forked from bartvdbraak/blender
386122ada6
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
206 lines
4.7 KiB
C++
206 lines
4.7 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., 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 LICENSE BLOCK *****
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* An abstract object that has some logic, python scripting and
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* reference counting Note: transformation stuff has been moved to
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* SceneGraph
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*/
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#ifndef SCA_IOBJECT_H
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#define SCA_IOBJECT_H
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#include "Value.h"
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#include <vector>
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class SCA_ISensor;
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class SCA_IController;
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class SCA_IActuator;
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template<class T> T PyVecTo(PyObject*);
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typedef std::vector<SCA_ISensor *> SCA_SensorList;
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typedef std::vector<SCA_IController *> SCA_ControllerList;
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typedef std::vector<SCA_IActuator *> SCA_ActuatorList;
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class SCA_IObject : public CValue
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{
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Py_Header;
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protected:
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friend class SCA_IActuator;
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friend class SCA_IController;
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SCA_SensorList m_sensors;
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SCA_ControllerList m_controllers;
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SCA_ActuatorList m_actuators;
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SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object
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// SG_Dlist: element of objects with active actuators
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// Head: SCA_LogicManager::m_activeActuators
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// SG_QList: Head of active actuators list on this object
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// Elements: SCA_IActuator
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SG_QList m_activeActuators;
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// SG_Dlist: element of objects with active controllers
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// Head: SCA_LogicManager::m_activeControllers
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// SG_QList: Head of active controller list on this object
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// Elements: SCA_IController
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SG_QList m_activeControllers;
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static class MT_Point3 m_sDummy;
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/**
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* Ignore activity culling requests?
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*/
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bool m_ignore_activity_culling;
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/**
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* Ignore updates?
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*/
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bool m_suspended;
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/**
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* init state of object (used when object is created)
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*/
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unsigned int m_initState;
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/**
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* current state = bit mask of state that are active
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*/
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unsigned int m_state;
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public:
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SCA_IObject(PyTypeObject* T=&Type);
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virtual ~SCA_IObject();
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SCA_ControllerList& GetControllers()
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{
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return m_controllers;
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}
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SCA_SensorList& GetSensors()
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{
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return m_sensors;
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}
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SCA_ActuatorList& GetActuators()
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{
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return m_actuators;
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}
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SG_QList& GetActiveActuators()
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{
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return m_activeActuators;
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}
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void AddSensor(SCA_ISensor* act);
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void ReserveSensor(int num)
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{
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m_sensors.reserve(num);
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}
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void AddController(SCA_IController* act);
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void ReserveController(int num)
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{
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m_controllers.reserve(num);
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}
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void AddActuator(SCA_IActuator* act);
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void ReserveActuator(int num)
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{
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m_actuators.reserve(num);
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}
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void RegisterActuator(SCA_IActuator* act);
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void UnregisterActuator(SCA_IActuator* act);
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SCA_ISensor* FindSensor(const STR_String& sensorname);
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SCA_IActuator* FindActuator(const STR_String& actuatorname);
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SCA_IController* FindController(const STR_String& controllername);
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void SetCurrentTime(float currentTime) {}
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void ReParentLogic();
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/**
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* Set whether or not to ignore activity culling requests
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*/
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void SetIgnoreActivityCulling(bool b)
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{
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m_ignore_activity_culling = b;
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}
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/**
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* Set whether or not this object wants to ignore activity culling
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* requests
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*/
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bool GetIgnoreActivityCulling()
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{
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return m_ignore_activity_culling;
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}
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/**
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* Suspend all progress.
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*/
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void Suspend(void);
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/**
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* Resume progress
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*/
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void Resume(void);
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/**
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* Set init state
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*/
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void SetInitState(unsigned int initState) { m_initState = initState; }
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/**
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* initialize the state when object is created
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*/
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void ResetState(void) { SetState(m_initState); }
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/**
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* Set the object state
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*/
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void SetState(unsigned int state);
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/**
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* Get the object state
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*/
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unsigned int GetState(void) { return m_state; }
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// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
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// here come the python forwarded methods
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virtual PyObject* py_getattro(PyObject *attr);
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virtual PyObject* py_getattro_dict();
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virtual int GetGameObjectType() {return -1;}
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typedef enum ObjectTypes {
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OBJ_ARMATURE=0,
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}ObjectTypes;
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};
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#endif //SCA_IOBJECT_H
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