1593 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1593 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 * Ketsji scene. Holds references to all scene data.
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 */
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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_Scene.h"
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#include "MT_assert.h"
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#include "KX_KetsjiEngine.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 "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 "KX_Camera.h"
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#include "SCA_JoystickManager.h"
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#include "RAS_MeshObject.h"
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#include "BL_SkinMeshObject.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 "SG_Tree.h"
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#include "DNA_group_types.h"
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#include "BKE_anim.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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#include "KX_BlenderSceneConverter.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_DeformableGameObject.h"
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// to get USE_BULLET!
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdPhysicsController.h"
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#endif
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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,KX_GameObject::UpdateTransformFunc);
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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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	PyObjectPlus(&KX_Scene::Type),
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	m_keyboardmgr(NULL),
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	m_mousemgr(NULL),
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	m_physicsEnvironment(0),
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	m_sceneName(sceneName),
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	m_adi(adi),
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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_sceneConverter(NULL)
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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_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_delayReleaseObjects = 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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	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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	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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	SCA_JoystickManager *joymgr	= new SCA_JoystickManager(m_logicmgr);
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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(joymgr);
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	m_soundScene = new SND_Scene(adi);
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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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	m_canvasDesignWidth = 0;
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	m_canvasDesignHeight = 0;
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	m_attrlist = PyDict_New(); /* new ref */
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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_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_delayReleaseObjects)
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		m_delayReleaseObjects->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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#ifdef USE_BULLET
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	// This is a fix for memory leaks in bullet: the collision shapes is not destroyed 
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	// when the physical controllers are destroyed. The reason is that shapes are shared
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	// between replicas of an object. There is no reference count in Bullet so the
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	// only workaround that does not involve changes in Bullet is to save in this array
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	// the list of shapes that are created when the scene is created (see KX_ConvertPhysicsObjects.cpp)
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	class btCollisionShape* shape;
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	class btTriangleMeshShape* meshShape;
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	vector<class btCollisionShape*>::iterator it = m_shapes.begin();
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	while (it != m_shapes.end()) {
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		shape = *it;
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		if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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		{
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			meshShape = static_cast<btTriangleMeshShape*>(shape);
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			// shapes based on meshes use an interface that contains the vertices.
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			// Again the idea is to be able to share the interface between shapes but
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			// this is not used in Blender: each base object will have its own interface 
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			btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
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			if (meshInterface)
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				delete meshInterface;
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		}
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		delete shape;
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		it++;
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	}
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#endif
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	//Py_DECREF(m_attrlist);
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}
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void KX_Scene::AddShape(class btCollisionShape*shape)
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{
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	m_shapes.push_back(shape);
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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::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 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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	if (NewRemoveObject(orgobj) != 0)
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	{
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		// object is not yet deleted (this can happen when it hangs in an add object actuator
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		// last object created reference. It's a bad situation, don't know how to fix it exactly
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		// The least I can do, is remove the reference to the node in the object as the node
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		// will in any case be deleted. This ensures that the object will not try to use the node
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		// when it is finally deleted (see KX_GameObject destructor)
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		orgobj->SetSGNode(NULL);
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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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	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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						|
	
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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());
 | 
						|
 | 
						|
		// define the relationship between this node and it's parent.
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						|
		KX_NormalParentRelation * parent_relation = 
 | 
						|
			KX_NormalParentRelation::New();
 | 
						|
		m_rootnode->SetParentRelation(parent_relation);
 | 
						|
 | 
						|
		newobj->SetSGNode(m_rootnode);
 | 
						|
	}
 | 
						|
	
 | 
						|
	SG_IObject* replicanode = newobj->GetSGNode();
 | 
						|
//	SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
 | 
						|
 | 
						|
	replicanode->SetSGClientObject(newobj);
 | 
						|
 | 
						|
	// this is the list of object that are send to the graphics pipeline
 | 
						|
	m_objectlist->Add(newobj->AddRef());
 | 
						|
	newobj->Bucketize();
 | 
						|
 | 
						|
	// logic cannot be replicated, until the whole hierarchy is replicated.
 | 
						|
	m_logicHierarchicalGameObjects.push_back(newobj);
 | 
						|
	//replicate controllers of this node
 | 
						|
	SGControllerList	scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
 | 
						|
	replicanode->RemoveAllControllers();
 | 
						|
	SGControllerList::iterator cit;
 | 
						|
	//int numcont = scenegraphcontrollers.size();
 | 
						|
	
