forked from bartvdbraak/blender
056a33ac69
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
332 lines
9.8 KiB
C++
332 lines
9.8 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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*
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*/
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#ifndef __KX_KETSJI_ENGINE
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#define __KX_KETSJI_ENGINE
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#include "MT_CmMatrix4x4.h"
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#include "MT_Matrix4x4.h"
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#include "STR_String.h"
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#include "KX_ISystem.h"
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#include "KX_Scene.h"
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#include "KX_Python.h"
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#include "KX_WorldInfo.h"
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#include <vector>
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#include <set>
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class KX_TimeCategoryLogger;
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#define LEFT_EYE 1
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#define RIGHT_EYE 2
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enum KX_ExitRequestMode
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{
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KX_EXIT_REQUEST_NO_REQUEST = 0,
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KX_EXIT_REQUEST_QUIT_GAME,
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KX_EXIT_REQUEST_RESTART_GAME,
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KX_EXIT_REQUEST_START_OTHER_GAME,
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KX_EXIT_REQUEST_NO_SCENES_LEFT,
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KX_EXIT_REQUEST_BLENDER_ESC,
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KX_EXIT_REQUEST_OUTSIDE,
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KX_EXIT_REQUEST_MAX
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};
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/**
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* KX_KetsjiEngine is the core game engine class.
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*/
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class KX_KetsjiEngine
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{
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private:
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class RAS_ICanvas* m_canvas; // 2D Canvas (2D Rendering Device Context)
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class RAS_IRasterizer* m_rasterizer; // 3D Rasterizer (3D Rendering)
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class KX_ISystem* m_kxsystem;
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class RAS_IRenderTools* m_rendertools;
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class KX_ISceneConverter* m_sceneconverter;
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class NG_NetworkDeviceInterface* m_networkdevice;
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class SND_IAudioDevice* m_audiodevice;
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PyObject* m_pythondictionary;
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class SCA_IInputDevice* m_keyboarddevice;
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class SCA_IInputDevice* m_mousedevice;
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/** Lists of scenes scheduled to be removed at the end of the frame. */
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std::set<STR_String> m_removingScenes;
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/** Lists of overley scenes scheduled to be added at the end of the frame. */
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std::set<STR_String> m_addingOverlayScenes;
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/** Lists of background scenes scheduled to be added at the end of the frame. */
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std::set<STR_String> m_addingBackgroundScenes;
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/** Lists of scenes scheduled to be replaced at the end of the frame. */
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std::set<std::pair<STR_String,STR_String> > m_replace_scenes;
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/* The current list of scenes. */
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KX_SceneList m_scenes;
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/* State variable recording the presence of object debug info in the current scene list. */
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bool m_propertiesPresent;
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bool m_bInitialized;
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int m_activecam;
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bool m_bFixedTime;
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bool m_firstframe;
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int m_currentFrame;
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double m_previoustime;
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double m_deltatime;
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static double m_ticrate;
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int m_exitcode;
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STR_String m_exitstring;
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/**
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* Some drawing parameters, the drawing mode
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* (wire/flat/texture), and the camera zoom
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* factor.
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*/
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int m_drawingmode;
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float m_cameraZoom;
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bool m_overrideCam;
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STR_String m_overrideSceneName;
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bool m_overrideCamUseOrtho;
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MT_CmMatrix4x4 m_overrideCamProjMat;
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MT_CmMatrix4x4 m_overrideCamViewMat;
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bool m_stereo;
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int m_curreye;
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/** Categories for profiling display. */
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typedef enum
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{
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tc_first = 0,
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tc_physics = 0,
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tc_logic,
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tc_network,
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tc_scenegraph,
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tc_sound,
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tc_rasterizer,
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tc_services, // time spend in miscelaneous activities
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tc_overhead, // profile info drawing overhead
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tc_outside, // time spend outside main loop
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tc_numCategories
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} KX_TimeCategory;
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/** Time logger. */
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KX_TimeCategoryLogger* m_logger;
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/** Labels for profiling display. */
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static const char m_profileLabels[tc_numCategories][15];
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/** Show the framerate on the game display? */
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bool m_show_framerate;
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/** Show profiling info on the game display? */
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bool m_show_profile;
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/** Show any debug (scene) object properties on the game display? */
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bool m_showProperties;
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/** Show background behind text for readability? */
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bool m_showBackground;
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bool m_show_debug_properties;
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/** record physics into keyframes */
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bool m_game2ipo;
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/** Hide cursor every frame? */
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bool m_hideCursor;
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/** Override framing bars color? */
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bool m_overrideFrameColor;
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/** Red component of framing bar color. */
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float m_overrideFrameColorR;
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/** Green component of framing bar color. */
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float m_overrideFrameColorG;
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/** Blue component of framing bar color. */
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float m_overrideFrameColorB;
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void SetupRenderFrame(KX_Scene *scene);
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void RenderFrame(KX_Scene* scene);
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void RenderDebugProperties();
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void SetBackGround(KX_WorldInfo* worldinfo);
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void SetWorldSettings(KX_WorldInfo* worldinfo);
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void DoSound(KX_Scene* scene);
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public:
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KX_KetsjiEngine(class KX_ISystem* system);
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virtual ~KX_KetsjiEngine();
