blender/source/gameengine/Ketsji/KX_Scene.cpp
Benoit Bolsee 70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00

1451 lines
36 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* 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 *****
* Ketsji scene. Holds references to all scene data.
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "KX_Scene.h"
#include "MT_assert.h"
#include "KX_KetsjiEngine.h"
#include "RAS_IPolygonMaterial.h"
#include "ListValue.h"
#include "SCA_LogicManager.h"
#include "SCA_TimeEventManager.h"
#include "SCA_AlwaysEventManager.h"
#include "SCA_RandomEventManager.h"
#include "KX_RayEventManager.h"
#include "KX_TouchEventManager.h"
#include "SCA_KeyboardManager.h"
#include "SCA_MouseManager.h"
#include "SCA_PropertyEventManager.h"
#include "SCA_ActuatorEventManager.h"
#include "KX_Camera.h"
#include "SCA_JoystickManager.h"
#include "RAS_MeshObject.h"
#include "BL_SkinMeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_BucketManager.h"
#include "FloatValue.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SG_Node.h"
#include "SYS_System.h"
#include "SG_Controller.h"
#include "SG_IObject.h"
#include "SG_Tree.h"
#include "KX_SG_NodeRelationships.h"
#include "KX_NetworkEventManager.h"
#include "NG_NetworkScene.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_IPhysicsController.h"
#include "KX_BlenderSceneConverter.h"
#include "BL_ShapeDeformer.h"
#include "BL_DeformableGameObject.h"
// to get USE_BULLET!
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#endif
void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
{
KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
return (void*)replica;
}
void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
{
((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
return NULL;
};
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);
// temporarily var until there is a button in the userinterface
// (defined in KX_PythonInit.cpp)
extern bool gUseVisibilityTemp;
KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
class NG_NetworkDeviceInterface *ndi,
class SND_IAudioDevice* adi,
const STR_String& sceneName):
PyObjectPlus(&KX_Scene::Type),
m_keyboardmgr(NULL),
m_mousemgr(NULL),
m_physicsEnvironment(0),
m_sceneName(sceneName),
m_adi(adi),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
m_sceneConverter(NULL)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
m_activity_culling = false;
m_suspend = false;
m_isclearingZbuffer = true;
m_tempObjectList = new CListValue();
m_objectlist = new CListValue();
m_parentlist = new CListValue();
m_lightlist= new CListValue();
m_inactivelist = new CListValue();
m_euthanasyobjects = new CListValue();
m_delayReleaseObjects = new CListValue();
m_logicmgr = new SCA_LogicManager();
m_timemgr = new SCA_TimeEventManager(m_logicmgr);
m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
m_logicmgr->RegisterEventManager(alwaysmgr);
m_logicmgr->RegisterEventManager(propmgr);
m_logicmgr->RegisterEventManager(actmgr);
m_logicmgr->RegisterEventManager(m_keyboardmgr);
m_logicmgr->RegisterEventManager(m_mousemgr);
m_logicmgr->RegisterEventManager(m_timemgr);
m_logicmgr->RegisterEventManager(rndmgr);
m_logicmgr->RegisterEventManager(raymgr);
m_logicmgr->RegisterEventManager(netmgr);
m_logicmgr->RegisterEventManager(joymgr);
m_soundScene = new SND_Scene(adi);
MT_assert (m_networkDeviceInterface != NULL);
m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
m_rootnode = NULL;
m_bucketmanager=new RAS_BucketManager();
m_canvasDesignWidth = 0;
m_canvasDesignHeight = 0;
m_attrlist = PyDict_New(); /* new ref */
}
KX_Scene::~KX_Scene()
{
// The release of debug properties used to be in SCA_IScene::~SCA_IScene
// It's still there but we remove all properties here otherwise some
// reference might be hanging and causing late release of objects
RemoveAllDebugProperties();
while (GetRootParentList()->GetCount() > 0)
{
KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
this->RemoveObject(parentobj);
}
if(m_objectlist)
m_objectlist->Release();
if (m_parentlist)
m_parentlist->Release();
if (m_inactivelist)
m_inactivelist->Release();
if (m_lightlist)
m_lightlist->Release();
if (m_tempObjectList)
m_tempObjectList->Release();
if (m_euthanasyobjects)
m_euthanasyobjects->Release();
if (m_delayReleaseObjects)
m_delayReleaseObjects->Release();
if (m_logicmgr)
delete m_logicmgr;
if (m_physicsEnvironment)
delete m_physicsEnvironment;
if (m_soundScene)
delete m_soundScene;
if (m_networkScene)
delete m_networkScene;
if (m_bucketmanager)
{
delete m_bucketmanager;
