Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
		
			
				
	
	
		
			2644 lines
		
	
	
		
			73 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2644 lines
		
	
	
		
			73 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
 | |
|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | |
|  *
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|  * 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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| 
 | |
| /** \file gameengine/Ketsji/KX_Scene.cpp
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|  *  \ingroup ketsji
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|  */
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| 
 | |
| 
 | |
| #ifdef _MSC_VER
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| #  pragma warning (disable:4786)
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| #endif
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| 
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| #include <stdio.h>
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| 
 | |
| #include "KX_Scene.h"
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| #include "KX_PythonInit.h"
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| #include "MT_assert.h"
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| #include "KX_KetsjiEngine.h"
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| #include "KX_BlenderMaterial.h"
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| #include "KX_FontObject.h"
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| #include "RAS_IPolygonMaterial.h"
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| #include "EXP_ListValue.h"
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| #include "SCA_LogicManager.h"
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| #include "SCA_TimeEventManager.h"
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| //#include "SCA_AlwaysEventManager.h"
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| //#include "SCA_RandomEventManager.h"
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| //#include "KX_RayEventManager.h"
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| #include "SCA_2DFilterActuator.h"
 | |
| #include "SCA_PythonController.h"
 | |
| #include "KX_TouchEventManager.h"
 | |
| #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"
 | |
| #include "SCA_BasicEventManager.h"
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| #include "KX_Camera.h"
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| #include "SCA_JoystickManager.h"
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| #include "KX_PyMath.h"
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| #include "RAS_MeshObject.h"
 | |
| #include "SCA_IScene.h"
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| 
 | |
| #include "RAS_IRasterizer.h"
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| #include "RAS_ICanvas.h"
 | |
| #include "RAS_BucketManager.h"
 | |
| 
 | |
| #include "EXP_FloatValue.h"
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| #include "SCA_IController.h"
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| #include "SCA_IActuator.h"
 | |
| #include "SG_Node.h"
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| #include "BL_System.h"
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| #include "SG_Controller.h"
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| #include "SG_IObject.h"
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| #include "SG_Tree.h"
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| #include "DNA_group_types.h"
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| #include "DNA_scene_types.h"
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| #include "DNA_property_types.h"
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| 
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| #include "KX_SG_NodeRelationships.h"
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| 
 | |
| #include "KX_NetworkEventManager.h"
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| #include "NG_NetworkScene.h"
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| #include "PHY_IPhysicsEnvironment.h"
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| #include "PHY_IGraphicController.h"
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| #include "PHY_IPhysicsController.h"
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| #include "KX_BlenderSceneConverter.h"
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| #include "KX_MotionState.h"
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| 
 | |
| #include "BL_ModifierDeformer.h"
 | |
| #include "BL_ShapeDeformer.h"
 | |
| #include "BL_DeformableGameObject.h"
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| #include "KX_ObstacleSimulation.h"
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| 
 | |
| #ifdef WITH_BULLET
 | |
| #  include "KX_SoftBodyDeformer.h"
 | |
| #endif
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| 
 | |
| #ifdef WITH_PYTHON
 | |
| #  include "EXP_PythonCallBack.h"
 | |
| #endif
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| 
 | |
| #include "KX_Light.h"
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| 
 | |
| #include "BLI_task.h"
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| 
 | |
| static void *KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
 | |
| {
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| 	KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
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| 
 | |
| 	if (replica)
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| 		replica->Release();
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| 
 | |
| 	return (void*)replica;
 | |
| }
 | |
| 
 | |
| static void *KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
 | |
| {
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| 	((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
 | |
| 
 | |
| 	return NULL;
 | |
| };
 | |
| 
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| bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
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| {
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| 	return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
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| }
 | |
| 
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| bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
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| {
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| 	return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
 | |
| }
 | |
| 
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| SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
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| 	KX_SceneReplicationFunc,
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| 	KX_SceneDestructionFunc,
 | |
| 	KX_GameObject::UpdateTransformFunc,
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| 	KX_Scene::KX_ScenegraphUpdateFunc,
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| 	KX_Scene::KX_ScenegraphRescheduleFunc);
 | |
| 
 | |
| // temporarily var until there is a button in the userinterface
 | |
| // (defined in KX_PythonInit.cpp)
 | |
| extern bool gUseVisibilityTemp;
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| 
 | |
| KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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| 				   class SCA_IInputDevice* mousedevice,
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| 				   class NG_NetworkDeviceInterface *ndi,
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| 				   const STR_String& sceneName,
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| 				   Scene *scene,
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| 				   class RAS_ICanvas* canvas): 
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| 	PyObjectPlus(),
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| 	m_keyboardmgr(NULL),
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| 	m_mousemgr(NULL),
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| 	m_sceneConverter(NULL),
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| 	m_physicsEnvironment(0),
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| 	m_sceneName(sceneName),
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| 	m_networkDeviceInterface(ndi),
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| 	m_active_camera(NULL),
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| 	m_ueberExecutionPriority(0),
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| 	m_blenderScene(scene),
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| 	m_isActivedHysteresis(false),
 | |
| 	m_lodHysteresisValue(0)
 | |
| {
 | |
| 	m_suspendedtime = 0.0;
 | |
| 	m_suspendeddelta = 0.0;
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| 
 | |
| 	m_dbvt_culling = false;
 | |
| 	m_dbvt_occlusion_res = 0;
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| 	m_activity_culling = false;
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| 	m_suspend = false;
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| 	m_isclearingZbuffer = true;
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| 	m_tempObjectList = new CListValue();
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| 	m_objectlist = new CListValue();
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| 	m_parentlist = new CListValue();
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| 	m_lightlist= new CListValue();
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| 	m_inactivelist = new CListValue();
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| 	m_euthanasyobjects = new CListValue();
 | |
| 	m_animatedlist = new CListValue();
 | |
| 
 | |
| 	m_logicmgr = new SCA_LogicManager();
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| 	
 | |
| 	m_timemgr = new SCA_TimeEventManager(m_logicmgr);
 | |
| 	m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
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| 	m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
 | |
| 	
 | |
| 	//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);
 | |
| 	//SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
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| 	SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
 | |
| 	//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);
 | |
| 	//m_logicmgr->RegisterEventManager(propmgr);
 | |
| 	m_logicmgr->RegisterEventManager(actmgr);
 | |
| 	m_logicmgr->RegisterEventManager(m_keyboardmgr);
 | |
| 	m_logicmgr->RegisterEventManager(m_mousemgr);
 | |
| 	m_logicmgr->RegisterEventManager(m_timemgr);
 | |
| 	//m_logicmgr->RegisterEventManager(rndmgr);
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| 	//m_logicmgr->RegisterEventManager(raymgr);
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| 	m_logicmgr->RegisterEventManager(netmgr);
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| 	m_logicmgr->RegisterEventManager(basicmgr);
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| 
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| 
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| 	SYS_SystemHandle hSystem = SYS_GetSystem();
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| 	bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
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| 	if (!nojoystick)
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| 	{
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| 		SCA_JoystickManager *joymgr	= new SCA_JoystickManager(m_logicmgr);
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| 		m_logicmgr->RegisterEventManager(joymgr);
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| 	}
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| 
 | |
| 	MT_assert (m_networkDeviceInterface != NULL);
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| 	m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
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| 	
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| 	m_rootnode = NULL;
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| 
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| 	m_bucketmanager=new RAS_BucketManager();
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| 	
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| 	bool showObstacleSimulation = (scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION) != 0;
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| 	switch (scene->gm.obstacleSimulation)
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| 	{
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| 	case OBSTSIMULATION_TOI_rays:
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| 		m_obstacleSimulation = new KX_ObstacleSimulationTOI_rays((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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| 		break;
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| 	case OBSTSIMULATION_TOI_cells:
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| 		m_obstacleSimulation = new KX_ObstacleSimulationTOI_cells((MT_Scalar)scene->gm.levelHeight, showObstacleSimulation);
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| 		break;
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| 	default:
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| 		m_obstacleSimulation = NULL;
 | |
| 	}
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| 	
 | |
| #ifdef WITH_PYTHON
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| 	m_attr_dict = NULL;
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| 	m_draw_call_pre = NULL;
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| 	m_draw_call_post = NULL;
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| 	m_draw_setup_call_pre = NULL;
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| #endif
 | |
| }
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| 
 | |
| 
 | |
| 
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| KX_Scene::~KX_Scene()
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| {
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| 	// The release of debug properties used to be in SCA_IScene::~SCA_IScene
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| 	// It's still there but we remove all properties here otherwise some
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| 	// reference might be hanging and causing late release of objects
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| 	RemoveAllDebugProperties();
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| 
 | |
| 	while (GetRootParentList()->GetCount() > 0) 
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| 	{
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| 		KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
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| 		this->RemoveObject(parentobj);
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| 	}
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| 
 | |
| 	if (m_obstacleSimulation)
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| 		delete m_obstacleSimulation;
 | |
| 
 | |
| 	if (m_objectlist)
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| 		m_objectlist->Release();
 | |
| 
 | |
| 	if (m_parentlist)
 | |
| 		m_parentlist->Release();
 | |
| 	
 | |
| 	if (m_inactivelist)
 | |
| 		m_inactivelist->Release();
 | |
| 
 | |
| 	if (m_lightlist)
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| 		m_lightlist->Release();
 | |
| 	
 | |
| 	if (m_tempObjectList)
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| 		m_tempObjectList->Release();
 | |
| 
 | |
| 	if (m_euthanasyobjects)
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| 		m_euthanasyobjects->Release();
 | |
| 
 | |
| 	if (m_animatedlist)
 | |
| 		m_animatedlist->Release();
 | |
| 
 | |
| 	if (m_logicmgr)
 | |
| 		delete m_logicmgr;
 | |
| 
 | |
| 	if (m_physicsEnvironment)
 | |
| 		delete m_physicsEnvironment;
 | |
| 
 | |
| 	if (m_networkScene)
 | |
| 		delete m_networkScene;
 | |
| 	
 | |
| 	if (m_bucketmanager)
 | |
| 	{
 | |
| 		delete m_bucketmanager;
 | |
| 	}
 | |
| 
 | |
| #ifdef WITH_PYTHON
 | |
| 	if (m_attr_dict) {
 | |
| 		PyDict_Clear(m_attr_dict);
 | |
| 		/* Py_CLEAR: Py_DECREF's and NULL's */
 | |
| 		Py_CLEAR(m_attr_dict);
 | |
| 	}
 | |
| 
 | |
| 	/* these may be NULL but the macro checks */
 | |
| 	Py_CLEAR(m_draw_call_pre);
 | |
| 	Py_CLEAR(m_draw_call_post);
 | |
| #endif
 | |
| }
 | |
| 
 | |
| RAS_BucketManager* KX_Scene::GetBucketManager()
 | |
| {
 | |
| 	return m_bucketmanager;
 | |
| }
 | |
| 
 | |
| 
 | |
| CListValue* KX_Scene::GetTempObjectList()
 | |
| {
 | |
| 	return m_tempObjectList;
 | |
| }
 | |
| 
 | |
| CListValue* KX_Scene::GetObjectList()
 | |
| {
 | |
| 	return m_objectlist;
 | |
| }
 | |
| 
 | |
| 
 | |
| CListValue* KX_Scene::GetRootParentList()
 | |
| {
 | |
| 	return m_parentlist;
 | |
| }
 | |
| 
 | |
| CListValue* KX_Scene::GetInactiveList()
 | |
| {
 | |
| 	return m_inactivelist;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| CListValue* KX_Scene::GetLightList()
 | |
| {
 | |
| 	return m_lightlist;
 | |
| }
 | |
| 
 | |
| SCA_LogicManager* KX_Scene::GetLogicManager()
 | |
| {
 | |
| 	return m_logicmgr;
 | |
| }
 | |
| 
 | |
| SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
 | |
| {
 | |
| 	return m_timemgr;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
|  
 | |
| list<class KX_Camera*>* KX_Scene::GetCameras()
 | |
| {
 | |
| 	return &m_cameras;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
 | |
| {
 | |
| 	m_frame_settings = frame_settings;
 | |
| };
 | |
| 
 | |
| /**
 | |
|  * Return a const reference to the framing 
 | |
|  * type set by the above call.