 | 
						|
	for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
 | 
						|
	{
 | 
						|
		// controller replication is quite complicated
 | 
						|
		// only replicate ipo and physics controller for now
 | 
						|
 | 
						|
		SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
 | 
						|
		if (replicacontroller)
 | 
						|
		{
 | 
						|
			replicacontroller->SetObject(replicanode);
 | 
						|
			replicanode->AddSGController(replicacontroller);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	return newobj;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
// before calling this method KX_Scene::ReplicateLogic(), make sure to
 | 
						|
// have called 'GameObject::ReParentLogic' for each object this
 | 
						|
// hierarchy that's because first ALL bricks must exist in the new
 | 
						|
// replica of the hierarchy in order to make cross-links work properly
 | 
						|
// !
 | 
						|
// It is VERY important that the order of sensors and actuators in
 | 
						|
// the replicated object is preserved: it is is used to reconnect the logic.
 | 
						|
// This method is more robust then using the bricks name in case of complex 
 | 
						|
// group replication. The replication of logic bricks is done in 
 | 
						|
// SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
 | 
						|
void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
 | 
						|
{
 | 
						|
	// also relink the controller to sensors/actuators
 | 
						|
	SCA_ControllerList& controllers = newobj->GetControllers();
 | 
						|
	//SCA_SensorList&     sensors     = newobj->GetSensors();
 | 
						|
	//SCA_ActuatorList&   actuators   = newobj->GetActuators();
 | 
						|
 | 
						|
	for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
 | 
						|
	{
 | 
						|
		SCA_IController* cont = (*itc);
 | 
						|
		cont->SetUeberExecutePriority(m_ueberExecutionPriority);
 | 
						|
		vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
 | 
						|
		vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
 | 
						|
 | 
						|
		// disconnect the sensors and actuators
 | 
						|
		cont->UnlinkAllSensors();
 | 
						|
		cont->UnlinkAllActuators();
 | 
						|
		
 | 
						|
		// now relink each sensor
 | 
						|
		for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
 | 
						|
		{
 | 
						|
			SCA_ISensor* oldsensor = (*its);
 | 
						|
			SCA_IObject* oldsensorobj = oldsensor->GetParent();
 | 
						|
			SCA_IObject* newsensorobj = NULL;
 | 
						|
		
 | 
						|
			// the original owner of the sensor has been replicated?
 | 
						|
			void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
 | 
						|
			if (h_obj)
 | 
						|
				newsensorobj = (SCA_IObject*)(*h_obj);
 | 
						|
			if (!newsensorobj)
 | 
						|
			{
 | 
						|
				// no, then the sensor points outside the hierachy, keep it the same
 | 
						|
				m_logicmgr->RegisterToSensor(cont,oldsensor);
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				// yes, then the new sensor has the same position
 | 
						|
				SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
 | 
						|
				SCA_SensorList::iterator sit;
 | 
						|
				SCA_ISensor* newsensor = NULL;
 | 
						|
				int sensorpos;
 | 
						|
 | 
						|
				for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
 | 
						|
				{
 | 
						|
					if ((*sit) == oldsensor) 
 | 
						|
					{
 | 
						|
						newsensor = newsensorobj->GetSensors().at(sensorpos);
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
				assert(newsensor != NULL);
 | 
						|
				m_logicmgr->RegisterToSensor(cont,newsensor);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		// now relink each actuator
 | 
						|
		for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
 | 
						|
		{
 | 
						|
			SCA_IActuator* oldactuator = (*ita);
 | 
						|
			SCA_IObject* oldactuatorobj = oldactuator->GetParent();
 | 
						|
			SCA_IObject* newactuatorobj = NULL;
 | 
						|
 | 
						|
			// the original owner of the sensor has been replicated?
 | 
						|
			void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
 | 
						|
			if (h_obj)
 | 
						|
				newactuatorobj = (SCA_IObject*)(*h_obj);
 | 
						|
 | 
						|
			if (!newactuatorobj)
 | 
						|
			{
 | 
						|
				// no, then the sensor points outside the hierachy, keep it the same
 | 
						|
				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;
 | 
						|
	Object* blgroupobj = groupobj->GetBlenderObject();
 | 
						|
	Group* group;
 | 
						|
	GroupObject *go;
 | 
						|
	vector<KX_GameObject*> duplilist;
 | 
						|
 | 
						|
	if (!groupobj->IsDupliGroup() ||
 | 
						|
		level>MAX_DUPLI_RECUR)
 | 
						|
		return;
 | 
						|
 | 
						|
	// we will add one group at a time
 | 
						|
	m_logicHierarchicalGameObjects.clear();
 | 
						|
	m_map_gameobject_to_replica.clear();
 | 
						|
	m_ueberExecutionPriority++;
 | 
						|
 | 
						|
	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;
 | 
						|
		KX_GameObject* gameobj = m_sceneConverter->FindGameObject(blenderobj);
 | 
						|
		if (gameobj == NULL) 
 | 
						|
		{
 | 
						|
			// this object has not been converted!!!
 | 
						|
			// Should not happen as dupli group are created automatically 
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		if (gameobj->GetParent() != NULL)
 | 
						|
		{
 | 
						|
			// 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;
 | 
						|
		}
 | 
						|
		if (blenderobj->lay & group->layer==0)
 | 
						|
		{
 | 
						|
			// object is not visible in the 3D view, will not be instantiated
 | 
						|
			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();
 | 
						|
			replica->GetSGNode()->AddChild(childreplicanode);
 | 
						|
		}
 | 
						|
		// don't replicate logic now: we assume that the objects in the group can have
 | 
						|
		// logic relationship, even outside parent relationship
 | 
						|
		// In order to match 3D view, the position of groupobj is used as a 
 | 
						|
		// transformation matrix instead of the new position. This means that 
 | 
						|
		// the group reference point is 0,0,0
 | 
						|
 | 
						|
		// get the rootnode's scale
 | 
						|
		MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
 | 
						|
		// set the replica's relative scale with the rootnode's scale
 | 
						|
		replica->NodeSetRelativeScale(newscale);
 | 
						|
 | 
						|
		MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
 | 
						|
		replica->NodeSetLocalOrientation(newori);
 | 
						|
 | 
						|
		MT_Point3 newpos = groupobj->NodeGetWorldPosition() + 
 | 
						|
			newscale*(groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldPosition());
 | 
						|
		replica->NodeSetLocalPosition(newpos);
 | 
						|
 | 
						|
		if (replica->GetPhysicsController())
 | 
						|
		{
 | 
						|
			replica->GetPhysicsController()->setPosition(newpos);
 | 
						|
			replica->GetPhysicsController()->setOrientation(newori.getRotation());
 | 
						|
			replica->GetPhysicsController()->setScaling(newscale);
 | 
						|
		}
 | 
						|
 | 
						|
		replica->GetSGNode()->UpdateWorldData(0);
 | 
						|
		replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
 | 
						|
		replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
 | 
						|
		// done with replica
 | 
						|
		replica->Release();
 | 
						|
	}
 | 
						|
 | 
						|
	//	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);
 | 
						|
		// add the object in the layer of the parent
 | 
						|
		(*git)->SetLayer(groupobj->GetLayer());
 | 
						|
	}
 | 
						|
 | 
						|
	// 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));
 | 
						|
	}
 | 
						|
	
