forked from bartvdbraak/blender
e9e08a1d12
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2534 lines
70 KiB
C++
2534 lines
70 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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* Ketsji scene. Holds references to all scene data.
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*/
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/** \file gameengine/Ketsji/KX_Scene.cpp
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* \ingroup ketsji
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*/
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#ifdef _MSC_VER
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# pragma warning (disable:4786)
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#endif
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#include "KX_Scene.h"
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#include "KX_PythonInit.h"
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#include "MT_assert.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_FontObject.h"
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#include "RAS_IPolygonMaterial.h"
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#include "ListValue.h"
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#include "SCA_LogicManager.h"
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#include "SCA_TimeEventManager.h"
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//#include "SCA_AlwaysEventManager.h"
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//#include "SCA_RandomEventManager.h"
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//#include "KX_RayEventManager.h"
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#include "SCA_2DFilterActuator.h"
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#include "KX_TouchEventManager.h"
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#include "SCA_KeyboardManager.h"
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#include "SCA_MouseManager.h"
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//#include "SCA_PropertyEventManager.h"
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#include "SCA_ActuatorEventManager.h"
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#include "SCA_BasicEventManager.h"
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#include "KX_Camera.h"
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#include "SCA_JoystickManager.h"
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#include "KX_PyMath.h"
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#include "RAS_MeshObject.h"
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#include "SCA_IScene.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_ICanvas.h"
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#include "RAS_BucketManager.h"
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#include "FloatValue.h"
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#include "SCA_IController.h"
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#include "SCA_IActuator.h"
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#include "SG_Node.h"
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#include "BL_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.h"
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#include "SG_Tree.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_property_types.h"
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#include "KX_SG_NodeRelationships.h"
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#include "KX_NetworkEventManager.h"
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#include "NG_NetworkScene.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "PHY_IGraphicController.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_MotionState.h"
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#include "BL_ModifierDeformer.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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#include "KX_ObstacleSimulation.h"
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#ifdef WITH_BULLET
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#include "KX_SoftBodyDeformer.h"
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#include "KX_ConvertPhysicsObject.h"
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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#include "KX_Light.h"
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#include <stdio.h>
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static void *KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
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if (replica)
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replica->Release();
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return (void*)replica;
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}
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static void *KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
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return NULL;
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};
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bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
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}
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bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
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{
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return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
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}
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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
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KX_SceneReplicationFunc,
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KX_SceneDestructionFunc,
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KX_GameObject::UpdateTransformFunc,
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KX_Scene::KX_ScenegraphUpdateFunc,
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KX_Scene::KX_ScenegraphRescheduleFunc);
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// temporarily var until there is a button in the userinterface
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// (defined in KX_PythonInit.cpp)
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extern bool gUseVisibilityTemp;
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KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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class SCA_IInputDevice* mousedevice,
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class NG_NetworkDeviceInterface *ndi,
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const STR_String& sceneName,
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Scene *scene,
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class RAS_ICanvas* canvas):
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PyObjectPlus(),
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m_keyboardmgr(NULL),
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m_mousemgr(NULL),
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m_sceneConverter(NULL),
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m_physicsEnvironment(0),
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m_sceneName(sceneName),
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m_networkDeviceInterface(ndi),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0),
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m_blenderScene(scene)
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{
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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m_dbvt_culling = false;
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m_dbvt_occlusion_res = 0;
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m_activity_culling = false;
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m_suspend = false;
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m_isclearingZbuffer = true;
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m_tempObjectList = new CListValue();
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m_objectlist = new CListValue();
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m_parentlist = new CListValue();
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m_lightlist= new CListValue();
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m_inactivelist = new CListValue();
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m_euthanasyobjects = new CListValue();
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m_animatedlist = new CListValue();
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m_logicmgr = new SCA_LogicManager();
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m_timemgr = new SCA_TimeEventManager(m_logicmgr);
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m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
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m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
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//SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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//SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
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//SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
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SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
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//KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
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KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
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//m_logicmgr->RegisterEventManager(alwaysmgr);
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//m_logicmgr->RegisterEventManager(propmgr);
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m_logicmgr->RegisterEventManager(actmgr);
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m_logicmgr->RegisterEventManager(m_keyboardmgr);
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m_logicmgr->RegisterEventManager(m_mousemgr);
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m_logicmgr->RegisterEventManager(m_timemgr);
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//m_logicmgr->RegisterEventManager(rndmgr);
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//m_logicmgr->RegisterEventManager(raymgr);
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m_logicmgr->RegisterEventManager(netmgr);
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m_logicmgr->RegisterEventManager(basicmgr);
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SYS_SystemHandle hSystem = SYS_GetSystem();
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bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
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if (!nojoystick)
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{
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SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
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m_logicmgr->RegisterEventManager(joymgr);
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}
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MT_assert (m_networkDeviceInterface != NULL);
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m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
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m_rootnode = NULL;
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m_bucketmanager=new RAS_BucketManager();
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bool showObstacleSimulation = scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION;
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switch (scene->gm.obstacleSimulation)
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{
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case OBSTSIMULATION_TOI_rays:
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m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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break;
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case OBSTSIMULATION_TOI_cells:
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m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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break;
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default:
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m_obstacleSimulation = NULL;
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}
