blender/source/gameengine/Ketsji/KX_Scene.cpp
Benoit Bolsee 386122ada6 BGE performance, 4th round: logic
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
2009-05-10 20:53:58 +00:00

1837 lines
50 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 "SND_Scene.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 "PHY_IGraphicController.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_MotionState.h"
#include "BL_ModifierDeformer.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
#include "KX_Light.h"
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;
};
bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
}
bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
{
return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
}
SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
KX_SceneReplicationFunc,
KX_SceneDestructionFunc,
KX_GameObject::UpdateTransformFunc,
KX_Scene::KX_ScenegraphUpdateFunc,
KX_Scene::KX_ScenegraphRescheduleFunc);
// 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_dbvt_culling = false;
m_dbvt_occlusion_res = 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_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);
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);
SYS_SystemHandle hSystem = SYS_GetSystem();
bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
if (!nojoystick)
{
SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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_attr_dict = 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_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;
}
PyDict_Clear(m_attr_dict);
Py_DECREF(m_attr_dict);
}
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 because a reference is hanging somewhere.
// This should not happen anymore since we use proxy object for Python
// confident enough to put an assert?
//assert(false);
printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
orgobj->SetSGNode(NULL);
PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
if (ctrl)
{
// a graphic controller is set, we must delete it as the node will be deleted
delete ctrl;
orgobj->SetGraphicController(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());
if (newobj->IsLight())
m_lightlist->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);
}
}
// replicate graphic controller
if (orgobj->GetGraphicController())
{
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
newctrl->setNewClientInfo(newobj->getClientInfo());
newobj->SetGraphicController(newctrl);
}
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
// do it directly on the list at this controller is not connected to anything at this stage
cont->GetLinkedSensors().clear();
cont->GetLinkedActuators().clear();
// 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->GetSGNode() ||
!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_Point3 offset(group->dupli_ofs);
MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
replica->NodeSetLocalPosition(newpos);
// set the orientation after position for softbody!
MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// update scenegraph for entire tree of children
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
// we can now add the graphic controller to the physic engine
replica->ActivateGraphicController(true,true);
// 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());
// If the object was a light, we need to update it's RAS_LightObject as well
if ((*git)->IsLight())
{
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
lightobj->GetLightData()->m_layer = 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);
}
// At this stage all the objects in the hierarchy have been duplicated,
// we can update the scenegraph, we need it for the duplication of logic
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());
// the size is correct, we can add the graphic controller to the physic engine
replica->ActivateGraphicController(true,true);
// 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());
// If the object was a light, we need to update it's RAS_LightObject as well
if ((*git)->IsLight())
{
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
lightobj->GetLightData()->m_layer = parentobj->GetLayer();
}
}
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
ReplicateLogic((*git));
}
// 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;
// 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::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;
/* Invalidate the python reference, since the object may exist in script lists
* its possible that it wont be automatically invalidated, so do it manually here,
*
* if for some reason the object is added back into the scene python can always get a new Proxy
*/
newobj->InvalidateProxy();
// 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->RemoveActuator(*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 (newobj->IsLight() && m_lightlist->RemoveValue(newobj))
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 bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
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 (oldblendobj==NULL) {
std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
}
if (bHasModifier)
{
BL_ModifierDeformer* modifierDeformer;
if (bHasShapeKey || bHasArmature)
{
modifierDeformer = new BL_ModifierDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
static_cast<BL_ArmatureObject*>( parentobj )
);
releaseParent= false;
modifierDeformer->LoadShapeDrivers(blendobj->parent);
}
else
{
modifierDeformer = new BL_ModifierDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
false,
NULL
);
}
newobj->SetDeformer(modifierDeformer);
}
else if (bHasShapeKey)
{
BL_ShapeDeformer* shapeDeformer;
if (bHasArmature)
{
shapeDeformer = new BL_ShapeDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
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,
true,
NULL
);
}
newobj->SetDeformer( shapeDeformer);
}
else if (bHasArmature)
{
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
newobj,
oldblendobj, blendobj,
static_cast<BL_SkinMeshObject*>(mesh),
true,
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();
}
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();
}
}
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->GetSGNode() || !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( cam->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::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo)
{
KX_GameObject* gameobj = objectInfo->m_gameobject;
if (!gameobj->GetVisible())
// ideally, invisible objects should be removed from the culling tree temporarily
return;
if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
// used for shadow: object is not in shadow layer
return;
// make object visible
gameobj->SetCulled(false);
gameobj->UpdateBuckets(false);
}
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
{
bool dbvt_culling = false;
if (m_dbvt_culling)
{
// test culling through Bullet
PHY__Vector4 planes[6];
// get the clip planes
MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
// and convert
planes[0].setValue(cplanes[4].getValue()); // near
planes[1].setValue(cplanes[5].getValue()); // far
planes[2].setValue(cplanes[0].getValue()); // left
planes[3].setValue(cplanes[1].getValue()); // right
planes[4].setValue(cplanes[2].getValue()); // top
planes[5].setValue(cplanes[3].getValue()); // bottom
CullingInfo info(layer);
dbvt_culling = m_physicsEnvironment->cullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res);
}
if (!dbvt_culling) {
// the physics engine couldn't help us, do it the hard way
for (int i = 0; i < m_objectlist->GetCount(); i++)
{
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
}
}
}
// 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;
KX_GameObject* obj;
while ((numobj = m_euthanasyobjects->GetCount()) > 0)
{
// remove the object from this list to make sure we will not hit it again
obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
m_euthanasyobjects->Remove(numobj-1);
obj->Release();
RemoveObject(obj);
}
}
/**
* UpdateParents: SceneGraph transformation update.
