#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
		
			
				
	
	
		
			982 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			982 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * $Id$
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 *
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 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL/BL DUAL LICENSE BLOCK *****
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 * Ketsji scene. Holds references to all scene data.
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 */
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#include "KX_KetsjiEngine.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_Scene.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 "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 "KX_Camera.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.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 "SYS_System.h"
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#include "SG_Controller.h"
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#include "SG_IObject.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 "KX_IPhysicsController.h"
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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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	return (void*)replica;
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}
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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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SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc);
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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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				   class SND_IAudioDevice* adi,
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				   const STR_String& sceneName): 
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	m_mousemgr(NULL),
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	m_keyboardmgr(NULL),
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	m_active_camera(NULL),
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	m_ueberExecutionPriority(0),
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	m_adi(adi),
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	m_sceneName(sceneName),
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	m_networkDeviceInterface(ndi),
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	m_physicsEnvironment(0)
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{
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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_euthanasyobjects = 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);
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//	m_solidScene = DT_CreateScene();
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//	m_respTable = DT_CreateRespTable();
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	SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
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	//KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, m_respTable, m_solidScene);
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	SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
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	SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(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(m_keyboardmgr);
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	m_logicmgr->RegisterEventManager(m_mousemgr);
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	//m_logicmgr->RegisterEventManager(touchmgr);
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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_sumoScene = new SM_Scene();
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	//m_sumoScene->setSecondaryRespTable(m_respTable);
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	m_soundScene = new SND_Scene(adi);
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	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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	m_canvasDesignWidth = 0;
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	m_canvasDesignHeight = 0;
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}
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KX_Scene::~KX_Scene()
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{
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//	int numobj = m_objectlist->GetCount();
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	//int numrootobjects = GetRootParentList()->GetCount();
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	for (int i = 0; i < GetRootParentList()->GetCount(); i++)
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	{
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		KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(i);
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		this->RemoveObject(parentobj);
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	}
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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_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_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_soundScene)
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		delete m_soundScene;
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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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}
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void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
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{
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	m_projectionmat = pmat;
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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::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::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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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 guarenteed 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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SND_Scene* KX_Scene::GetSoundScene()
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{
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	return m_soundScene;
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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::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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	NewRemoveObject(orgobj);
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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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	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();
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	SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
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	replicanode->SetSGClientObject(newobj);
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	// this is the list of object that are send to the graphics pipeline
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	m_objectlist->Add(newobj);
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	newobj->Bucketize();
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	// logic cannot be replicated, until the whole hierarchy is replicated.
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	m_logicHierarchicalGameObjects.push_back(newobj);
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	//replicate controllers of this node
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	SGControllerList	scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
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	replicanode->RemoveAllControllers();
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	SGControllerList::iterator cit;
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	//int numcont = scenegraphcontrollers.size();
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	for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
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	{
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		// controller replication is quite complicated
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		// only replicate ipo and physics controller for now
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		SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
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		if (replicacontroller)
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		{
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			replicacontroller->SetObject(replicanode);
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			replicanode->AddSGController(replicacontroller);
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		}
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	}
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						|
	
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	return newobj;
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}
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// before calling this method KX_Scene::ReplicateLogic(), make sure to
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// have called 'GameObject::ReParentLogic' for each object this
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						|
// hierarchy that's because first ALL bricks must exist in the new
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// replica of the hierarchy in order to make cross-links work properly
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// !
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void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
 | 
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{
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	// also relink the controller to sensors/actuators
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	SCA_ControllerList& controllers = newobj->GetControllers();
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	//SCA_SensorList&     sensors     = newobj->GetSensors();
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	//SCA_ActuatorList&   actuators   = newobj->GetActuators();
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	for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
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	{
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		SCA_IController* cont = (*itc);
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		cont->SetUeberExecutePriority(m_ueberExecutionPriority);
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		vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
 | 
						|
		vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
 | 
						|
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		// disconnect the sensors and actuators
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						|
		cont->UnlinkAllSensors();
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		cont->UnlinkAllActuators();
 | 
						|
		
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						|
		// now relink each sensor
 | 
						|
		for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
 | 
						|
		{
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			SCA_ISensor* oldsensor = (*its);
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						|
			STR_String name = oldsensor->GetName();
 | 
						|
			//find this name in the list
 | 
						|
			SCA_ISensor* newsensor = newobj->FindSensor(name);
 | 
						|
		