 | 
						|
	// 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();
 | 
						|
 | 
						|
	// todo: place a timebomb in the object, for temporarily objects :)
 | 
						|
	// lifespan of zero means 'this object lives forever'
 | 
						|
	KX_GameObject* originalobj = (KX_GameObject*) originalobject;
 | 
						|
	KX_GameObject* parentobj = (KX_GameObject*) parentobject;
 | 
						|
 | 
						|
	m_ueberExecutionPriority++;
 | 
						|
 | 
						|
	// lets create a replica
 | 
						|
	KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
 | 
						|
 | 
						|
	if (lifespan > 0)
 | 
						|
	{
 | 
						|
		// add a timebomb to this object
 | 
						|
		// for now, convert between so called frames and realtime
 | 
						|
		m_tempObjectList->Add(replica->AddRef());
 | 
						|
		CValue *fval = new CFloatValue(lifespan*0.02);
 | 
						|
		replica->SetProperty("::timebomb",fval);
 | 
						|
		fval->Release();
 | 
						|
	}
 | 
						|
 | 
						|
	// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
 | 
						|
	m_parentlist->Add(replica->AddRef());
 | 
						|
 | 
						|
	// recurse replication into children nodes
 | 
						|
 | 
						|
	NodeList& children = originalobj->GetSGNode()->GetSGChildren();
 | 
						|
 | 
						|
	replica->GetSGNode()->ClearSGChildren();
 | 
						|
	for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
 | 
						|
	{
 | 
						|
		SG_Node* orgnode = (*childit);
 | 
						|
		SG_Node* childreplicanode = orgnode->GetSGReplica();
 | 
						|
		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);
 | 
						|
		// add the object in the layer of the parent
 | 
						|
		(*git)->SetLayer(parentobj->GetLayer());
 | 
						|
	}
 | 
						|
 | 
						|
	// 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);
 | 
						|
	