}
#ifdef USE_BULLET
// This is a fix for memory leaks in bullet: the collision shapes is not destroyed
// when the physical controllers are destroyed. The reason is that shapes are shared
// between replicas of an object. There is no reference count in Bullet so the
// only workaround that does not involve changes in Bullet is to save in this array
// the list of shapes that are created when the scene is created (see KX_ConvertPhysicsObjects.cpp)
class btCollisionShape* shape;
class btTriangleMeshShape* meshShape;
vector<class btCollisionShape*>::iterator it = m_shapes.begin();
while (it != m_shapes.end()) {
shape = *it;
if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
meshShape = static_cast<btTriangleMeshShape*>(shape);
// shapes based on meshes use an interface that contains the vertices.
// Again the idea is to be able to share the interface between shapes but
// this is not used in Blender: each base object will have its own interface
btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
if (meshInterface)
delete meshInterface;
}
delete shape;
it++;
}
#endif
//Py_DECREF(m_attrlist);
}
void KX_Scene::AddShape(class btCollisionShape*shape)
{
m_shapes.push_back(shape);
}
void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
{
m_projectionmat = pmat;
}
RAS_BucketManager* KX_Scene::GetBucketManager()
{
return m_bucketmanager;
}
CListValue* KX_Scene::GetObjectList()
{
return m_objectlist;
}
CListValue* KX_Scene::GetRootParentList()
{
return m_parentlist;
}
CListValue* KX_Scene::GetInactiveList()
{
return m_inactivelist;
}
CListValue* KX_Scene::GetLightList()
{
return m_lightlist;
}
SCA_LogicManager* KX_Scene::GetLogicManager()
{
return m_logicmgr;
}
SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
{
return m_timemgr;
}
list<class KX_Camera*>* KX_Scene::GetCameras()
{
return &m_cameras;
}
void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
{
m_frame_settings = frame_settings;
};
/**
* Return a const reference to the framing
* type set by the above call.
* The contents are not guarenteed to be sensible
* if you don't call the above function.
*/
const RAS_FrameSettings& KX_Scene::GetFramingType() const
{
return m_frame_settings;
};
/**
* Store the current scene's viewport on the
* game engine canvas.
*/
void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
{
m_viewport = viewport;
}
const RAS_Rect& KX_Scene::GetSceneViewport() const
{
return m_viewport;
}
void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
{
m_worldinfo = worldinfo;
}
class KX_WorldInfo* KX_Scene::GetWorldInfo()
{
return m_worldinfo;
}
SND_Scene* KX_Scene::GetSoundScene()
{
return m_soundScene;
}
const STR_String& KX_Scene::GetName()
{
return m_sceneName;
}
void KX_Scene::Suspend()
{
m_suspend = true;
}
void KX_Scene::Resume()
{
m_suspend = false;
}
void KX_Scene::SetActivityCulling(bool b)
{
m_activity_culling = b;
}
bool KX_Scene::IsSuspended()
{
return m_suspend;
}
bool KX_Scene::IsClearingZBuffer()
{
return m_isclearingZbuffer;
}
void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
{
m_isclearingZbuffer = isclearingZbuffer;
}
void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
{
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
if (NewRemoveObject(orgobj) != 0)
{
// object is not yet deleted (this can happen when it hangs in an add object actuator
// last object created reference. It's a bad situation, don't know how to fix it exactly
// The least I can do, is remove the reference to the node in the object as the node
// will in any case be deleted. This ensures that the object will not try to use the node
// when it is finally deleted (see KX_GameObject destructor)
orgobj->SetSGNode(NULL);
}
if (node)
delete node;
}
KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
{
KX_GameObject* orgobj = (KX_GameObject*)gameobj;
KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
m_map_gameobject_to_replica.insert(orgobj, newobj);
// also register 'timers' (time properties) of the replica
int numprops = newobj->GetPropertyCount();
for (int i = 0; i < numprops; i++)
{
CValue* prop = newobj->GetProperty(i);
if (prop->GetProperty("timer"))
this->m_timemgr->AddTimeProperty(prop);
}
if (node)
{
newobj->SetSGNode((SG_Node*)node);
}
else
{
m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
// this fixes part of the scaling-added object bug
SG_Node* orgnode = orgobj->GetSGNode();
m_rootnode->SetLocalScale(orgnode->GetLocalScale());
m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
// define the relationship between this node and it's parent.
