blender/source/gameengine/GameLogic/SCA_LogicManager.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
*/
/** \file SCA_IController.h
* \ingroup gamelogic
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* \brief Regulates the top-level logic behavior for one scene.
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*/
#ifndef __SCA_LOGICMANAGER_H__
#define __SCA_LOGICMANAGER_H__
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#ifdef _MSC_VER
# pragma warning (disable:4786)
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#endif
#include <vector>
//#include "CTR_Map.h"
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#include <set>
#include <map>
#include <list>
#include "CTR_Map.h"
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#include "STR_HashedString.h"
#include "Value.h"
#include "SG_QList.h"
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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.
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#include "KX_HashedPtr.h"
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using namespace std;
typedef std::list<class SCA_IController*> controllerlist;
typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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/**
* This manager handles sensor, controllers and actuators.
* logic executes each frame the following way:
* find triggering sensors
* build list of controllers that are triggered by these triggering sensors
* process all triggered controllers
* during this phase actuators can be added to the active actuator list
* process all active actuators
* clear triggering sensors
* clear triggered controllers
* (actuators may be active during a longer timeframe)
*/
#include "SCA_ILogicBrick.h"
#include "SCA_IActuator.h"
#include "SCA_EventManager.h"
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class SCA_LogicManager
{
vector<class SCA_EventManager*> m_eventmanagers;
// SG_DList: Head of objects having activated actuators
// element: SCA_IObject::m_activeActuators
SG_DList m_activeActuators;
// SG_DList: Head of objects having activated controllers
// element: SCA_IObject::m_activeControllers
SG_DList m_triggeredControllerSet;
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// need to find better way for this
// also known as FactoryManager...
CTR_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
CTR_Map<STR_HashedString,void*> m_mapStringToMeshes;
CTR_Map<STR_HashedString,void*> m_mapStringToActions;
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CTR_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
CTR_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
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public:
SCA_LogicManager();
virtual ~SCA_LogicManager();
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//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
void RegisterEventManager(SCA_EventManager* eventmgr);
void RegisterToSensor(SCA_IController* controller,
class SCA_ISensor* sensor);
void RegisterToActuator(SCA_IController* controller,
class SCA_IActuator* actuator);
void BeginFrame(double curtime, double fixedtime);
void UpdateFrame(double curtime, bool frame);
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void EndFrame();
void AddActiveActuator(SCA_IActuator* actua,bool event)
{
actua->SetActive(true);
actua->Activate(m_activeActuators);
actua->AddEvent(event);
}
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
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SCA_EventManager* FindEventManager(int eventmgrtype);
vector<class SCA_EventManager*> GetEventManagers() { return m_eventmanagers; }
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void RemoveGameObject(const STR_String& gameobjname);
/**
* remove Logic Bricks from the running logicmanager
*/
void RemoveSensor(SCA_ISensor* sensor);
void RemoveController(SCA_IController* controller);
void RemoveActuator(SCA_IActuator* actuator);
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// for the scripting... needs a FactoryManager later (if we would have time... ;)
void RegisterMeshName(const STR_String& meshname,void* mesh);
void UnregisterMeshName(const STR_String& meshname,void* mesh);
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CTR_Map<STR_HashedString,void*>& GetMeshMap() { return m_mapStringToMeshes; }
CTR_Map<STR_HashedString,void*>& GetActionMap() { return m_mapStringToActions; }
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void RegisterActionName(const STR_String& actname,void* action);
void* GetActionByName (const STR_String& actname);
void* GetMeshByName(const STR_String& meshname);
void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
class CValue* GetGameObjectByName(const STR_String& gameobjname);
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.
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void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
void RegisterGameObj(void* blendobj, CValue* gameobj);
void UnregisterGameObj(void* blendobj, CValue* gameobj);
CValue* FindGameObjByBlendObj(void* blendobj);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_LogicManager")
#endif
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};
#endif /* __SCA_LOGICMANAGER_H__ */