forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
982 lines
23 KiB
C++
982 lines
23 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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* Ketsji scene. Holds references to all scene data.
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "KX_KetsjiEngine.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_Scene.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 "KX_Camera.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 "SYS_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.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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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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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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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc);
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// temporarily var until there is a button in the userinterface
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// (defined in KX_PythonInit.cpp)
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extern bool gUseVisibilityTemp;
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KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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class SCA_IInputDevice* mousedevice,
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class NG_NetworkDeviceInterface *ndi,
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class SND_IAudioDevice* adi,
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const STR_String& sceneName):
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m_mousemgr(NULL),
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m_keyboardmgr(NULL),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0),
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m_adi(adi),
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m_sceneName(sceneName),
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m_networkDeviceInterface(ndi),
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m_physicsEnvironment(0)
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{
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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_euthanasyobjects = 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);
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// m_solidScene = DT_CreateScene();
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// m_respTable = DT_CreateRespTable();
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SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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//KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, m_respTable, m_solidScene);
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SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(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(m_keyboardmgr);
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m_logicmgr->RegisterEventManager(m_mousemgr);
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//m_logicmgr->RegisterEventManager(touchmgr);
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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_sumoScene = new SM_Scene();
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//m_sumoScene->setSecondaryRespTable(m_respTable);
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m_soundScene = new SND_Scene(adi);
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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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m_canvasDesignWidth = 0;
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m_canvasDesignHeight = 0;
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}
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KX_Scene::~KX_Scene()
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{
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// int numobj = m_objectlist->GetCount();
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//int numrootobjects = GetRootParentList()->GetCount();
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for (int i = 0; i < GetRootParentList()->GetCount(); i++)
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{
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KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(i);
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this->RemoveObject(parentobj);
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}
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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_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_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_soundScene)
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delete m_soundScene;
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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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}
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void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
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{
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m_projectionmat = pmat;
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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::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::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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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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SND_Scene* KX_Scene::GetSoundScene()
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{
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return m_soundScene;
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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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NewRemoveObject(orgobj);
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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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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);
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newobj->Bucketize();
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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)
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{
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// controller replication is quite complicated
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// only replicate ipo and physics controller for now
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SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
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if (replicacontroller)
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{
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replicacontroller->SetObject(replicanode);
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replicanode->AddSGController(replicacontroller);
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}
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}
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return newobj;
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}
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// before calling this method KX_Scene::ReplicateLogic(), make sure to
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// have called 'GameObject::ReParentLogic' for each object this
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// hierarchy that's because first ALL bricks must exist in the new
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// replica of the hierarchy in order to make cross-links work properly
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// !
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void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
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{
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// also relink the controller to sensors/actuators
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SCA_ControllerList& controllers = newobj->GetControllers();
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//SCA_SensorList& sensors = newobj->GetSensors();
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//SCA_ActuatorList& actuators = newobj->GetActuators();
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for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
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{
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SCA_IController* cont = (*itc);
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cont->SetUeberExecutePriority(m_ueberExecutionPriority);
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vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
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vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
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// disconnect the sensors and actuators
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cont->UnlinkAllSensors();
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cont->UnlinkAllActuators();
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// now relink each sensor
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for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
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{
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SCA_ISensor* oldsensor = (*its);
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STR_String name = oldsensor->GetName();
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//find this name in the list
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SCA_ISensor* newsensor = newobj->FindSensor(name);
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if (newsensor)
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{
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// relink this newsensor to the controller
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m_logicmgr->RegisterToSensor(cont,newsensor);
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}
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else
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{
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// it can be linked somewhere in the hierarchy or...
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for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
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!(git==m_logicHierarchicalGameObjects.end());++git)
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{
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newsensor = (*git)->FindSensor(name);
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if (newsensor)
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break;
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}
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if (newsensor)
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{
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// relink this newsensor to the controller somewhere else within this
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// hierarchy
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m_logicmgr->RegisterToSensor(cont,newsensor);
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}
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else
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{
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// must be an external sensor, so...
