forked from bartvdbraak/blender
edc56fae18
Tested with GameLogic.mouse.position and mouse over sensor. It should be working with other mouse sensor as well. If not, please help to test and report a bug. (couldn't test blenderplayer but it should be working there as well). (Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that) I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
621 lines
16 KiB
C++
621 lines
16 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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*/
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#ifndef __KX_SCENE_H
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#define __KX_SCENE_H
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#include "KX_PhysicsEngineEnums.h"
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#include <vector>
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#include <set>
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#include <list>
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "SG_IObject.h"
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#include "SCA_IScene.h"
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#include "MT_Transform.h"
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#include "RAS_FramingManager.h"
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#include "RAS_Rect.h"
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#include "PyObjectPlus.h"
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#include "RAS_2DFilterManager.h"
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/**
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* @section Forward declarations
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*/
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struct SM_MaterialProps;
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struct SM_ShapeProps;
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struct Scene;
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class GEN_HashedPtr;
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class CListValue;
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class CValue;
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class SCA_LogicManager;
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class SCA_KeyboardManager;
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class SCA_TimeEventManager;
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class SCA_MouseManager;
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class SCA_ISystem;
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class SCA_IInputDevice;
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class NG_NetworkDeviceInterface;
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class NG_NetworkScene;
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class SG_IObject;
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class SG_Node;
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class SG_Tree;
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class KX_WorldInfo;
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class KX_Camera;
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class KX_GameObject;
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class KX_LightObject;
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class RAS_BucketManager;
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class RAS_MaterialBucket;
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class RAS_IPolyMaterial;
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class RAS_IRasterizer;
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class RAS_IRenderTools;
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class SCA_JoystickManager;
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class btCollisionShape;
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class KX_BlenderSceneConverter;
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struct KX_ClientObjectInfo;
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/* for ID freeing */
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#define IS_TAGGED(_id) ((_id) && (((ID *)_id)->flag & LIB_DOIT))
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/**
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* The KX_Scene holds all data for an independent scene. It relates
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* KX_Objects to the specific objects in the modules.
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* */
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class KX_Scene : public PyObjectPlus, public SCA_IScene
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{
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Py_Header;
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#ifndef DISABLE_PYTHON
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PyObject* m_attr_dict;
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PyObject* m_draw_call_pre;
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PyObject* m_draw_call_post;
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#endif
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struct CullingInfo {
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int m_layer;
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CullingInfo(int layer) : m_layer(layer) {}
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};
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protected:
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RAS_BucketManager* m_bucketmanager;
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CListValue* m_tempObjectList;
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/**
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* The list of objects which have been removed during the
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* course of one frame. They are actually destroyed in
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* LogicEndFrame() via a call to RemoveObject().
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*/
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CListValue* m_euthanasyobjects;
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CListValue* m_objectlist;
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CListValue* m_parentlist; // all 'root' parents
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CListValue* m_lightlist;
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CListValue* m_inactivelist; // all objects that are not in the active layer
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SG_QList m_sghead; // list of nodes that needs scenegraph update
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// the Dlist is not object that must be updated
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// the Qlist is for objects that needs to be rescheduled
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// for updates after udpate is over (slow parent, bone parent)
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/**
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* The set of cameras for this scene
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*/
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list<class KX_Camera*> m_cameras;
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/**
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* Various SCA managers used by the scene
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*/
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SCA_LogicManager* m_logicmgr;
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SCA_KeyboardManager* m_keyboardmgr;
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SCA_MouseManager* m_mousemgr;
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SCA_TimeEventManager* m_timemgr;
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// Scene converter where many scene entities are registered
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// Used to deregister objects that are deleted
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class KX_BlenderSceneConverter* m_sceneConverter;
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/**
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* physics engine abstraction
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*/
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//e_PhysicsEngine m_physicsEngine; //who needs this ?
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class PHY_IPhysicsEnvironment* m_physicsEnvironment;
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/**
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* Does this scene clear the z-buffer?