 | |
|  * The contents are not guaranteed to be sensible
 | |
|  * if you don't call the above function.
 | |
|  */
 | |
| const RAS_FrameSettings& KX_Scene::GetFramingType() const 
 | |
| {
 | |
| 	return m_frame_settings;
 | |
| };
 | |
| 
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Store the current scene's viewport on the 
 | |
|  * game engine canvas.
 | |
|  */
 | |
| void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
 | |
| {
 | |
| 	m_viewport = viewport;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| const RAS_Rect& KX_Scene::GetSceneViewport() const 
 | |
| {
 | |
| 	return m_viewport;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
 | |
| {
 | |
| 	m_worldinfo = worldinfo;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| class KX_WorldInfo* KX_Scene::GetWorldInfo()
 | |
| {
 | |
| 	return m_worldinfo;
 | |
| }
 | |
| 
 | |
| 
 | |
| const STR_String& KX_Scene::GetName()
 | |
| {
 | |
| 	return m_sceneName;
 | |
| }
 | |
| 
 | |
| 
 | |
| void KX_Scene::Suspend()
 | |
| {
 | |
| 	m_suspend = true;
 | |
| }
 | |
| 
 | |
| void KX_Scene::Resume()
 | |
| {
 | |
| 	m_suspend = false;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetActivityCulling(bool b)
 | |
| {
 | |
| 	m_activity_culling = b;
 | |
| }
 | |
| 
 | |
| bool KX_Scene::IsSuspended()
 | |
| {
 | |
| 	return m_suspend;
 | |
| }
 | |
| 
 | |
| bool KX_Scene::IsClearingZBuffer()
 | |
| {
 | |
| 	return m_isclearingZbuffer;
 | |
| }
 | |
| 
 | |
| void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
 | |
| {
 | |
| 	m_isclearingZbuffer = isclearingZbuffer;
 | |
| }
 | |
| 
 | |
| void KX_Scene::AddObjectDebugProperties(class KX_GameObject* gameobj)
 | |
| {
 | |
| 	Object* blenderobject = gameobj->GetBlenderObject();
 | |
| 	bProperty* prop = (bProperty*)blenderobject->prop.first;
 | |
| 
 | |
| 	while (prop) {
 | |
| 		if (prop->flag & PROP_DEBUG)
 | |
| 			AddDebugProperty(gameobj,STR_String(prop->name));
 | |
| 		prop = prop->next;
 | |
| 	}	
 | |
| 
 | |
| 	if (blenderobject->scaflag & OB_DEBUGSTATE)
 | |
| 		AddDebugProperty(gameobj,STR_String("__state__"));
 | |
| }
 | |
| 
 | |
| void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
 | |
| {
 | |
| 	KX_GameObject* orgobj = (KX_GameObject*)gameobj;
 | |
| 	if (NewRemoveObject(orgobj) != 0)
 | |
| 	{
 | |
| 		// object is not yet deleted because a reference is hanging somewhere.
 | |
| 		// This should not happen anymore since we use proxy object for Python
 | |
| 		// confident enough to put an assert?
 | |
| 		//assert(false);
 | |
| 		printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
 | |
| 		orgobj->SetSGNode(NULL);
 | |
| 		PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
 | |
| 		if (ctrl)
 | |
| 		{
 | |
| 			// a graphic controller is set, we must delete it as the node will be deleted
 | |
| 			delete ctrl;
 | |
| 			orgobj->SetGraphicController(NULL);
 | |
| 		}
 | |
| 	}
 | |
| 	if (node)
 | |
| 		delete node;
 | |
| }
 | |
| 
 | |
| KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
 | |
| {
 | |
| 	// for group duplication, limit the duplication of the hierarchy to the
 | |
| 	// objects that are part of the group. 
 | |
| 	if (!IsObjectInGroup(gameobj))
 | |
| 		return NULL;
 | |
| 	
 | |
| 	KX_GameObject* orgobj = (KX_GameObject*)gameobj;
 | |
| 	KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
 | |
| 	m_map_gameobject_to_replica.insert(orgobj, newobj);
 | |
| 
 | |
| 	// also register 'timers' (time properties) of the replica
 | |
| 	int numprops = newobj->GetPropertyCount();
 | |
| 
 | |
| 	for (int i = 0; i < numprops; i++)
 | |
| 	{
 | |
| 		CValue* prop = newobj->GetProperty(i);
 | |
| 
 | |
| 		if (prop->GetProperty("timer"))
 | |
| 			this->m_timemgr->AddTimeProperty(prop);
 | |
| 	}
 | |
| 
 | |
| 	if (node)
 | |
| 	{
 | |
| 		newobj->SetSGNode((SG_Node*)node);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
 | |
| 	
 | |
| 		// this fixes part of the scaling-added object bug
 | |
| 		SG_Node* orgnode = orgobj->GetSGNode();
 | |
| 		m_rootnode->SetLocalScale(orgnode->GetLocalScale());
 | |
| 		m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
 | |
| 		m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
 | |
| 
 | |
| 		// define the relationship between this node and it's parent.
 | |
| 		KX_NormalParentRelation * parent_relation = 
 | |
| 			KX_NormalParentRelation::New();
 | |
| 		m_rootnode->SetParentRelation(parent_relation);
 | |
| 
 | |
| 		newobj->SetSGNode(m_rootnode);
 | |
| 	}
 | |
| 	
 | |
| 	SG_IObject* replicanode = newobj->GetSGNode();
 | |
| //	SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
 | |
| 
 | |
| 	replicanode->SetSGClientObject(newobj);
 | |
| 
 | |
| 	// this is the list of object that are send to the graphics pipeline
 | |
| 	m_objectlist->Add(newobj->AddRef());
 | |
| 	if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
 | |
| 		m_lightlist->Add(newobj->AddRef());
 | |
| 	else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_TEXT)
 | |
| 		AddFont((KX_FontObject*)newobj);
 | |
| 	newobj->AddMeshUser();
 | |
| 
 | |
| 	// logic cannot be replicated, until the whole hierarchy is replicated.
 | |
| 	m_logicHierarchicalGameObjects.push_back(newobj);
 | |
| 	//replicate controllers of this node
 | |
| 	SGControllerList	scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
 | |
| 	replicanode->RemoveAllControllers();
 | |
| 	SGControllerList::iterator cit;
 | |
| 	//int numcont = scenegraphcontrollers.size();
 | |
| 	
 | |
| 	for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
 | |
| 	{
 | |
| 		// controller replication is quite complicated
 | |
| 		// only replicate ipo controller for now
 | |
| 
 | |
| 		SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
 | |
| 		if (replicacontroller)
 | |
| 		{
 | |
| 			replicacontroller->SetObject(replicanode);
 | |
| 			replicanode->AddSGController(replicacontroller);
 | |
| 		}
 | |
| 	}
 | |
| 	// replicate graphic controller
 | |
| 	if (orgobj->GetGraphicController())
 | |
| 	{
 | |
| 		PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
 | |
| 		PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
 | |
| 		newctrl->SetNewClientInfo(newobj->getClientInfo());
 | |
| 		newobj->SetGraphicController(newctrl);
 | |
| 	}
 | |
| 
 | |
| 	// replicate physics controller
 | |
| 	if (orgobj->GetPhysicsController())
 | |
| 	{
 | |
| 		PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
 | |
| 		PHY_IPhysicsController* newctrl = orgobj->GetPhysicsController()->GetReplica();
 | |
| 
 | |
| 		KX_GameObject *parent = newobj->GetParent();
 | |
| 		PHY_IPhysicsController* parentctrl = (parent) ? parent->GetPhysicsController() : NULL;
 | |
| 
 | |
| 		newctrl->SetNewClientInfo(newobj->getClientInfo());
 | |
| 		newobj->SetPhysicsController(newctrl, newobj->IsDynamic());
 | |
| 		newctrl->PostProcessReplica(motionstate, parentctrl);
 | |
| 
 | |
| 		// Child objects must be static
 | |
| 		if (parent)
 | |
| 			newctrl->SuspendDynamics();
 | |
| 	}
 | |
| 
 | |
| 	return newobj;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| // before calling this method KX_Scene::ReplicateLogic(), make sure to
 | |
| // have called 'GameObject::ReParentLogic' for each object this
 | |
| // hierarchy that's because first ALL bricks must exist in the new
 | |
| // replica of the hierarchy in order to make cross-links work properly
 | |
| // !
 | |
| // It is VERY important that the order of sensors and actuators in
 | |
| // the replicated object is preserved: it is used to reconnect the logic.
 | |
| // This method is more robust then using the bricks name in case of complex 
 | |
| // group replication. The replication of logic bricks is done in 
 | |
| // SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
 | |
| void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
 | |
| {
 | |
| 	/* add properties to debug list, for added objects and DupliGroups */
 | |
| 	if (KX_GetActiveEngine()->GetAutoAddDebugProperties()) {
 | |
| 		AddObjectDebugProperties(newobj);
 | |
| 	}
 | |
| 	// also relink the controller to sensors/actuators
 | |
| 	SCA_ControllerList& controllers = newobj->GetControllers();
 | |
| 	//SCA_SensorList&     sensors     = newobj->GetSensors();
 | |
| 	//SCA_ActuatorList&   actuators   = newobj->GetActuators();
 | |
| 
 | |
| 	for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
 | |
| 	{
 | |
| 		SCA_IController* cont = (*itc);
 | |
| 		cont->SetUeberExecutePriority(m_ueberExecutionPriority);
 | |
| 		vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
 | |
| 		vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
 | |
| 
 | |
| 		// disconnect the sensors and actuators
 | |
| 		// do it directly on the list at this controller is not connected to anything at this stage
 | |
| 		cont->GetLinkedSensors().clear();
 | |
| 		cont->GetLinkedActuators().clear();
 | |
| 		
 | |
| 		// now relink each sensor
 | |
| 		for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
 | |
| 		{
 | |
| 			SCA_ISensor* oldsensor = (*its);
 | |
| 			SCA_IObject* oldsensorobj = oldsensor->GetParent();
 | |
| 			SCA_IObject* newsensorobj = NULL;
 | |
| 		
 | |
| 			// the original owner of the sensor has been replicated?
 | |
| 			void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
 | |
| 			if (h_obj)
 | |
| 				newsensorobj = (SCA_IObject*)(*h_obj);
 | |
| 			if (!newsensorobj)
 | |
| 			{
 | |
| 				// no, then the sensor points outside the hierarchy, keep it the same
 | |
| 				if (m_objectlist->SearchValue(oldsensorobj))
 | |
| 					// only replicate links that points to active objects
 | |
| 					m_logicmgr->RegisterToSensor(cont,oldsensor);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// yes, then the new sensor has the same position
 | |
| 				SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
 | |
| 				SCA_SensorList::iterator sit;
 | |
| 				SCA_ISensor* newsensor = NULL;
 | |
| 				int sensorpos;
 | |
| 
 | |
| 				for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
 | |
| 				{
 | |
| 					if ((*sit) == oldsensor) 
 | |
| 					{
 | |
| 						newsensor = newsensorobj->GetSensors().at(sensorpos);
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 				assert(newsensor != NULL);
 | |
| 				m_logicmgr->RegisterToSensor(cont,newsensor);
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// now relink each actuator
 | |
| 		for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
 | |
| 		{
 | |
| 			SCA_IActuator* oldactuator = (*ita);
 | |
| 			SCA_IObject* oldactuatorobj = oldactuator->GetParent();
 | |
| 			SCA_IObject* newactuatorobj = NULL;
 | |
| 
 | |
| 			// the original owner of the sensor has been replicated?