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#ifdef WITH_PYTHON
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m_attr_dict = NULL;
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m_draw_call_pre = NULL;
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m_draw_call_post = NULL;
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#endif
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}
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KX_Scene::~KX_Scene()
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{
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// The release of debug properties used to be in SCA_IScene::~SCA_IScene
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// It's still there but we remove all properties here otherwise some
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// reference might be hanging and causing late release of objects
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RemoveAllDebugProperties();
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while (GetRootParentList()->GetCount() > 0)
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{
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KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
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this->RemoveObject(parentobj);
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}
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if (m_obstacleSimulation)
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delete m_obstacleSimulation;
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if (m_objectlist)
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m_objectlist->Release();
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if (m_parentlist)
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m_parentlist->Release();
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if (m_inactivelist)
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m_inactivelist->Release();
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if (m_lightlist)
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m_lightlist->Release();
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if (m_tempObjectList)
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m_tempObjectList->Release();
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if (m_euthanasyobjects)
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m_euthanasyobjects->Release();
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if (m_animatedlist)
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m_animatedlist->Release();
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if (m_logicmgr)
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delete m_logicmgr;
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if (m_physicsEnvironment)
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delete m_physicsEnvironment;
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if (m_networkScene)
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delete m_networkScene;
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if (m_bucketmanager)
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{
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delete m_bucketmanager;
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}
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#ifdef WITH_PYTHON
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if (m_attr_dict) {
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PyDict_Clear(m_attr_dict);
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/* Py_CLEAR: Py_DECREF's and NULL's */
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Py_CLEAR(m_attr_dict);
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}
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/* these may be NULL but the macro checks */
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Py_CLEAR(m_draw_call_pre);
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Py_CLEAR(m_draw_call_post);
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#endif
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}
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RAS_BucketManager* KX_Scene::GetBucketManager()
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{
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return m_bucketmanager;
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}
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CListValue* KX_Scene::GetTempObjectList()
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{
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return m_tempObjectList;
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}
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CListValue* KX_Scene::GetObjectList()
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{
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return m_objectlist;
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}
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CListValue* KX_Scene::GetRootParentList()
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{
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return m_parentlist;
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}
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CListValue* KX_Scene::GetInactiveList()
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{
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return m_inactivelist;
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}
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CListValue* KX_Scene::GetLightList()
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{
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return m_lightlist;
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}
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SCA_LogicManager* KX_Scene::GetLogicManager()
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{
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return m_logicmgr;
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}
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SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
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{
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return m_timemgr;
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}
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list<class KX_Camera*>* KX_Scene::GetCameras()
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{
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return &m_cameras;
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}
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void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
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{
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m_frame_settings = frame_settings;
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};
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/**
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* Return a const reference to the framing
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* type set by the above call.
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* The contents are not guaranteed to be sensible
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* if you don't call the above function.
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*/
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const RAS_FrameSettings& KX_Scene::GetFramingType() const
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{
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return m_frame_settings;
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};
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/**
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* Store the current scene's viewport on the
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* game engine canvas.
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*/
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void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
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{
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m_viewport = viewport;
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}
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const RAS_Rect& KX_Scene::GetSceneViewport() const
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{
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return m_viewport;
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}
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void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
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{
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m_worldinfo = worldinfo;
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}
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class KX_WorldInfo* KX_Scene::GetWorldInfo()
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{
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return m_worldinfo;
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}
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const STR_String& KX_Scene::GetName()
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{
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return m_sceneName;
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}
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void KX_Scene::Suspend()
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{
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m_suspend = true;
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}
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void KX_Scene::Resume()
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{
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m_suspend = false;
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}
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void KX_Scene::SetActivityCulling(bool b)
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{
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m_activity_culling = b;
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}
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bool KX_Scene::IsSuspended()
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{
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return m_suspend;
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}
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bool KX_Scene::IsClearingZBuffer()
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{
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return m_isclearingZbuffer;
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}
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void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
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{
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m_isclearingZbuffer = isclearingZbuffer;
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}
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void KX_Scene::AddObjectDebugProperties(class KX_GameObject* gameobj)
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{
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Object* blenderobject = gameobj->GetBlenderObject();
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bProperty* prop = (bProperty*)blenderobject->prop.first;
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while (prop) {
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if (prop->flag & PROP_DEBUG)
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AddDebugProperty(gameobj,STR_String(prop->name));
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prop = prop->next;
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}
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if (blenderobject->scaflag & OB_DEBUGSTATE)
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AddDebugProperty(gameobj,STR_String("__state__"));
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}
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void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
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{
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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if (NewRemoveObject(orgobj) != 0)
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{
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// object is not yet deleted because a reference is hanging somewhere.