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*/
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bool m_isclearingZbuffer;
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/**
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* The name of the scene
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*/
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STR_String m_sceneName;
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/**
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* stores the worldsettings for a scene
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*/
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KX_WorldInfo* m_worldinfo;
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/**
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* @section Different scenes, linked to ketsji scene
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*/
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/**
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* Network scene.
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*/
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NG_NetworkDeviceInterface* m_networkDeviceInterface;
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NG_NetworkScene* m_networkScene;
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/**
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* A temoprary variable used to parent objects together on
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* replication. Don't get confused by the name it is not
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* the scene's root node!
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*/
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SG_Node* m_rootnode;
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/**
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* The active camera for the scene
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*/
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KX_Camera* m_active_camera;
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/**
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* Another temporary variable outstaying its welcome
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* used in AddReplicaObject to map game objects to their
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* replicas so pointers can be updated.
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*/
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GEN_Map <GEN_HashedPtr, void*> m_map_gameobject_to_replica;
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/**
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* Another temporary variable outstaying its welcome
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* used in AddReplicaObject to keep a record of all added
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* objects. Logic can only be updated when all objects
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* have been updated. This stores a list of the new objects.
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*/
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std::vector<KX_GameObject*> m_logicHierarchicalGameObjects;
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/**
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* This temporary variable will contain the list of
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* object that can be added during group instantiation.
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* objects outside this list will not be added (can
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* happen with children that are outside the group).
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* Used in AddReplicaObject. If the list is empty, it
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* means don't care.
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*/
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std::set<CValue*> m_groupGameObjects;
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/**
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* Pointer to system variable passed in in constructor
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* only used in constructor so we do not need to keep it
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* around in this class.
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*/
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SCA_ISystem* m_kxsystem;
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/**
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* The execution priority of replicated object actuators?
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*/
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int m_ueberExecutionPriority;
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/**
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* Activity 'bubble' settings :
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* Suspend (freeze) the entire scene.
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*/
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bool m_suspend;
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/**
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* Radius in Manhattan distance of the box for activity culling.
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*/
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float m_activity_box_radius;
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/**
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* Toggle to enable or disable activity culling.
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*/
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bool m_activity_culling;
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/**
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* Toggle to enable or disable culling via DBVT broadphase of Bullet.
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*/
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bool m_dbvt_culling;
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/**
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* Occlusion culling resolution
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*/
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int m_dbvt_occlusion_res;
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/**
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* The framing settings used by this scene
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*/
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RAS_FrameSettings m_frame_settings;
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/**
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* This scenes viewport into the game engine
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* canvas.Maintained externally, initially [0,0] -> [0,0]
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*/
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RAS_Rect m_viewport;
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/**
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* Visibility testing functions.
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*/
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void MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera*cam,int layer=0);
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void MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera*cam,int layer=0);
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void MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj, KX_Camera*cam, int layer=0);
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static void PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo);
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double m_suspendedtime;
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double m_suspendeddelta;
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struct Scene* m_blenderScene;
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RAS_2DFilterManager m_filtermanager;
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public:
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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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struct Scene* scene,
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class RAS_ICanvas* canvas);
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virtual
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~KX_Scene();
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RAS_BucketManager* GetBucketManager();
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RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
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void RenderBuckets(const MT_Transform& cameratransform,
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RAS_IRasterizer* rasty,
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RAS_IRenderTools* rendertools);
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/**
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* Update all transforms according to the scenegraph.
