj->GetControllers();
|
|
for (SCA_ControllerList::iterator itc = controllers.begin();
|
|
!(itc==controllers.end());itc++)
|
|
{
|
|
m_logicmgr->RemoveController(*itc);
|
|
}
|
|
|
|
SCA_ActuatorList& actuators = newobj->GetActuators();
|
|
for (SCA_ActuatorList::iterator ita = actuators.begin();
|
|
!(ita==actuators.end());ita++)
|
|
{
|
|
m_logicmgr->RemoveActuator(*ita);
|
|
}
|
|
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
|
|
|
|
// now remove the timer properties from the time manager
|
|
int numprops = newobj->GetPropertyCount();
|
|
|
|
for (int i = 0; i < numprops; i++)
|
|
{
|
|
CValue* propval = newobj->GetProperty(i);
|
|
if (propval->GetProperty("timer"))
|
|
{
|
|
m_timemgr->RemoveTimeProperty(propval);
|
|
}
|
|
}
|
|
|
|
newobj->RemoveMeshes();
|
|
ret = 1;
|
|
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_objectlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_tempObjectList->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_parentlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_inactivelist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_euthanasyobjects->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
if (m_animatedlist->RemoveValue(newobj))
|
|
ret = newobj->Release();
|
|
|
|
if (newobj == m_active_camera)
|
|
{
|
|
//no AddRef done on m_active_camera so no Release
|
|
//m_active_camera->Release();
|
|
m_active_camera = NULL;
|
|
}
|
|
|
|
// in case this is a camera
|
|
m_cameras.remove((KX_Camera*)newobj);
|
|
|
|
// in case this is a font
|
|
m_fonts.remove((KX_FontObject*)newobj);
|
|
|
|
/* currently does nothing, keep incase we need to Unregister something */
|
|
#if 0
|
|
if (m_sceneConverter)
|
|
m_sceneConverter->UnregisterGameObject(newobj);
|
|
#endif
|
|
|
|
// return value will be 0 if the object is actually deleted (all reference gone)
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
|
|
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
|
|
|
|
if(!gameobj) {
|
|
std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
|
|
return;
|
|
}
|
|
|
|
if(use_gfx && mesh != NULL)
|
|
{
|
|
gameobj->RemoveMeshes();
|
|
gameobj->AddMesh(mesh);
|
|
|
|
if (gameobj->m_isDeformable)
|
|
{
|
|
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
|
|
|
|
if (newobj->GetDeformer())
|
|
{
|
|
delete newobj->GetDeformer();
|
|
newobj->SetDeformer(NULL);
|
|
}
|
|
|
|
if (mesh->GetMesh())
|
|
{
|
|
// 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 bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
|
|
bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
|
|
bool bHasDvert = blendmesh->dvert != NULL;
|
|
bool bHasArmature =
|
|
BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
|
|
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 &&
|
|
blendmesh->dvert!=NULL; // mesh has vertex group
|
|
#ifdef USE_BULLET
|
|
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
|
|
#endif
|
|
bool releaseParent = true;
|
|
|
|
|
|
if (oldblendobj==NULL) {
|
|
if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
|
|
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
|
|
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
|
|
}
|
|
}
|
|
|
|
if (bHasModifier)
|
|
{
|
|
BL_ModifierDeformer* modifierDeformer;
|
|
if (bHasShapeKey || bHasArmature)
|
|
{
|
|
modifierDeformer = new BL_ModifierDeformer(
|
|
newobj,
|
|
m_blenderScene,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
modifierDeformer->LoadShapeDrivers(blendobj->parent);
|
|
}
|
|
else
|
|
{
|
|
modifierDeformer = new BL_ModifierDeformer(
|
|
newobj,
|
|
m_blenderScene,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
false,
|
|
NULL
|
|
);
|
|
}
|
|
newobj->SetDeformer(modifierDeformer);
|
|
}
|
|
else if (bHasShapeKey)
|
|
{
|
|
BL_ShapeDeformer* shapeDeformer;
|
|
if (bHasArmature)
|
|
{
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
shapeDeformer->LoadShapeDrivers(blendobj->parent);
|
|
}
|
|
else
|
|
{
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
false,
|
|
true,
|
|
NULL
|
|
);
|
|
}
|
|
newobj->SetDeformer( shapeDeformer);
|
|
}
|
|
else if (bHasArmature)
|
|
{
|
|
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
newobj->SetDeformer(skinDeformer);
|
|
}
|
|
else if (bHasDvert)
|
|
{
|
|
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
|
|
newobj, oldblendobj, mesh
|
|
);
|
|
newobj->SetDeformer(meshdeformer);
|
|
}
|
|
#ifdef USE_BULLET
|
|
else if (bHasSoftBody)
