forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
488 lines
10 KiB
C++
488 lines
10 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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* Regulates the top-level logic behaviour for one scene.
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*/
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#include "Value.h"
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#include "SCA_LogicManager.h"
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#include "SCA_ISensor.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SCA_EventManager.h"
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#include <set>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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SCA_LogicManager::SCA_LogicManager()
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{
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}
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SCA_LogicManager::~SCA_LogicManager()
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{
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int numgameobj = m_mapStringToGameObjects.size();
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for (int i = 0; i < numgameobj; i++)
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{
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CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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assert(gameobjptr);
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if (gameobjptr)
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(*gameobjptr)->Release();
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}
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/*for (int i=0;i<m_sensorcontrollermap.size();i++)
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{
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vector<SCA_IController*>* controllerarray = *(m_sensorcontrollermap[i]);
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delete controllerarray;
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}
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*/
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for (vector<SCA_EventManager*>::iterator it = m_eventmanagers.begin();!(it==m_eventmanagers.end());it++)
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{
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delete (*it);
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}
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m_eventmanagers.clear();
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m_sensorcontrollermapje.clear();
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}
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/*
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// this kind of fixes bug 398 but breakes games, so better leave it out for now.
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// a removed object's gameobject (and logicbricks and stuff) didn't get released
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// because it was still in the m_mapStringToGameObjects map.
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void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
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{
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int numgameobj = m_mapStringToGameObjects.size();
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for (int i = 0; i < numgameobj; i++)
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{
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CValue** gameobjptr = m_mapStringToGameObjects.at(i);
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assert(gameobjptr);
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if (gameobjptr)
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{
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if ((*gameobjptr)->GetName() == gameobjname)
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(*gameobjptr)->Release();
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}
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}
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m_mapStringToGameObjects.remove(gameobjname);
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}
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*/
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void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
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{
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m_eventmanagers.push_back(eventmgr);
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}
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void SCA_LogicManager::RegisterGameObjectName(const STR_String& gameobjname,
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CValue* gameobj)
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{
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STR_HashedString mn = gameobjname;
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m_mapStringToGameObjects.insert(mn,gameobj);
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}
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void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj)
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{
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STR_HashedString mn = gamemeshname;
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m_map_gamemeshname_to_blendobj.insert(mn, blendobj);
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}
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void SCA_LogicManager::RegisterGameObj(CValue* gameobj, void* blendobj)
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{
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m_map_gameobj_to_blendobj.insert(CHashedPtr(gameobj), blendobj);
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}
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CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
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{
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STR_HashedString mn = "OB"+gameobjname;
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CValue** gameptr = m_mapStringToGameObjects[mn];
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if (gameptr)
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return *gameptr;
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return NULL;
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}
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void* SCA_LogicManager::FindBlendObjByGameObj(CValue* gameobject)
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{
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void **obp= m_map_gameobj_to_blendobj[CHashedPtr(gameobject)];
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return obp?*obp:NULL;
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}
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void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
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{
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STR_HashedString mn = gamemeshname;
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void **obp= m_map_gamemeshname_to_blendobj[mn];
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return obp?*obp:NULL;
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}
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void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
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{
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m_sensorcontrollermapje.erase(sensor);
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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!(ie==m_eventmanagers.end());ie++)
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{
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(*ie)->RemoveSensor(sensor);
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}
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}
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void SCA_LogicManager::RemoveDestroyedActuator(SCA_IActuator* actuator)
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{
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m_removedActuators.push_back(SmartActuatorPtr(actuator,0));
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// take care that no controller can use this actuator again !
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std::map<SCA_ISensor*,controllerlist>::const_iterator sit;
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for (sit = m_sensorcontrollermapje.begin();!(sit==m_sensorcontrollermapje.end());++sit)
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{
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controllerlist contlist = (*sit).second;
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for (list<SCA_IController*>::const_iterator c= contlist.begin();!(c==contlist.end());c++)
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{
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(*c)->UnlinkActuator(actuator);
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}
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}
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}
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void SCA_LogicManager::RegisterToSensor(SCA_IController* controller,SCA_ISensor* sensor)
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{
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m_sensorcontrollermapje[sensor].push_back(controller);
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controller->LinkToSensor(sensor);
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}
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void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActuator* actua)
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{
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controller->LinkToActuator(actua);
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}
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void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
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{
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
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(*ie)->NextFrame(curtime, fixedtime);
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// for this frame, look up for activated sensors, and build the collection of triggered controllers
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// int numsensors = this->m_activatedsensors.size(); /*unused*/
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set<SmartControllerPtr> triggeredControllerSet;
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for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
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!(is==m_activatedsensors.end());is++)
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{
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SCA_ISensor* sensor = *is;
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controllerlist contlist = m_sensorcontrollermapje[sensor];
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for (list<SCA_IController*>::const_iterator c= contlist.begin();
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!(c==contlist.end());c++)
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{
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SCA_IController* contr = *c;//controllerarray->at(c);
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triggeredControllerSet.insert(SmartControllerPtr(contr,0));
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}
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//sensor->SetActive(false);
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}
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// int numtriggered = triggeredControllerSet.size(); /*unused*/
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for (set<SmartControllerPtr>::iterator tit=triggeredControllerSet.begin();
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!(tit==triggeredControllerSet.end());tit++)
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{
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(*tit)->Trigger(this);
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}
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triggeredControllerSet.clear();
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}
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void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