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m_logicmgr->RegisterToSensor(cont,oldsensor);
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}
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}
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}
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// now relink each actuator
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for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
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{
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SCA_IActuator* oldactuator = (*ita);
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STR_String name = oldactuator->GetName();
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//find this name in the list
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SCA_IActuator* newactuator = newobj->FindActuator(name);
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if (newactuator)
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{
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// relink this newsensor to the controller
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m_logicmgr->RegisterToActuator(cont,newactuator);
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newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
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}
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else
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{
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// it can be linked somewhere in the hierarchy or...
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for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
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!(git==m_logicHierarchicalGameObjects.end());++git)
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{
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newactuator= (*git)->FindActuator(name);
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if (newactuator)
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break;
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}
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if (newactuator)
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{
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// relink this actuator to the controller somewhere else within this
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// hierarchy
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m_logicmgr->RegisterToActuator(cont,newactuator);
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newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
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}
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else
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{
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// must be an external actuator, so...
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m_logicmgr->RegisterToActuator(cont,oldactuator);
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}
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}
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}
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}
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}
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SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
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class CValue* parentobject,
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int lifespan)
|
|
{
|
|
|
|
m_logicHierarchicalGameObjects.clear();
|
|
m_map_gameobject_to_replica.clear();
|
|
|
|
// todo: place a timebomb in the object, for temporarily objects :)
|
|
// lifespan of zero means 'this object lives forever'
|
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KX_GameObject* originalobj = (KX_GameObject*) originalobject;
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KX_GameObject* parentobj = (KX_GameObject*) parentobject;
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m_ueberExecutionPriority++;
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|
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// lets create a replica
|
|
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
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|
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if (lifespan > 0)
|
|
{
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|
// add a timebomb to this object
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|
// for now, convert between so called frames and realtime
|
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m_tempObjectList->Add(replica->AddRef());
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replica->SetProperty("::timebomb",new CFloatValue(lifespan*0.02));
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}
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|
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// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
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m_parentlist->Add(replica->AddRef());
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// recurse replication into children nodes
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NodeList& children = originalobj->GetSGNode()->GetSGChildren();
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replica->GetSGNode()->ClearSGChildren();
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for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
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|
SG_Node* orgnode = (*childit);
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|
SG_Node* childreplicanode = orgnode->GetSGReplica();
|
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replica->GetSGNode()->AddChild(childreplicanode);
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}
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// relink any pointers as necessary, sort of a temporary solution
|
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vector<KX_GameObject*>::iterator git;
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for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
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|
(*git)->Relink(&m_map_gameobject_to_replica);
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}
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|