|
|
{
|
|
KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
|
|
newobj->SetDeformer(softdeformer);
|
|
}
|
|
#endif
|
|
|
|
// release parent reference if its not being used
|
|
if( releaseParent && parentobj)
|
|
parentobj->Release();
|
|
}
|
|
}
|
|
|
|
gameobj->AddMeshUser();
|
|
}
|
|
|
|
#ifdef USE_BULLET
|
|
if(use_phys) { /* update the new assigned mesh with the physics mesh */
|
|
KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* Font Object routines */
|
|
void KX_Scene::AddFont(KX_FontObject* font)
|
|
{
|
|
if (!FindFont(font))
|
|
m_fonts.push_back(font);
|
|
}
|
|
|
|
KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
|
|
{
|
|
list<KX_FontObject*>::iterator it = m_fonts.begin();
|
|
|
|
while ( (it != m_fonts.end())
|
|
&& ((*it) != font) ) {
|
|
++it;
|
|
}
|
|
|
|
return ((it == m_fonts.end()) ? NULL : (*it));
|
|
}
|
|
|
|
|
|
/* Camera Object routines */
|
|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
|
|
{
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
|
|
|
while ( (it != m_cameras.end())
|
|
&& ((*it) != cam) ) {
|
|
it++;
|
|
}
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(STR_String& name)
|
|
{
|
|
list<KX_Camera*>::iterator it = m_cameras.begin();
|
|
|
|
while ( (it != m_cameras.end())
|
|
&& ((*it)->GetName() != name) ) {
|
|
it++;
|
|
}
|
|
|
|
return ((it == m_cameras.end()) ? NULL : (*it));
|
|
}
|
|
|
|
void KX_Scene::AddCamera(KX_Camera* cam)
|
|
{
|
|
if (!FindCamera(cam))
|
|
m_cameras.push_back(cam);
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::GetActiveCamera()
|
|
{
|
|
// NULL if not defined
|
|
return m_active_camera;
|
|
}
|
|
|
|
|
|
void KX_Scene::SetActiveCamera(KX_Camera* cam)
|
|
{
|
|
// only set if the cam is in the active list? Or add it otherwise?
|
|
if (!FindCamera(cam)){
|
|
AddCamera(cam);
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
}
|
|
|
|
m_active_camera = cam;
|
|
}
|
|
|
|
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
|
|
{
|
|
if (!FindCamera(cam)){
|
|
// adding is always done at the back, so that's all that needs to be done
|
|
AddCamera(cam);
|
|
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
|
|
} else {
|
|
m_cameras.remove(cam);
|
|
m_cameras.push_back(cam);
|
|
}
|
|
}
|
|
|
|
|
|
void KX_Scene::UpdateMeshTransformations()
|
|
{
|
|
// do this incrementally in the future
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
|
|
gameobj->GetOpenGLMatrix();
|
|
}
|
|
}
|
|
|
|
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
|
|
{
|
|
int intersect = KX_Camera::INTERSECT;
|
|
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
|
|
bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
|
|
bool dotest = visible || node->Left() || node->Right();
|
|
|
|
/* If the camera is inside the box, assume intersect. */
|
|
if (dotest && !node->inside( cam->NodeGetWorldPosition()))
|
|
{
|
|
MT_Scalar radius = node->Radius();
|
|
MT_Point3 center = node->Center();
|
|
|
|
intersect = cam->SphereInsideFrustum(center, radius);
|
|
|
|
if (intersect == KX_Camera::INTERSECT)
|
|
{
|
|
MT_Point3 box[8];
|
|
node->get(box);
|
|
intersect = cam->BoxInsideFrustum(box);
|
|
}
|
|
}
|
|
|
|
switch (intersect)
|
|
{
|
|
case KX_Camera::OUTSIDE:
|
|
MarkSubTreeVisible(node, rasty, false, cam);
|
|
break;
|
|
case KX_Camera::INTERSECT:
|
|
if (gameobj)
|
|
MarkVisible(rasty, gameobj, cam, layer);
|
|
if (node->Left())
|
|
MarkVisible(node->Left(), rasty, cam, layer);
|
|
if (node->Right())
|
|
MarkVisible(node->Right(), rasty, cam, layer);
|
|
break;
|
|
case KX_Camera::INSIDE:
|
|
MarkSubTreeVisible(node, rasty, true, cam, layer);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
|
|
{
|
|
if (node->Client())
|
|
{
|
|
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
|
|
if (gameobj->GetVisible())
|
|
{
|
|
if (visible)
|
|
{
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
|
|
// this adds the vertices to the display list
|
|
for (int m=0;m<nummeshes;m++)
|
|
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
|
|
}
|
|
|
|
gameobj->SetCulled(!visible);
|
|
gameobj->UpdateBuckets(false);
|
|
}
|
|
}
|
|
if (node->Left())
|
|
MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
|
|
if (node->Right())
|
|
MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
|
|
}
|
|
|
|
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
|
|
{
|
|
// User (Python/Actuator) has forced object invisible...