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation::New();
m_rootnode->SetParentRelation(parent_relation);
newobj->SetSGNode(m_rootnode);
}
SG_IObject* replicanode = newobj->GetSGNode();
// SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
replicanode->SetSGClientObject(newobj);
// this is the list of object that are send to the graphics pipeline
m_objectlist->Add(newobj->AddRef());
newobj->Bucketize();
// logic cannot be replicated, until the whole hierarchy is replicated.
m_logicHierarchicalGameObjects.push_back(newobj);
//replicate controllers of this node
SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
replicanode->RemoveAllControllers();
SGControllerList::iterator cit;
//int numcont = scenegraphcontrollers.size();
for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
{
// controller replication is quite complicated
// only replicate ipo and physics controller for now
SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
if (replicacontroller)
{
replicacontroller->SetObject(replicanode);
replicanode->AddSGController(replicacontroller);
}
}
return newobj;
}
// before calling this method KX_Scene::ReplicateLogic(), make sure to
// have called 'GameObject::ReParentLogic' for each object this
// hierarchy that's because first ALL bricks must exist in the new
// replica of the hierarchy in order to make cross-links work properly
// !
void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
{
// also relink the controller to sensors/actuators
SCA_ControllerList& controllers = newobj->GetControllers();
//SCA_SensorList& sensors = newobj->GetSensors();
//SCA_ActuatorList& actuators = newobj->GetActuators();
for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
{
SCA_IController* cont = (*itc);
cont->SetUeberExecutePriority(m_ueberExecutionPriority);
vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
// disconnect the sensors and actuators
cont->UnlinkAllSensors();
cont->UnlinkAllActuators();
// now relink each sensor
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
{
SCA_ISensor* oldsensor = (*its);
STR_String name = oldsensor->GetName();
//find this name in the list
SCA_ISensor* newsensor = newobj->FindSensor(name);
if (newsensor)
{
// relink this newsensor to the controller
m_logicmgr->RegisterToSensor(cont,newsensor);
}
else
{
// it can be linked somewhere in the hierarchy or...
for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
!(git==m_logicHierarchicalGameObjects.end());++git)
{
newsensor = (*git)->FindSensor(name);
if (newsensor)
break;
}
if (newsensor)
{
// relink this newsensor to the controller somewhere else within this
// hierarchy
m_logicmgr->RegisterToSensor(cont,newsensor);
}
else
{
// must be an external sensor, so...
m_logicmgr->RegisterToSensor(cont,oldsensor);
}
}
}
// now relink each actuator
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
{
SCA_IActuator* oldactuator = (*ita);
STR_String name = oldactuator->GetName();
//find this name in the list
SCA_IActuator* newactuator = newobj->FindActuator(name);
if (newactuator)
{
// relink this newsensor to the controller
m_logicmgr->RegisterToActuator(cont,newactuator);
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
}
else
{
// it can be linked somewhere in the hierarchy or...