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// set the devices and stuff. the client must take care of creating these
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void SetKeyboardDevice(SCA_IInputDevice* keyboarddevice);
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void SetMouseDevice(SCA_IInputDevice* mousedevice);
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void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
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void SetAudioDevice(SND_IAudioDevice* audiodevice);
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void SetCanvas(RAS_ICanvas* canvas);
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void SetRenderTools(RAS_IRenderTools* rendertools);
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void SetRasterizer(RAS_IRasterizer* rasterizer);
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void SetPythonDictionary(PyObject* pythondictionary);
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void SetSceneConverter(KX_ISceneConverter* sceneconverter);
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void SetGame2IpoMode(bool game2ipo,int startFrame);
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void NextFrame();
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void Render();
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void StartEngine();
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void StopEngine();
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void Export(const STR_String& filename);
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void RequestExit(int exitrequestmode);
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void SetNameNextGame(const STR_String& nextgame);
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int GetExitCode();
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const STR_String& GetExitString();
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KX_SceneList* CurrentScenes();
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KX_Scene* FindScene(const STR_String& scenename);
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void AddScene(class KX_Scene* scene);
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void ConvertAndAddScene(const STR_String& scenename,bool overlay);
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void RemoveScene(const STR_String& scenename);
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void ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
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void SuspendScene(const STR_String& scenename);
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void ResumeScene(const STR_String& scenename);
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void SetDrawType(int drawingtype);
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void SetCameraZoom(float camzoom);
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void EnableCameraOverride(const STR_String& forscene);
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void SetCameraOverrideUseOrtho(bool useOrtho);
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void SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat);
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void SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat);
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/**
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* Sets display of all frames.
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* @param bUseFixedTime New setting for display all frames.
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*/
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void SetUseFixedTime(bool bUseFixedTime);
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/**
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* Returns display of all frames.
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* @return Current setting for display all frames.
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*/
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bool GetUseFixedTime(void) const;
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/**
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* Gets the number of logic updates per second.
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*/
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static double GetTicRate();
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/**
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* Sets the number of logic updates per second.
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*/
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static void SetTicRate(double ticrate);
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/**
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* Activates or deactivates timing information display.
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* @param frameRate Display for frame rate on or off.
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* @param profile Display for individual components on or off.
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* @param properties Display of scene object debug properties on or off.
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*/
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void SetTimingDisplay(bool frameRate, bool profile, bool properties);
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/**
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* Returns status of timing information display.
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* @param frameRate Display for frame rate on or off.
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* @param profile Display for individual components on or off.
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* @param properties Display of scene object debug properties on or off.
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*/
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void GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const;
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/**
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* Sets cursor hiding on every frame.
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* @param hideCursor Turns hiding on or off.
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*/
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void SetHideCursor(bool hideCursor);
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/**
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* Returns the current setting for cursor hiding.
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* @return The current setting for cursor hiding.
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*/
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bool GetHideCursor(void) const;
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/**
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* Enables/disables the use of the framing bar color of the Blender file's scenes.
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* @param overrideFrameColor The new setting.
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*/
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void SetUseOverrideFrameColor(bool overrideFrameColor);
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/**
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* Enables/disables the use of the framing bar color of the Blender file's scenes.
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* @param useSceneFrameColor The new setting.
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*/
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bool GetUseOverrideFrameColor(void) const;
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/**
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* Set the color used for framing bar color instead of the one in the Blender file's scenes.
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* @param r Red component of the override color.
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* @param g Green component of the override color.
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* @param b Blue component of the override color.
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*/
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void SetOverrideFrameColor(float r, float g, float b);
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/**
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* Returns the color used for framing bar color instead of the one in the Blender file's scenes.
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* @param r Red component of the override color.
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* @param g Green component of the override color.
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* @param b Blue component of the override color.
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*/
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void GetOverrideFrameColor(float& r, float& g, float& b) const;
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protected:
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/**
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* Processes all scheduled scene activity.
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* At the end, if the scene lists have changed,
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* SceneListsChanged(void) is called.
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* @see SceneListsChanged(void).
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*/
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void ProcessScheduledScenes(void);
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/**
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* This method is invoked when the scene lists have changed.
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*/
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void SceneListsChanged(void);
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void RemoveScheduledScenes(void);
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void AddScheduledScenes(void);
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void ReplaceScheduledScenes(void);
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void PostProcessScene(class KX_Scene* scene);
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KX_Scene* CreateScene(const STR_String& scenename);
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bool BeginFrame();
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void EndFrame();
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};
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#endif //__KX_KETSJI_ENGINE
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