|
|
if (!gameobj->GetSGNode() || !gameobj->GetVisible())
|
|
return;
|
|
|
|
// Shadow lamp layers
|
|
if(layer && !(gameobj->GetLayer() & layer)) {
|
|
gameobj->SetCulled(true);
|
|
gameobj->UpdateBuckets(false);
|
|
return;
|
|
}
|
|
|
|
// If Frustum culling is off, the object is always visible.
|
|
bool vis = !cam->GetFrustumCulling();
|
|
|
|
// If the camera is inside this node, then the object is visible.
|
|
if (!vis)
|
|
{
|
|
vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
|
|
}
|
|
|
|
// Test the object's bound sphere against the view frustum.
|
|
if (!vis)
|
|
{
|
|
MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
|
|
MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
|
|
switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
|
|
{
|
|
case KX_Camera::INSIDE:
|
|
vis = true;
|
|
break;
|
|
case KX_Camera::OUTSIDE:
|
|
vis = false;
|
|
break;
|
|
case KX_Camera::INTERSECT:
|
|
// Test the object's bound box against the view frustum.
|
|
MT_Point3 box[8];
|
|
gameobj->GetSGNode()->getBBox(box);
|
|
vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (vis)
|
|
{
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
|
|
for (int m=0;m<nummeshes;m++)
|
|
{
|
|
// this adds the vertices to the display list
|
|
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
|
|
}
|
|
// Visibility/ non-visibility are marked
|
|
// elsewhere now.
|
|
gameobj->SetCulled(false);
|
|
gameobj->UpdateBuckets(false);
|
|
} else {
|
|
gameobj->SetCulled(true);
|
|
gameobj->UpdateBuckets(false);
|
|
}
|
|
}
|
|
|
|
void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo)
|
|
{
|
|
KX_GameObject* gameobj = objectInfo->m_gameobject;
|
|
if (!gameobj->GetVisible())
|
|
// ideally, invisible objects should be removed from the culling tree temporarily
|
|
return;
|
|
if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
|
|
// used for shadow: object is not in shadow layer
|
|
return;
|
|
|
|
// make object visible
|
|
gameobj->SetCulled(false);
|
|
gameobj->UpdateBuckets(false);
|
|
}
|
|
|
|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
|
|
{
|
|
bool dbvt_culling = false;
|
|
if (m_dbvt_culling)
|
|
{
|
|
// test culling through Bullet
|
|
PHY__Vector4 planes[6];
|
|
// get the clip planes
|
|
MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
|
|
// and convert
|
|
planes[0].setValue(cplanes[4].getValue()); // near
|
|
planes[1].setValue(cplanes[5].getValue()); // far
|
|
planes[2].setValue(cplanes[0].getValue()); // left
|
|
planes[3].setValue(cplanes[1].getValue()); // right
|
|
planes[4].setValue(cplanes[2].getValue()); // top
|
|
planes[5].setValue(cplanes[3].getValue()); // bottom
|
|
CullingInfo info(layer);
|
|
dbvt_culling = m_physicsEnvironment->cullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res);
|
|
}
|
|
if (!dbvt_culling) {
|
|
// the physics engine couldn't help us, do it the hard way
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
{
|
|
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
|
|
}
|
|
}
|
|
}
|
|
|
|
// logic stuff
|
|
void KX_Scene::LogicBeginFrame(double curtime)
|
|
{
|
|
// have a look at temp objects ...