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// This should not happen anymore since we use proxy object for Python
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// confident enough to put an assert?
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//assert(false);
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printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
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orgobj->SetSGNode(NULL);
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PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
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if (ctrl)
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{
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// a graphic controller is set, we must delete it as the node will be deleted
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delete ctrl;
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orgobj->SetGraphicController(NULL);
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}
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}
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if (node)
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delete node;
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}
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KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
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{
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// for group duplication, limit the duplication of the hierarchy to the
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// objects that are part of the group.
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if (!IsObjectInGroup(gameobj))
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return NULL;
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KX_GameObject* orgobj = (KX_GameObject*)gameobj;
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KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
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m_map_gameobject_to_replica.insert(orgobj, newobj);
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// also register 'timers' (time properties) of the replica
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int numprops = newobj->GetPropertyCount();
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for (int i = 0; i < numprops; i++)
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{
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CValue* prop = newobj->GetProperty(i);
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if (prop->GetProperty("timer"))
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this->m_timemgr->AddTimeProperty(prop);
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}
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if (node)
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{
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newobj->SetSGNode((SG_Node*)node);
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}
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else
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{
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m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
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// this fixes part of the scaling-added object bug
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SG_Node* orgnode = orgobj->GetSGNode();
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m_rootnode->SetLocalScale(orgnode->GetLocalScale());
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m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
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m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_rootnode->SetParentRelation(parent_relation);
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newobj->SetSGNode(m_rootnode);
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}
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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->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
|
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 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);
|
|
}
|
|
|
|
#ifdef WITH_BULLET
|
|
// replicate physics controller
|
|
if (orgobj->GetPhysicsController())
|
|
{
|
|
PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
|
|
PHY_IPhysicsController* newctrl = orgobj->GetPhysicsController()->GetReplica();
|
|
|
|
KX_GameObject *parent = newobj->GetParent();
|
|
PHY_IPhysicsController* parentctrl = (parent) ? parent->GetPhysicsController() : NULL;
|
|
|
|
newctrl->SetNewClientInfo(newobj->getClientInfo());
|
|
newobj->SetPhysicsController(newctrl, newobj->IsDynamic());
|
|
newctrl->PostProcessReplica(motionstate, parentctrl);
|
|
|
|
if (parent)
|
|
parent->Release();
|
|
}
|
|
#endif
|
|
|
|
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 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)
|
|
{
|
|
/* add properties to debug list, for added objects and DupliGroups */
|
|
AddObjectDebugProperties(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 hierarchy, 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 hierarchy, 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);
|
|
|
|
// set references for dupli-group
|
|
// groupobj holds a list of all objects, that belongs to this group
|
|
groupobj->AddInstanceObjects(replica);
|
|
|
|
// every object gets the reference to its dupli-group object
|
|
replica->SetDupliGroupObject(groupobj);
|
|
|
|
// 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)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
|
{
|
|
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());
|
|
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
|
|
// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
|
|
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);
|
|
|
|
// 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)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
|
|
{
|
|
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;
|
|
|
|