 | 
						|
	// 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);
 | 
						|
 | 
						|
	if (replica->GetPhysicsController())
 | 
						|
	{
 | 
						|
		replica->GetPhysicsController()->setPosition(newpos);
 | 
						|
		replica->GetPhysicsController()->setOrientation(newori.getRotation());
 | 
						|
		replica->GetPhysicsController()->setScaling(newscale);
 | 
						|
	}
 | 
						|
 | 
						|
	// here we want to set the relative scale: the rootnode's scale will override all other
 | 
						|
	// scalings, so lets better prepare for it
 | 
						|
 | 
						|
 | 
						|
	replica->GetSGNode()->UpdateWorldData(0);
 | 
						|
	replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
 | 
						|
	replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
 | 
						|
	//	don't release replica here because we are returning it, not done with it...
 | 
						|
	return replica;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::RemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
 | 
						|
	// first disconnect child from parent
 | 
						|
	SG_Node* node = newobj->GetSGNode();
 | 
						|
 | 
						|
	if (node)
 | 
						|
	{
 | 
						|
		node->DisconnectFromParent();
 | 
						|
 | 
						|
		// recursively destruct
 | 
						|
		node->Destruct();
 | 
						|
	}
 | 
						|
	//no need to do that: the object is destroyed and memory released 
 | 
						|
	//newobj->SetSGNode(0);
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
 | 
						|
{
 | 
						|
	m_delayReleaseObjects->Add(gameobj->AddRef());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	//KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
	if (!m_euthanasyobjects->SearchValue(gameobj))
 | 
						|
	{
 | 
						|
		m_euthanasyobjects->Add(gameobj->AddRef());
 | 
						|
	} 
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
int KX_Scene::NewRemoveObject(class CValue* gameobj)
 | 
						|
{
 | 
						|
	int ret;
 | 
						|
	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | 
						|
 | 
						|
	//todo: look at this
 | 
						|
	//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
 | 
						|
 | 
						|
	// remove all sensors/controllers/actuators from logicsystem...
 | 
						|
	
 | 
						|
	SCA_SensorList& sensors = newobj->GetSensors();
 | 
						|
	for (SCA_SensorList::iterator its = sensors.begin();
 | 
						|
		 !(its==sensors.end());its++)
 | 
						|
	{
 | 
						|
		m_logicmgr->RemoveSensor(*its);
 | 
						|
	}
 | 
						|
	
 | 
						|
    SCA_ControllerList& controllers = newobj->GetControllers();
 | 
						|
	for (SCA_ControllerList::iterator itc = controllers.begin();
 | 
						|
		 !(itc==controllers.end());itc++)
 | 
						|
	{
 | 
						|
		m_logicmgr->RemoveController(*itc);
 | 
						|
	}
 | 
						|
 | 
						|
	SCA_ActuatorList& actuators = newobj->GetActuators();
 | 
						|
	for (SCA_ActuatorList::iterator ita = actuators.begin();
 | 
						|
		 !(ita==actuators.end());ita++)
 | 
						|
	{
 | 
						|
		m_logicmgr->RemoveDestroyedActuator(*ita);
 | 
						|
	}
 | 
						|
	// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
 | 
						|
 | 
						|
	// now remove the timer properties from the time manager
 | 
						|
	int numprops = newobj->GetPropertyCount();
 | 
						|
 | 
						|
	for (int i = 0; i < numprops; i++)
 | 
						|
	{
 | 
						|
		CValue* propval = newobj->GetProperty(i);
 | 
						|
		if (propval->GetProperty("timer"))
 | 
						|
		{
 | 
						|
			m_timemgr->RemoveTimeProperty(propval);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	newobj->RemoveMeshes();
 | 
						|
	ret = 1;
 | 
						|
	if (m_objectlist->RemoveValue(newobj))
 | 
						|
		ret = newobj->Release();
 | 
						|
	if (m_tempObjectList->RemoveValue(newobj))
 | 
						|
		ret = newobj->Release();
 | 
						|
	if (m_parentlist->RemoveValue(newobj))
 | 
						|
		ret = newobj->Release();
 | 
						|
	if (m_inactivelist->RemoveValue(newobj))
 | 
						|
		ret = newobj->Release();
 | 
						|
	if (m_euthanasyobjects->RemoveValue(newobj))
 | 
						|
		ret = newobj->Release();
 | 
						|
		
 | 
						|
	if (newobj == m_active_camera)
 | 
						|
	{
 | 
						|
		//no AddRef done on m_active_camera so no Release
 | 
						|
		//m_active_camera->Release();
 | 
						|
		m_active_camera = NULL;
 | 
						|
	}
 | 
						|
	// in case this is a camera
 | 
						|
	m_cameras.remove((KX_Camera*)newobj);
 | 
						|
 | 
						|
	if (m_sceneConverter)
 | 
						|
		m_sceneConverter->UnregisterGameObject(newobj);
 | 
						|
	// return value will be 0 if the object is actually deleted (all reference gone)
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj)
 | 
						|
{
 | 
						|
	KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
 | 
						|
	RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
 | 
						|
 | 
						|
	if(!gameobj || !mesh)
 | 
						|
	{
 | 
						|
		std::cout << "warning: invalid object, mesh will not be replaced" << std::endl;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	gameobj->RemoveMeshes();
 | 
						|
	gameobj->AddMesh(mesh);
 | 
						|
	
 | 
						|
	if (gameobj->m_isDeformable)
 | 
						|
	{
 | 
						|
		BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
 | 
						|
		