|
|
int lastobj = m_tempObjectList->GetCount() - 1;
|
|
|
|
for (int i = lastobj; i >= 0; i--)
|
|
{
|
|
CValue* objval = m_tempObjectList->GetValue(i);
|
|
CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
|
|
|
|
if (propval)
|
|
{
|
|
float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
|
|
|
|
if (timeleft > 0)
|
|
{
|
|
propval->SetFloat(timeleft);
|
|
}
|
|
else
|
|
{
|
|
DelayedRemoveObject(objval);
|
|
// remove obj
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// all object is the tempObjectList should have a clock
|
|
}
|
|
}
|
|
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
|
|
}
|
|
|
|
void KX_Scene::AddAnimatedObject(CValue* gameobj)
|
|
{
|
|
gameobj->AddRef();
|
|
m_animatedlist->Add(gameobj);
|
|
}
|
|
|
|
void KX_Scene::RemoveAnimatedObject(CValue* gameobj)
|
|
{
|
|
m_animatedlist->RemoveValue(gameobj);
|
|
}
|
|
|
|
void KX_Scene::UpdateAnimations(double curtime)
|
|
{
|
|
// Update any animations
|
|
for (int i=0; i<m_animatedlist->GetCount(); ++i)
|
|
((KX_GameObject*)m_animatedlist->GetValue(i))->UpdateActionManager(curtime);
|
|
}
|
|
|
|
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
|
|
{
|
|
m_logicmgr->UpdateFrame(curtime, frame);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicEndFrame()
|
|
{
|
|
m_logicmgr->EndFrame();
|
|
int numobj;
|
|
|
|
KX_GameObject* obj;
|
|
|
|
while ((numobj = m_euthanasyobjects->GetCount()) > 0)
|
|
{
|
|
// remove the object from this list to make sure we will not hit it again
|
|
obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
|
|
m_euthanasyobjects->Remove(numobj-1);
|
|
obj->Release();
|
|
RemoveObject(obj);
|
|
}
|
|
|
|
//prepare obstacle simulation for new frame
|
|
if (m_obstacleSimulation)
|
|
m_obstacleSimulation->UpdateObstacles();
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* UpdateParents: SceneGraph transformation update.
|
|
*/
|
|
void KX_Scene::UpdateParents(double curtime)
|
|
{
|
|
// we use the SG dynamic list
|
|
SG_Node* node;
|
|
|
|
while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
|
|
{
|
|
node->UpdateWorldData(curtime);
|
|
}
|
|
|
|
//for (int i=0; i<GetRootParentList()->GetCount(); i++)
|
|
//{
|
|
// KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
|
|
// parentobj->NodeUpdateGS(curtime);
|
|
//}
|
|
|
|
// the list must be empty here
|
|
assert(m_sghead.Empty());
|
|
// some nodes may be ready for reschedule, move them to schedule list for next time
|
|
while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
|
|
{
|
|
node->Schedule(m_sghead);
|
|
}
|
|
}
|
|
|
|
|
|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
|
|
{
|
|
return m_bucketmanager->FindBucket(polymat, bucketCreated);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
|
|
class RAS_IRasterizer* rasty,
|
|
class RAS_IRenderTools* rendertools)
|
|
{
|
|
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
|
|
KX_BlenderMaterial::EndFrame();
|
|
}
|
|
|
|
void KX_Scene::UpdateObjectActivity(void)
|
|
{
|
|
if (m_activity_culling) {
|
|
/* determine the activity criterium and set objects accordingly */
|
|
int i=0;
|
|
|
|
MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
|
|
|
|
for (i=0;i<GetObjectList()->GetCount();i++)
|
|
{
|
|
KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
|
|
|
|
if (!ob->GetIgnoreActivityCulling()) {
|
|
/* Simple test: more than 10 away from the camera, count
|
|
* Manhattan distance. */
|
|
MT_Point3 obpos = ob->NodeGetWorldPosition();
|
|
|
|
if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
|
|
|| (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
|
|
|| (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
|
|
{
|
|
ob->Suspend();
|
|
} else {
|
|
ob->Resume();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_Scene::SetActivityCullingRadius(float f)
|
|
{
|
|
if (f < 0.5)
|
|
f = 0.5;
|
|
m_activity_box_radius = f;
|
|
}
|
|
|
|
NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