 | |
| 			void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
 | |
| 			if (h_obj)
 | |
| 				newactuatorobj = (SCA_IObject*)(*h_obj);
 | |
| 
 | |
| 			if (!newactuatorobj)
 | |
| 			{
 | |
| 				// no, then the sensor points outside the hierarchy, keep it the same
 | |
| 				if (m_objectlist->SearchValue(oldactuatorobj))
 | |
| 					// only replicate links that points to active objects
 | |
| 					m_logicmgr->RegisterToActuator(cont,oldactuator);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// yes, then the new sensor has the same position
 | |
| 				SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
 | |
| 				SCA_ActuatorList::iterator ait;
 | |
| 				SCA_IActuator* newactuator = NULL;
 | |
| 				int actuatorpos;
 | |
| 
 | |
| 				for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
 | |
| 				{
 | |
| 					if ((*ait) == oldactuator) 
 | |
| 					{
 | |
| 						newactuator = newactuatorobj->GetActuators().at(actuatorpos);
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 				assert(newactuator != NULL);
 | |
| 				m_logicmgr->RegisterToActuator(cont,newactuator);
 | |
| 				newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	// ready to set initial state
 | |
| 	newobj->ResetState();
 | |
| }
 | |
| 
 | |
| void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
 | |
| {
 | |
| 	KX_GameObject* groupobj = (KX_GameObject*) obj;
 | |
| 	KX_GameObject* replica;
 | |
| 	KX_GameObject* gameobj;
 | |
| 	Object* blgroupobj = groupobj->GetBlenderObject();
 | |
| 	Group* group;
 | |
| 	GroupObject *go;
 | |
| 	vector<KX_GameObject*> duplilist;
 | |
| 
 | |
| 	if (!groupobj->GetSGNode() ||
 | |
| 		!groupobj->IsDupliGroup() ||
 | |
| 		level>MAX_DUPLI_RECUR)
 | |
| 		return;
 | |
| 
 | |
| 	// we will add one group at a time
 | |
| 	m_logicHierarchicalGameObjects.clear();
 | |
| 	m_map_gameobject_to_replica.clear();
 | |
| 	m_ueberExecutionPriority++;
 | |
| 	// for groups will do something special: 
 | |
| 	// we will force the creation of objects to those in the group only
 | |
| 	// Again, this is match what Blender is doing (it doesn't care of parent relationship)
 | |
| 	m_groupGameObjects.clear();
 | |
| 
 | |
| 	group = blgroupobj->dup_group;
 | |
| 	for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) 
 | |
| 	{
 | |
| 		Object* blenderobj = go->ob;
 | |
| 		if (blgroupobj == blenderobj)
 | |
| 			// this check is also in group_duplilist()
 | |
| 			continue;
 | |
| 
 | |
| 		gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
 | |
| 		if (gameobj == NULL) 
 | |
| 		{
 | |
| 			// this object has not been converted!!!
 | |
| 			// Should not happen as dupli group are created automatically 
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		gameobj->SetBlenderGroupObject(blgroupobj);
 | |
| 
 | |
| 		if ((blenderobj->lay & group->layer)==0)
 | |
| 		{
 | |
| 			// object is not visible in the 3D view, will not be instantiated
 | |
| 			continue;
 | |
| 		}
 | |
| 		m_groupGameObjects.insert(gameobj);
 | |
| 	}
 | |
| 
 | |
| 	set<CValue*>::iterator oit;
 | |
| 	for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
 | |
| 	{
 | |
| 		gameobj = (KX_GameObject*)(*oit);
 | |
| 
 | |
| 		KX_GameObject *parent = gameobj->GetParent();
 | |
| 		if (parent != NULL)
 | |
| 		{
 | |
| 			// this object is not a top parent. Either it is the child of another
 | |
| 			// object in the group and it will be added automatically when the parent
 | |
| 			// is added. Or it is the child of an object outside the group and the group
 | |
| 			// is inconsistent, skip it anyway
 | |
| 			continue;
 | |
| 		}
 | |
| 		replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
 | |
| 		// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
 | |
| 		m_parentlist->Add(replica->AddRef());
 | |
| 
 | |
| 		// recurse replication into children nodes
 | |
| 		NodeList& children = gameobj->GetSGNode()->GetSGChildren();
 | |
| 
 | |
| 		replica->GetSGNode()->ClearSGChildren();
 | |
| 		for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
 | |
| 		{
 | |
| 			SG_Node* orgnode = (*childit);
 | |
| 			SG_Node* childreplicanode = orgnode->GetSGReplica();
 | |
| 			if (childreplicanode)
 | |
| 				replica->GetSGNode()->AddChild(childreplicanode);
 | |
| 		}
 | |
| 		// don't replicate logic now: we assume that the objects in the group can have
 | |
| 		// logic relationship, even outside parent relationship
 | |
| 		// In order to match 3D view, the position of groupobj is used as a 
 | |
| 		// transformation matrix instead of the new position. This means that 
 | |
| 		// the group reference point is 0,0,0
 | |
| 
 | |
| 		// get the rootnode's scale
 | |
| 		MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
 | |
| 		// set the replica's relative scale with the rootnode's scale
 | |
| 		replica->NodeSetRelativeScale(newscale);
 | |
| 
 | |
| 		MT_Point3 offset(group->dupli_ofs);
 | |
| 		MT_Point3 newpos = groupobj->NodeGetWorldPosition() + 
 | |
| 			newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
 | |
| 		replica->NodeSetLocalPosition(newpos);
 | |
| 		// set the orientation after position for softbody!
 | |
| 		MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
 | |
| 		replica->NodeSetLocalOrientation(newori);
 | |
| 		// update scenegraph for entire tree of children
 | |
| 		replica->GetSGNode()->UpdateWorldData(0);
 | |
| 		replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
 | |
| 		replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
 | |
| 		// we can now add the graphic controller to the physic engine
 | |
| 		replica->ActivateGraphicController(true);
 | |
| 
 | |
| 		// done with replica
 | |
| 		replica->Release();
 | |
| 	}
 | |
| 
 | |
| 	// the logic must be replicated first because we need
 | |
| 	// the new logic bricks before relinking
 | |
| 	vector<KX_GameObject*>::iterator git;
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		(*git)->ReParentLogic();
 | |
| 	}
 | |
| 	
 | |
| 	//	relink any pointers as necessary, sort of a temporary solution
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		// this will also relink the actuator to objects within the hierarchy
 | |
| 		(*git)->Relink(&m_map_gameobject_to_replica);
 | |
| 		// add the object in the layer of the parent
 | |
| 		(*git)->SetLayer(groupobj->GetLayer());
 | |
| 	}
 | |
| 
 | |
| 	// replicate crosslinks etc. between logic bricks
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		ReplicateLogic((*git));
 | |
| 	}
 | |
| 	
 | |
| 	// now look if object in the hierarchy have dupli group and recurse
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		/* Replicate all constraints. */
 | |
| 		if ((*git)->GetPhysicsController()) {
 | |
| 			(*git)->GetPhysicsController()->ReplicateConstraints((*git), m_logicHierarchicalGameObjects);
 | |
| 			(*git)->ClearConstraints();
 | |
| 		}
 | |
| 
 | |
| 		if ((*git) != groupobj && (*git)->IsDupliGroup())
 | |
| 			// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
 | |
| 			duplilist.push_back((*git));
 | |
| 
 | |
| 		if ((*git)->GetBlenderGroupObject() == blgroupobj) {
 | |
| 			// set references for dupli-group
 | |
| 			// groupobj holds a list of all objects, that belongs to this group
 | |
| 			groupobj->AddInstanceObjects((*git));
 | |
| 
 | |
| 			// every object gets the reference to its dupli-group object
 | |
| 			(*git)->SetDupliGroupObject(groupobj);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
 | |
| 	{
 | |
| 		DupliGroupRecurse((*git), level+1);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
 | |
| 										class CValue* referenceobject,
 | |
| 										int lifespan)
 | |
| {
 | |
| 
 | |
| 	m_logicHierarchicalGameObjects.clear();
 | |
| 	m_map_gameobject_to_replica.clear();
 | |
| 	m_groupGameObjects.clear();
 | |
| 
 | |
| 	KX_GameObject* originalobj = (KX_GameObject*) originalobject;
 | |
| 	KX_GameObject* referenceobj = (KX_GameObject*) referenceobject;
 | |
| 
 | |
| 	m_ueberExecutionPriority++;
 | |
| 
 | |
| 	// lets create a replica
 | |
| 	KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
 | |
| 
 | |
| 	// add a timebomb to this object
 | |
| 	// lifespan of zero means 'this object lives forever'
 | |
| 	if (lifespan > 0)
 | |
| 	{
 | |
| 		// for now, convert between so called frames and realtime
 | |
| 		m_tempObjectList->Add(replica->AddRef());
 | |
| 		// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
 | |
| 		// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
 | |
| 		CValue *fval = new CFloatValue(lifespan*0.02f);
 | |
| 		replica->SetProperty("::timebomb",fval);
 | |
| 		fval->Release();
 | |
| 	}
 | |
| 
 | |
| 	// add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
 | |
| 	m_parentlist->Add(replica->AddRef());
 | |
| 
 | |
| 	// recurse replication into children nodes
 | |
| 
 | |
| 	NodeList& children = originalobj->GetSGNode()->GetSGChildren();
 | |
| 
 | |
| 	replica->GetSGNode()->ClearSGChildren();
 | |
| 	for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
 | |
| 	{
 | |
| 		SG_Node* orgnode = (*childit);
 | |
| 		SG_Node* childreplicanode = orgnode->GetSGReplica();
 | |
| 		if (childreplicanode)
 | |
| 			replica->GetSGNode()->AddChild(childreplicanode);
 | |
| 	}
 | |
| 
 | |
| 	if (referenceobj) {
 | |
| 		// At this stage all the objects in the hierarchy have been duplicated,
 | |
| 		// we can update the scenegraph, we need it for the duplication of logic
 | |
| 		MT_Point3 newpos = referenceobj->NodeGetWorldPosition();
 | |
| 		replica->NodeSetLocalPosition(newpos);
 | |
| 
 | |
| 		MT_Matrix3x3 newori = referenceobj->NodeGetWorldOrientation();
 | |
| 		replica->NodeSetLocalOrientation(newori);
 | |
| 
 | |
| 		// get the rootnode's scale
 | |
| 		MT_Vector3 newscale = referenceobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
 | |
| 		// set the replica's relative scale with the rootnode's scale
 | |
| 		replica->NodeSetRelativeScale(newscale);
 | |
| 	}
 | |
| 
 | |
| 	replica->GetSGNode()->UpdateWorldData(0);
 | |
| 	replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
 | |
| 	replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
 | |
| 	// the size is correct, we can add the graphic controller to the physic engine
 | |
| 	replica->ActivateGraphicController(true);
 | |
| 
 | |
| 	// now replicate logic
 | |
| 	vector<KX_GameObject*>::iterator git;
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		(*git)->ReParentLogic();
 | |
| 	}
 | |
| 	
 | |
| 	//	relink any pointers as necessary, sort of a temporary solution
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		// this will also relink the actuators in the hierarchy
 | |
| 		(*git)->Relink(&m_map_gameobject_to_replica);
 | |
| 		if (referenceobj) {
 | |
| 			// add the object in the layer of the reference object
 | |
| 			(*git)->SetLayer(referenceobj->GetLayer());
 | |
| 		}
 | |
| 		else {
 | |
| 			// We don't know what layer set, so we set all visible layers in the blender scene.