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*/
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static bool KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene);
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static bool KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene);
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void UpdateParents(double curtime);
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void DupliGroupRecurse(CValue* gameobj, int level);
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bool IsObjectInGroup(CValue* gameobj)
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{
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return (m_groupGameObjects.empty() ||
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m_groupGameObjects.find(gameobj) != m_groupGameObjects.end());
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}
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SCA_IObject* AddReplicaObject(CValue* gameobj,
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CValue* locationobj,
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int lifespan=0);
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KX_GameObject* AddNodeReplicaObject(SG_IObject* node,
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CValue* gameobj);
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void RemoveNodeDestructObject(SG_IObject* node,
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CValue* gameobj);
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void RemoveObject(CValue* gameobj);
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void DelayedRemoveObject(CValue* gameobj);
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int NewRemoveObject(CValue* gameobj);
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void ReplaceMesh(CValue* gameobj,
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void* meshob, bool use_gfx, bool use_phys);
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/**
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* @section Logic stuff
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* Initiate an update of the logic system.
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*/
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void LogicBeginFrame(double curtime);
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void LogicUpdateFrame(double curtime, bool frame);
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void
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LogicEndFrame(
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);
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CListValue*
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GetTempObjectList(
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);
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CListValue*
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GetObjectList(
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);
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CListValue*
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GetInactiveList(
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);
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CListValue*
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GetRootParentList(
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);
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CListValue*
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GetLightList(
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);
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SCA_LogicManager*
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GetLogicManager(
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);
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SCA_TimeEventManager*
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GetTimeEventManager(
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);
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list<class KX_Camera*>*
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GetCameras(
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);
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/** Find a camera in the scene by pointer. */
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KX_Camera*
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FindCamera(
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KX_Camera*
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);
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/** Find a scene in the scene by name. */
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KX_Camera*
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FindCamera(
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STR_String&
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);
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/** Add a camera to this scene. */
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void
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AddCamera(
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KX_Camera*
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);
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/** Find the currently active camera. */
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KX_Camera*
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GetActiveCamera(
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);
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/**
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* Set this camera to be the active camera in the scene. If the
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* camera is not present in the camera list, it will be added
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*/
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void
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SetActiveCamera(
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class KX_Camera*
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);
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/**
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* Move this camera to the end of the list so that it is rendered last.
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* If the camera is not on the list, it will be added
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*/
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void
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SetCameraOnTop(
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class KX_Camera*
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);
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/**
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* Activates new desired canvas width set at design time.
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* @param width The new desired width.
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*/
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void
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SetCanvasDesignWidth(
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unsigned int width
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);
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/**
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* Activates new desired canvas height set at design time.
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* @param width The new desired height.
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*/
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void
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SetCanvasDesignHeight(
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unsigned int height
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);
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/**
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* Returns the current desired canvas width set at design time.
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* @return The desired width.
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*/
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unsigned int
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GetCanvasDesignWidth(
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void
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) const;
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/**
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* Returns the current desired canvas height set at design time.
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* @return The desired height.
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*/
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unsigned int
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GetCanvasDesignHeight(
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void
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) const;
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/**
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* Set the framing options for this scene
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*/
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void
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SetFramingType(
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RAS_FrameSettings & 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
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RAS_FrameSettings &
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GetFramingType(
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) const;
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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 SetSceneViewport(const RAS_Rect &viewport);
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/**
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* Get the current scene's viewport on the
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* game engine canvas. This maintained
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* externally in KX_GameEngine
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*/
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const RAS_Rect& GetSceneViewport() const;
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/**
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* @section Accessors to different scenes of this scene
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*/
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void SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface);
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void SetNetworkScene(NG_NetworkScene *newScene);
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void SetWorldInfo(class KX_WorldInfo* wi);
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KX_WorldInfo* GetWorldInfo();
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void CalculateVisibleMeshes(RAS_IRasterizer* rasty, KX_Camera *cam, int layer=0);
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void UpdateMeshTransformations();
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KX_Camera* GetpCamera();
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NG_NetworkDeviceInterface* GetNetworkDeviceInterface();
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NG_NetworkScene* GetNetworkScene();
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KX_BlenderSceneConverter *GetSceneConverter() { return m_sceneConverter; }
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/**
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* Replicate the logic bricks associated to this object.