|
|
{
|
|
return m_networkDeviceInterface;
|
|
}
|
|
|
|
NG_NetworkScene* KX_Scene::GetNetworkScene()
|
|
{
|
|
return m_networkScene;
|
|
}
|
|
|
|
void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
|
|
{
|
|
m_networkDeviceInterface = newInterface;
|
|
}
|
|
|
|
void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
|
|
{
|
|
m_networkScene = newScene;
|
|
}
|
|
|
|
|
|
void KX_Scene::SetGravity(const MT_Vector3& gravity)
|
|
{
|
|
GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
|
|
}
|
|
|
|
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
|
|
{
|
|
m_sceneConverter = sceneConverter;
|
|
}
|
|
|
|
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
|
|
{
|
|
m_physicsEnvironment = physEnv;
|
|
if(m_physicsEnvironment) {
|
|
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
|
|
m_logicmgr->RegisterEventManager(touchmgr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
short KX_Scene::GetAnimationFPS()
|
|
{
|
|
return m_blenderScene->r.frs_sec;
|
|
}
|
|
|
|
#ifdef USE_BULLET
|
|
#include "KX_BulletPhysicsController.h"
|
|
#endif
|
|
|
|
static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
|
|
{
|
|
SCA_LogicManager *logicmgr= to->GetLogicManager();
|
|
|
|
brick->Replace_IScene(to);
|
|
brick->Replace_NetworkScene(to->GetNetworkScene());
|
|
|
|
SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
|
|
if(sensor) {
|
|
sensor->Replace_EventManager(logicmgr);
|
|
}
|
|
|
|
/* near sensors have physics controllers */
|
|
#ifdef USE_BULLET
|
|
KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
|
|
if(touch_sensor) {
|
|
touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef USE_BULLET
|
|
#include "CcdGraphicController.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
#include "CcdPhysicsEnvironment.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
#include "KX_BulletPhysicsController.h"
|
|
#endif
|
|
|
|
static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
|
|
{
|
|
{
|
|
SCA_ActuatorList& actuators= gameobj->GetActuators();
|
|
SCA_ActuatorList::iterator ita;
|
|
|
|
for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
|
|
{
|
|
MergeScene_LogicBrick(*ita, to);
|
|
}
|
|
}
|
|
|
|
|
|
{
|
|
SCA_SensorList& sensors= gameobj->GetSensors();
|
|
SCA_SensorList::iterator its;
|
|
|
|
for (its = sensors.begin(); !(its==sensors.end()); ++its)
|
|
{
|
|
MergeScene_LogicBrick(*its, to);
|
|
}
|
|
}
|
|
|
|
{
|
|
SCA_ControllerList& controllers= gameobj->GetControllers();
|
|
SCA_ControllerList::iterator itc;
|
|
|
|
for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
|
|
{
|
|
SCA_IController *cont= *itc;
|
|
MergeScene_LogicBrick(cont, to);
|
|
|
|
vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
|
|
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
|
|
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
|
|
MergeScene_LogicBrick(*ita, to);
|
|
}
|
|
|
|
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
|
|
MergeScene_LogicBrick(*its, to);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* graphics controller */
|
|
PHY_IGraphicController *ctrl = gameobj->GetGraphicController();
|
|
if(ctrl) {
|
|
/* SHOULD update the m_cullingTree */
|
|
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
|
|
/* SG_Node can hold a scene reference */
|
|
SG_Node *sg= gameobj->GetSGNode();
|
|
if(sg) {
|
|
if(sg->GetSGClientInfo() == from) {
|
|
sg->SetSGClientInfo(to);
|
|
|
|
/* Make sure to grab the children too since they might not be tied to a game object */
|
|
NodeList children = sg->GetSGChildren();
|
|
for (int i=0; i<children.size(); i++)
|
|
children[i]->SetSGClientInfo(to);
|
|
}
|
|
#ifdef USE_BULLET
|
|
SGControllerList::iterator contit;
|
|
SGControllerList& controllers = sg->GetSGControllerList();
|
|
for (contit = controllers.begin();contit!=controllers.end();++contit)
|
|
{
|
|
KX_BulletPhysicsController *phys_ctrl= dynamic_cast<KX_BulletPhysicsController *>(*contit);