/* remove property to debug list */
|
|
RemoveObjectDebugProperties(newobj);
|
|
|
|
/* 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);
|
|
}
|
|
}
|
|
|
|
// if the object is the dupligroup proxy, you have to cleanup all m_pDupliGroupObject's in all
|
|
// instances refering to this group
|
|
if (newobj->GetInstanceObjects()) {
|
|
for (int i = 0; i < newobj->GetInstanceObjects()->GetCount(); i++) {
|
|
KX_GameObject* instance = (KX_GameObject*)newobj->GetInstanceObjects()->GetValue(i);
|
|
instance->RemoveDupliGroupObject();
|
|
}
|
|
}
|
|
|
|
// if this object was part of a group, make sure to remove it from that group's instance list
|
|
KX_GameObject* group = newobj->GetDupliGroupObject();
|
|
if (group)
|
|
group->RemoveInstanceObject(newobj);
|
|
|
|
newobj->RemoveMeshes();
|
|
ret = 1;
|
|
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && 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 (m_animatedlist->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);
|
|
|
|
// in case this is a font
|
|
m_fonts.remove((KX_FontObject*)newobj);
|
|
|
|
/* currently does nothing, keep in case we need to Unregister something */
|
|
#if 0
|
|
if (m_sceneConverter)
|
|
m_sceneConverter->UnregisterGameObject(newobj);
|
|
#endif
|
|
|
|
// 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, bool use_gfx, bool use_phys)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
|
|
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
|
|
|
|
if (!gameobj) {
|
|
std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
|
|
return;
|
|
}
|
|
|
|
if (use_gfx && mesh != NULL)
|
|
{
|
|
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->GetMesh())
|
|
{
|
|
// 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 =
|
|
BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
|
|
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 &&
|
|
blendmesh->dvert!=NULL; // mesh has vertex group
|
|
#ifdef WITH_BULLET
|
|
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
|
|
#endif
|
|
bool releaseParent = true;
|
|
|
|
|
|
if (oldblendobj==NULL) {
|
|
if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
|
|
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,
|
|
m_blenderScene,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
modifierDeformer->LoadShapeDrivers(blendobj->parent);
|
|
}
|
|
else
|
|
{
|
|
modifierDeformer = new BL_ModifierDeformer(
|
|
newobj,
|
|
m_blenderScene,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
false,
|
|
NULL
|
|
);
|
|
}
|
|
newobj->SetDeformer(modifierDeformer);
|
|
}
|
|
else if (bHasShapeKey) {
|
|
BL_ShapeDeformer* shapeDeformer;
|
|
if (bHasArmature)
|
|
{
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
shapeDeformer->LoadShapeDrivers(blendobj->parent);
|
|
}
|
|
else
|
|
{
|
|
shapeDeformer = new BL_ShapeDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
false,
|
|
true,
|
|
NULL
|
|
);
|
|
}
|
|
newobj->SetDeformer( shapeDeformer);
|
|
}
|
|
else if (bHasArmature)
|
|
{
|
|
BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
|
|
newobj,
|
|
oldblendobj, blendobj,
|
|
mesh,
|
|
true,
|
|
true,
|
|
static_cast<BL_ArmatureObject*>( parentobj )
|
|
);
|
|
releaseParent= false;
|
|
newobj->SetDeformer(skinDeformer);
|
|
}
|
|
else if (bHasDvert)
|
|
{
|
|
BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
|
|
newobj, oldblendobj, mesh
|
|
);
|
|
newobj->SetDeformer(meshdeformer);
|
|
}
|
|
#ifdef WITH_BULLET
|
|
else if (bHasSoftBody)
|
|
{
|
|
KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
|
|
newobj->SetDeformer(softdeformer);
|
|
}
|
|
#endif
|
|
|
|
// release parent reference if its not being used
|
|
if ( releaseParent && parentobj)
|
|
parentobj->Release();
|
|
}
|
|
}
|
|
|
|
gameobj->AddMeshUser();
|
|
}
|
|
|
|
#ifdef WITH_BULLET
|
|
if (use_phys) { /* update the new assigned mesh with the physics mesh */
|
|
KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* Font Object routines */
|
|
void KX_Scene::AddFont(KX_FontObject* font)
|
|
{
|
|
if (!FindFont(font))
|
|
m_fonts.push_back(font);
|
|
}
|
|
|
|
KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
|
|
{
|
|
list<KX_FontObject*>::iterator it = m_fonts.begin();
|
|
|
|
while ((it != m_fonts.end()) && ((*it) != font))
|
|
{
|
|
++it;
|
|
}
|
|
|
|
return ((it == m_fonts.end()) ? NULL : (*it));
|
|
}
|
|
|
|
|
|
/* Camera Object routines */
|
|
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
|
|
MT_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);
|
|
|
|
double mvmat[16] = {0};
|
|
cam->GetModelviewMatrix().getValue(mvmat);
|
|
double pmat[16] = {0};
|
|
cam->GetProjectionMatrix().getValue(pmat);
|
|
|
|
dbvt_culling = m_physicsEnvironment->CullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res,
|
|
KX_GetActiveEngine()->GetCanvas()->GetViewPort(),
|
|
mvmat, pmat);
|
|
}
|
|
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::AddAnimatedObject(CValue* gameobj)
|
|
{
|
|
gameobj->AddRef();
|
|
m_animatedlist->Add(gameobj);
|
|
}
|
|
|
|
void KX_Scene::UpdateAnimations(double curtime)
|
|
{
|
|
KX_GameObject *gameobj;
|
|
bool needs_update;
|
|
|
|
for (int i=0; i<m_animatedlist->GetCount(); ++i) {
|
|
gameobj = (KX_GameObject*)m_animatedlist->GetValue(i);
|
|
|
|
// Non-armature updates are fast enough, so just update them
|
|
needs_update = gameobj->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE;
|
|
|
|
if (!needs_update) {
|
|
// If we got here, we're looking to update an armature, so check its children meshes
|
|
// to see if we need to bother with a more expensive pose update
|
|
CListValue *children = gameobj->GetChildren();
|
|
KX_GameObject *child;
|
|
|
|
bool has_mesh = false, has_non_mesh = false;
|
|
|
|
// Check for meshes that haven't been culled
|
|
for (int j=0; j<children->GetCount(); ++j) {
|
|
child = (KX_GameObject*)children->GetValue(j);
|
|
|
|
if (!child->GetCulled()) {
|
|
needs_update = true;
|
|
break;
|
|
}
|
|
|
|
if (child->GetMeshCount() == 0)
|
|
has_non_mesh = true;
|
|
else
|
|
has_mesh = true;
|
|
}
|
|
|
|
// If we didn't find a non-culled mesh, check to see
|
|
// if we even have any meshes, and update if this
|
|
// armature has only non-mesh children.