 | |
| 			(*git)->SetLayer(m_blenderScene->lay);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// replicate crosslinks etc. between logic bricks
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		ReplicateLogic((*git));
 | |
| 	}
 | |
| 	
 | |
| 	// check if there are objects with dupligroup in the hierarchy
 | |
| 	vector<KX_GameObject*> duplilist;
 | |
| 	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
 | |
| 	{
 | |
| 		if ((*git)->IsDupliGroup())
 | |
| 		{
 | |
| 			// separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
 | |
| 			duplilist.push_back(*git);
 | |
| 		}
 | |
| 	}
 | |
| 	for (git = duplilist.begin();!(git==duplilist.end());++git)
 | |
| 	{
 | |
| 		DupliGroupRecurse(*git, 0);
 | |
| 	}
 | |
| 	//	don't release replica here because we are returning it, not done with it...
 | |
| 	return replica;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void KX_Scene::RemoveObject(class CValue* gameobj)
 | |
| {
 | |
| 	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | |
| 
 | |
| 	// disconnect child from parent
 | |
| 	SG_Node* node = newobj->GetSGNode();
 | |
| 
 | |
| 	if (node)
 | |
| 	{
 | |
| 		node->DisconnectFromParent();
 | |
| 
 | |
| 		// recursively destruct
 | |
| 		node->Destruct();
 | |
| 	}
 | |
| 	//no need to do that: the object is destroyed and memory released 
 | |
| 	//newobj->SetSGNode(0);
 | |
| }
 | |
| 
 | |
| void KX_Scene::RemoveDupliGroup(class CValue *gameobj)
 | |
| {
 | |
| 	KX_GameObject *newobj = (KX_GameObject *) gameobj;
 | |
| 
 | |
| 	if (newobj->IsDupliGroup()) {
 | |
| 		for (int i = 0; i < newobj->GetInstanceObjects()->GetCount(); i++) {
 | |
| 			CValue *obj = newobj->GetInstanceObjects()->GetValue(i);
 | |
| 			DelayedRemoveObject(obj);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
 | |
| {
 | |
| 	RemoveDupliGroup(gameobj);
 | |
| 
 | |
| 	if (!m_euthanasyobjects->SearchValue(gameobj))
 | |
| 	{
 | |
| 		m_euthanasyobjects->Add(gameobj->AddRef());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int KX_Scene::NewRemoveObject(class CValue* gameobj)
 | |
| {
 | |
| 	int ret;
 | |
| 	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 | |
| 
 | |
| 	/* remove property from debug list */
 | |
| 	RemoveObjectDebugProperties(newobj);
 | |
| 
 | |
| 	/* Invalidate the python reference, since the object may exist in script lists
 | |
| 	 * its possible that it wont be automatically invalidated, so do it manually here,
 | |
| 	 * 
 | |
| 	 * if for some reason the object is added back into the scene python can always get a new Proxy
 | |
| 	 */
 | |
| 	newobj->InvalidateProxy();
 | |
| 
 | |
| 	// keep the blender->game object association up to date
 | |
| 	// note that all the replicas of an object will have the same
 | |
| 	// blender object, that's why we need to check the game object
 | |
| 	// as only the deletion of the original object must be recorded
 | |
| 	m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), gameobj);
 | |
| 
 | |
| 	//todo: look at this
 | |
| 	//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
 | |
| 
 | |
| 	// remove all sensors/controllers/actuators from logicsystem...
 | |
| 	
 | |
| 	SCA_SensorList& sensors = newobj->GetSensors();
 | |
| 	for (SCA_SensorList::iterator its = sensors.begin();
 | |
| 		 !(its==sensors.end());its++)
 | |
| 	{
 | |
| 		m_logicmgr->RemoveSensor(*its);
 | |
| 	}
 | |
| 
 | |
| 	SCA_ControllerList& controllers = newobj->GetControllers();
 | |
| 	for (SCA_ControllerList::iterator itc = controllers.begin();
 | |
| 		 !(itc==controllers.end());itc++)
 | |
| 	{
 | |
| 		m_logicmgr->RemoveController(*itc);
 | |
| 		(*itc)->ReParent(NULL);
 | |
| 	}
 | |
| 
 | |
| 	SCA_ActuatorList& actuators = newobj->GetActuators();
 | |
| 	for (SCA_ActuatorList::iterator ita = actuators.begin();
 | |
| 		 !(ita==actuators.end());ita++)
 | |
| 	{
 | |
| 		m_logicmgr->RemoveActuator(*ita);
 | |
| 	}
 | |
| 	// the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
 | |
| 
 | |
| 	// now remove the timer properties from the time manager
 | |
| 	int numprops = newobj->GetPropertyCount();
 | |
| 
 | |
| 	for (int i = 0; i < numprops; i++)
 | |
| 	{
 | |
| 		CValue* propval = newobj->GetProperty(i);
 | |
| 		if (propval->GetProperty("timer"))
 | |
| 		{
 | |
| 			m_timemgr->RemoveTimeProperty(propval);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// if the object is the dupligroup proxy, you have to cleanup all m_pDupliGroupObject's in all
 | |
| 	// instances refering to this group
 | |
| 	if (newobj->GetInstanceObjects()) {
 | |
| 		for (int i = 0; i < newobj->GetInstanceObjects()->GetCount(); i++) {
 | |
| 			KX_GameObject* instance = (KX_GameObject*)newobj->GetInstanceObjects()->GetValue(i);
 | |
| 			instance->RemoveDupliGroupObject();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// if this object was part of a group, make sure to remove it from that group's instance list
 | |
| 	KX_GameObject* group = newobj->GetDupliGroupObject();
 | |
| 	if (group)
 | |
| 		group->RemoveInstanceObject(newobj);
 | |
| 	
 | |
| 	newobj->RemoveMeshes();
 | |
| 
 | |
| 	switch (newobj->GetGameObjectType()) {
 | |
| 		case SCA_IObject::OBJ_CAMERA:
 | |
| 			m_cameras.remove((KX_Camera *)newobj);
 | |
| 			break;
 | |
| 		case SCA_IObject::OBJ_TEXT:
 | |
| 			m_fonts.remove((KX_FontObject *)newobj);
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	ret = 1;
 | |
| 	if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_objectlist->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_tempObjectList->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_parentlist->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_inactivelist->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_euthanasyobjects->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 	if (m_animatedlist->RemoveValue(newobj))
 | |
| 		ret = newobj->Release();
 | |
| 
 | |
| 	/* Warning 'newobj' maye be freed now, only compare, don't access */
 | |
| 
 | |
| 
 | |
| 	if (newobj == m_active_camera)
 | |
| 	{
 | |
| 		//no AddRef done on m_active_camera so no Release
 | |
| 		//m_active_camera->Release();
 | |
| 		m_active_camera = NULL;
 | |
| 	}
 | |
| 
 | |
| 	/* currently does nothing, keep in case we need to Unregister something */
 | |
| #if 0
 | |
| 	if (m_sceneConverter)
 | |
| 		m_sceneConverter->UnregisterGameObject(newobj);
 | |
| #endif
 | |
| 	
 | |
| 	// return value will be 0 if the object is actually deleted (all reference gone)
 | |
| 	
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
 | |
| {
 | |
| 	KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
 | |
| 	RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
 | |
| 
 | |
| 	if (!gameobj) {
 | |
| 		std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (use_gfx && mesh != NULL)
 | |
| 	{
 | |
| 	gameobj->RemoveMeshes();
 | |
| 	gameobj->AddMesh(mesh);
 | |
| 	
 | |
| 	if (gameobj->m_isDeformable)
 | |
| 	{
 | |
| 		BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
 | |
| 		
 | |
| 		if (newobj->GetDeformer())
 | |
| 		{
 | |
| 			delete newobj->GetDeformer();
 | |
| 			newobj->SetDeformer(NULL);
 | |
| 		}
 | |
| 
 | |
| 		if (mesh->GetMesh()) 
 | |
| 		{
 | |
| 			// we must create a new deformer but which one?
 | |
| 			KX_GameObject* parentobj = newobj->GetParent();
 | |
| 			// this always return the original game object (also for replicate)
 | |
| 			Object* blendobj = newobj->GetBlenderObject();
 | |
| 			// object that owns the new mesh
 | |
| 			Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
 | |
| 			Mesh* blendmesh = mesh->GetMesh();
 | |
| 
 | |
| 			bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
 | |
| 			bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
 | |
| 			bool bHasDvert = blendmesh->dvert != NULL;
 | |
| 			bool bHasArmature = 
 | |
| 				BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
 | |
| 				parentobj &&								// current parent is armature
 | |
| 				parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
 | |
| 				oldblendobj &&								// needed for mesh deform
 | |
| 				blendobj->parent &&							// original object had armature (not sure this test is needed)
 | |
| 				blendobj->parent->type == OB_ARMATURE &&
 | |
| 				blendmesh->dvert!=NULL;						// mesh has vertex group
 | |
| #ifdef WITH_BULLET
 | |
| 			bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
 | |
| #endif
 | |
| 			
 | |
| 			if (oldblendobj==NULL) {
 | |
| 				if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
 | |
| 					std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
 | |
| 					bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			if (bHasModifier)
 | |
| 			{
 | |
| 				BL_ModifierDeformer* modifierDeformer;
 | |
| 				if (bHasShapeKey || bHasArmature)
 | |
| 				{
 | |
| 					modifierDeformer = new BL_ModifierDeformer(
 | |
| 						newobj,
 | |
| 						m_blenderScene,
 | |
| 						oldblendobj, blendobj,
 | |
| 						mesh,
 | |
| 						true,
 | |
| 						static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
 | |
| 					);
 | |
| 					modifierDeformer->LoadShapeDrivers(parentobj);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					modifierDeformer = new BL_ModifierDeformer(
 | |
| 						newobj,
 | |
| 						m_blenderScene,
 | |
| 						oldblendobj, blendobj,
 | |
| 						mesh,
 | |
| 						false,
 | |
| 						NULL
 | |
| 					);
 | |
| 				}
 | |
| 				newobj->SetDeformer(modifierDeformer);
 | |
| 			}
 | |
| 			else if (bHasShapeKey) {
 | |
| 				BL_ShapeDeformer* shapeDeformer;
 | |
| 				if (bHasArmature) 
 | |
| 				{
 | |
| 					shapeDeformer = new BL_ShapeDeformer(
 | |
| 						newobj,
 | |
| 						oldblendobj, blendobj,
 | |
| 						mesh,
 | |
| 						true,
 | |
| 						true,
 | |
| 						static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
 | |
| 					);
 | |
| 					shapeDeformer->LoadShapeDrivers(parentobj);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					shapeDeformer = new BL_ShapeDeformer(
 | |
| 						newobj,
 | |
| 						oldblendobj, blendobj,
 | |
| 						mesh,
 | |
| 						false,
 | |
| 						true,
 | |
| 						NULL
 | |
| 					);
 | |
| 				}
 | |
| 				newobj->SetDeformer( shapeDeformer);
 | |
| 			}
 | |
| 			else if (bHasArmature) 
 | |
| 			{
 | |
| 				BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
 | |
| 					newobj,
 | |
| 					oldblendobj, blendobj,
 | |
| 					mesh,
 | |
| 					true,
 | |
| 					true,
 | |
| 					static_cast<BL_ArmatureObject*>( parentobj->AddRef() )
 | |
| 				);
 | |
| 				newobj->SetDeformer(skinDeformer);
 | |
| 			}
 | |
| 			else if (bHasDvert)
 | |
| 			{
 | |
| 				BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
 | |
| 					newobj, oldblendobj, mesh
 | |
| 				);
 | |
| 				newobj->SetDeformer(meshdeformer);
 | |
| 			}
 | |
| #ifdef WITH_BULLET
 | |
| 			else if (bHasSoftBody)
 | |
| 			{
 | |
| 				KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
 | |
| 				newobj->SetDeformer(softdeformer);
 | |
| 			}
 | |
| #endif
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	gameobj->AddMeshUser();
 | |
| 	}
 | |
| 
 | |
| 	if (use_phys) { /* update the new assigned mesh with the physics mesh */
 | |
| 		if (gameobj->GetPhysicsController())
 | |
| 			gameobj->GetPhysicsController()->ReinstancePhysicsShape(NULL, use_gfx?NULL:mesh);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /* Font Object routines */
 | |
| void KX_Scene::AddFont(KX_FontObject* font)
 | |
| {
 | |
| 	if (!FindFont(font))
 | |
| 		m_fonts.push_back(font);
 | |
| }
 | |
| 
 | |
| KX_FontObject* KX_Scene::FindFont(KX_FontObject* font)
 | |
| {
 | |
| 	list<KX_FontObject*>::iterator it = m_fonts.begin();
 | |
| 
 | |
| 	while ((it != m_fonts.end()) && ((*it) != font))
 | |
| 	{
 | |
| 		++it;
 | |
| 	}
 | |
| 
 | |
| 	return ((it == m_fonts.end()) ? NULL : (*it));
 | |
| }
 | |
| 
 | |
| 
 | |
| /* Camera Object routines */
 | |
| KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
 | |
| {
 | |
| 	list<KX_Camera*>::iterator it = m_cameras.begin();
 | |
| 
 | |
| 	while ((it != m_cameras.end()) && ((*it) != cam)) {
 | |
| 		it++;
 | |
| 	}
 | |
| 
 | |
| 	return ((it == m_cameras.end()) ? NULL : (*it));
 | |
| }
 | |
| 
 | |
| 
 | |
| KX_Camera* KX_Scene::FindCamera(STR_String& name)
 | |
| {
 | |
| 	list<KX_Camera*>::iterator it = m_cameras.begin();
 | |
| 
 | |
| 	while ((it != m_cameras.end()) && ((*it)->GetName() != name)) {
 | |
| 		it++;
 | |
| 	}
 | |
| 
 | |
| 	return ((it == m_cameras.end()) ? NULL : (*it));
 | |
| }
 | |
| 
 | |
| void KX_Scene::AddCamera(KX_Camera* cam)
 | |
| {
 | |
| 	if (!FindCamera(cam))
 | |
| 		m_cameras.push_back(cam);
 | |
| }
 | |
| 
 | |
| 
 | |
| KX_Camera* KX_Scene::GetActiveCamera()
 | |
| {
 | |
| 	// NULL if not defined
 | |
| 	return m_active_camera;
 | |
| }
 | |
| 
 | |
| 
 | |
| void KX_Scene::SetActiveCamera(KX_Camera* cam)
 | |
| {
 | |
| 	// only set if the cam is in the active list? Or add it otherwise?