|
|
if (phys_ctrl)
|
|
phys_ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
#endif // USE_BULLET
|
|
}
|
|
/* If the object is a light, update it's scene */
|
|
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
|
|
((KX_LightObject*)gameobj)->UpdateScene(to);
|
|
|
|
/* Add the object to the scene's logic manager */
|
|
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
|
|
to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
|
|
|
|
for (int i=0; i<gameobj->GetMeshCount(); ++i)
|
|
to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
|
|
}
|
|
|
|
bool KX_Scene::MergeScene(KX_Scene *other)
|
|
{
|
|
#ifdef USE_BULLET
|
|
CcdPhysicsEnvironment *env= dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
|
|
CcdPhysicsEnvironment *env_other= dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
|
|
|
|
if((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
|
|
{
|
|
printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
|
|
printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
|
|
return false;
|
|
}
|
|
#endif // USE_BULLET
|
|
|
|
if(GetSceneConverter() != other->GetSceneConverter()) {
|
|
printf("KX_Scene::MergeScene: converters differ, aborting\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
|
|
|
|
/* move materials across, assume they both use the same scene-converters */
|
|
GetSceneConverter()->MergeScene(this, other);
|
|
|
|
/* active + inactive == all ??? - lets hope so */
|
|
for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
|
|
gameobj->UpdateBuckets(false); /* only for active objects */
|
|
}
|
|
|
|
for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
}
|
|
|
|
GetTempObjectList()->MergeList(other->GetTempObjectList());
|
|
other->GetTempObjectList()->ReleaseAndRemoveAll();
|
|
|
|
GetObjectList()->MergeList(other->GetObjectList());
|
|
other->GetObjectList()->ReleaseAndRemoveAll();
|
|
|
|
GetInactiveList()->MergeList(other->GetInactiveList());
|
|
other->GetInactiveList()->ReleaseAndRemoveAll();
|
|
|
|
GetRootParentList()->MergeList(other->GetRootParentList());
|
|
other->GetRootParentList()->ReleaseAndRemoveAll();
|
|
|
|
GetLightList()->MergeList(other->GetLightList());
|
|
other->GetLightList()->ReleaseAndRemoveAll();
|
|
|
|
#ifdef USE_BULLET
|
|
if(env) /* bullet scene? - dummy scenes dont need touching */
|
|
env->MergeEnvironment(env_other);
|
|
#endif
|
|
|
|
/* merge logic */
|
|
{
|
|
SCA_LogicManager *logicmgr= GetLogicManager();
|
|
SCA_LogicManager *logicmgr_other= other->GetLogicManager();
|
|
|
|
vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
|
|
//vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
|
|
|
|
//SCA_EventManager *evtmgr;
|
|
SCA_EventManager *evtmgr_other;
|
|
|
|
for(unsigned int i= 0; i < evtmgrs.size(); i++) {
|
|
evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
|
|
|
|
if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
|
|
evtmgr_other->Replace_LogicManager(logicmgr);
|
|
|
|
/* when merging objects sensors are moved across into the new manager, dont need to do this here */
|
|
}
|
|
|
|
/* grab any timer properties from the other scene */
|
|
SCA_TimeEventManager *timemgr= GetTimeEventManager();
|
|
SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager();
|
|
vector<CValue*> times = timemgr_other->GetTimeValues();
|
|
|
|
for(unsigned int i= 0; i < times.size(); i++) {
|
|
timemgr->AddTimeProperty(times[i]);
|
|
}
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
|
|
{
|
|
m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
|
|
}
|
|
|
|
void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
|
|
{
|
|
m_filtermanager.RenderFilters(canvas);
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
|
|
void KX_Scene::RunDrawingCallbacks(PyObject* cb_list)
|
|
{
|
|
Py_ssize_t len;
|
|
|
|
if (cb_list && (len=PyList_GET_SIZE(cb_list)))
|
|
{
|
|
PyObject* args= PyTuple_New(0); // save python creating each call
|
|
PyObject* func;
|
|