|
|
if (!needs_update && !has_mesh && has_non_mesh)
|
|
needs_update = true;
|
|
|
|
children->Release();
|
|
}
|
|
|
|
if (needs_update)
|
|
gameobj->UpdateActionManager(curtime);
|
|
}
|
|
}
|
|
|
|
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
|
|
{
|
|
m_logicmgr->UpdateFrame(curtime, frame);
|
|
}
|
|
|
|
|
|
|
|
void KX_Scene::LogicEndFrame()
|
|
{
|
|
m_logicmgr->EndFrame();
|
|
int numobj;
|
|
|
|
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);
|
|
}
|
|
|
|
//prepare obstacle simulation for new frame
|
|
if (m_obstacleSimulation)
|
|
m_obstacleSimulation->UpdateObstacles();
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
m_bucketmanager->Renderbuckets(cameratransform,rasty);
|
|
KX_BlenderMaterial::EndFrame();
|
|
}
|
|
|
|
void KX_Scene::RenderFonts()
|
|
{
|
|
list<KX_FontObject*>::iterator it = m_fonts.begin();
|
|
while (it != m_fonts.end()) {
|
|
(*it)->DrawText();
|
|
++it;
|
|
}
|
|
}
|
|
|
|
void KX_Scene::UpdateObjectLods(void)
|
|
{
|
|
KX_GameObject* gameobj;
|
|
MT_Vector3 cam_pos = this->m_active_camera->NodeGetWorldPosition();
|
|
|
|
for (int i = 0; i < this->GetObjectList()->GetCount(); i++) {
|
|
gameobj = (KX_GameObject*) GetObjectList()->GetValue(i);
|
|
if (!gameobj->GetCulled()){
|
|
gameobj->UpdateLod(cam_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
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]);
|
|
}
|
|
|
|
MT_Vector3 KX_Scene::GetGravity()
|
|
{
|
|
MT_Vector3 gravity;
|
|
|
|
GetPhysicsEnvironment()->GetGravity(gravity);
|
|
|
|
return gravity;
|
|
}
|
|
|
|
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
|
|
{
|
|
m_sceneConverter = sceneConverter;
|
|
}
|
|
|
|
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
|
|
{
|
|
m_physicsEnvironment = physEnv;
|
|
if (m_physicsEnvironment) {
|
|
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
|
|
m_logicmgr->RegisterEventManager(touchmgr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
short KX_Scene::GetAnimationFPS()
|
|
{
|
|
return m_blenderScene->r.frs_sec;
|
|
}
|
|
|
|
static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
|
|
{
|
|
SCA_LogicManager *logicmgr= to->GetLogicManager();
|
|
|
|
brick->Replace_IScene(to);
|
|
brick->Replace_NetworkScene(to->GetNetworkScene());
|
|
|
|
/* near sensors have physics controllers */
|
|
#ifdef WITH_BULLET
|
|
KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
|
|
if (touch_sensor) {
|
|
touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
#endif
|
|
|
|
// If we end up replacing a KX_TouchEventManager, we need to make sure
|
|
// physics controllers are properly in place. In other words, do this
|
|
// after merging physics controllers!