 | 
						|
			if (newsensor)
 | 
						|
			{
 | 
						|
				// relink this newsensor to the controller
 | 
						|
				m_logicmgr->RegisterToSensor(cont,newsensor);
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				// it can be linked somewhere in the hierarchy or...
 | 
						|
				for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
 | 
						|
				!(git==m_logicHierarchicalGameObjects.end());++git)
 | 
						|
				{
 | 
						|
					newsensor = (*git)->FindSensor(name);
 | 
						|
					if (newsensor)
 | 
						|
						break;
 | 
						|
				} 
 | 
						|
 | 
						|
				if (newsensor)
 | 
						|
				{
 | 
						|
					// relink this newsensor to the controller somewhere else within this
 | 
						|
					// hierarchy
 | 
						|
					m_logicmgr->RegisterToSensor(cont,newsensor);
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					// must be an external sensor, so...
 | 
						|
					m_logicmgr->RegisterToSensor(cont,oldsensor);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		// now relink each actuator
 | 
						|
		for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
 | 
						|
		{
 | 
						|
			SCA_IActuator* oldactuator = (*ita);
 | 
						|
			STR_String name = oldactuator->GetName();
 | 
						|
			//find this name in the list
 | 
						|
			SCA_IActuator* newactuator = newobj->FindActuator(name);
 | 
						|
			if (newactuator)
 | 
						|
			{
 | 
						|
				// relink this newsensor to the controller
 | 
						|
				m_logicmgr->RegisterToActuator(cont,newactuator);
 | 
						|
				newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				// it can be linked somewhere in the hierarchy or...
 | 
						|
				for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
 | 
						|
				!(git==m_logicHierarchicalGameObjects.end());++git)
 | 
						|
				{
 | 
						|
					newactuator= (*git)->FindActuator(name);
 | 
						|
					if (newactuator)
 | 
						|
						break;
 | 
						|
				} 
 | 
						|
 | 
						|
				if (newactuator)
 | 
						|
				{
 | 
						|
					// relink this actuator to the controller somewhere else within this
 | 
						|
					// hierarchy
 | 
						|
					m_logicmgr->RegisterToActuator(cont,newactuator);
 | 
						|
					newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					// must be an external actuator, so...
 | 
						|
					m_logicmgr->RegisterToActuator(cont,oldactuator);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
 | 
						|
										class CValue* parentobject,
 | 
						|
										int lifespan)
 | 
						|
{
 | 
						|
 | 
						|
	m_logicHierarchicalGameObjects.clear();
 | 
						|
	m_map_gameobject_to_replica.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());
 | 
						|
		replica->SetProperty("::timebomb",new CFloatValue(lifespan*0.02));
 | 
						|
	}
 | 
						|
 | 
						|
	// 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();
 | 
						|
		replica->GetSGNode()->AddChild(childreplicanode);
 | 
						|
	}
 | 
						|
 | 
						|
	//	relink any pointers as necessary, sort of a temporary solution
 | 
						|
	vector<KX_GameObject*>::iterator git;
 | 
						|
	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | 
						|
	{
 | 
						|
		(*git)->Relink(&m_map_gameobject_to_replica);
 | 
						|
	}
 | 
						|
 | 
						|
	// now replicate logic
 | 
						|
	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | 
						|
	{
 | 
						|
		(*git)->ReParentLogic();
 | 
						|
	}
 | 
						|
	
 | 
						|
	// replicate crosslinks etc. between logic bricks
 | 
						|
	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | 
						|
	{
 | 
						|
		ReplicateLogic((*git));
 | 
						|
	}
 | 
						|
	
 | 
						|
	MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
 | 
						|
	replica->NodeSetLocalPosition(newpos);
 | 
						|
 | 
						|
	MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
 | 
						|
	replica->NodeSetLocalOrientation(newori);
 | 
						|
 | 
						|
	if (replica->GetPhysicsController())
 | 
						|
	{
 | 
						|
		replica->GetPhysicsController()->setPosition(newpos);
 | 
						|
		replica->GetPhysicsController()->setOrientation(newori.getRotation());
 | 
						|
	}
 | 
						|
 | 
						|
	// here we want to set the relative scale: the rootnode's scale will override all other
 | 
						|
	// scalings, so lets better prepare for it
 | 
						|
 | 
						|
	// 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);
 | 
						|
	