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*/
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void ReplicateLogic(class KX_GameObject* newobj);
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static SG_Callbacks m_callbacks;
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const STR_String& GetName();
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// Suspend the entire scene.
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void Suspend();
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// Resume a suspended scene.
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void Resume();
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// Update the activity box settings for objects in this scene, if needed.
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void UpdateObjectActivity(void);
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// Enable/disable activity culling.
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void SetActivityCulling(bool b);
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// Set the radius of the activity culling box.
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void SetActivityCullingRadius(float f);
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bool IsSuspended();
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bool IsClearingZBuffer();
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void EnableZBufferClearing(bool isclearingZbuffer);
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// use of DBVT tree for camera culling
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void SetDbvtCulling(bool b) { m_dbvt_culling = b; };
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bool GetDbvtCulling() { return m_dbvt_culling; };
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void SetDbvtOcclusionRes(int i) { m_dbvt_occlusion_res = i; };
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int GetDbvtOcclusionRes() { return m_dbvt_occlusion_res; };
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void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter);
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class PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
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{
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return m_physicsEnvironment;
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}
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|
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void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv);
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|
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void SetGravity(const MT_Vector3& gravity);
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|
|
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/**
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|
* Sets the node tree for this scene.
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|
*/
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|
void SetNodeTree(SG_Tree* root);
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|
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/**
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* 2D Filters
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*/
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void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
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void Render2DFilters(RAS_ICanvas* canvas);
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|
|
#ifndef DISABLE_PYTHON
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|
/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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|
/* --------------------------------------------------------------------- */
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KX_PYMETHOD_DOC(KX_Scene, addObject);
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KX_PYMETHOD_DOC(KX_Scene, end);
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KX_PYMETHOD_DOC(KX_Scene, restart);
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KX_PYMETHOD_DOC(KX_Scene, replace);
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KX_PYMETHOD_DOC(KX_Scene, suspend);
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KX_PYMETHOD_DOC(KX_Scene, resume);
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KX_PYMETHOD_DOC(KX_Scene, get);
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|
/* attributes */
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static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_objects(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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|
static PyObject* pyattr_get_objects_inactive(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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|
static PyObject* pyattr_get_lights(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_cameras(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_active_camera(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_drawing_callback_pre(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_drawing_callback_post(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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virtual PyObject* py_repr(void) { return PyUnicode_FromString(GetName().ReadPtr()); }
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/* getitem/setitem */
|
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static PyMappingMethods Mapping;
|
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static PySequenceMethods Sequence;
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/**
|
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* Run the registered python drawing functions.
|
|
*/
|
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void RunDrawingCallbacks(PyObject* cb_list);
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PyObject* GetPreDrawCB() { return m_draw_call_pre; };
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PyObject* GetPostDrawCB() { return m_draw_call_post; };
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#endif
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/**
|
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* Sets the time the scene was suspended
|
|
*/
|
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void setSuspendedTime(double suspendedtime);
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/**
|
|
* Returns the "curtime" the scene was suspended
|
|
*/
|
|
double getSuspendedTime();
|
|
/**
|
|
* Sets the difference between the local time of the scene (when it
|
|
* was running and not suspended) and the "curtime"
|
|
*/
|
|
void setSuspendedDelta(double suspendeddelta);
|
|
/**
|
|
* Returns the difference between the local time of the scene (when it
|
|
* was running and not suspended) and the "curtime"
|
|
*/
|
|
double getSuspendedDelta();
|
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/**
|
|
* Returns the Blender scene this was made from
|
|
*/
|
|
struct Scene *GetBlenderScene() { return m_blenderScene; }
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|
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bool MergeScene(KX_Scene *other);
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|
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|
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//void PrintStats(int verbose_level) {
|
|
// m_bucketmanager->PrintStats(verbose_level)
|
|
//}
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|
|
};
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|
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typedef std::vector<KX_Scene*> KX_SceneList;
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|
|
#endif //__KX_SCENE_H
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