*/
void KX_Scene::UpdateParents(double curtime)
{
// we use the SG dynamic list
SG_Node* node;
while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
{
node->UpdateWorldData(curtime);
}
//for (int i=0; i<GetRootParentList()->GetCount(); i++)
//{
// KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
// parentobj->NodeUpdateGS(curtime);
//}
// the list must be empty here
assert(m_sghead.Empty());
// some nodes may be ready for reschedule, move them to schedule list for next time
while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
{
node->Schedule(m_sghead);
}
}
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
PyTypeObject KX_Scene::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_Scene",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_Scene::Parents[] = {
&KX_Scene::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_Scene::Methods[] = {
KX_PYMETHODTABLE_NOARGS(KX_Scene, getLightList),
KX_PYMETHODTABLE_NOARGS(KX_Scene, getObjectList),
KX_PYMETHODTABLE_NOARGS(KX_Scene, getName),
KX_PYMETHODTABLE(KX_Scene, addObject),
{NULL,NULL} //Sentinel
};
PyObject* KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self= static_cast<KX_Scene*>(self_v);
return PyString_FromString(self->GetName().ReadPtr());
}
PyObject* KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self= static_cast<KX_Scene*>(self_v);
return self->GetObjectList()->GetProxy();
}
PyObject* KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self= static_cast<KX_Scene*>(self_v);
return self->GetInactiveList()->GetProxy();
}
PyObject* KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self= static_cast<KX_Scene*>(self_v);
return self->GetLightList()->GetProxy();
}
PyObject* KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
/* With refcounts in this case...
* the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
* however this is the same with "scene.objects + []", when you make a copy by adding lists.
*/
KX_Scene* self= static_cast<KX_Scene*>(self_v);
CListValue* clist = new CListValue();
/* return self->GetCameras()->GetProxy(); */
list<KX_Camera*>::iterator it = self->GetCameras()->begin();
while (it != self->GetCameras()->end()) {
clist->Add((*it)->AddRef());
it++;
}
return clist->NewProxy(true);
}
PyObject* KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self= static_cast<KX_Scene*>(self_v);
return self->GetActiveCamera()->GetProxy();
}
PyAttributeDef KX_Scene::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_Scene, pyattr_get_name),
KX_PYATTRIBUTE_RO_FUNCTION("objects", KX_Scene, pyattr_get_objects),
KX_PYATTRIBUTE_RO_FUNCTION("objects_inactive", KX_Scene, pyattr_get_objects_inactive), KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
KX_PYATTRIBUTE_RO_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera),
KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
KX_PYATTRIBUTE_BOOL_RO("dbvt_culling", KX_Scene, m_dbvt_culling),
{ NULL } //Sentinel
};
PyObject* KX_Scene::py_getattro__internal(PyObject *attr)
{
py_getattro_up(PyObjectPlus);
}
int KX_Scene::py_setattro__internal(PyObject *attr, PyObject *pyvalue)
{
return PyObjectPlus::py_setattro(attr, pyvalue);
}
PyObject* KX_Scene::py_getattro(PyObject *attr)
{
PyObject *object = py_getattro__internal(attr);
if (object==NULL)
{
PyErr_Clear();
object = PyDict_GetItem(m_attr_dict, attr);
if(object) {
Py_INCREF(object);
}
else {
PyErr_Format(PyExc_AttributeError, "value = scene.myAttr: KX_Scene, attribute \"%s\" not found", PyString_AsString(attr));
}
}
return object;
}
PyObject* KX_Scene::py_getattro_dict() {
//py_getattro_dict_up(PyObjectPlus);
PyObject *dict= py_getattr_dict(PyObjectPlus::py_getattro_dict(), Type.tp_dict);
if(dict==NULL)
return NULL;
/* normally just return this but KX_Scene has some more items */
PyDict_Update(dict, m_attr_dict);
return dict;
}
int KX_Scene::py_setattro(PyObject *attr, PyObject *value)
{
int ret= py_setattro__internal(attr, value);
if (ret==PY_SET_ATTR_MISSING) {
if (PyDict_SetItem(m_attr_dict, attr, value)==0) {
PyErr_Clear();
ret= PY_SET_ATTR_SUCCESS;
}
else {
PyErr_SetString(PyExc_AttributeError, "scene.UserAttr = value: KX_Scenes, failed assigning value to internal dictionary");
ret= PY_SET_ATTR_FAIL;
}
}
return ret;
}
int KX_Scene::py_delattro(PyObject *attr)
{
PyDict_DelItem(m_attr_dict, attr);
return 0;
}
KX_PYMETHODDEF_DOC_NOARGS(KX_Scene, getLightList,
"getLightList() -> list [KX_Light]\n"
"Returns a list of all lights in the scene.\n"
)
{
ShowDeprecationWarning("getLightList()", "the lights property");
return m_lightlist->GetProxy();
}
KX_PYMETHODDEF_DOC_NOARGS(KX_Scene, getObjectList,
"getObjectList() -> list [KX_GameObject]\n"
"Returns a list of all game objects in the scene.\n"
)
{
ShowDeprecationWarning("getObjectList()", "the objects property");
return m_objectlist->GetProxy();
}
KX_PYMETHODDEF_DOC_NOARGS(KX_Scene, getName,
"getName() -> string\n"
"Returns the name of the scene.\n"
)
{
ShowDeprecationWarning("getName()", "the name property");
return PyString_FromString(GetName());
}
KX_PYMETHODDEF_DOC(KX_Scene, addObject,
"addObject(object, other, time=0)\n"
"Returns the added object.\n")
{
PyObject *pyob, *pyother;
KX_GameObject *ob, *other;
int time = 0;
if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
return NULL;
if ( !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
!ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
return NULL;
SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
// release here because AddReplicaObject AddRef's
// the object is added to the scene so we dont want python to own a reference
replica->Release();
return replica->GetProxy();
}