 | |
| 	if (!FindCamera(cam)) {
 | |
| 		AddCamera(cam);
 | |
| 		if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
 | |
| 	} 
 | |
| 
 | |
| 	m_active_camera = cam;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetCameraOnTop(KX_Camera* cam)
 | |
| {
 | |
| 	if (!FindCamera(cam)) {
 | |
| 		// adding is always done at the back, so that's all that needs to be done
 | |
| 		AddCamera(cam);
 | |
| 		if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
 | |
| 	} else {
 | |
| 		m_cameras.remove(cam);
 | |
| 		m_cameras.push_back(cam);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
 | |
| {
 | |
| 	int intersect = KX_Camera::INTERSECT;
 | |
| 	KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
 | |
| 	bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
 | |
| 	bool dotest = visible || node->Left() || node->Right();
 | |
| 
 | |
| 	/* If the camera is inside the box, assume intersect. */
 | |
| 	if (dotest && !node->inside( cam->NodeGetWorldPosition()))
 | |
| 	{
 | |
| 		MT_Scalar radius = node->Radius();
 | |
| 		MT_Point3 center = node->Center();
 | |
| 		
 | |
| 		intersect =  cam->SphereInsideFrustum(center, radius); 
 | |
| 		
 | |
| 		if (intersect == KX_Camera::INTERSECT)
 | |
| 		{
 | |
| 			MT_Point3 box[8];
 | |
| 			node->get(box);
 | |
| 			intersect = cam->BoxInsideFrustum(box);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	switch (intersect)
 | |
| 	{
 | |
| 		case KX_Camera::OUTSIDE:
 | |
| 			MarkSubTreeVisible(node, rasty, false, cam);
 | |
| 			break;
 | |
| 		case KX_Camera::INTERSECT:
 | |
| 			if (gameobj)
 | |
| 				MarkVisible(rasty, gameobj, cam, layer);
 | |
| 			if (node->Left())
 | |
| 				MarkVisible(node->Left(), rasty, cam, layer);
 | |
| 			if (node->Right())
 | |
| 				MarkVisible(node->Right(), rasty, cam, layer);
 | |
| 			break;
 | |
| 		case KX_Camera::INSIDE:
 | |
| 			MarkSubTreeVisible(node, rasty, true, cam, layer);
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
 | |
| {
 | |
| 	if (node->Client())
 | |
| 	{
 | |
| 		KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
 | |
| 		if (gameobj->GetVisible())
 | |
| 		{
 | |
| 			if (visible)
 | |
| 			{
 | |
| 				int nummeshes = gameobj->GetMeshCount();
 | |
| 				
 | |
| 				// this adds the vertices to the display list
 | |
| 				for (int m=0;m<nummeshes;m++)
 | |
| 					(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
 | |
| 			}
 | |
| 
 | |
| 			gameobj->SetCulled(!visible);
 | |
| 			gameobj->UpdateBuckets(false);
 | |
| 		}
 | |
| 	}
 | |
| 	if (node->Left())
 | |
| 		MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
 | |
| 	if (node->Right())
 | |
| 		MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
 | |
| }
 | |
| 
 | |
| void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera*  cam,int layer)
 | |
| {
 | |
| 	// User (Python/Actuator) has forced object invisible...
 | |
| 	if (!gameobj->GetSGNode() || !gameobj->GetVisible())
 | |
| 		return;
 | |
| 	
 | |
| 	// Shadow lamp layers
 | |
| 	if (layer && !(gameobj->GetLayer() & layer)) {
 | |
| 		gameobj->SetCulled(true);
 | |
| 		gameobj->UpdateBuckets(false);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// If Frustum culling is off, the object is always visible.
 | |
| 	bool vis = !cam->GetFrustumCulling();
 | |
| 	
 | |
| 	// If the camera is inside this node, then the object is visible.
 | |
| 	if (!vis)
 | |
| 	{
 | |
| 		vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
 | |
| 	}
 | |
| 		
 | |
| 	// Test the object's bound sphere against the view frustum.
 | |
| 	if (!vis)
 | |
| 	{
 | |
| 		MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
 | |
| 		MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
 | |
| 		switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
 | |
| 		{
 | |
| 			case KX_Camera::INSIDE:
 | |
| 				vis = true;
 | |
| 				break;
 | |
| 			case KX_Camera::OUTSIDE:
 | |
| 				vis = false;
 | |
| 				break;
 | |
| 			case KX_Camera::INTERSECT:
 | |
| 				// Test the object's bound box against the view frustum.
 | |
| 				MT_Point3 box[8];
 | |
| 				gameobj->GetSGNode()->getBBox(box); 
 | |
| 				vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
 | |
| 				break;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	if (vis)
 | |
| 	{
 | |
| 		int nummeshes = gameobj->GetMeshCount();
 | |
| 		
 | |
| 		for (int m=0;m<nummeshes;m++)
 | |
| 		{
 | |
| 			// this adds the vertices to the display list
 | |
| 			(gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
 | |
| 		}
 | |
| 		// Visibility/ non-visibility are marked
 | |
| 		// elsewhere now.
 | |
| 		gameobj->SetCulled(false);
 | |
| 		gameobj->UpdateBuckets(false);
 | |
| 	} else {
 | |
| 		gameobj->SetCulled(true);
 | |
| 		gameobj->UpdateBuckets(false);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo *objectInfo, void* cullingInfo)
 | |
| {
 | |
| 	KX_GameObject* gameobj = objectInfo->m_gameobject;
 | |
| 	if (!gameobj->GetVisible())
 | |
| 		// ideally, invisible objects should be removed from the culling tree temporarily
 | |
| 		return;
 | |
| 	if (((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
 | |
| 		// used for shadow: object is not in shadow layer
 | |
| 		return;
 | |
| 
 | |
| 	// make object visible
 | |
| 	gameobj->SetCulled(false);
 | |
| 	gameobj->UpdateBuckets(false);
 | |
| }
 | |
| 
 | |
| void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
 | |
| {
 | |
| 	bool dbvt_culling = false;
 | |
| 	if (m_dbvt_culling) 
 | |
| 	{
 | |
| 		/* Reset KX_GameObject m_bCulled to true before doing culling
 | |
| 		 * since DBVT culling will only set it to false.
 | |
| 		 * This is similar to what RAS_BucketManager does for RAS_MeshSlot culling.
 | |
| 		 */
 | |
| 		for (int i = 0; i < m_objectlist->GetCount(); i++) {
 | |
| 			KX_GameObject *gameobj = static_cast<KX_GameObject*>(m_objectlist->GetValue(i));
 | |
| 			gameobj->SetCulled(true);
 | |
| 		}
 | |
| 
 | |
| 		// test culling through Bullet
 | |
| 		MT_Vector4 planes[6];
 | |
| 		// get the clip planes
 | |
| 		MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
 | |
| 		// and convert
 | |
| 		planes[0].setValue(cplanes[4].getValue());	// near
 | |
| 		planes[1].setValue(cplanes[5].getValue());	// far
 | |
| 		planes[2].setValue(cplanes[0].getValue());	// left
 | |
| 		planes[3].setValue(cplanes[1].getValue());	// right
 | |
| 		planes[4].setValue(cplanes[2].getValue());	// top
 | |
| 		planes[5].setValue(cplanes[3].getValue());	// bottom
 | |
| 		CullingInfo info(layer);
 | |
| 
 | |
| 		float mvmat[16] = {0};
 | |
| 		cam->GetModelviewMatrix().getValue(mvmat);
 | |
| 		float pmat[16] = {0};
 | |
| 		cam->GetProjectionMatrix().getValue(pmat);
 | |
| 
 | |
| 		dbvt_culling = m_physicsEnvironment->CullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res,
 | |
| 		                                                 KX_GetActiveEngine()->GetCanvas()->GetViewPort(),
 | |
| 		                                                 mvmat, pmat);
 | |
| 	}
 | |
| 	if (!dbvt_culling) {
 | |
| 		// the physics engine couldn't help us, do it the hard way
 | |
| 		for (int i = 0; i < m_objectlist->GetCount(); i++)
 | |
| 		{
 | |
| 			MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| // logic stuff
 | |
| void KX_Scene::LogicBeginFrame(double curtime)
 | |
| {
 | |
| 	// have a look at temp objects ...