PyObject* ret;
|
|
|
|
// Iterate the list and run the callbacks
|
|
for (Py_ssize_t pos=0; pos < len; pos++)
|
|
{
|
|
func= PyList_GET_ITEM(cb_list, pos);
|
|
ret= PyObject_Call(func, args, NULL);
|
|
if (ret==NULL) {
|
|
PyErr_Print();
|
|
PyErr_Clear();
|
|
}
|
|
else {
|
|
Py_DECREF(ret);
|
|
}
|
|
}
|
|
|
|
Py_DECREF(args);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//Python
|
|
|
|
PyTypeObject KX_Scene::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"KX_Scene",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,
|
|
&Sequence,
|
|
&Mapping,
|
|
0,0,0,0,0,0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&CValue::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
PyMethodDef KX_Scene::Methods[] = {
|
|
KX_PYMETHODTABLE(KX_Scene, addObject),
|
|
KX_PYMETHODTABLE(KX_Scene, end),
|
|
KX_PYMETHODTABLE(KX_Scene, restart),
|
|
KX_PYMETHODTABLE(KX_Scene, replace),
|
|
KX_PYMETHODTABLE(KX_Scene, suspend),
|
|
KX_PYMETHODTABLE(KX_Scene, resume),
|
|
KX_PYMETHODTABLE(KX_Scene, drawObstacleSimulation),
|
|
|
|
|
|
/* dict style access */
|
|
KX_PYMETHODTABLE(KX_Scene, get),
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(item);
|
|
PyObject* pyconvert;
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
return NULL;
|
|
}
|
|
|
|
if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
|
|
|
|
if (attr_str)
|
|
PyErr_Clear();
|
|
Py_INCREF(pyconvert);
|
|
return pyconvert;
|
|
}
|
|
else {
|
|
if(attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
|
|
return NULL;
|
|
}
|
|
|
|
}
|
|
|
|
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(key);
|
|
if(attr_str==NULL)
|
|
PyErr_Clear();
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if (val==NULL) { /* del ob["key"] */
|
|
int del= 0;
|
|
|
|
if(self->m_attr_dict)
|
|
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
|
|
|
|
if (del==0) {
|
|
if(attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
|
|
return -1;
|
|
}
|
|
else if (self->m_attr_dict) {
|
|
PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
|
|
}
|
|
}
|
|
else { /* ob["key"] = value */
|
|
int set = 0;
|
|
|
|
if (self->m_attr_dict==NULL) /* lazy init */
|
|
self->m_attr_dict= PyDict_New();
|
|
|
|
|
|
if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
|
|
set= 1;
|
|
else
|
|
PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
|
|
|
|
if(set==0)
|
|
return -1; /* pythons error value */
|
|
|
|
}
|
|
|
|
return 0; /* success */
|
|
}
|
|
|
|
static int Seq_Contains(PyObject *self_v, PyObject *value)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, "BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
PyMappingMethods KX_Scene::Mapping = {
|
|
(lenfunc)NULL , /*inquiry mp_length */
|
|
(binaryfunc)Map_GetItem, /*binaryfunc mp_subscript */
|
|
(objobjargproc)Map_SetItem, /*objobjargproc mp_ass_subscript */
|
|
};
|
|
|
|
PySequenceMethods KX_Scene::Sequence = {
|
|
NULL, /* Cant set the len otherwise it can evaluate as false */
|
|
NULL, /* sq_concat */
|
|
NULL, /* sq_repeat */
|
|
NULL, /* sq_item */
|
|
NULL, /* sq_slice */
|
|
NULL, /* sq_ass_item */
|
|
NULL, /* sq_ass_slice */
|
|
(objobjproc)Seq_Contains, /* sq_contains */
|
|
(binaryfunc) NULL, /* sq_inplace_concat */
|
|
(ssizeargfunc) NULL, /* sq_inplace_repeat */
|
|
};
|
|
|
|
PyObject* KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
return PyUnicode_FromString(self->GetName().ReadPtr());
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
return self->GetObjectList()->GetProxy();
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
return self->GetInactiveList()->GetProxy();
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
return self->GetLightList()->GetProxy();
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
/* With refcounts in this case...
|
|
* the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
|
|
* however this is the same with "scene.objects + []", when you make a copy by adding lists.