 | 
						|
	return replica;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::RemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
 | 
						|
	// first disconnect child from parent
 | 
						|
	SG_Node* node = newobj->GetSGNode();
 | 
						|
 | 
						|
	if (node)
 | 
						|
	{
 | 
						|
		node->DisconnectFromParent();
 | 
						|
 | 
						|
		// recursively destruct
 | 
						|
		node->Destruct();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	//KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
	if (!m_euthanasyobjects->SearchValue(gameobj))
 | 
						|
	{
 | 
						|
		m_euthanasyobjects->Add(gameobj->AddRef());
 | 
						|
	} 
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::NewRemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
	//SM_Object* sumoObj = newobj->GetSumoObject();
 | 
						|
	//if (sumoObj)
 | 
						|
	//{
 | 
						|
	//	this->GetSumoScene()->remove(*sumoObj);
 | 
						|
	//}
 | 
						|
	// 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++)
 | 
						|
	{
 | 
						|
		(*itc)->UnlinkAllSensors();
 | 
						|
		(*itc)->UnlinkAllActuators();
 | 
						|
	}
 | 
						|
 | 
						|
	SCA_ActuatorList& actuators = newobj->GetActuators();
 | 
						|
	for (SCA_ActuatorList::iterator ita = actuators.begin();
 | 
						|
		 !(ita==actuators.end());ita++)
 | 
						|
	{
 | 
						|
		m_logicmgr->RemoveDestroyedActuator(*ita);
 | 
						|
	}
 | 
						|
 | 
						|
	// now remove the timer properties from the time manager
 | 
						|
	int numprops = newobj->GetPropertyCount();
 | 
						|
 | 
						|
	for (int i = 0; i < numprops; i++)
 | 
						|
	{
 | 
						|
		CValue* propval = newobj->GetProperty(i);
 | 
						|
		if (propval->GetProperty("timer"))
 | 
						|
		{
 | 
						|
			m_timemgr->RemoveTimeProperty(propval);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	newobj->RemoveMeshes();
 | 
						|
	if (m_objectlist->RemoveValue(newobj))
 | 
						|
		newobj->Release();
 | 
						|
	if (m_tempObjectList->RemoveValue(newobj))
 | 
						|
		newobj->Release();
 | 
						|
	if (m_parentlist->RemoveValue(newobj))
 | 
						|
		newobj->Release();
 | 
						|
	if (m_euthanasyobjects->RemoveValue(newobj))
 | 
						|
		newobj->Release();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
 | 
						|
{
 | 
						|
	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
	newobj->RemoveMeshes();
 | 
						|
	newobj->AddMesh((RAS_MeshObject*)meshobj);
 | 
						|
	newobj->Bucketize();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
 | 
						|
{
 | 
						|
	MT_Scalar cammat[16];
 | 
						|
	m_active_camera->GetWorldToCamera().getValue(cammat);
 | 
						|
	m_viewmat = cammat;
 | 
						|
	return m_viewmat;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
 | 
						|
{
 | 
						|
	return m_projectionmat;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
 | 
						|
{
 | 
						|
	set<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)
 | 
						|
{
 | 
						|
	set<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)
 | 
						|
{
 | 
						|
	m_cameras.insert(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::UpdateMeshTransformations()
 | 
						|
{
 | 
						|
	// do this incrementally in the future
 | 
						|
	for (int i = 0; i < m_objectlist->GetCount(); i++)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
 | 
						|
		gameobj->GetOpenGLMatrix();
 | 
						|
		gameobj->UpdateNonDynas();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty)
 | 
						|
{
 | 
						|
	
 | 
						|
	// do this incrementally in the future
 | 
						|
	for (int i = 0; i < m_objectlist->GetCount(); i++)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
 | 
						|
		
 | 
						|
		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(),rasty);
 | 
						|
			// Visibility/ non-visibility are marked
 | 
						|
			// elsewhere now.
 | 
						|
			gameobj->MarkVisible();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// logic stuff
 | 
						|
void KX_Scene::LogicBeginFrame(double curtime,double deltatime)
 | 
						|
{
 | 
						|
	// 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() - deltatime;
 | 
						|
			
 | 
						|
			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,deltatime);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::LogicUpdateFrame(double curtime,double deltatime)
 | 
						|
{
 | 
						|
	m_logicmgr->UpdateFrame(curtime,deltatime);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::LogicEndFrame()
 | 
						|
{
 | 
						|
	m_logicmgr->EndFrame();
 | 
						|
	int numobj = m_euthanasyobjects->GetCount();
 | 
						|
 | 
						|
	for (int i = numobj - 1; i >= 0; i--)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
 | 
						|
		this->RemoveObject(gameobj);
 | 
						|
	}
 | 
						|
	
 | 
						|
	numobj = m_euthanasyobjects->GetCount();
 | 
						|
	if (numobj != 0)
 | 
						|
	{
 | 
						|
		// huh?
 | 
						|
		int ii=0;
 | 
						|
	}
 | 
						|
	// numobj is 0 we hope
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
  * UpdateParents: SceneGraph transformation update.
 | 
						|
  */
 | 
						|
void KX_Scene::UpdateParents(double curtime)
 | 
						|
{
 | 
						|
//	int numrootobjects = GetRootParentList()->GetCount();
 | 
						|
 | 
						|
	for (int i=0; i<GetRootParentList()->GetCount(); i++)
 | 
						|
	{
 | 
						|
		KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
 | 
						|
		parentobj->NodeUpdateGS(curtime,true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
 | 
						|
{
 | 
						|
	return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
 | 
						|
							 class RAS_IRasterizer* rasty,
 | 
						|
							 class RAS_IRenderTools* rendertools)
 | 
						|
{
 | 
						|
	m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
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]);
 | 
						|
}
 |