 | |
| 	int lastobj = m_tempObjectList->GetCount() - 1;
 | |
| 	
 | |
| 	for (int i = lastobj; i >= 0; i--)
 | |
| 	{
 | |
| 		CValue* objval = m_tempObjectList->GetValue(i);
 | |
| 		CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
 | |
| 		
 | |
| 		if (propval)
 | |
| 		{
 | |
| 			float timeleft = (float)(propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate());
 | |
| 			
 | |
| 			if (timeleft > 0)
 | |
| 			{
 | |
| 				propval->SetFloat(timeleft);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				DelayedRemoveObject(objval);
 | |
| 				// remove obj
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// all object is the tempObjectList should have a clock
 | |
| 		}
 | |
| 	}
 | |
| 	m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
 | |
| }
 | |
| 
 | |
| void KX_Scene::AddAnimatedObject(CValue* gameobj)
 | |
| {
 | |
| 	gameobj->AddRef();
 | |
| 	m_animatedlist->Add(gameobj);
 | |
| }
 | |
| 
 | |
| static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(threadid))
 | |
| {
 | |
| 	KX_GameObject *gameobj, *child, *parent;
 | |
| 	CListValue *children;
 | |
| 	bool needs_update;
 | |
| 	double curtime = *(double*)BLI_task_pool_userdata(pool);
 | |
| 
 | |
| 	gameobj = (KX_GameObject*)taskdata;
 | |
| 
 | |
| 	// Non-armature updates are fast enough, so just update them
 | |
| 	needs_update = gameobj->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE;
 | |
| 
 | |
| 	if (!needs_update) {
 | |
| 		// If we got here, we're looking to update an armature, so check its children meshes
 | |
| 		// to see if we need to bother with a more expensive pose update
 | |
| 		children = gameobj->GetChildren();
 | |
| 
 | |
| 		bool has_mesh = false, has_non_mesh = false;
 | |
| 
 | |
| 		// Check for meshes that haven't been culled
 | |
| 		for (int j=0; j<children->GetCount(); ++j) {
 | |
| 			child = (KX_GameObject*)children->GetValue(j);
 | |
| 
 | |
| 			if (!child->GetCulled()) {
 | |
| 				needs_update = true;
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 			if (child->GetMeshCount() == 0)
 | |
| 				has_non_mesh = true;
 | |
| 			else
 | |
| 				has_mesh = true;
 | |
| 		}
 | |
| 
 | |
| 		// If we didn't find a non-culled mesh, check to see
 | |
| 		// if we even have any meshes, and update if this
 | |
| 		// armature has only non-mesh children.
 | |
| 		if (!needs_update && !has_mesh && has_non_mesh)
 | |
| 			needs_update = true;
 | |
| 
 | |
| 		children->Release();
 | |
| 	}
 | |
| 
 | |
| 	if (needs_update) {
 | |
| 		gameobj->UpdateActionManager(curtime);
 | |
| 		children = gameobj->GetChildren();
 | |
| 		parent = gameobj->GetParent();
 | |
| 
 | |
| 		// Only do deformers here if they are not parented to an armature, otherwise the armature will
 | |
| 		// handle updating its children
 | |
| 		if (gameobj->GetDeformer() && (!parent || (parent && parent->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)))
 | |
| 			gameobj->GetDeformer()->Update();
 | |
| 
 | |
| 		for (int j=0; j<children->GetCount(); ++j) {
 | |
| 			child = (KX_GameObject*)children->GetValue(j);
 | |
| 
 | |
| 			if (child->GetDeformer()) {
 | |
| 				child->GetDeformer()->Update();
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		children->Release();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::UpdateAnimations(double curtime)
 | |
| {
 | |
| 	TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime);
 | |
| 
 | |
| 	for (int i=0; i<m_animatedlist->GetCount(); ++i) {
 | |
| 		BLI_task_pool_push(pool, update_anim_thread_func, m_animatedlist->GetValue(i), false, TASK_PRIORITY_LOW);
 | |
| 	}
 | |
| 
 | |
| 	BLI_task_pool_work_and_wait(pool);
 | |
| 	BLI_task_pool_free(pool);
 | |
| }
 | |
| 
 | |
| void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
 | |
| {
 | |
| 	m_logicmgr->UpdateFrame(curtime, frame);
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void KX_Scene::LogicEndFrame()
 | |
| {
 | |
| 	m_logicmgr->EndFrame();
 | |
| 	int numobj;
 | |
| 
 | |
| 	KX_GameObject* obj;
 | |
| 
 | |
| 	while ((numobj = m_euthanasyobjects->GetCount()) > 0)
 | |
| 	{
 | |
| 		// remove the object from this list to make sure we will not hit it again
 | |
| 		obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
 | |
| 		m_euthanasyobjects->Remove(numobj-1);
 | |
| 		obj->Release();
 | |
| 		RemoveObject(obj);
 | |
| 	}
 | |
| 
 | |
| 	//prepare obstacle simulation for new frame
 | |
| 	if (m_obstacleSimulation)
 | |
| 		m_obstacleSimulation->UpdateObstacles();
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * UpdateParents: SceneGraph transformation update.
 | |
|  */
 | |
| void KX_Scene::UpdateParents(double curtime)
 | |
| {
 | |
| 	// we use the SG dynamic list
 | |
| 	SG_Node* node;
 | |
| 
 | |
| 	while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
 | |
| 	{
 | |
| 		node->UpdateWorldData(curtime);
 | |
| 	}
 | |
| 
 | |
| 	//for (int i=0; i<GetRootParentList()->GetCount(); i++)
 | |
| 	//{
 | |
| 	//	KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
 | |
| 	//	parentobj->NodeUpdateGS(curtime);
 | |
| 	//}
 | |
| 
 | |
| 	// the list must be empty here
 | |
| 	assert(m_sghead.Empty());
 | |
| 	// some nodes may be ready for reschedule, move them to schedule list for next time
 | |
| 	while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
 | |
| 	{
 | |
| 		node->Schedule(m_sghead);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
 | |
| {
 | |
| 	return m_bucketmanager->FindBucket(polymat, bucketCreated);
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
 | |
|                              class RAS_IRasterizer* rasty)
 | |
| {
 | |
| 	m_bucketmanager->Renderbuckets(cameratransform,rasty);
 | |
| 	KX_BlenderMaterial::EndFrame();
 | |
| }
 | |
| 
 | |
| void KX_Scene::RenderFonts()
 | |
| {
 | |
| 	list<KX_FontObject*>::iterator it = m_fonts.begin();
 | |
| 	while (it != m_fonts.end()) {
 | |
| 		(*it)->DrawFontText();
 | |
| 		++it;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::UpdateObjectLods(void)
 | |
| {
 | |
| 	KX_GameObject* gameobj;
 | |
| 
 | |
| 	if (!this->m_active_camera)
 | |
| 		return;
 | |
| 
 | |
| 	MT_Vector3 cam_pos = this->m_active_camera->NodeGetWorldPosition();
 | |
| 
 | |
| 	for (int i = 0; i < this->GetObjectList()->GetCount(); i++) {
 | |
| 		gameobj = (KX_GameObject*) GetObjectList()->GetValue(i);
 | |
| 		if (!gameobj->GetCulled()){
 | |
| 			gameobj->UpdateLod(cam_pos);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetLodHysteresis(bool active)
 | |
| {
 | |
| 	m_isActivedHysteresis = active;
 | |
| }
 | |
| 
 | |
| bool KX_Scene::IsActivedLodHysteresis(void)
 | |
| {
 | |
| 	return m_isActivedHysteresis;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetLodHysteresisValue(int hysteresisvalue)
 | |
| {
 | |
| 	m_lodHysteresisValue = hysteresisvalue;
 | |
| }
 | |
| 
 | |
| int KX_Scene::GetLodHysteresisValue(void)
 | |
| {
 | |
| 	return m_lodHysteresisValue;
 | |
| }
 | |
| 
 | |
| 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 ((fabsf(camloc[0] - obpos[0]) > m_activity_box_radius) ||
 | |
| 				    (fabsf(camloc[1] - obpos[1]) > m_activity_box_radius) ||
 | |
| 				    (fabsf(camloc[2] - obpos[2]) > m_activity_box_radius) )
 | |
| 				{
 | |
| 					ob->Suspend();
 | |
| 				}
 | |
| 				else {
 | |
| 					ob->Resume();
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetActivityCullingRadius(float f)
 | |
| {
 | |
| 	if (f < 0.5f)
 | |
| 		f = 0.5f;
 | |
| 	m_activity_box_radius = f;
 | |
| }
 | |
| 	
 | |
| NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
 | |
| {
 | |
| 	return m_networkDeviceInterface;
 | |
| }
 | |
| 
 | |
| NG_NetworkScene* KX_Scene::GetNetworkScene()
 | |
| {
 | |
| 	return m_networkScene;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
 | |
| {
 | |
| 	m_networkDeviceInterface = newInterface;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
 | |
| {
 | |
| 	m_networkScene = newScene;
 | |
| }
 | |
| 
 | |
| 
 | |
| void	KX_Scene::SetGravity(const MT_Vector3& gravity)
 | |
| {
 | |
| 	GetPhysicsEnvironment()->SetGravity(gravity[0],gravity[1],gravity[2]);
 | |
| }
 | |
| 
 | |
| MT_Vector3 KX_Scene::GetGravity()
 | |
| {
 | |
| 	MT_Vector3 gravity;
 | |
| 
 | |
| 	GetPhysicsEnvironment()->GetGravity(gravity);
 | |
| 
 | |
| 	return gravity;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
 | |
| {
 | |
| 	m_sceneConverter = sceneConverter;
 | |
| }
 | |
| 
 | |
| void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
 | |
| {
 | |
| 	m_physicsEnvironment = physEnv;
 | |
| 	if (m_physicsEnvironment) {
 | |
| 		KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
 | |
| 		m_logicmgr->RegisterEventManager(touchmgr);
 | |
| 	}
 | |
| }
 | |
|  
 | |
| void KX_Scene::setSuspendedTime(double suspendedtime)
 | |
| {
 | |
| 	m_suspendedtime = suspendedtime;
 | |
| }
 | |
| double KX_Scene::getSuspendedTime()
 | |
| {
 | |
| 	return m_suspendedtime;
 | |
| }
 | |
| void KX_Scene::setSuspendedDelta(double suspendeddelta)
 | |
| {
 | |
| 	m_suspendeddelta = suspendeddelta;
 | |
| }
 | |
| double KX_Scene::getSuspendedDelta()
 | |
| {
 | |
| 	return m_suspendeddelta;
 | |
| }
 | |
| 
 | |
| short KX_Scene::GetAnimationFPS()
 | |
| {
 | |
| 	return m_blenderScene->r.frs_sec;
 | |
| }
 | |
| 
 | |
| static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *from, KX_Scene *to)
 | |
| {
 | |
| 	SCA_LogicManager *logicmgr= to->GetLogicManager();
 | |
| 
 | |
| 	brick->Replace_IScene(to);
 | |
| 	brick->Replace_NetworkScene(to->GetNetworkScene());
 | |
| 	brick->SetLogicManager(to->GetLogicManager());
 | |
| 
 | |
| 	// If we end up replacing a KX_TouchEventManager, we need to make sure
 | |
| 	// physics controllers are properly in place. In other words, do this
 | |
| 	// after merging physics controllers!
