forked from bartvdbraak/blender
386122ada6
This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
184 lines
5.2 KiB
C++
184 lines
5.2 KiB
C++
/**
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __JOYSENSOR_H_
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#define __JOYSENSOR_H
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#include "SCA_ISensor.h"
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class SCA_JoystickSensor :public SCA_ISensor
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{
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Py_Header;
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class SCA_JoystickManager* m_pJoystickMgr;
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/**
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* Axis 1-or-2, MUST be followed by m_axisf
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*/
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int m_axis;
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/**
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* Axis flag to find direction, MUST be an int
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*/
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int m_axisf;
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/**
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* The actual button
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*/
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int m_button;
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/**
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* Flag for a pressed or released button
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*/
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int m_buttonf;
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/**
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* The actual hat. MUST be followed by m_hatf
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*/
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int m_hat;
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/**
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* Flag to find direction 0-11, MUST be an int
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*/
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int m_hatf;
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/**
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* The threshold value the axis acts opon
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*/
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int m_precision;
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/**
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* Is an event triggered ?
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*/
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bool m_istrig;
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/**
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* Last trigger state for this sensors joystick,
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* Otherwise it will trigger all the time
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* this is used to see if the trigger state changes.
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*/
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bool m_istrig_prev;
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/**
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* The mode to determine axis,button or hat
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*/
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short int m_joymode;
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/**
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* Select which joystick to use
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*/
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short int m_joyindex;
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/**
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* Detect all events for the currently selected type
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*/
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bool m_bAllEvents;
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enum KX_JOYSENSORMODE {
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KX_JOYSENSORMODE_NODEF = 0,
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KX_JOYSENSORMODE_AXIS,
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KX_JOYSENSORMODE_BUTTON,
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KX_JOYSENSORMODE_HAT,
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KX_JOYSENSORMODE_AXIS_SINGLE,
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KX_JOYSENSORMODE_MAX
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};
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bool isValid(KX_JOYSENSORMODE);
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public:
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SCA_JoystickSensor(class SCA_JoystickManager* eventmgr,
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SCA_IObject* gameobj,
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short int joyindex,
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short int joymode,
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int axis, int axisf,int prec,
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int button,
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int hat, int hatf, bool allevents,
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PyTypeObject* T=&Type );
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virtual ~SCA_JoystickSensor();
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virtual CValue* GetReplica();
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virtual bool Evaluate();
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virtual bool IsPositiveTrigger();
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virtual void Init();
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short int GetJoyIndex(void){
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return m_joyindex;
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}
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* py_getattro(PyObject *attr);
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virtual PyObject* py_getattro_dict();
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virtual int py_setattro(PyObject *attr, PyObject *value);
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/* Joystick Index */
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetIndex);
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KX_PYMETHOD_DOC_O(SCA_JoystickSensor,SetIndex);
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/* Axes*/
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetAxis);
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KX_PYMETHOD_DOC_VARARGS(SCA_JoystickSensor,SetAxis);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetAxisValue);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetThreshold);
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KX_PYMETHOD_DOC_VARARGS(SCA_JoystickSensor,SetThreshold);
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/* Buttons */
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetButton);
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KX_PYMETHOD_DOC_O(SCA_JoystickSensor,SetButton);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetButtonValue);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetButtonActiveList);
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KX_PYMETHOD_DOC_VARARGS(SCA_JoystickSensor,GetButtonStatus);
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/* Hats */
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,GetHat);
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KX_PYMETHOD_DOC_VARARGS(SCA_JoystickSensor,SetHat);
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/* number of */
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,NumberOfAxes);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,NumberOfButtons);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,NumberOfHats);
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KX_PYMETHOD_DOC_NOARGS(SCA_JoystickSensor,Connected);
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static PyObject* pyattr_get_axis_values(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_axis_single(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_num_axis(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_num_buttons(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_num_hats(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_connected(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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/* attribute check */
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static int CheckAxis(void *self, const PyAttributeDef*)
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{
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SCA_JoystickSensor* sensor = reinterpret_cast<SCA_JoystickSensor*>(self);
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if (sensor->m_axis < 1)
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sensor->m_axis = 1;
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else if (sensor->m_axis > 2)
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sensor->m_axis = 2;
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return 0;
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}
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static int CheckHat(void *self, const PyAttributeDef*)
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{
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SCA_JoystickSensor* sensor = reinterpret_cast<SCA_JoystickSensor*>(self);
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if (sensor->m_hat < 1)
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sensor->m_hat = 1;
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else if (sensor->m_hat > 2)
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sensor->m_hat = 2;
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return 0;
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}
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};
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#endif
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