blender/source/gameengine/Ketsji/KX_Scene.cpp
Erwin Coumans 3b09c0b0d5 Created a KX_SoftBodyDeformer for real-time soft bodies.
Added SetDeformer/GetDeformer() to KX_GameObject.
Store mapping between graphics/soft body vertices (work-in-progress)
Real-time soft body integration is still very premature, but
for a quick preview, see this testfile:
http://bulletphysics.com/ftp/pub/test/index.php?dir=blender/&file=soft_test.blend
2008-09-24 03:12:10 +00:00

1609 lines
42 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 "KX_BlenderMaterial.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 "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "BKE_anim.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);
if(replica)
replica->Release();
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,
Scene *scene):
PyObjectPlus(&KX_Scene::Type),
m_keyboardmgr(NULL),
m_mousemgr(NULL),
m_sceneConverter(NULL),
m_physicsEnvironment(0),
m_sceneName(sceneName),
m_adi(adi),
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
m_blenderScene(scene)
{
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;
}
//Py_DECREF(m_attrlist);
}
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)
{
// for group duplication, limit the duplication of the hierarchy to the
// objects that are part of the group.
if (!IsObjectInGroup(gameobj))
return NULL;
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->AddMeshUser();
// 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
// !
// It is VERY important that the order of sensors and actuators in
// the replicated object is preserved: it is is used to reconnect the logic.
// This method is more robust then using the bricks name in case of complex
// group replication. The replication of logic bricks is done in
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
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);
SCA_IObject* oldsensorobj = oldsensor->GetParent();
SCA_IObject* newsensorobj = NULL;
// the original owner of the sensor has been replicated?
void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
if (h_obj)
newsensorobj = (SCA_IObject*)(*h_obj);
if (!newsensorobj)
{
// no, then the sensor points outside the hierachy, keep it the same
if (m_objectlist->SearchValue(oldsensorobj))
// only replicate links that points to active objects
m_logicmgr->RegisterToSensor(cont,oldsensor);
}
else
{
// yes, then the new sensor has the same position
SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
SCA_SensorList::iterator sit;
SCA_ISensor* newsensor = NULL;
int sensorpos;
for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
{
if ((*sit) == oldsensor)
{
newsensor = newsensorobj->GetSensors().at(sensorpos);
break;
}
}
assert(newsensor != NULL);
m_logicmgr->RegisterToSensor(cont,newsensor);
}
}
// now relink each actuator
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
{
SCA_IActuator* oldactuator = (*ita);
SCA_IObject* oldactuatorobj = oldactuator->GetParent();
SCA_IObject* newactuatorobj = NULL;
// the original owner of the sensor has been replicated?
void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
if (h_obj)
newactuatorobj = (SCA_IObject*)(*h_obj);
if (!newactuatorobj)
{
// no, then the sensor points outside the hierachy, keep it the same
if (m_objectlist->SearchValue(oldactuatorobj))
// only replicate links that points to active objects
m_logicmgr->RegisterToActuator(cont,oldactuator);
}
else
{
// yes, then the new sensor has the same position
SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
SCA_ActuatorList::iterator ait;
SCA_IActuator* newactuator = NULL;
int actuatorpos;
for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
{
if ((*ait) == oldactuator)
{
newactuator = newactuatorobj->GetActuators().at(actuatorpos);
break;
}
}
assert(newactuator != NULL);
m_logicmgr->RegisterToActuator(cont,newactuator);
newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
}
}
}
// ready to set initial state
newobj->ResetState();
}
void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
{
KX_GameObject* groupobj = (KX_GameObject*) obj;
KX_GameObject* replica;
KX_GameObject* gameobj;
Object* blgroupobj = groupobj->GetBlenderObject();
Group* group;
GroupObject *go;
vector<KX_GameObject*> duplilist;
if (!groupobj->IsDupliGroup() ||
level>MAX_DUPLI_RECUR)
return;
// we will add one group at a time
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
m_ueberExecutionPriority++;
// for groups will do something special:
// we will force the creation of objects to those in the group only
// Again, this is match what Blender is doing (it doesn't care of parent relationship)
m_groupGameObjects.clear();
group = blgroupobj->dup_group;
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
{
Object* blenderobj = go->ob;
if (blgroupobj == blenderobj)
// this check is also in group_duplilist()
continue;
gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
if (gameobj == NULL)
{
// this object has not been converted!!!
