forked from bartvdbraak/blender
5e2ee19187
This situation corresponds to a group containing only a portion of a parent hierarchy (the Apricot team needed that to avoid logic duplication). The BGE will instantiate only the children that are in the group so that it follows the 3D view more closely. As a result, the logic links to the objects in the portion of the hierarchy that was not replicated will point to inactive objects (if the groups are stored in inactive layers as they should be). To keep the logic system consistent, these links are automatically removed. This last part of the patch is a general fix that could go in 2.47 but as this situation does not normally occurs in pre-2.47 games, it is not needed.
172 lines
3.1 KiB
C++
172 lines
3.1 KiB
C++
/**
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* $Id$
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "SG_IObject.h"
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#include "SG_Controller.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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SG_IObject::
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SG_IObject(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks callbacks
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):
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m_SGclientObject(clientobj),
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m_SGclientInfo(clientinfo),
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m_callbacks(callbacks)
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{
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//nothing to do
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}
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SG_IObject::
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SG_IObject(
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const SG_IObject &other
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) :
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m_SGclientObject(other.m_SGclientObject),
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m_SGclientInfo(other.m_SGclientInfo),
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m_callbacks(other.m_callbacks)
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{
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//nothing to do
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}
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void
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SG_IObject::
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AddSGController(
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SG_Controller* cont
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){
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m_SGcontrollers.push_back(cont);
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}
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void
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SG_IObject::
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RemoveAllControllers(
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) {
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m_SGcontrollers.clear();
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}
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/// Needed for replication
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SGControllerList&
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SG_IObject::
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GetSGControllerList(
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){
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return m_SGcontrollers;
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}
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void*
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SG_IObject::
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GetSGClientObject(
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){
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return m_SGclientObject;
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}
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const
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void*
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SG_IObject::
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GetSGClientObject(
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) const {
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return m_SGclientObject;
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}
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void
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SG_IObject::
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SetSGClientObject(
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void* clientObject
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){
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m_SGclientObject = clientObject;
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}
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bool
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SG_IObject::
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ActivateReplicationCallback(
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SG_IObject *replica
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){
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if (m_callbacks.m_replicafunc)
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{
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// Call client provided replication func
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if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL)
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return false;
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}
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return true;
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};
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void
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SG_IObject::
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ActivateDestructionCallback(
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){
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if (m_callbacks.m_destructionfunc)
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{
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// Call client provided destruction function on this!
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m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
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}
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else
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{
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// no callback but must still destroy the node to avoid memory leak
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delete this;
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}
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}
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void
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SG_IObject::
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ActivateUpdateTransformCallback(
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){
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if (m_callbacks.m_updatefunc)
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{
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// Call client provided update func.
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m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
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}
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}
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void
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SG_IObject::
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SetControllerTime(
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double time
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){
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SGControllerList::iterator contit;
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for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
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{
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(*contit)->SetSimulatedTime(time);
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}
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}
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SG_IObject::
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~SG_IObject()
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{
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SGControllerList::iterator contit;
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for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
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{
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delete (*contit);
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}
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}
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