|
|
SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
|
|
if (sensor) {
|
|
sensor->Replace_EventManager(logicmgr);
|
|
}
|
|
|
|
SCA_2DFilterActuator *filter_actuator = dynamic_cast<class SCA_2DFilterActuator*>(brick);
|
|
if (filter_actuator) {
|
|
filter_actuator->SetScene(to);
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_BULLET
|
|
#include "CcdGraphicController.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
#include "CcdPhysicsEnvironment.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
#endif
|
|
|
|
static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
|
|
{
|
|
{
|
|
SCA_ActuatorList& actuators= gameobj->GetActuators();
|
|
SCA_ActuatorList::iterator ita;
|
|
|
|
for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
|
|
{
|
|
MergeScene_LogicBrick(*ita, to);
|
|
}
|
|
}
|
|
|
|
|
|
{
|
|
SCA_SensorList& sensors= gameobj->GetSensors();
|
|
SCA_SensorList::iterator its;
|
|
|
|
for (its = sensors.begin(); !(its==sensors.end()); ++its)
|
|
{
|
|
MergeScene_LogicBrick(*its, to);
|
|
}
|
|
}
|
|
|
|
{
|
|
SCA_ControllerList& controllers= gameobj->GetControllers();
|
|
SCA_ControllerList::iterator itc;
|
|
|
|
for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
|
|
{
|
|
SCA_IController *cont= *itc;
|
|
MergeScene_LogicBrick(cont, to);
|
|
|
|
vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
|
|
vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
|
|
|
|
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
|
|
MergeScene_LogicBrick(*ita, to);
|
|
}
|
|
|
|
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
|
|
MergeScene_LogicBrick(*its, to);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* graphics controller */
|
|
PHY_IController *ctrl = gameobj->GetGraphicController();
|
|
if (ctrl) {
|
|
/* SHOULD update the m_cullingTree */
|
|
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
|
|
#ifdef WITH_BULLET
|
|
ctrl = gameobj->GetPhysicsController();
|
|
if (ctrl) {
|
|
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
|
|
}
|
|
#endif
|
|
|
|
/* SG_Node can hold a scene reference */
|
|
SG_Node *sg= gameobj->GetSGNode();
|
|
if (sg) {
|
|
if (sg->GetSGClientInfo() == from) {
|
|
sg->SetSGClientInfo(to);
|
|
|
|
/* Make sure to grab the children too since they might not be tied to a game object */
|
|
NodeList children = sg->GetSGChildren();
|
|
for (int i=0; i<children.size(); i++)
|
|
children[i]->SetSGClientInfo(to);
|
|
}
|
|
}
|
|
/* If the object is a light, update it's scene */
|
|
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
|
|
((KX_LightObject*)gameobj)->UpdateScene(to);
|
|
|
|
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
|
|
to->AddCamera((KX_Camera*)gameobj);
|
|
|
|
/* Add the object to the scene's logic manager */
|
|
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
|
|
to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
|
|
|
|
for (int i=0; i<gameobj->GetMeshCount(); ++i)
|
|
to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
|
|
}
|
|
|
|
bool KX_Scene::MergeScene(KX_Scene *other)
|
|
{
|
|
#ifdef WITH_BULLET
|
|
CcdPhysicsEnvironment *env= dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
|
|
CcdPhysicsEnvironment *env_other= dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
|
|
|
|
if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
|
|
{
|
|
printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
|
|
printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
|
|
return false;
|
|
}
|
|
#endif // WITH_BULLET
|
|
|
|
if (GetSceneConverter() != other->GetSceneConverter()) {
|
|
printf("KX_Scene::MergeScene: converters differ, aborting\n");
|
|
return false;
|
|
}
|
|
|
|
|
|
GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
|
|
|
|
|
|
/* active + inactive == all ??? - lets hope so */
|
|
for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
AddObjectDebugProperties(gameobj); // add properties to debug list for LibLoad objects
|
|
|
|
gameobj->UpdateBuckets(false); /* only for active objects */
|
|
}
|
|
|
|
for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
|
|
MergeScene_GameObject(gameobj, this, other);
|
|
}
|
|
|
|
GetTempObjectList()->MergeList(other->GetTempObjectList());
|
|
other->GetTempObjectList()->ReleaseAndRemoveAll();
|
|
|
|
GetObjectList()->MergeList(other->GetObjectList());
|
|
other->GetObjectList()->ReleaseAndRemoveAll();
|
|
|
|
GetInactiveList()->MergeList(other->GetInactiveList());
|
|
other->GetInactiveList()->ReleaseAndRemoveAll();
|
|
|
|
GetRootParentList()->MergeList(other->GetRootParentList());
|
|
other->GetRootParentList()->ReleaseAndRemoveAll();
|
|
|
|
GetLightList()->MergeList(other->GetLightList());
|
|
other->GetLightList()->ReleaseAndRemoveAll();
|
|
|
|
#ifdef WITH_BULLET
|
|
if (env) /* bullet scene? - dummy scenes don't need touching */
|
|
env->MergeEnvironment(env_other);
|
|
#endif
|
|
|
|