for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
!(git==m_logicHierarchicalGameObjects.end());++git)
{
newactuator= (*git)->FindActuator(name);
if (newactuator)
break;
}
if (newactuator)
{
// relink this actuator to the controller somewhere else within this
// hierarchy
m_logicmgr->RegisterToActuator(cont,newactuator);
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
}
else
{
// must be an external actuator, so...
m_logicmgr->RegisterToActuator(cont,oldactuator);
}
}
}
}
}
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
class CValue* parentobject,
int lifespan)
{
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
// todo: place a timebomb in the object, for temporarily objects :)
// lifespan of zero means 'this object lives forever'
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
KX_GameObject* parentobj = (KX_GameObject*) parentobject;
m_ueberExecutionPriority++;
// lets create a replica
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
if (lifespan > 0)
{
// add a timebomb to this object
// for now, convert between so called frames and realtime
m_tempObjectList->Add(replica->AddRef());
CValue *fval = new CFloatValue(lifespan*0.02);
replica->SetProperty("::timebomb",fval);
fval->Release();
}
// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
m_parentlist->Add(replica->AddRef());
// recurse replication into children nodes
NodeList& children = originalobj->GetSGNode()->GetSGChildren();
replica->GetSGNode()->ClearSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* orgnode = (*childit);
SG_Node* childreplicanode = orgnode->GetSGReplica();
replica->GetSGNode()->AddChild(childreplicanode);
}
// relink any pointers as necessary, sort of a temporary solution
vector<KX_GameObject*>::iterator git;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(parentobj->GetLayer());
}
// now replicate logic
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->ReParentLogic();
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
replica->NodeSetLocalPosition(newpos);
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// get the rootnode's scale
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
if (replica->GetPhysicsController())
{
replica->GetPhysicsController()->setPosition(newpos);
replica->GetPhysicsController()->setOrientation(newori.getRotation());
replica->GetPhysicsController()->setScaling(newscale);
}
// here we want to set the relative scale: the rootnode's scale will override all other
// scalings, so lets better prepare for it
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
// don't release replica here because we are returning it, not done with it...
return replica;
}
void KX_Scene::RemoveObject(class CValue* gameobj)
{
KX_GameObject* newobj = (KX_GameObject*) gameobj;
// first disconnect child from parent
SG_Node* node = newobj->GetSGNode();
if (node)
{
node->DisconnectFromParent();
// recursively destruct
node->Destruct();
}
//no need to do that: the object is destroyed and memory released
//newobj->SetSGNode(0);
}
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
{
m_delayReleaseObjects->Add(gameobj->AddRef());
}
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
//KX_GameObject* newobj = (KX_GameObject*) gameobj;
if (!m_euthanasyobjects->SearchValue(gameobj))
{
m_euthanasyobjects->Add(gameobj->AddRef());
}
}
int KX_Scene::NewRemoveObject(class CValue* gameobj)
{
int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
//todo: look at this
//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
// remove all sensors/controllers/actuators from logicsystem...
SCA_SensorList& sensors = newobj->GetSensors();
for (SCA_SensorList::iterator its = sensors.begin();
!(its==sensors.end());its++)
{
m_logicmgr->RemoveSensor(*its);
}
SCA_ControllerList& controllers = newobj->GetControllers();
for (SCA_ControllerList::iterator itc = controllers.begin();
!(itc==controllers.end());itc++)
{
m_logicmgr->RemoveController(*itc);
}
SCA_ActuatorList& actuators = newobj->GetActuators();
for (SCA_ActuatorList::iterator ita = actuators.begin();
!(ita==actuators.end());ita++)
{
m_logicmgr->RemoveDestroyedActuator(*ita);
}
// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
// now remove the timer properties from the time manager
int numprops = newobj->GetPropertyCount();
for (int i = 0; i < numprops; i++)
{
CValue* propval = newobj->GetProperty(i);
if (propval->GetProperty("timer"))
{
m_timemgr->RemoveTimeProperty(propval);
}
}
newobj->RemoveMeshes();
ret = 1;
if (m_objectlist->RemoveValue(newobj))
ret = newobj->Release();
if (m_tempObjectList->RemoveValue(newobj))
ret = newobj->Release();
if (m_parentlist->RemoveValue(newobj))
ret = newobj->Release();
if (m_inactivelist->RemoveValue(newobj))
ret = newobj->Release();
if (m_euthanasyobjects->RemoveValue(newobj))
ret = newobj->Release();
if (newobj == m_active_camera)
{
//no AddRef done on m_active_camera so no Release
//m_active_camera->Release();
m_active_camera = NULL;
}
// in case this is a camera
m_cameras.remove((KX_Camera*)newobj);
if (m_sceneConverter)
m_sceneConverter->UnregisterGameObject(newobj);
// return value will be 0 if the object is actually deleted (all reference gone)
return ret;
}
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
if(!gameobj || !mesh)
{
std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
return;
}
gameobj->RemoveMeshes();
gameobj->AddMesh(mesh);
if (gameobj->m_isDeformable)
{
BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
if (newobj->m_pDeformer)
{
delete newobj->m_pDeformer;
newobj->m_pDeformer = NULL;
}
if (mesh->m_class == 1)
{
// we must create a new deformer but which one?