 | |
| 	SCA_ISensor *sensor=  dynamic_cast<class SCA_ISensor *>(brick);
 | |
| 	if (sensor) {
 | |
| 		sensor->Replace_EventManager(logicmgr);
 | |
| 	}
 | |
| 
 | |
| 	SCA_2DFilterActuator *filter_actuator = dynamic_cast<class SCA_2DFilterActuator*>(brick);
 | |
| 	if (filter_actuator) {
 | |
| 		filter_actuator->SetScene(to);
 | |
| 	}
 | |
| 
 | |
| #ifdef WITH_PYTHON
 | |
| 	// Python must be called from the main thread unless we want to deal
 | |
| 	// with GIL issues. So, this is delayed until here in case of async
 | |
| 	// libload (originally in KX_ConvertControllers)
 | |
| 	SCA_PythonController *pyctrl = dynamic_cast<SCA_PythonController*>(brick);
 | |
| 	if (pyctrl) {
 | |
| 		pyctrl->SetNamespace(KX_GetActiveEngine()->GetPyNamespace());
 | |
| 
 | |
| 		if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
 | |
| 			pyctrl->Compile();
 | |
| 	}
 | |
| #endif
 | |
| }
 | |
| 
 | |
| static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
 | |
| {
 | |
| 	{
 | |
| 		SCA_ActuatorList& actuators= gameobj->GetActuators();
 | |
| 		SCA_ActuatorList::iterator ita;
 | |
| 
 | |
| 		for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
 | |
| 		{
 | |
| 			MergeScene_LogicBrick(*ita, from, to);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	{
 | |
| 		SCA_SensorList& sensors= gameobj->GetSensors();
 | |
| 		SCA_SensorList::iterator its;
 | |
| 
 | |
| 		for (its = sensors.begin(); !(its==sensors.end()); ++its)
 | |
| 		{
 | |
| 			MergeScene_LogicBrick(*its, from, to);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	{
 | |
| 		SCA_ControllerList& controllers= gameobj->GetControllers();
 | |
| 		SCA_ControllerList::iterator itc;
 | |
| 
 | |
| 		for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
 | |
| 		{
 | |
| 			SCA_IController *cont= *itc;
 | |
| 			MergeScene_LogicBrick(cont, from, to);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* graphics controller */
 | |
| 	PHY_IController *ctrl = gameobj->GetGraphicController();
 | |
| 	if (ctrl) {
 | |
| 		/* SHOULD update the m_cullingTree */
 | |
| 		ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
 | |
| 	}
 | |
| 
 | |
| 	ctrl = gameobj->GetPhysicsController();
 | |
| 	if (ctrl) {
 | |
| 		ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
 | |
| 	}
 | |
| 
 | |
| 	/* SG_Node can hold a scene reference */
 | |
| 	SG_Node *sg= gameobj->GetSGNode();
 | |
| 	if (sg) {
 | |
| 		if (sg->GetSGClientInfo() == from) {
 | |
| 			sg->SetSGClientInfo(to);
 | |
| 
 | |
| 			/* Make sure to grab the children too since they might not be tied to a game object */
 | |
| 			NodeList children = sg->GetSGChildren();
 | |
| 			for (int i=0; i<children.size(); i++)
 | |
| 					children[i]->SetSGClientInfo(to);
 | |
| 		}
 | |
| 	}
 | |
| 	/* If the object is a light, update it's scene */
 | |
| 	if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
 | |
| 		((KX_LightObject*)gameobj)->UpdateScene(to);
 | |
| 
 | |
| 	if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
 | |
| 		to->AddCamera((KX_Camera*)gameobj);
 | |
| 
 | |
| 	// All armatures should be in the animated object list to be umpdated.
 | |
| 	if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
 | |
| 		to->AddAnimatedObject(gameobj);
 | |
| 
 | |
| 	/* Add the object to the scene's logic manager */
 | |
| 	to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
 | |
| 	to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
 | |
| 
 | |
| 	for (int i = 0; i < gameobj->GetMeshCount(); ++i) {
 | |
| 		RAS_MeshObject *meshobj = gameobj->GetMesh(i);
 | |
| 		// Register the mesh object by name and blender object.
 | |
| 		to->GetLogicManager()->RegisterGameMeshName(meshobj->GetName(), gameobj->GetBlenderObject());
 | |
| 		to->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool KX_Scene::MergeScene(KX_Scene *other)
 | |
| {
 | |
| 	PHY_IPhysicsEnvironment *env = this->GetPhysicsEnvironment();
 | |
| 	PHY_IPhysicsEnvironment *env_other = other->GetPhysicsEnvironment();
 | |
| 
 | |
| 	if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
 | |
| 	{
 | |
| 		printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
 | |
| 		printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	if (GetSceneConverter() != other->GetSceneConverter()) {
 | |
| 		printf("KX_Scene::MergeScene: converters differ, aborting\n");
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
 | |
| 
 | |
| 
 | |
| 	/* active + inactive == all ??? - lets hope so */
 | |
| 	for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
 | |
| 	{
 | |
| 		KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
 | |
| 		MergeScene_GameObject(gameobj, this, other);
 | |
| 
 | |
| 		/* add properties to debug list for LibLoad objects */
 | |
| 		if (KX_GetActiveEngine()->GetAutoAddDebugProperties()) {
 | |
| 			AddObjectDebugProperties(gameobj);
 | |
| 		}
 | |
| 
 | |
| 		gameobj->UpdateBuckets(false); /* only for active objects */
 | |
| 	}
 | |
| 
 | |
| 	for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
 | |
| 	{
 | |
| 		KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
 | |
| 		MergeScene_GameObject(gameobj, this, other);
 | |
| 	}
 | |
| 
 | |
| 	if (env) {
 | |
| 		env->MergeEnvironment(env_other);
 | |
| 		CListValue *otherObjects = other->GetObjectList();
 | |
| 
 | |
| 		// List of all physics objects to merge (needed by ReplicateConstraints).
 | |
| 		std::vector<KX_GameObject *> physicsObjects;
 | |
| 		for (unsigned int i = 0; i < otherObjects->GetCount(); ++i) {
 | |
| 			KX_GameObject *gameobj = (KX_GameObject *)otherObjects->GetValue(i);
 | |
| 			if (gameobj->GetPhysicsController()) {
 | |
| 				physicsObjects.push_back(gameobj);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		for (unsigned int i = 0; i < physicsObjects.size(); ++i) {
 | |
| 			KX_GameObject *gameobj = physicsObjects[i];
 | |
| 			// Replicate all constraints in the right physics environment.
 | |
| 			gameobj->GetPhysicsController()->ReplicateConstraints(gameobj, physicsObjects);
 | |
| 			gameobj->ClearConstraints();
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	GetTempObjectList()->MergeList(other->GetTempObjectList());
 | |
| 	other->GetTempObjectList()->ReleaseAndRemoveAll();
 | |
| 
 | |
| 	GetObjectList()->MergeList(other->GetObjectList());
 | |
| 	other->GetObjectList()->ReleaseAndRemoveAll();
 | |
| 
 | |
| 	GetInactiveList()->MergeList(other->GetInactiveList());
 | |
| 	other->GetInactiveList()->ReleaseAndRemoveAll();
 | |
| 
 | |
| 	GetRootParentList()->MergeList(other->GetRootParentList());
 | |
| 	other->GetRootParentList()->ReleaseAndRemoveAll();
 | |
| 
 | |
| 	GetLightList()->MergeList(other->GetLightList());
 | |
| 	other->GetLightList()->ReleaseAndRemoveAll();
 | |
| 
 | |
| 	/* move materials across, assume they both use the same scene-converters
 | |
| 	 * Do this after lights are merged so materials can use the lights in shaders
 | |
| 	 */
 | |
| 	GetSceneConverter()->MergeScene(this, other);
 | |
| 
 | |
| 	/* merge logic */
 | |
| 	{
 | |
| 		SCA_LogicManager *logicmgr=			GetLogicManager();
 | |
| 		SCA_LogicManager *logicmgr_other=	other->GetLogicManager();
 | |
| 
 | |
| 		vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
 | |
| 		//vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
 | |
| 
 | |
| 		//SCA_EventManager *evtmgr;
 | |
| 		SCA_EventManager *evtmgr_other;
 | |
| 
 | |
| 		for (unsigned int i= 0; i < evtmgrs.size(); i++) {
 | |
| 			evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
 | |
| 
 | |
| 			if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
 | |
| 				evtmgr_other->Replace_LogicManager(logicmgr);
 | |
| 
 | |
| 			/* when merging objects sensors are moved across into the new manager, don't need to do this here */
 | |
| 		}
 | |
| 
 | |
| 		/* grab any timer properties from the other scene */
 | |
| 		SCA_TimeEventManager *timemgr=		GetTimeEventManager();
 | |
| 		SCA_TimeEventManager *timemgr_other=	other->GetTimeEventManager();
 | |
| 		vector<CValue*> times = timemgr_other->GetTimeValues();
 | |
| 
 | |
| 		for (unsigned int i= 0; i < times.size(); i++) {
 | |
| 			timemgr->AddTimeProperty(times[i]);
 | |
| 		}
 | |
| 		
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
 | |
| {
 | |
| 	m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
 | |
| }
 | |
| 
 | |
| void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
 | |
| {
 | |
| 	m_filtermanager.RenderFilters(canvas);
 | |
| }
 | |
| 
 | |
| #ifdef WITH_PYTHON
 | |
| 
 | |
| void KX_Scene::RunDrawingCallbacks(PyObject *cb_list)
 | |
| {
 | |
| 	if (!cb_list || PyList_GET_SIZE(cb_list) == 0)
 | |
| 		return;
 | |
| 
 | |
| 	RunPythonCallBackList(cb_list, NULL, 0, 0);
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------
 | |
| //Python
 | |
| 
 | |
| PyTypeObject KX_Scene::Type = {
 | |
| 	PyVarObject_HEAD_INIT(NULL, 0)
 | |
| 	"KX_Scene",
 | |
| 	sizeof(PyObjectPlus_Proxy),
 | |
| 	0,
 | |
| 	py_base_dealloc,
 | |
| 	0,
 | |
| 	0,
 | |
| 	0,
 | |
| 	0,
 | |
| 	py_base_repr,
 | |
| 	0,
 | |
| 	&Sequence,
 | |
| 	&Mapping,
 | |
| 	0,0,0,0,0,0,
 | |
| 	Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
 | |
| 	0,0,0,0,0,0,0,
 | |
| 	Methods,
 | |
| 	0,
 | |
| 	0,
 | |
| 	&CValue::Type,
 | |
| 	0,0,0,0,0,0,
 | |
| 	py_base_new
 | |
| };
 | |
| 
 | |
| PyMethodDef KX_Scene::Methods[] = {
 | |
| 	KX_PYMETHODTABLE(KX_Scene, addObject),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, end),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, restart),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, replace),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, suspend),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, resume),
 | |
| 	KX_PYMETHODTABLE(KX_Scene, drawObstacleSimulation),
 | |
| 
 | |
| 	
 | |
| 	/* dict style access */
 | |
| 	KX_PYMETHODTABLE(KX_Scene, get),
 | |
| 	
 | |
| 	{NULL,NULL} //Sentinel
 | |
| };
 | |
| static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
 | |
| 	const char *attr_str= _PyUnicode_AsString(item);
 | |
| 	PyObject *pyconvert;
 | |
| 	
 | |
| 	if (self == NULL) {
 | |
| 		PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, " BGE_PROXY_ERROR_MSG);
 | |
| 		return NULL;
 | |
| 	}
 | |
| 
 | |
| 	if (!self->m_attr_dict)
 | |
| 		self->m_attr_dict = PyDict_New();
 | |
| 	
 | |
| 	if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
 | |
| 		
 | |
| 		if (attr_str)
 | |
| 			PyErr_Clear();
 | |
| 		Py_INCREF(pyconvert);
 | |
| 		return pyconvert;
 | |
| 	}
 | |
| 	else {
 | |
| 		if (attr_str)	PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
 | |
| 		else			PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
 | |
| 		return NULL;
 | |
| 	}
 | |
| 		
 | |
| }
 | |
| 
 | |
| static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
 | |
| 	const char *attr_str= _PyUnicode_AsString(key);
 | |
| 	if (attr_str==NULL)
 | |
| 		PyErr_Clear();
 | |
| 	
 | |
| 	if (self == NULL) {
 | |
| 		PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, " BGE_PROXY_ERROR_MSG);
 | |
| 		return -1;
 | |
| 	}
 | |
| 
 | |
| 	if (!self->m_attr_dict)
 | |
| 		self->m_attr_dict = PyDict_New();
 | |
| 
 | |
| 	if (val==NULL) { /* del ob["key"] */
 | |
| 		int del= 0;
 | |
| 		
 | |
| 		if (self->m_attr_dict)
 | |
| 			del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
 | |
| 		
 | |
| 		if (del==0) {
 | |
| 			if (attr_str)	PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
 | |
| 			else			PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
 | |
| 			return -1;
 | |
| 		}
 | |
| 		else if (self->m_attr_dict) {
 | |
| 			PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
 | |
| 		}
 | |
| 	}
 | |
| 	else { /* ob["key"] = value */
 | |
| 		int set = 0;
 | |
| 
 | |
| 		if (self->m_attr_dict==NULL) /* lazy init */
 | |
| 			self->m_attr_dict= PyDict_New();
 | |
| 		
 | |
| 		
 | |
| 		if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
 | |
| 			set= 1;
 | |
| 		else
 | |
| 			PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
 | |
| 	
 | |
| 		if (set==0)
 | |
| 			return -1; /* pythons error value */
 | |
| 		
 | |
| 	}
 | |
| 	
 | |
| 	return 0; /* success */
 | |
| }
 | |
| 
 | |
| static int Seq_Contains(PyObject *self_v, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
 | |
| 	
 | |
| 	if (self == NULL) {
 | |
| 		PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, " BGE_PROXY_ERROR_MSG);
 | |
| 		return -1;
 | |
| 	}
 | |
| 
 | |
| 	if (!self->m_attr_dict)
 | |
| 		self->m_attr_dict = PyDict_New();
 | |
| 
 | |
| 	if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
 | |
| 		return 1;
 | |
| 	
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| PyMappingMethods KX_Scene::Mapping = {
 | |
| 	(lenfunc)NULL,                  /* inquiry mp_length */
 | |
| 	(binaryfunc)Map_GetItem,        /* binaryfunc mp_subscript */
 | |
| 	(objobjargproc)Map_SetItem,     /* objobjargproc mp_ass_subscript */
 | |
| };
 | |
| 
 | |
| PySequenceMethods KX_Scene::Sequence = {
 | |
| 	NULL,                       /* Cant set the len otherwise it can evaluate as false */
 | |
| 	NULL,                       /* sq_concat */
 | |
| 	NULL,                       /* sq_repeat */
 | |
| 	NULL,                       /* sq_item */
 | |
| 	NULL,                       /* sq_slice */
 | |
| 	NULL,                       /* sq_ass_item */
 | |
| 	NULL,                       /* sq_ass_slice */
 | |
| 	(objobjproc)Seq_Contains,   /* sq_contains */
 | |
| 	(binaryfunc) NULL,          /* sq_inplace_concat */
 | |
| 	(ssizeargfunc) NULL,        /* sq_inplace_repeat */
 | |
| };
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	return PyUnicode_From_STR_String(self->GetName());
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	return self->GetObjectList()->GetProxy();
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	return self->GetInactiveList()->GetProxy();
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	return self->GetLightList()->GetProxy();
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_world(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	KX_WorldInfo *world = self->GetWorldInfo();
 | |
| 
 | |
| 	if (world->GetName() != "") {
 | |
| 		return world->GetProxy();
 | |
| 	}
 | |
| 	else {
 | |
| 		Py_RETURN_NONE;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	/* With refcounts in this case...