/* move materials across, assume they both use the same scene-converters
|
|
* Do this after lights are merged so materials can use the lights in shaders
|
|
*/
|
|
GetSceneConverter()->MergeScene(this, other);
|
|
|
|
/* merge logic */
|
|
{
|
|
SCA_LogicManager *logicmgr= GetLogicManager();
|
|
SCA_LogicManager *logicmgr_other= other->GetLogicManager();
|
|
|
|
vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
|
|
//vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
|
|
|
|
//SCA_EventManager *evtmgr;
|
|
SCA_EventManager *evtmgr_other;
|
|
|
|
for (unsigned int i= 0; i < evtmgrs.size(); i++) {
|
|
evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
|
|
|
|
if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
|
|
evtmgr_other->Replace_LogicManager(logicmgr);
|
|
|
|
/* when merging objects sensors are moved across into the new manager, don't need to do this here */
|
|
}
|
|
|
|
/* grab any timer properties from the other scene */
|
|
SCA_TimeEventManager *timemgr= GetTimeEventManager();
|
|
SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager();
|
|
vector<CValue*> times = timemgr_other->GetTimeValues();
|
|
|
|
for (unsigned int i= 0; i < times.size(); i++) {
|
|
timemgr->AddTimeProperty(times[i]);
|
|
}
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
|
|
{
|
|
m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
|
|
}
|
|
|
|
void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
|
|
{
|
|
m_filtermanager.RenderFilters(canvas);
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
|
|
void KX_Scene::RunDrawingCallbacks(PyObject *cb_list)
|
|
{
|
|
Py_ssize_t len;
|
|
|
|
if (cb_list && (len=PyList_GET_SIZE(cb_list)))
|
|
{
|
|
PyObject *args = PyTuple_New(0); // save python creating each call
|
|
PyObject *func;
|
|
PyObject *ret;
|
|
|
|
// Iterate the list and run the callbacks
|
|
for (Py_ssize_t pos=0; pos < len; pos++)
|
|
{
|
|
func= PyList_GET_ITEM(cb_list, pos);
|
|
ret= PyObject_Call(func, args, NULL);
|
|
if (ret==NULL) {
|
|
PyErr_Print();
|
|
PyErr_Clear();
|
|
}
|
|
else {
|
|
Py_DECREF(ret);
|
|
}
|
|
}
|
|
|
|
Py_DECREF(args);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//Python
|
|
|
|
PyTypeObject KX_Scene::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"KX_Scene",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,
|
|
&Sequence,
|
|
&Mapping,
|
|
0,0,0,0,0,0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&CValue::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
PyMethodDef KX_Scene::Methods[] = {
|
|
KX_PYMETHODTABLE(KX_Scene, addObject),
|
|
KX_PYMETHODTABLE(KX_Scene, end),
|
|
KX_PYMETHODTABLE(KX_Scene, restart),
|
|
KX_PYMETHODTABLE(KX_Scene, replace),
|
|
KX_PYMETHODTABLE(KX_Scene, suspend),
|
|
KX_PYMETHODTABLE(KX_Scene, resume),
|
|
KX_PYMETHODTABLE(KX_Scene, drawObstacleSimulation),
|
|
|
|
|
|
/* dict style access */
|
|
KX_PYMETHODTABLE(KX_Scene, get),
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(item);
|
|
PyObject *pyconvert;
|
|
|
|
if (self == NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, " BGE_PROXY_ERROR_MSG);
|
|
return NULL;
|
|
}
|
|
|
|
if (!self->m_attr_dict)
|
|
self->m_attr_dict = PyDict_New();
|
|
|
|
if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
|
|
|
|
if (attr_str)
|
|
PyErr_Clear();
|
|
Py_INCREF(pyconvert);
|
|
return pyconvert;
|
|
}
|
|
else {
|
|
if (attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
|
|
return NULL;
|
|
}
|
|
|
|
}
|
|
|
|
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(key);
|
|
if (attr_str==NULL)
|
|
PyErr_Clear();
|
|
|
|
if (self == NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, " BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if (!self->m_attr_dict)
|
|
self->m_attr_dict = PyDict_New();
|
|
|
|
if (val==NULL) { /* del ob["key"] */
|
|
int del= 0;
|
|
|
|
if (self->m_attr_dict)
|
|
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
|
|
|
|
if (del==0) {
|
|
if (attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
|
|
return -1;
|
|
}
|
|
else if (self->m_attr_dict) {
|
|
PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
|
|
}
|
|
}
|
|
else { /* ob["key"] = value */
|
|
int set = 0;
|
|
|
|
if (self->m_attr_dict==NULL) /* lazy init */
|
|
self->m_attr_dict= PyDict_New();
|
|
|
|
|
|
if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
|
|
set= 1;
|
|
else
|
|
PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
|
|
|
|
if (set==0)
|
|
return -1; /* pythons error value */
|
|
|
|
}
|
|
|
|
return 0; /* success */
|
|
}
|
|
|
|
static int Seq_Contains(PyObject *self_v, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
|
|
|
|
if (self == NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, " BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if (!self->m_attr_dict)
|
|
self->m_attr_dict = PyDict_New();
|
|
|
|
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
PyMappingMethods KX_Scene::Mapping = {