KX_GameObject* parentobj = newobj->GetParent();
// this always return the original game object (also for replicate)
Object* blendobj = newobj->GetBlenderObject();
// object that owns the new mesh
Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
Mesh* blendmesh = mesh->GetMesh();
bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
bool bHasDvert = blendmesh->dvert != NULL;
bool bHasArmature =
parentobj && // current parent is armature
parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
oldblendobj && // needed for mesh deform
blendobj->parent && // original object had armature (not sure this test is needed)
blendobj->parent->type == OB_ARMATURE &&
blendobj->partype==PARSKEL &&
blendmesh->dvert!=NULL; // mesh has vertex group
bool releaseParent = true;
if (bHasShapeKey)
{
BL_ShapeDeformer* shapeDeformer;
if (bHasArmature)
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
shapeDeformer->LoadShapeDrivers(blendobj->parent);
}
else
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
false,
NULL
);
}
newobj->m_pDeformer = shapeDeformer;
}
else if (bHasArmature)
{
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
newobj->m_pDeformer = skinDeformer;
}
else if (bHasDvert)
{
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
newobj->m_pDeformer = meshdeformer;
}
// release parent reference if its not being used
if( releaseParent && parentobj)
parentobj->Release();
}
}
gameobj->Bucketize();
}
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
{
MT_Scalar cammat[16];
m_active_camera->GetWorldToCamera().getValue(cammat);
m_viewmat = cammat;
return m_viewmat;
}
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
{
return m_projectionmat;
}
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
{
list<KX_Camera*>::iterator it = m_cameras.begin();
while ( (it != m_cameras.end())
&& ((*it) != cam) ) {
it++;
}
return ((it == m_cameras.end()) ? NULL : (*it));
}
KX_Camera* KX_Scene::FindCamera(STR_String& name)
{
list<KX_Camera*>::iterator it = m_cameras.begin();
while ( (it != m_cameras.end())
&& ((*it)->GetName() != name) ) {
it++;
}
return ((it == m_cameras.end()) ? NULL : (*it));
}
void KX_Scene::AddCamera(KX_Camera* cam)
{
if (!FindCamera(cam))
m_cameras.push_back(cam);
}
KX_Camera* KX_Scene::GetActiveCamera()
{
// NULL if not defined
return m_active_camera;
}
void KX_Scene::SetActiveCamera(KX_Camera* cam)
{
// only set if the cam is in the active list? Or add it otherwise?