 | 
						|
		if (newobj->m_pDeformer)
 | 
						|
		{
 | 
						|
			delete newobj->m_pDeformer;
 | 
						|
			newobj->m_pDeformer = NULL;
 | 
						|
		}
 | 
						|
 | 
						|
		if (mesh->m_class == 1) 
 | 
						|
		{
 | 
						|
			// we must create a new deformer but which one?
 | 
						|
			KX_GameObject* parentobj = newobj->GetParent();
 | 
						|
			// this always return the original game object (also for replicate)
 | 
						|
			Object* blendobj = newobj->GetBlenderObject();
 | 
						|
			// object that owns the new mesh
 | 
						|
			Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
 | 
						|
			Mesh* blendmesh = mesh->GetMesh();
 | 
						|
 | 
						|
			bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
 | 
						|
			bool bHasDvert = blendmesh->dvert != NULL;
 | 
						|
			bool bHasArmature = 
 | 
						|
				parentobj &&								// current parent is armature
 | 
						|
				parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
 | 
						|
				oldblendobj &&								// needed for mesh deform
 | 
						|
				blendobj->parent &&							// original object had armature (not sure this test is needed)
 | 
						|
				blendobj->parent->type == OB_ARMATURE && 
 | 
						|
				blendobj->partype==PARSKEL && 
 | 
						|
				blendmesh->dvert!=NULL;						// mesh has vertex group
 | 
						|
			bool releaseParent = true;
 | 
						|
 | 
						|
			if (bHasShapeKey)
 | 
						|
			{
 | 
						|
				BL_ShapeDeformer* shapeDeformer;
 | 
						|
				if (bHasArmature) 
 | 
						|
				{
 | 
						|
					shapeDeformer = new BL_ShapeDeformer(
 | 
						|
						newobj,
 | 
						|
						oldblendobj, blendobj,
 | 
						|
						static_cast<BL_SkinMeshObject*>(mesh),
 | 
						|
						true,
 | 
						|
						static_cast<BL_ArmatureObject*>( parentobj )
 | 
						|
					);
 | 
						|
					releaseParent= false;
 | 
						|
					shapeDeformer->LoadShapeDrivers(blendobj->parent);
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					shapeDeformer = new BL_ShapeDeformer(
 | 
						|
						newobj,
 | 
						|
						oldblendobj, blendobj,
 | 
						|
						static_cast<BL_SkinMeshObject*>(mesh),
 | 
						|
						false,
 | 
						|
						NULL
 | 
						|
					);
 | 
						|
				}
 | 
						|
				newobj->m_pDeformer = shapeDeformer;
 | 
						|
			}
 | 
						|
			else if (bHasArmature) 
 | 
						|
			{
 | 
						|
				BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
 | 
						|
					newobj,
 | 
						|
					oldblendobj, blendobj,
 | 
						|
					static_cast<BL_SkinMeshObject*>(mesh),
 | 
						|
					true,
 | 
						|
					static_cast<BL_ArmatureObject*>( parentobj )
 | 
						|
				);
 | 
						|
				releaseParent= false;
 | 
						|
				newobj->m_pDeformer = skinDeformer;
 | 
						|
			}
 | 
						|
			else if (bHasDvert)
 | 
						|
			{
 | 
						|
				BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
 | 
						|
					newobj, oldblendobj, static_cast<BL_SkinMeshObject*>(mesh)
 | 
						|
				);
 | 
						|
				newobj->m_pDeformer = meshdeformer;
 | 
						|
			}
 | 
						|
 | 
						|
			// release parent reference if its not being used 
 | 
						|
			if( releaseParent && parentobj)
 | 
						|
				parentobj->Release();
 | 
						|
		}
 | 
						|
	}
 | 
						|
	gameobj->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)
 | 
						|
{
 | 
						|
	list<KX_Camera*>::iterator it = m_cameras.begin();
 | 
						|
 | 
						|
	while ( (it != m_cameras.end()) 
 | 
						|
			&& ((*it) != cam) ) {
 | 
						|
	  it++;
 | 
						|
	}
 | 
						|
 | 
						|
	return ((it == m_cameras.end()) ? NULL : (*it));
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
KX_Camera* KX_Scene::FindCamera(STR_String& name)
 | 
						|
{
 | 
						|
	list<KX_Camera*>::iterator it = m_cameras.begin();
 | 
						|
 | 
						|
	while ( (it != m_cameras.end()) 
 | 
						|
			&& ((*it)->GetName() != name) ) {
 | 
						|
	  it++;
 | 
						|
	}
 | 
						|
 | 
						|
	return ((it == m_cameras.end()) ? NULL : (*it));
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::AddCamera(KX_Camera* cam)
 | 
						|
{
 | 
						|
	if (!FindCamera(cam))
 | 
						|
		m_cameras.push_back(cam);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
KX_Camera* KX_Scene::GetActiveCamera()
 | 
						|
{	
 | 
						|
	// NULL if not defined
 | 
						|
	return m_active_camera;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::SetActiveCamera(KX_Camera* cam)
 | 
						|
{
 | 
						|
	// only set if the cam is in the active list? Or add it otherwise?
 | 
						|
	if (!FindCamera(cam)){
 | 
						|
		AddCamera(cam);
 | 
						|
		if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
 | 
						|
	} 
 | 
						|
 | 
						|
	m_active_camera = cam;
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
 | 
						|
{
 | 
						|
	if (!FindCamera(cam)){
 | 
						|
		// adding is always done at the back, so that's all that needs to be done
 | 
						|
		AddCamera(cam);
 | 
						|
		if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
 | 
						|
	} else {
 | 
						|
		m_cameras.remove(cam);
 | 
						|
		m_cameras.push_back(cam);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::UpdateMeshTransformations()
 | 
						|
{
 | 
						|
	// do this incrementally in the future
 | 
						|
	for (int i = 0; i < m_objectlist->GetCount(); i++)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
 | 
						|
		gameobj->GetOpenGLMatrix();
 | 
						|
//		gameobj->UpdateNonDynas();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
 | 
						|
{
 | 
						|
	int intersect = KX_Camera::INTERSECT;
 | 
						|
	KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
 | 
						|
	bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
 | 
						|
	bool dotest = visible || node->Left() || node->Right();
 | 
						|
 | 
						|
	/* If the camera is inside the box, assume intersect. */
 | 
						|
	if (dotest && !node->inside( cam->NodeGetWorldPosition()))
 | 
						|
	{
 | 
						|
		MT_Scalar radius = node->Radius();
 | 
						|
		MT_Point3 center = node->Center();
 | 
						|
		
