blender/source/gameengine/GameLogic/SCA_LogicManager.cpp

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* Regulates the top-level logic behaviour for one scene.
*/
#include "Value.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SCA_EventManager.h"
#include <set>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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SCA_LogicManager::SCA_LogicManager()
{
}
SCA_LogicManager::~SCA_LogicManager()
{
int numgameobj = m_mapStringToGameObjects.size();
for (int i = 0; i < numgameobj; i++)
{
CValue** gameobjptr = m_mapStringToGameObjects.at(i);
assert(gameobjptr);
if (gameobjptr)
(*gameobjptr)->Release();
}
/*for (int i=0;i<m_sensorcontrollermap.size();i++)
{
vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
delete controllerarray;
}
*/
for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());it++)
{
delete (*it);
}
m_eventmanagers.clear();
m_sensorcontrollermapje.clear();
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}
/*
// this kind of fixes bug 398 but breakes games, so better leave it out for now.
// a removed object's gameobject (and logicbricks and stuff) didn't get released
// because it was still in the m_mapStringToGameObjects map.
void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
{
int numgameobj = m_mapStringToGameObjects.size();
for (int i = 0; i < numgameobj; i++)
{
CValue** gameobjptr = m_mapStringToGameObjects.at(i);
assert(gameobjptr);
if (gameobjptr)
{
if ((*gameobjptr)->GetName() == gameobjname)
(*gameobjptr)->Release();
}
}
m_mapStringToGameObjects.remove(gameobjname);
}
*/
void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
{
m_eventmanagers.push_back(eventmgr);
}
void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
CValue* gameobj)
{
STR_HashedString mn = gameobjname;
m_mapStringToGameObjects.insert(mn,gameobj);
}
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
{
STR_HashedString mn = gamemeshname;
m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
}
void SCA_LogicManager::RegisterGameObj(CValue* gameobj, void* blendobj)
{
m_map_gameobj_to_blendobj.insert(CHashedPtr(gameobj), blendobj);
}
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CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
STR_HashedString mn = "OB"+gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
if (gameptr)
return *gameptr;
return NULL;
}
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
2005-04-18 11:44:21 +00:00
void* SCA_LogicManager::FindBlendObjByGameObj(CValue* gameobject)
{
void **obp= m_map_gameobj_to_blendobj[CHashedPtr(gameobject)];
return obp?*obp:NULL;
}
void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
{
STR_HashedString mn = gamemeshname;
void **obp= m_map_gamemeshname_to_blendobj[mn];
return obp?*obp:NULL;
}
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void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
{
m_sensorcontrollermapje.erase(sensor);
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->RemoveSensor(sensor);
}
}
void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
{
m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
// take care that no controller can use this actuator again !
std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
{
controllerlist contlist = (*sit).second;
for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
{
(*c)->UnlinkActuator(actuator);
}
}
}
void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
{
m_sensorcontrollermapje[sensor].push_back(controller);
controller->LinkToSensor(sensor);
}
void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
{
controller->LinkToActuator(actua);
}
void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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{
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->NextFrame(curtime, fixedtime);
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// for this frame, look up for activated sensors, and build the collection of triggered controllers
// int numsensors = this->m_activatedsensors.size(); /*unused*/
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set<SmartControllerPtr> triggeredControllerSet;
for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
!(is==m_activatedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
controllerlist contlist = m_sensorcontrollermapje[sensor];
for (list<SCA_IController*>::const_iterator c= contlist.begin();
!(c==contlist.end());c++)
{
SCA_IController* contr = *c;//controllerarray->at(c);
triggeredControllerSet.insert(SmartControllerPtr(contr,0));
}