if (!FindCamera(cam)){
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
}
m_active_camera = cam;
}
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
{
if (!FindCamera(cam)){
// adding is always done at the back, so that's all that needs to be done
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
} else {
m_cameras.remove(cam);
m_cameras.push_back(cam);
}
}
void KX_Scene::UpdateMeshTransformations()
{
// do this incrementally in the future
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
gameobj->GetOpenGLMatrix();
// gameobj->UpdateNonDynas();
}
}
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam)
{
int intersect = KX_Camera::INTERSECT;
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right();
/* If the camera is inside the box, assume intersect. */
if (dotest && !node->inside( cam->NodeGetWorldPosition()))
{
MT_Scalar radius = node->Radius();
MT_Point3 center = node->Center();
intersect = cam->SphereInsideFrustum(center, radius);
if (intersect == KX_Camera::INTERSECT)
{
MT_Point3 box[8];
node->get(box);
intersect = cam->BoxInsideFrustum(box);
}
}
switch (intersect)
{
case KX_Camera::OUTSIDE:
MarkSubTreeVisible(node, rasty, false, cam);
break;
case KX_Camera::INTERSECT:
if (gameobj)
MarkVisible(rasty, gameobj,cam);
if (node->Left())
MarkVisible(node->Left(), rasty,cam);
if (node->Right())
MarkVisible(node->Right(), rasty,cam);
break;
case KX_Camera::INSIDE:
MarkSubTreeVisible(node, rasty, true,cam);
break;
}
}
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible,KX_Camera* cam)
{
if (node->Client())
{
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
if (gameobj->GetVisible())
{
if (visible)
{
int nummeshes = gameobj->GetMeshCount();
MT_Transform t( cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
}
}
gameobj->MarkVisible(visible);
}
}
if (node->Left())
MarkSubTreeVisible(node->Left(), rasty, visible,cam);
if (node->Right())
MarkSubTreeVisible(node->Right(), rasty, visible,cam);
}
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam)
{
// User (Python/Actuator) has forced object invisible...
if (!gameobj->GetVisible())
return;
// If Frustum culling is off, the object is always visible.
bool vis = !cam->GetFrustumCulling();
// If the camera is inside this node, then the object is visible.
if (!vis)
{
vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
}
// Test the object's bound sphere against the view frustum.
if (!vis)
{
MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
{
case KX_Camera::INSIDE:
vis = true;
break;
case KX_Camera::OUTSIDE:
vis = false;
break;
case KX_Camera::INTERSECT:
// Test the object's bound box against the view frustum.
MT_Point3 box[8];
gameobj->GetSGNode()->getBBox(box);
vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
break;
}
}
if (vis)
{
int nummeshes = gameobj->GetMeshCount();
MT_Transform t(cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
}
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->MarkVisible();
} else {
gameobj->MarkVisible(false);
}
}
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam)
{
// FIXME: When tree is operational
#if 1
// do this incrementally in the future
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam);
}
#else
if (cam->GetFrustumCulling())
MarkVisible(m_objecttree, rasty, cam);
else
MarkSubTreeVisible(m_objecttree, rasty, true, cam);
#endif
}
// logic stuff
void KX_Scene::LogicBeginFrame(double curtime)
{
// have a look at temp objects ...
int lastobj = m_tempObjectList->GetCount() - 1;
for (int i = lastobj; i >= 0; i--)
{
CValue* objval = m_tempObjectList->GetValue(i);
CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
if (propval)
{
float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
if (timeleft > 0)
{
propval->SetFloat(timeleft);
}
else
{
DelayedRemoveObject(objval);
// remove obj
}
}
else
{
// all object is the tempObjectList should have a clock
}
}
m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
}
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
{
m_logicmgr->UpdateFrame(curtime, frame);
}
void KX_Scene::LogicEndFrame()
{
m_logicmgr->EndFrame();
int numobj = m_euthanasyobjects->GetCount();
int i;
for (i = numobj - 1; i >= 0; i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
// KX_Scene::RemoveObject will also remove the object from this list
// that's why we start from the end
this->RemoveObject(gameobj);
}
numobj= m_delayReleaseObjects->GetCount();
for (i = numobj-1;i>=0;i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
// This list is not for object removal, but just object release
gameobj->Release();
}
// empty the list as we have removed all references
m_delayReleaseObjects->Resize(0);
}
/**
* UpdateParents: SceneGraph transformation update.