 | 
						|
		intersect =  cam->SphereInsideFrustum(center, radius); 
 | 
						|
		
 | 
						|
		if (intersect == KX_Camera::INTERSECT)
 | 
						|
		{
 | 
						|
			MT_Point3 box[8];
 | 
						|
			node->get(box);
 | 
						|
			intersect = cam->BoxInsideFrustum(box);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	switch (intersect)
 | 
						|
	{
 | 
						|
		case KX_Camera::OUTSIDE:
 | 
						|
			MarkSubTreeVisible(node, rasty, false, cam);
 | 
						|
			break;
 | 
						|
		case KX_Camera::INTERSECT:
 | 
						|
			if (gameobj)
 | 
						|
				MarkVisible(rasty, gameobj, cam, layer);
 | 
						|
			if (node->Left())
 | 
						|
				MarkVisible(node->Left(), rasty, cam, layer);
 | 
						|
			if (node->Right())
 | 
						|
				MarkVisible(node->Right(), rasty, cam, layer);
 | 
						|
			break;
 | 
						|
		case KX_Camera::INSIDE:
 | 
						|
			MarkSubTreeVisible(node, rasty, true, cam, layer);
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
 | 
						|
{
 | 
						|
	if (node->Client())
 | 
						|
	{
 | 
						|
		KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
 | 
						|
		if (gameobj->GetVisible())
 | 
						|
		{
 | 
						|
			if (visible)
 | 
						|
			{
 | 
						|
				int nummeshes = gameobj->GetMeshCount();
 | 
						|
				MT_Transform t( cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
 | 
						|
	
 | 
						|
				
 | 
						|
				for (int m=0;m<nummeshes;m++)
 | 
						|
				{
 | 
						|
					// this adds the vertices to the display list
 | 
						|
					(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
 | 
						|
				}
 | 
						|
			}
 | 
						|
			gameobj->MarkVisible(visible);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (node->Left())
 | 
						|
		MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
 | 
						|
	if (node->Right())
 | 
						|
		MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera*  cam,int layer)
 | 
						|
{
 | 
						|
	// User (Python/Actuator) has forced object invisible...
 | 
						|
	if (!gameobj->GetVisible())
 | 
						|
		return;
 | 
						|
	
 | 
						|
	// Shadow lamp layers
 | 
						|
	if(layer && !(gameobj->GetLayer() & layer)) {
 | 
						|
		gameobj->MarkVisible(false);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	// If Frustum culling is off, the object is always visible.
 | 
						|
	bool vis = !cam->GetFrustumCulling();
 | 
						|
	
 | 
						|
	// If the camera is inside this node, then the object is visible.
 | 
						|
	if (!vis)
 | 
						|
	{
 | 
						|
		vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
 | 
						|
	}
 | 
						|
		