// Should not happen as dupli group are created automatically
continue;
}
gameobj->SetBlenderGroupObject(blgroupobj);
if ((blenderobj->lay & group->layer)==0)
{
// object is not visible in the 3D view, will not be instantiated
continue;
}
m_groupGameObjects.insert(gameobj);
}
set<CValue*>::iterator oit;
for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
{
gameobj = (KX_GameObject*)(*oit);
KX_GameObject *parent = gameobj->GetParent();
if (parent != NULL)
{
parent->Release(); // GetParent() increased the refcount
// this object is not a top parent. Either it is the child of another
// object in the group and it will be added automatically when the parent
// is added. Or it is the child of an object outside the group and the group
// is inconsistent, skip it anyway
continue;
}
replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
// 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 = gameobj->GetSGNode()->GetSGChildren();
replica->GetSGNode()->ClearSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* orgnode = (*childit);
SG_Node* childreplicanode = orgnode->GetSGReplica();
if (childreplicanode)
replica->GetSGNode()->AddChild(childreplicanode);
}
// don't replicate logic now: we assume that the objects in the group can have
// logic relationship, even outside parent relationship
// In order to match 3D view, the position of groupobj is used as a
// transformation matrix instead of the new position. This means that
// the group reference point is 0,0,0
// get the rootnode's scale
MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
newscale*(groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldPosition());
replica->NodeSetLocalPosition(newpos);
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
// done with replica
replica->Release();
}
// the logic must be replicated first because we need
// the new logic bricks before relinking
vector<KX_GameObject*>::iterator git;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->ReParentLogic();
}
// relink any pointers as necessary, sort of a temporary solution
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
// this will also relink the actuator to objects within the hierarchy
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(groupobj->GetLayer());
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
// now look if object in the hierarchy have dupli group and recurse
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
if ((*git) != groupobj && (*git)->IsDupliGroup())
// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
duplilist.push_back((*git));
}
for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
{
DupliGroupRecurse((*git), level+1);
}
}
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
class CValue* parentobject,
int lifespan)
{
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
m_groupGameObjects.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();
if (childreplicanode)
replica->GetSGNode()->AddChild(childreplicanode);
}
// now replicate logic
vector<KX_GameObject*>::iterator git;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
(*git)->ReParentLogic();
}
// relink any pointers as necessary, sort of a temporary solution
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
// this will also relink the actuators in the hierarchy
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(parentobj->GetLayer());
}
// 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);
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
// check if there are objects with dupligroup in the hierarchy
vector<KX_GameObject*> duplilist;
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
if ((*git)->IsDupliGroup())
{
// separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
duplilist.push_back(*git);
}
}
for (git = duplilist.begin();!(git==duplilist.end());++git)
{
DupliGroupRecurse(*git, 0);
}
// 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;
// keep the blender->game object association up to date
// note that all the replicas of an object will have the same
// blender object, that's why we need to check the game object
// as only the deletion of the original object must be recorded
m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), 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_lightlist->RemoveValue(newobj)) // TODO - use newobj->IsLight() test when its merged in from apricot. - Campbell
ret = newobj->Release();
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->GetDeformer())
{
delete newobj->GetDeformer();
newobj->SetDeformer(NULL);
}
if (mesh->IsDeformed())
{
// 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->SetDeformer( shapeDeformer);
}
else if (bHasArmature)
{
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
newobj->SetDeformer(skinDeformer);
}
else if (bHasDvert)
{
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
);
newobj->SetDeformer(meshdeformer);
}
// release parent reference if its not being used
if( releaseParent && parentobj)
parentobj->Release();
}
}
gameobj->AddMeshUser();
}
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 layer)
{
int intersect = KX_Camera::INTERSECT;
KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
bool dotest = visible || 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, layer);
if (node->Left())
MarkVisible(node->Left(), rasty, cam, layer);
if (node->Right())
MarkVisible(node->Right(), rasty, cam, layer);
break;
case KX_Camera::INSIDE:
MarkSubTreeVisible(node, rasty, true, cam, layer);
break;
}
}
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
{
if (node->Client())
{
KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
if (gameobj->GetVisible())
{
if (visible)
{
int nummeshes = gameobj->GetMeshCount();
// this adds the vertices to the display list
for (int m=0;m<nummeshes;m++)
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
}
gameobj->SetCulled(!visible);
gameobj->UpdateBuckets(false);
}
}
if (node->Left())
MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
if (node->Right())
MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
}
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
{
// User (Python/Actuator) has forced object invisible...
if (!gameobj->GetVisible())
return;
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
gameobj->UpdateBuckets(false);
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();
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
}
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->SetCulled(false);
gameobj->UpdateBuckets(false);
} else {
gameobj->SetCulled(true);
gameobj->UpdateBuckets(false);
}
}
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
{
// 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, layer);
}
#else
if (cam->GetFrustumCulling())
MarkVisible(m_objecttree, rasty, cam, layer);
else
MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer);
#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->FindBucket(polymat, bucketCreated);
}
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
class RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools)
{
m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
KX_BlenderMaterial::EndFrame();
}
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());
}