forked from bartvdbraak/blender
3dd18c5c34
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place. This would cause SOLID to go and update its bounding boxes, overlap tests etc. This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph. Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module. Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
237 lines
4.4 KiB
C++
237 lines
4.4 KiB
C++
/**
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* $Id$
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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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*/
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#include "SG_Node.h"
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#include "SG_ParentRelation.h"
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#include <algorithm>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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using namespace std;
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SG_Node::SG_Node(
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void* clientobj,
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void* clientinfo,
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SG_Callbacks callbacks
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)
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: SG_Spatial(clientobj,clientinfo,callbacks),
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m_SGparent(NULL)
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{
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}
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SG_Node::SG_Node(
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const SG_Node & other
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) :
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SG_Spatial(other),
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m_children(other.m_children),
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m_SGparent(other.m_SGparent)
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{
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// nothing to do
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}
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SG_Node::~SG_Node()
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{
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}
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SG_Node* SG_Node::GetSGReplica()
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{
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SG_Node* replica = new SG_Node(*this);
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if (replica == NULL) return NULL;
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ProcessSGReplica(replica);
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return replica;
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}
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void
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SG_Node::
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ProcessSGReplica(
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SG_Node* replica
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){
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// Apply the replication call back function.
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ActivateReplicationCallback(replica);
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// clear the replica node of it's parent.
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static_cast<SG_Node*>(replica)->m_SGparent = NULL;
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if (m_children.begin() != m_children.end())
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{
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// if this node has children, the replica has too, so clear and clone children
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replica->ClearSGChildren();
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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replica->AddChild((*childit)->GetSGReplica());
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}
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}
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}
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void
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SG_Node::
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Destruct()
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{
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// Not entirely sure what Destruct() expects to happen.
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// I think it probably means just to call the DestructionCallback
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// in the right order on all the children - rather than free any memory
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// We'll delete m_parent_relation now anyway.
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delete(m_parent_relation);
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m_parent_relation = NULL;
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if (m_children.begin() != m_children.end())
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{
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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// call the SG_Node destruct method on each of our children }-)
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(*childit)->Destruct();
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}
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}
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ActivateDestructionCallback();
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}
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SG_Node*
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SG_Node::
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GetSGParent(
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) const {
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return m_SGparent;
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}
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void
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SG_Node::
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SetSGParent(
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SG_Node* parent
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){
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m_SGparent = parent;
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}
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const
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SG_Node*
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SG_Node::
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GetRootSGParent(
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) const {
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return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
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}
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void
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SG_Node::
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DisconnectFromParent(
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){
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if (m_SGparent)
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{
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m_SGparent->RemoveChild(this);
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m_SGparent = NULL;
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}
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}
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void SG_Node::AddChild(SG_Node* child)
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{
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m_children.push_back(child);
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child->SetSGParent(this); // this way ?
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}
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void SG_Node::RemoveChild(SG_Node* child)
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{
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NodeList::iterator childfound = find(m_children.begin(),m_children.end(),child);
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if (childfound != m_children.end())
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{
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m_children.erase(childfound);
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}
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}
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void SG_Node::UpdateWorldData(double time)
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{
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if (UpdateSpatialData(GetSGParent(),time))
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ActivateUpdateTransformCallback();
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// update children's worlddata
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->UpdateWorldData(time);
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}
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}
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NodeList& SG_Node::GetSGChildren()
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{
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return this->m_children;
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}
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const NodeList& SG_Node::GetSGChildren() const
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{
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return this->m_children;
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}
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void SG_Node::ClearSGChildren()
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{
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m_children.clear();
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}
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void SG_Node::SetSimulatedTime(double time,bool recurse)
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{
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// update the controllers of this node.
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SetControllerTime(time);
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// update children's simulate time.
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if (recurse)
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{
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for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it)
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{
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(*it)->SetSimulatedTime(time,recurse);
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}
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}
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}
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