 | 
						|
	// Test the object's bound sphere against the view frustum.
 | 
						|
	if (!vis)
 | 
						|
	{
 | 
						|
		MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
 | 
						|
		MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
 | 
						|
		switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
 | 
						|
		{
 | 
						|
			case KX_Camera::INSIDE:
 | 
						|
				vis = true;
 | 
						|
				break;
 | 
						|
			case KX_Camera::OUTSIDE:
 | 
						|
				vis = false;
 | 
						|
				break;
 | 
						|
			case KX_Camera::INTERSECT:
 | 
						|
				// Test the object's bound box against the view frustum.
 | 
						|
				MT_Point3 box[8];
 | 
						|
				gameobj->GetSGNode()->getBBox(box); 
 | 
						|
				vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (vis)
 | 
						|
	{
 | 
						|
		int nummeshes = gameobj->GetMeshCount();
 | 
						|
		MT_Transform t(cam->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
 | 
						|
		
 | 
						|
		for (int m=0;m<nummeshes;m++)
 | 
						|
		{
 | 
						|
			// this adds the vertices to the display list
 | 
						|
			(gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
 | 
						|
		}
 | 
						|
		// Visibility/ non-visibility are marked
 | 
						|
		// elsewhere now.
 | 
						|
		gameobj->MarkVisible();
 | 
						|
	} else {
 | 
						|
		gameobj->MarkVisible(false);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
 | 
						|
{
 | 
						|
// FIXME: When tree is operational
 | 
						|
#if 1
 | 
						|
	// do this incrementally in the future
 | 
						|
	for (int i = 0; i < m_objectlist->GetCount(); i++)
 | 
						|
	{
 | 
						|
		MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
 | 
						|
	}
 | 
						|
#else
 | 
						|
	if (cam->GetFrustumCulling())
 | 
						|
		MarkVisible(m_objecttree, rasty, cam, layer);
 | 
						|
	else
 | 
						|
		MarkSubTreeVisible(m_objecttree, rasty, true, cam, layer);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
// logic stuff
 | 
						|
void KX_Scene::LogicBeginFrame(double curtime)
 | 
						|
{
 | 
						|
	// have a look at temp objects ...
 | 
						|
	int lastobj = m_tempObjectList->GetCount() - 1;
 | 
						|
	
 | 
						|
	for (int i = lastobj; i >= 0; i--)
 | 
						|
	{
 | 
						|
		CValue* objval = m_tempObjectList->GetValue(i);
 | 
						|
		CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
 | 
						|
		
 | 
						|
		if (propval)
 | 
						|
		{
 | 
						|
			float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
 | 
						|
			
 | 
						|
			if (timeleft > 0)
 | 
						|
			{
 | 
						|
				propval->SetFloat(timeleft);
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				DelayedRemoveObject(objval);
 | 
						|
				// remove obj
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			// all object is the tempObjectList should have a clock
 | 
						|
		}
 | 
						|
	}
 | 
						|
	m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
 | 
						|
{
 | 
						|
	m_logicmgr->UpdateFrame(curtime, frame);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_Scene::LogicEndFrame()
 | 
						|
{
 | 
						|
	m_logicmgr->EndFrame();
 | 
						|
	int numobj = m_euthanasyobjects->GetCount();
 | 
						|
	int i;
 | 
						|
	for (i = numobj - 1; i >= 0; i--)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
 | 
						|
		// KX_Scene::RemoveObject will also remove the object from this list
 | 
						|
		// that's why we start from the end
 | 
						|
		this->RemoveObject(gameobj);
 | 
						|
	}
 | 
						|
 | 
						|
	numobj=	m_delayReleaseObjects->GetCount();
 | 
						|
	for (i = numobj-1;i>=0;i--)
 | 
						|
	{
 | 
						|
		KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
 | 
						|
		// This list is not for object removal, but just object release
 | 
						|
		gameobj->Release();
 | 
						|
	}
 | 
						|
	// empty the list as we have removed all references
 | 
						|
	m_delayReleaseObjects->Resize(0);	
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
  * UpdateParents: SceneGraph transformation update.
 | 
						|
  */
 | 
						|
void KX_Scene::UpdateParents(double curtime)
 | 
						|
{
 | 
						|
//	int numrootobjects = GetRootParentList()->GetCount();
 | 
						|
 | 
						|
	for (int i=0; i<GetRootParentList()->GetCount(); i++)
 | 
						|
	{
 | 
						|
		KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
 | 
						|
		parentobj->NodeUpdateGS(curtime,true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
 | 
						|
{
 | 
						|
	return m_bucketmanager->RAS_BucketManagerFindBucket(polymat, bucketCreated);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
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]);
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::SetNodeTree(SG_Tree* root)
 | 
						|
{
 | 
						|
	m_objecttree = root;
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
 | 
						|
{
 | 
						|
	m_sceneConverter = sceneConverter;
 | 
						|
}
 | 
						|
 | 
						|
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
 | 
						|
{
 | 
						|
	m_physicsEnvironment = physEnv;
 | 
						|
 | 
						|
	KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
 | 
						|
	m_logicmgr->RegisterEventManager(touchmgr);
 | 
						|
	return;
 | 
						|
}
 | 
						|
 