//sensor->SetActive(false);
}
// int numtriggered = triggeredControllerSet.size(); /*unused*/
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for (set<SmartControllerPtr>::iterator tit=triggeredControllerSet.begin();
!(tit==triggeredControllerSet.end());tit++)
{
(*tit)->Trigger(this);
}
triggeredControllerSet.clear();
}
void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
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{
vector<SmartActuatorPtr>::iterator ra;
for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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{
m_activeActuators.erase(*ra);
(*ra)->SetActive(false);
}
m_removedActuators.clear();
for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++)
{
//SCA_IActuator* actua = *ia;
if (!(*ia)->Update(curtime, frame))
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{
//*ia = m_activeactuators.back();
m_removedActuators.push_back(*ia);
(*ia)->SetActive(false);
//m_activeactuators.pop_back();
}
}
for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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{
m_activeActuators.erase(*ra);
(*ra)->SetActive(false);
}
m_removedActuators.clear();
}
void* SCA_LogicManager::GetActionByName (const STR_String& actname)
{
STR_HashedString an = "AC"+actname;
void** actptr = m_mapStringToActions[an];
if (actptr)
return *actptr;
return NULL;
}
void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
{
STR_HashedString mn = "ME"+meshname;
void** meshptr = m_mapStringToMeshes[mn];
if (meshptr)
return *meshptr;
return NULL;
}
void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
{
STR_HashedString mn = meshname;
m_mapStringToMeshes.insert(mn,mesh);
}
void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
{
STR_HashedString an = actname;
m_mapStringToActions.insert(an, action);
}
void SCA_LogicManager::EndFrame()
{
for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
!(is==m_activatedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
sensor->SetActive(false);
}
m_activatedsensors.clear();
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
!(ie==m_eventmanagers.end());ie++)
{
(*ie)->EndFrame();
}
}
void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor)
{
// each frame, only add sensor once, and to avoid a seek, or bloated container
// hold a flag in each sensor, with the 'framenr'
if (!sensor->IsActive())
{
sensor->SetActive(true);
m_activatedsensors.push_back(sensor);
}
}
void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event)
{
if (!actua->IsActive())
{
actua->SetActive(true);
m_activeActuators.insert(SmartActuatorPtr(actua,0));
}
actua->AddEvent(event->AddRef());
}
SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
{
// find an eventmanager of a certain type
SCA_EventManager* eventmgr = NULL;
for (vector<SCA_EventManager*>::const_iterator i=
m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
{
SCA_EventManager* emgr = *i;
if (emgr->GetType() == eventmgrtype)
{
eventmgr = emgr;
break;
}
}
return eventmgr;
}
SmartActuatorPtr::SmartActuatorPtr(const SmartActuatorPtr& other)
{
this->m_actuator = other.m_actuator;
this->m_actuator->AddRef();
}
SmartActuatorPtr::SmartActuatorPtr(SCA_IActuator* actua,int dummy)
: m_actuator(actua)
{
actua->AddRef();
}
SmartActuatorPtr::~SmartActuatorPtr()
{
m_actuator->Release();
}
bool SmartActuatorPtr::operator <(const SmartActuatorPtr& other) const
{
return m_actuator->LessComparedTo(*other);
}
bool SmartActuatorPtr::operator ==(const SmartActuatorPtr& other) const
{
bool result2 = other->LessComparedTo(m_actuator);
return (m_actuator->LessComparedTo(*other) && result2);
}
SCA_IActuator* SmartActuatorPtr::operator->() const
{
return m_actuator;
}
SCA_IActuator* SmartActuatorPtr::operator*() const
{
return m_actuator;
}
SmartControllerPtr::SmartControllerPtr(const SmartControllerPtr& copy)
{
this->m_controller = copy.m_controller;
this->m_controller->AddRef();
}
SmartControllerPtr::SmartControllerPtr(SCA_IController* contr,int dummy)
: m_controller(contr)
{
m_controller->AddRef();
}
SmartControllerPtr::~SmartControllerPtr()
{
m_controller->Release();
}
bool SmartControllerPtr::operator <(const SmartControllerPtr& other) const
{
return m_controller->LessComparedTo(*other);
}
bool SmartControllerPtr::operator ==(const SmartControllerPtr& other) const
{
return (m_controller->LessComparedTo(*other) && other->LessComparedTo(m_controller));
}
SCA_IController* SmartControllerPtr::operator->() const
{
return m_controller;
}
SCA_IController* SmartControllerPtr::operator*() const
{
return m_controller;
}