 | |
| 	 * the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
 | |
| 	 * however this is the same with "scene.objects + []", when you make a copy by adding lists.
 | |
| 	 */
 | |
| 	
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	CListValue* clist = new CListValue();
 | |
| 	
 | |
| 	/* return self->GetCameras()->GetProxy(); */
 | |
| 	
 | |
| 	list<KX_Camera*>::iterator it = self->GetCameras()->begin();
 | |
| 	while (it != self->GetCameras()->end()) {
 | |
| 		clist->Add((*it)->AddRef());
 | |
| 		it++;
 | |
| 	}
 | |
| 	
 | |
| 	return clist->NewProxy(true);
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	KX_Camera* cam= self->GetActiveCamera();
 | |
| 	if (cam)
 | |
| 		return self->GetActiveCamera()->GetProxy();
 | |
| 	else
 | |
| 		Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| 
 | |
| int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 	KX_Camera *camOb;
 | |
| 	
 | |
| 	if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
 | |
| 		return PY_SET_ATTR_FAIL;
 | |
| 	
 | |
| 	self->SetActiveCamera(camOb);
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (self->m_draw_call_pre==NULL)
 | |
| 		self->m_draw_call_pre= PyList_New(0);
 | |
| 	Py_INCREF(self->m_draw_call_pre);
 | |
| 	return self->m_draw_call_pre;
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (self->m_draw_call_post==NULL)
 | |
| 		self->m_draw_call_post= PyList_New(0);
 | |
| 	Py_INCREF(self->m_draw_call_post);
 | |
| 	return self->m_draw_call_post;
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (self->m_draw_setup_call_pre == NULL)
 | |
| 		self->m_draw_setup_call_pre = PyList_New(0);
 | |
| 
 | |
| 	Py_INCREF(self->m_draw_setup_call_pre);
 | |
| 	return self->m_draw_setup_call_pre;
 | |
| }
 | |
| 
 | |
| int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (!PyList_CheckExact(value))
 | |
| 	{
 | |
| 		PyErr_SetString(PyExc_ValueError, "Expected a list");
 | |
| 		return PY_SET_ATTR_FAIL;
 | |
| 	}
 | |
| 	Py_XDECREF(self->m_draw_call_pre);
 | |
| 
 | |
| 	Py_INCREF(value);
 | |
| 	self->m_draw_call_pre = value;
 | |
| 
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (!PyList_CheckExact(value))
 | |
| 	{
 | |
| 		PyErr_SetString(PyExc_ValueError, "Expected a list");
 | |
| 		return PY_SET_ATTR_FAIL;
 | |
| 	}
 | |
| 	Py_XDECREF(self->m_draw_call_post);
 | |
| 
 | |
| 	Py_INCREF(value);
 | |
| 	self->m_draw_call_post = value;
 | |
| 
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| int KX_Scene::pyattr_set_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	if (!PyList_CheckExact(value)) {
 | |
| 		PyErr_SetString(PyExc_ValueError, "Expected a list");
 | |
| 		return PY_SET_ATTR_FAIL;
 | |
| 	}
 | |
| 
 | |
| 	Py_XDECREF(self->m_draw_setup_call_pre);
 | |
| 	Py_INCREF(value);
 | |
| 
 | |
| 	self->m_draw_setup_call_pre = value;
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| PyObject *KX_Scene::pyattr_get_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	return PyObjectFrom(self->GetGravity());
 | |
| }
 | |
| 
 | |
| int KX_Scene::pyattr_set_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	KX_Scene* self = static_cast<KX_Scene*>(self_v);
 | |
| 
 | |
| 	MT_Vector3 vec;
 | |
| 	if (!PyVecTo(value, vec))
 | |
| 		return PY_SET_ATTR_FAIL;
 | |
| 
 | |
| 	self->SetGravity(vec);
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| PyAttributeDef KX_Scene::Attributes[] = {
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("name",				KX_Scene, pyattr_get_name),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("objects",			KX_Scene, pyattr_get_objects),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive",	KX_Scene, pyattr_get_objects_inactive),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("lights",			KX_Scene, pyattr_get_lights),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("cameras",			KX_Scene, pyattr_get_cameras),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("world",				KX_Scene, pyattr_get_world),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("active_camera",		KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("pre_draw",			KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("post_draw",			KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("pre_draw_setup",	KX_Scene, pyattr_get_drawing_setup_callback_pre, pyattr_set_drawing_setup_callback_pre),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("gravity",			KX_Scene, pyattr_get_gravity, pyattr_set_gravity),
 | |
| 	KX_PYATTRIBUTE_BOOL_RO("suspended",				KX_Scene, m_suspend),
 | |
| 	KX_PYATTRIBUTE_BOOL_RO("activity_culling",		KX_Scene, m_activity_culling),
 | |
| 	KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
 | |
| 	KX_PYATTRIBUTE_BOOL_RO("dbvt_culling",			KX_Scene, m_dbvt_culling),
 | |
| 	{ NULL }	//Sentinel
 | |
| };
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, addObject,
 | |
| "addObject(object, other, time=0)\n"
 | |
| "Returns the added object.\n")
 | |
| {
 | |
| 	PyObject *pyob, *pyreference = Py_None;
 | |
| 	KX_GameObject *ob, *reference;
 | |
| 
 | |
| 	int time = 0;
 | |
| 
 | |
| 	if (!PyArg_ParseTuple(args, "O|Oi:addObject", &pyob, &pyreference, &time))
 | |
| 		return NULL;
 | |
| 
 | |
| 	if (!ConvertPythonToGameObject(m_logicmgr, pyob, &ob, false, "scene.addObject(object, reference, time): KX_Scene (first argument)") ||
 | |
| 		!ConvertPythonToGameObject(m_logicmgr, pyreference, &reference, true, "scene.addObject(object, reference, time): KX_Scene (second argument)"))
 | |
| 		return NULL;
 | |
| 
 | |
| 	if (!m_inactivelist->SearchValue(ob)) {
 | |
| 		PyErr_Format(PyExc_ValueError, "scene.addObject(object, reference, time): KX_Scene (first argument): object must be in an inactive layer");
 | |
| 		return NULL;
 | |
| 	}
 | |
| 	SCA_IObject *replica = AddReplicaObject((SCA_IObject*)ob, reference, time);
 | |
| 	
 | |
| 	// release here because AddReplicaObject AddRef's
 | |
| 	// the object is added to the scene so we don't want python to own a reference
 | |
| 	replica->Release();
 | |
| 	return replica->GetProxy();
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, end,
 | |
| "end()\n"
 | |
| "Removes this scene from the game.\n")
 | |
| {
 | |
| 	
 | |
| 	KX_GetActiveEngine()->RemoveScene(m_sceneName);
 | |
| 	
 | |
| 	Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, restart,
 | |
| 				   "restart()\n"
 | |
| 				   "Restarts this scene.\n")
 | |
| {
 | |
| 	KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
 | |
| 	
 | |
| 	Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, replace,
 | |
| 				   "replace(newScene)\n"
 | |
|                    "Replaces this scene with another one.\n"
 | |
|                    "Return True if the new scene exists and scheduled for replacement, False otherwise.\n")
 | |
| {
 | |
| 	char* name;
 | |
| 	
 | |
| 	if (!PyArg_ParseTuple(args, "s:replace", &name))
 | |
| 		return NULL;
 | |
| 	
 | |
|     if (KX_GetActiveEngine()->ReplaceScene(m_sceneName, name))
 | |
|         Py_RETURN_TRUE;
 | |
| 	
 | |
|     Py_RETURN_FALSE;
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, suspend,
 | |
| 					"suspend()\n"
 | |
| 					"Suspends this scene.\n")
 | |
| {
 | |
| 	Suspend();
 | |
| 	
 | |
| 	Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, resume,
 | |
| 					"resume()\n"
 | |
| 					"Resumes this scene.\n")
 | |
| {
 | |
| 	Resume();
 | |
| 	
 | |
| 	Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, drawObstacleSimulation,
 | |
| 				   "drawObstacleSimulation()\n"
 | |
| 				   "Draw debug visualization of obstacle simulation.\n")
 | |
| {
 | |
| 	if (GetObstacleSimulation())
 | |
| 		GetObstacleSimulation()->DrawObstacles();
 | |
| 
 | |
| 	Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| /* Matches python dict.get(key, [default]) */
 | |
| KX_PYMETHODDEF_DOC(KX_Scene, get, "")
 | |
| {
 | |
| 	PyObject *key;
 | |
| 	PyObject *def = Py_None;
 | |
| 	PyObject *ret;
 | |
| 
 | |
| 	if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
 | |
| 		return NULL;
 | |
| 	
 | |
| 	if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
 | |
| 		Py_INCREF(ret);
 | |
| 		return ret;
 | |
| 	}
 | |
| 	
 | |
| 	Py_INCREF(def);
 | |
| 	return def;
 | |
| }
 | |
| 
 | |
| #endif // WITH_PYTHON
 |