*/
void KX_Scene::UpdateParents(double curtime)
{
// int numrootobjects = GetRootParentList()->GetCount();
for (int i=0; i<GetRootParentList()->GetCount(); i++)
{
KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
parentobj->NodeUpdateGS(curtime,true);
}
}
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
{
return m_bucketmanager->RAS_BucketManagerFindBucket(polymat, bucketCreated);
}
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
class RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools)
{
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
}
void KX_Scene::UpdateObjectActivity(void)
{
if (m_activity_culling) {
/* determine the activity criterium and set objects accordingly */
int i=0;
MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
for (i=0;i<GetObjectList()->GetCount();i++)
{
KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
if (!ob->GetIgnoreActivityCulling()) {
/* Simple test: more than 10 away from the camera, count
* Manhattan distance. */
MT_Point3 obpos = ob->NodeGetWorldPosition();
if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
|| (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
|| (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
{
ob->Suspend();
} else {
ob->Resume();
}
}
}
}
}
void KX_Scene::SetActivityCullingRadius(float f)
{
if (f < 0.5)
f = 0.5;
m_activity_box_radius = f;
}
NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
{
return m_networkDeviceInterface;
}
NG_NetworkScene* KX_Scene::GetNetworkScene()
{
return m_networkScene;
}
void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
{
m_networkDeviceInterface = newInterface;
}
void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
{
m_networkScene = newScene;
}
void KX_Scene::SetGravity(const MT_Vector3& gravity)
{
GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
}
void KX_Scene::SetNodeTree(SG_Tree* root)
{
m_objecttree = root;
}
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
{
m_sceneConverter = sceneConverter;
}
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
m_physicsEnvironment = physEnv;
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
m_logicmgr->RegisterEventManager(touchmgr);
return;
}
void KX_Scene::setSuspendedTime(double suspendedtime)
{
m_suspendedtime = suspendedtime;
}
double KX_Scene::getSuspendedTime()
{
return m_suspendedtime;
}
void KX_Scene::setSuspendedDelta(double suspendeddelta)
{
m_suspendeddelta = suspendeddelta;
}
double KX_Scene::getSuspendedDelta()
{
return m_suspendeddelta;
}
//----------------------------------------------------------------------------
//Python
PyMethodDef KX_Scene::Methods[] = {
KX_PYMETHODTABLE(KX_Scene, getLightList),
KX_PYMETHODTABLE(KX_Scene, getObjectList),
KX_PYMETHODTABLE(KX_Scene, getName),
{NULL,NULL} //Sentinel
};
PyTypeObject KX_Scene::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_Scene",
sizeof(KX_Scene),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0, 0, 0, 0, 0, 0
};
PyParentObject KX_Scene::Parents[] = {
&KX_Scene::Type,
&CValue::Type,
NULL
};
PyObject* KX_Scene::_getattr(const STR_String& attr)
{
if (attr == "name")
return PyString_FromString(GetName());
if (attr == "active_camera")
{
KX_Camera *camera = GetActiveCamera();
camera->AddRef();
return (PyObject*) camera;
}
if (attr == "suspended")
return PyInt_FromLong(m_suspend);
if (attr == "activity_culling")
return PyInt_FromLong(m_activity_culling);
if (attr == "activity_culling_radius")
return PyFloat_FromDouble(m_activity_box_radius);
PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
if (value)
{
Py_INCREF(value);
return value;
}
_getattr_up(PyObjectPlus);
}
int KX_Scene::_delattr(const STR_String &attr)
{
PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
return 0;
}
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
{
if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
return 0;
return PyObjectPlus::_setattr(attr, pyvalue);
}
KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
"getLightList() -> list [KX_Light]\n"
"Returns a list of all lights in the scene.\n"
)
{
m_lightlist->AddRef();
return (PyObject*) m_lightlist;
}
KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
"getObjectList() -> list [KX_GameObject]\n"
"Returns a list of all game objects in the scene.\n"
)
{
m_objectlist->AddRef();
return (PyObject*) m_objectlist;
}
KX_PYMETHODDEF_DOC(KX_Scene, getName,
"getName() -> string\n"
"Returns the name of the scene.\n"
)
{
return PyString_FromString(GetName());
}