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{
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vector<SmartActuatorPtr>::iterator ra;
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for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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{
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m_activeActuators.erase(*ra);
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(*ra)->SetActive(false);
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}
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m_removedActuators.clear();
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for (set<SmartActuatorPtr>::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++)
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{
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//SCA_IActuator* actua = *ia;
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if (!(*ia)->Update(curtime, frame))
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{
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//*ia = m_activeactuators.back();
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m_removedActuators.push_back(*ia);
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(*ia)->SetActive(false);
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//m_activeactuators.pop_back();
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}
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}
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for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++)
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{
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m_activeActuators.erase(*ra);
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(*ra)->SetActive(false);
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}
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m_removedActuators.clear();
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}
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void* SCA_LogicManager::GetActionByName (const STR_String& actname)
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{
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STR_HashedString an = "AC"+actname;
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void** actptr = m_mapStringToActions[an];
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if (actptr)
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return *actptr;
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return NULL;
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}
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void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
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{
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STR_HashedString mn = "ME"+meshname;
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void** meshptr = m_mapStringToMeshes[mn];
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if (meshptr)
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return *meshptr;
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return NULL;
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}
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void SCA_LogicManager::RegisterMeshName(const STR_String& meshname,void* mesh)
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{
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STR_HashedString mn = meshname;
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m_mapStringToMeshes.insert(mn,mesh);
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}
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void SCA_LogicManager::RegisterActionName(const STR_String& actname,void* action)
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{
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STR_HashedString an = actname;
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m_mapStringToActions.insert(an, action);
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}
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void SCA_LogicManager::EndFrame()
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{
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for (vector<SCA_ISensor*>::const_iterator is=m_activatedsensors.begin();
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!(is==m_activatedsensors.end());is++)
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{
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SCA_ISensor* sensor = *is;
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sensor->SetActive(false);
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}
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m_activatedsensors.clear();
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for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
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!(ie==m_eventmanagers.end());ie++)
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{
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(*ie)->EndFrame();
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}
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}
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void SCA_LogicManager::AddActivatedSensor(SCA_ISensor* sensor)
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{
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// each frame, only add sensor once, and to avoid a seek, or bloated container
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// hold a flag in each sensor, with the 'framenr'
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if (!sensor->IsActive())
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{
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sensor->SetActive(true);
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m_activatedsensors.push_back(sensor);
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}
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}
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void SCA_LogicManager::AddActiveActuator(SCA_IActuator* actua,CValue* event)
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{
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if (!actua->IsActive())
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{
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actua->SetActive(true);
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m_activeActuators.insert(SmartActuatorPtr(actua,0));
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}
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actua->AddEvent(event->AddRef());
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}
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SCA_EventManager* SCA_LogicManager::FindEventManager(int eventmgrtype)
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{
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// find an eventmanager of a certain type
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SCA_EventManager* eventmgr = NULL;
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for (vector<SCA_EventManager*>::const_iterator i=
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m_eventmanagers.begin();!(i==m_eventmanagers.end());i++)
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{
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SCA_EventManager* emgr = *i;
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if (emgr->GetType() == eventmgrtype)
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{
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eventmgr = emgr;
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break;
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}
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}
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return eventmgr;
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}
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SmartActuatorPtr::SmartActuatorPtr(const SmartActuatorPtr& other)
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{
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this->m_actuator = other.m_actuator;
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this->m_actuator->AddRef();
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}
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SmartActuatorPtr::SmartActuatorPtr(SCA_IActuator* actua,int dummy)
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: m_actuator(actua)
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{
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actua->AddRef();
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}
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SmartActuatorPtr::~SmartActuatorPtr()
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{
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m_actuator->Release();
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}
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bool SmartActuatorPtr::operator <(const SmartActuatorPtr& other) const
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{
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return m_actuator->LessComparedTo(*other);
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}
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bool SmartActuatorPtr::operator ==(const SmartActuatorPtr& other) const
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{
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bool result2 = other->LessComparedTo(m_actuator);
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return (m_actuator->LessComparedTo(*other) && result2);
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}
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SCA_IActuator* SmartActuatorPtr::operator->() const
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{
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return m_actuator;
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}
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SCA_IActuator* SmartActuatorPtr::operator*() const
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{
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return m_actuator;
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}
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SmartControllerPtr::SmartControllerPtr(const SmartControllerPtr& copy)
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{
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this->m_controller = copy.m_controller;
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this->m_controller->AddRef();
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}
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SmartControllerPtr::SmartControllerPtr(SCA_IController* contr,int dummy)
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: m_controller(contr)
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{
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m_controller->AddRef();
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}
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SmartControllerPtr::~SmartControllerPtr()
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{
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m_controller->Release();
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}
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bool SmartControllerPtr::operator <(const SmartControllerPtr& other) const
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{
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return m_controller->LessComparedTo(*other);
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}
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bool SmartControllerPtr::operator ==(const SmartControllerPtr& other) const
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{
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return (m_controller->LessComparedTo(*other) && other->LessComparedTo(m_controller));
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}
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SCA_IController* SmartControllerPtr::operator->() const
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{
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return m_controller;
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}
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SCA_IController* SmartControllerPtr::operator*() const
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{
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return m_controller;
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}
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