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|
// now replicate logic
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
(*git)->ReParentLogic();
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|
}
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// replicate crosslinks etc. between logic bricks
|
|
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
|
|
{
|
|
ReplicateLogic((*git));
|
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}
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|
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
|
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replica->NodeSetLocalPosition(newpos);
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MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
|
|
replica->NodeSetLocalOrientation(newori);
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|
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if (replica->GetPhysicsController())
|
|
{
|
|
replica->GetPhysicsController()->setPosition(newpos);
|
|
replica->GetPhysicsController()->setOrientation(newori.getRotation());
|
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}
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|
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// here we want to set the relative scale: the rootnode's scale will override all other
|
|
// scalings, so lets better prepare for it
|
|
|
|
// get the rootnode's scale
|
|
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
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// set the replica's relative scale with the rootnode's scale
|
|
replica->NodeSetRelativeScale(newscale);
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|
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replica->GetSGNode()->UpdateWorldData(0);
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|
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|
return replica;
|
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}
|
|
|
|
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|
|
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void KX_Scene::RemoveObject(class CValue* gameobj)
|
|
{
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
|
|
// first disconnect child from parent
|
|
SG_Node* node = newobj->GetSGNode();
|
|
|
|
if (node)
|
|
{
|
|
node->DisconnectFromParent();
|
|
|
|
// recursively destruct
|
|
node->Destruct();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
|
|
{
|
|
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
if (!m_euthanasyobjects->SearchValue(gameobj))
|
|
{
|
|
m_euthanasyobjects->Add(gameobj->AddRef());
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::NewRemoveObject(class CValue* gameobj)
|
|
{
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
//SM_Object* sumoObj = newobj->GetSumoObject();
|
|
//if (sumoObj)
|
|
//{
|
|
// this->GetSumoScene()->remove(*sumoObj);
|
|
//}
|
|
// 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++)
|
|
{
|
|
(*itc)->UnlinkAllSensors();
|
|
(*itc)->UnlinkAllActuators();
|
|
}
|
|
|
|
SCA_ActuatorList& actuators = newobj->GetActuators();
|
|
for (SCA_ActuatorList::iterator ita = actuators.begin();
|
|
!(ita==actuators.end());ita++)
|
|
{
|
|
m_logicmgr->RemoveDestroyedActuator(*ita);
|
|
}
|
|
|
|
// 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();
|
|
if (m_objectlist->RemoveValue(newobj))
|
|
newobj->Release();
|
|
if (m_tempObjectList->RemoveValue(newobj))
|
|
newobj->Release();
|
|
if (m_parentlist->RemoveValue(newobj))
|
|
newobj->Release();
|
|
if (m_euthanasyobjects->RemoveValue(newobj))
|
|
newobj->Release();
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
|
|
{
|
|
KX_GameObject* newobj = (KX_GameObject*) gameobj;
|
|
newobj->RemoveMeshes();
|
|
newobj->AddMesh((RAS_MeshObject*)meshobj);
|
|
newobj->Bucketize();
|
|
}
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
|
|
{
|
|
MT_Scalar cammat[16];
|
|
m_active_camera->GetWorldToCamera().getValue(cammat);
|
|
m_viewmat = cammat;
|
|
return m_viewmat;
|
|
}
|
|
|
|
|
|
|
|
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
|
|
{
|
|
return m_projectionmat;
|
|
}
|
|
|
|
|
|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
|
|
{
|
|
set<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)
|
|
{
|
|
set<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)
|
|
{
|
|
m_cameras.insert(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::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();
|
|
gameobj->UpdateNonDynas();
|
|
}
|
|
}
|
|
|
|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty)
|
|
{
|
|
|
|
// do this incrementally in the future
|
|
for (int i = 0; i < m_objectlist->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
|
|
|
|
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(),rasty);
|
|
// Visibility/ non-visibility are marked
|
|
// elsewhere now.
|
|
gameobj->MarkVisible();
|
|
}
|
|
}
|
|
}
|
|
|
|
// logic stuff
|
|
void KX_Scene::LogicBeginFrame(double curtime,double deltatime)
|
|
{
|
|
// 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() - deltatime;
|
|
|
|
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,deltatime);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicUpdateFrame(double curtime,double deltatime)
|
|
{
|
|
m_logicmgr->UpdateFrame(curtime,deltatime);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicEndFrame()
|
|
{
|
|
m_logicmgr->EndFrame();
|
|
int numobj = m_euthanasyobjects->GetCount();
|
|
|
|
for (int i = numobj - 1; i >= 0; i--)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
|
|
this->RemoveObject(gameobj);
|
|
}
|
|
|
|
numobj = m_euthanasyobjects->GetCount();
|
|
if (numobj != 0)
|
|
{
|
|
// huh?
|
|
int ii=0;
|
|
}
|
|
// numobj is 0 we hope
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* UpdateParents: SceneGraph transformation update.
|
|
*/
|
|
void KX_Scene::UpdateParents(double curtime)
|
|
{
|
|
// int numrootobjects = GetRootParentList()->GetCount();
|
|
|
|
for (int i=0; i<GetRootParentList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
|
|
parentobj->NodeUpdateGS(curtime,true);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
|
|
{
|
|
return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
|
|
class RAS_IRasterizer* rasty,
|
|
class RAS_IRenderTools* rendertools)
|
|
{
|
|
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
|
|
}
|
|
|
|
|
|
|
|
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]);
|
|
}
|