|
|
(lenfunc)NULL, /* inquiry mp_length */
|
|
(binaryfunc)Map_GetItem, /* binaryfunc mp_subscript */
|
|
(objobjargproc)Map_SetItem, /* objobjargproc mp_ass_subscript */
|
|
};
|
|
|
|
PySequenceMethods KX_Scene::Sequence = {
|
|
NULL, /* Cant set the len otherwise it can evaluate as false */
|
|
NULL, /* sq_concat */
|
|
NULL, /* sq_repeat */
|
|
NULL, /* sq_item */
|
|
NULL, /* sq_slice */
|
|
NULL, /* sq_ass_item */
|
|
NULL, /* sq_ass_slice */
|
|
(objobjproc)Seq_Contains, /* sq_contains */
|
|
(binaryfunc) NULL, /* sq_inplace_concat */
|
|
(ssizeargfunc) NULL, /* sq_inplace_repeat */
|
|
};
|
|
|
|
PyObject *KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
return PyUnicode_From_STR_String(self->GetName());
|
|
}
|
|
|
|
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);
|
|
KX_Camera* cam= self->GetActiveCamera();
|
|
if (cam)
|
|
return self->GetActiveCamera()->GetProxy();
|
|
else
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
KX_Camera *camOb;
|
|
|
|
if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->SetActiveCamera(camOb);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject *KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (self->m_draw_call_pre==NULL)
|
|
self->m_draw_call_pre= PyList_New(0);
|
|
Py_INCREF(self->m_draw_call_pre);
|
|
return self->m_draw_call_pre;
|
|
}
|
|
|
|
PyObject *KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (self->m_draw_call_post==NULL)
|
|
self->m_draw_call_post= PyList_New(0);
|
|
Py_INCREF(self->m_draw_call_post);
|
|
return self->m_draw_call_post;
|
|
}
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (!PyList_CheckExact(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
Py_XDECREF(self->m_draw_call_pre);
|
|
|
|
Py_INCREF(value);
|
|
self->m_draw_call_pre = value;
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
if (!PyList_CheckExact(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "Expected a list");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
Py_XDECREF(self->m_draw_call_post);
|
|
|
|
Py_INCREF(value);
|
|
self->m_draw_call_post = value;
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject *KX_Scene::pyattr_get_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
return PyObjectFrom(self->GetGravity());
|
|
}
|
|
|
|
int KX_Scene::pyattr_set_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_Scene* self = static_cast<KX_Scene*>(self_v);
|
|
|
|
MT_Vector3 vec;
|
|
if (!PyVecTo(value, vec))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->SetGravity(vec);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
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("objectsInactive", 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_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("gravity", KX_Scene, pyattr_get_gravity, pyattr_set_gravity),
|
|
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
|
|
};
|
|
|
|
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;
|
|
|
|
if (!m_inactivelist->SearchValue(ob)) {
|
|
PyErr_Format(PyExc_ValueError, "scene.addObject(object, other, time): KX_Scene (first argument): object must be in an inactive layer");
|
|
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 don't want python to own a reference
|
|
replica->Release();
|
|
return replica->GetProxy();
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, end,
|
|
"end()\n"
|
|
"Removes this scene from the game.\n")
|
|
{
|
|
|
|
KX_GetActiveEngine()->RemoveScene(m_sceneName);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, restart,
|
|
"restart()\n"
|
|
"Restarts this scene.\n")
|
|
{
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, replace,
|
|
"replace(newScene)\n"
|
|
"Replaces this scene with another one.\n")
|
|
{
|
|
char* name;
|
|
|
|
if (!PyArg_ParseTuple(args, "s:replace", &name))
|
|
return NULL;
|
|
|
|
KX_GetActiveEngine()->ReplaceScene(m_sceneName, name);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, suspend,
|
|
"suspend()\n"
|
|
"Suspends this scene.\n")
|
|
{
|
|
Suspend();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, resume,
|
|
"resume()\n"
|
|
"Resumes this scene.\n")
|
|
{
|
|
Resume();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_Scene, drawObstacleSimulation,
|
|
"drawObstacleSimulation()\n"
|
|
"Draw debug visualization of obstacle simulation.\n")
|
|
{
|
|
if (GetObstacleSimulation())
|
|
GetObstacleSimulation()->DrawObstacles();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/* Matches python dict.get(key, [default]) */
|
|
KX_PYMETHODDEF_DOC(KX_Scene, get, "")
|
|
{
|
|
PyObject *key;
|
|
PyObject *def = Py_None;
|
|
PyObject *ret;
|
|
|
|
if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
|
|
return NULL;
|
|
|
|
if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
|
|
Py_INCREF(ret);
|
|
return ret;
|
|
}
|
|
|
|
Py_INCREF(def);
|
|
return def;
|
|
}
|
|
|
|
#endif // WITH_PYTHON
|