 | 
						|
void KX_Scene::setSuspendedTime(double suspendedtime)
 | 
						|
{
 | 
						|
	m_suspendedtime = suspendedtime;
 | 
						|
}
 | 
						|
double KX_Scene::getSuspendedTime()
 | 
						|
{
 | 
						|
	return m_suspendedtime;
 | 
						|
}
 | 
						|
void KX_Scene::setSuspendedDelta(double suspendeddelta)
 | 
						|
{
 | 
						|
	m_suspendeddelta = suspendeddelta;
 | 
						|
}
 | 
						|
double KX_Scene::getSuspendedDelta()
 | 
						|
{
 | 
						|
	return m_suspendeddelta;
 | 
						|
}
 | 
						|
 | 
						|
//----------------------------------------------------------------------------
 | 
						|
//Python
 | 
						|
 | 
						|
PyMethodDef KX_Scene::Methods[] = {
 | 
						|
	KX_PYMETHODTABLE(KX_Scene, getLightList),
 | 
						|
	KX_PYMETHODTABLE(KX_Scene, getObjectList),
 | 
						|
	KX_PYMETHODTABLE(KX_Scene, getName),
 | 
						|
	
 | 
						|
	{NULL,NULL} //Sentinel
 | 
						|
};
 | 
						|
 | 
						|
PyTypeObject KX_Scene::Type = {
 | 
						|
	PyObject_HEAD_INIT(&PyType_Type)
 | 
						|
		0,
 | 
						|
		"KX_Scene",
 | 
						|
		sizeof(KX_Scene),
 | 
						|
		0,
 | 
						|
		PyDestructor,
 | 
						|
		0,
 | 
						|
		__getattr,
 | 
						|
		__setattr,
 | 
						|
		0, //&MyPyCompare,
 | 
						|
		__repr,
 | 
						|
		0, //&cvalue_as_number,
 | 
						|
		0,
 | 
						|
		0,
 | 
						|
		0,
 | 
						|
		0, 0, 0, 0, 0, 0
 | 
						|
};
 | 
						|
 | 
						|
PyParentObject KX_Scene::Parents[] = {
 | 
						|
	&KX_Scene::Type,
 | 
						|
		&CValue::Type,
 | 
						|
		NULL
 | 
						|
};
 | 
						|
 | 
						|
PyObject* KX_Scene::_getattr(const STR_String& attr)
 | 
						|
{
 | 
						|
	if (attr == "name")
 | 
						|
		return PyString_FromString(GetName());
 | 
						|
	
 | 
						|
	if (attr == "active_camera")
 | 
						|
	{
 | 
						|
		KX_Camera *camera = GetActiveCamera();
 | 
						|
		camera->AddRef();
 | 
						|
		return (PyObject*) camera;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (attr == "suspended")
 | 
						|
		return PyInt_FromLong(m_suspend);
 | 
						|
	
 | 
						|
	if (attr == "activity_culling")
 | 
						|
		return PyInt_FromLong(m_activity_culling);
 | 
						|
	
 | 
						|
	if (attr == "activity_culling_radius")
 | 
						|
		return PyFloat_FromDouble(m_activity_box_radius);
 | 
						|
	
 | 
						|
	PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
 | 
						|
	if (value)
 | 
						|
	{
 | 
						|
		Py_INCREF(value);
 | 
						|
		return value;
 | 
						|
	}
 | 
						|
	
 | 
						|
	_getattr_up(PyObjectPlus);
 | 
						|
}
 | 
						|
 | 
						|
int KX_Scene::_delattr(const STR_String &attr)
 | 
						|
{
 | 
						|
	PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
 | 
						|
{
 | 
						|
 | 
						|
	if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
 | 
						|
		return 0;
 | 
						|
 | 
						|
	return PyObjectPlus::_setattr(attr, pyvalue);
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
 | 
						|
"getLightList() -> list [KX_Light]\n"
 | 
						|
"Returns a list of all lights in the scene.\n"
 | 
						|
)
 | 
						|
{
 | 
						|
	m_lightlist->AddRef();
 | 
						|
	return (PyObject*) m_lightlist;
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
 | 
						|
"getObjectList() -> list [KX_GameObject]\n"
 | 
						|
"Returns a list of all game objects in the scene.\n"
 | 
						|
)
 | 
						|
{
 | 
						|
	m_objectlist->AddRef();
 | 
						|
	return (PyObject*) m_objectlist;
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_Scene, getName,
 | 
						|
"getName() -> string\n"
 | 
						|
"Returns the name of the scene.\n"
 | 
						|
)
 | 
						|
{
 | 
						|
	return PyString_FromString(GetName());
 | 
						|
}
 |