diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 891cd9b3d85..200883a094c 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -431,6 +431,11 @@ void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gam KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj) { + // for group duplication, limit the duplication of the hierarchy to the + // objects that are part of the group. + if (!IsObjectInGroup(gameobj)) + return NULL; + KX_GameObject* orgobj = (KX_GameObject*)gameobj; KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica(); m_map_gameobject_to_replica.insert(orgobj, newobj); @@ -545,7 +550,9 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj) if (!newsensorobj) { // no, then the sensor points outside the hierachy, keep it the same - m_logicmgr->RegisterToSensor(cont,oldsensor); + if (m_objectlist->SearchValue(oldsensorobj)) + // only replicate links that points to active objects + m_logicmgr->RegisterToSensor(cont,oldsensor); } else { @@ -583,7 +590,9 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj) if (!newactuatorobj) { // no, then the sensor points outside the hierachy, keep it the same - m_logicmgr->RegisterToActuator(cont,oldactuator); + if (m_objectlist->SearchValue(oldactuatorobj)) + // only replicate links that points to active objects + m_logicmgr->RegisterToActuator(cont,oldactuator); } else { @@ -615,6 +624,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) { KX_GameObject* groupobj = (KX_GameObject*) obj; KX_GameObject* replica; + KX_GameObject* gameobj; Object* blgroupobj = groupobj->GetBlenderObject(); Group* group; GroupObject *go; @@ -628,6 +638,10 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) m_logicHierarchicalGameObjects.clear(); m_map_gameobject_to_replica.clear(); m_ueberExecutionPriority++; + // for groups will do something special: + // we will force the creation of objects to those in the group only + // Again, this is match what Blender is doing (it doesn't care of parent relationship) + m_groupGameObjects.clear(); group = blgroupobj->dup_group; for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) @@ -636,13 +650,25 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) if (blgroupobj == blenderobj) // this check is also in group_duplilist() continue; - KX_GameObject* gameobj = m_sceneConverter->FindGameObject(blenderobj); + gameobj = m_sceneConverter->FindGameObject(blenderobj); if (gameobj == NULL) { // this object has not been converted!!! // Should not happen as dupli group are created automatically continue; } + if (blenderobj->lay & group->layer==0) + { + // object is not visible in the 3D view, will not be instantiated + continue; + } + m_groupGameObjects.insert(gameobj); + } + + set::iterator oit; + for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++) + { + gameobj = (KX_GameObject*)(*oit); if (gameobj->GetParent() != NULL) { // this object is not a top parent. Either it is the child of another @@ -651,11 +677,6 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) // is inconsistent, skip it anyway continue; } - if (blenderobj->lay & group->layer==0) - { - // object is not visible in the 3D view, will not be instantiated - continue; - } replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj); // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame) m_parentlist->Add(replica->AddRef()); @@ -668,7 +689,8 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) { SG_Node* orgnode = (*childit); SG_Node* childreplicanode = orgnode->GetSGReplica(); - replica->GetSGNode()->AddChild(childreplicanode); + if (childreplicanode) + replica->GetSGNode()->AddChild(childreplicanode); } // don't replicate logic now: we assume that the objects in the group can have // logic relationship, even outside parent relationship @@ -745,6 +767,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject, m_logicHierarchicalGameObjects.clear(); m_map_gameobject_to_replica.clear(); + m_groupGameObjects.clear(); // todo: place a timebomb in the object, for temporarily objects :) // lifespan of zero means 'this object lives forever' @@ -778,7 +801,8 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject, { SG_Node* orgnode = (*childit); SG_Node* childreplicanode = orgnode->GetSGReplica(); - replica->GetSGNode()->AddChild(childreplicanode); + if (childreplicanode) + replica->GetSGNode()->AddChild(childreplicanode); } // relink any pointers as necessary, sort of a temporary solution diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h index 374545f9a90..80a2abe287a 100644 --- a/source/gameengine/Ketsji/KX_Scene.h +++ b/source/gameengine/Ketsji/KX_Scene.h @@ -216,6 +216,16 @@ protected: */ std::vector m_logicHierarchicalGameObjects; + /** + * This temporary variable will contain the list of + * object that can be added during group instantiation. + * objects outside this list will not be added (can + * happen with children that are outside the group). + * Used in AddReplicaObject. If the list is empty, it + * means don't care. + */ + std::set m_groupGameObjects; + /** * Pointer to system variable passed in in constructor * only used in constructor so we do not need to keep it @@ -292,6 +302,11 @@ public: */ void UpdateParents(double curtime); void DupliGroupRecurse(CValue* gameobj, int level); + bool IsObjectInGroup(CValue* gameobj) + { + return (m_groupGameObjects.empty() || + m_groupGameObjects.find(gameobj) != m_groupGameObjects.end()); + } SCA_IObject* AddReplicaObject(CValue* gameobj, CValue* locationobj, int lifespan=0); diff --git a/source/gameengine/SceneGraph/SG_IObject.cpp b/source/gameengine/SceneGraph/SG_IObject.cpp index c347bbc6d9a..d0bdac5c8f0 100644 --- a/source/gameengine/SceneGraph/SG_IObject.cpp +++ b/source/gameengine/SceneGraph/SG_IObject.cpp @@ -104,7 +104,7 @@ SetSGClientObject( } - void + bool SG_IObject:: ActivateReplicationCallback( SG_IObject *replica @@ -112,8 +112,10 @@ ActivateReplicationCallback( if (m_callbacks.m_replicafunc) { // Call client provided replication func - m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo); + if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL) + return false; } + return true; }; void diff --git a/source/gameengine/SceneGraph/SG_IObject.h b/source/gameengine/SceneGraph/SG_IObject.h index 438ab48c556..7f6bdfbbb1c 100644 --- a/source/gameengine/SceneGraph/SG_IObject.h +++ b/source/gameengine/SceneGraph/SG_IObject.h @@ -202,7 +202,7 @@ public: protected : - void + bool ActivateReplicationCallback( SG_IObject *replica ); diff --git a/source/gameengine/SceneGraph/SG_Node.cpp b/source/gameengine/SceneGraph/SG_Node.cpp index 4e90d7c4653..8de7ac83477 100644 --- a/source/gameengine/SceneGraph/SG_Node.cpp +++ b/source/gameengine/SceneGraph/SG_Node.cpp @@ -68,7 +68,7 @@ SG_Node* SG_Node::GetSGReplica() SG_Node* replica = new SG_Node(*this); if (replica == NULL) return NULL; - ProcessSGReplica(replica); + ProcessSGReplica(&replica); return replica; } @@ -76,25 +76,42 @@ SG_Node* SG_Node::GetSGReplica() void SG_Node:: ProcessSGReplica( - SG_Node* replica + SG_Node** replica ){ // Apply the replication call back function. - ActivateReplicationCallback(replica); + if (!ActivateReplicationCallback(*replica)) + { + delete (*replica); + *replica = NULL; + return; + } // clear the replica node of it's parent. - static_cast(replica)->m_SGparent = NULL; + static_cast(*replica)->m_SGparent = NULL; if (m_children.begin() != m_children.end()) { // if this node has children, the replica has too, so clear and clone children - replica->ClearSGChildren(); + (*replica)->ClearSGChildren(); NodeList::iterator childit; for (childit = m_children.begin();childit!=m_children.end();++childit) { - replica->AddChild((*childit)->GetSGReplica()); + SG_Node* childnode = (*childit)->GetSGReplica(); + if (childnode) + (*replica)->AddChild(childnode); } } + // Nodes without children and without client object are + // not worth to keep, they will just take up CPU + // This can happen in partial replication of hierarchy + // during group duplication. + if ((*replica)->m_children.empty() && + (*replica)->GetSGClientObject() == NULL) + { + delete (*replica); + *replica = NULL; + } } diff --git a/source/gameengine/SceneGraph/SG_Node.h b/source/gameengine/SceneGraph/SG_Node.h index f86e3046d93..ffaaad861e2 100644 --- a/source/gameengine/SceneGraph/SG_Node.h +++ b/source/gameengine/SceneGraph/SG_Node.h @@ -205,7 +205,7 @@ private: void ProcessSGReplica( - SG_Node* replica + SG_Node** replica ); /**