|
|
*/
|
|
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
CListValue* clist = new CListValue();
|
|
|
|
/* return self->GetCameras()->GetProxy(); */
|
|
|
|
list<KX_Camera*>::iterator it = self->GetCameras()->begin();
|
|
while (it != self->GetCameras()->end()) {
|
|
clist->Add((*it)->AddRef());
|
|
it++;
|
|
}
|
|
|
|
return clist->NewProxy(true);
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
return self->GetActiveCamera()->GetProxy();
|
|
}
|
|
|
|
|
|
int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self= static_cast<KX_Scene*>(self_v);
|
|
KX_Camera *camOb;
|
|
|
|
if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->SetActiveCamera(camOb);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if(self->m_draw_call_pre==NULL)
|
|
self->m_draw_call_pre= PyList_New(0);
|
|
Py_INCREF(self->m_draw_call_pre);
|
|
return self->m_draw_call_pre;
|
|
}
|
|
|
|
PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if(self->m_draw_call_post==NULL)
|
|
self->m_draw_call_post= PyList_New(0);
|
|
Py_INCREF(self->m_draw_call_post);
|
|
return self->m_draw_call_post;
|
|
}
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (!PyList_CheckExact(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
Py_XDECREF(self->m_draw_call_pre);
|
|
|
|
Py_INCREF(value);
|
|
self->m_draw_call_pre = value;
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (!PyList_CheckExact(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
Py_XDECREF(self->m_draw_call_post);
|
|
|
|
Py_INCREF(value);
|
|
self->m_draw_call_post = value;
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyAttributeDef KX_Scene::Attributes[] = {
|
|
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_Scene, pyattr_get_name),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("objects", KX_Scene, pyattr_get_objects),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive", KX_Scene, pyattr_get_objects_inactive),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
|
|
KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
|
|
KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
|
|
KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
|
|
KX_PYATTRIBUTE_BOOL_RO("dbvt_culling", KX_Scene, m_dbvt_culling),
|
|
{ NULL } //Sentinel
|
|
};
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, addObject,
|
|
"addObject(object, other, time=0)\n"
|
|
"Returns the added object.\n")
|
|
{
|
|
PyObject *pyob, *pyother;
|
|
KX_GameObject *ob, *other;
|
|
|
|
int time = 0;
|
|
|
|
if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
|
|
return NULL;
|
|
|
|
if ( !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
|
|
!ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
|
|
return NULL;
|
|
|
|
|
|
SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
|
|
|
|
// release here because AddReplicaObject AddRef's
|
|
// the object is added to the scene so we dont want python to own a reference
|
|
replica->Release();
|
|
return replica->GetProxy();
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, end,
|
|
"end()\n"
|
|
"Removes this scene from the game.\n")
|
|
{
|
|
|
|
KX_GetActiveEngine()->RemoveScene(m_sceneName);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, restart,
|
|
"restart()\n"
|
|
"Restarts this scene.\n")
|
|
{
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, replace,
|
|
"replace(newScene)\n"
|
|
"Replaces this scene with another one.\n")
|
|
{
|
|
char* name;
|
|
|
|
if (!PyArg_ParseTuple(args, "s:replace", &name))
|
|
return NULL;
|
|
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, name);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, suspend,
|
|
"suspend()\n"
|
|
"Suspends this scene.\n")
|
|
{
|
|
Suspend();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, resume,
|
|
"resume()\n"
|
|
"Resumes this scene.\n")
|
|
{
|
|
Resume();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, drawObstacleSimulation,
|
|
"drawObstacleSimulation()\n"
|
|
"Draw debug visualization of obstacle simulation.\n")
|
|
{
|
|
if (GetObstacleSimulation())
|
|
GetObstacleSimulation()->DrawObstacles();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/* Matches python dict.get(key, [default]) */
|
|
KX_PYMETHODDEF_DOC(KX_Scene, get, "")
|
|
{
|
|
PyObject *key;
|
|
PyObject* def = Py_None;
|
|
PyObject* ret;
|
|
|
|
if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
|
|
return NULL;
|
|
|
|
if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
|
|
Py_INCREF(ret);
|
|
return ret;
|
|
}
|
|
|
|
Py_INCREF(def);
|
|
return def;
|
|
}
|
|
|
|
#endif // WITH_PYTHON
|