4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21 * All rights reserved.
23 * The Original Code is: all of this file.
25 * Contributor(s): none yet.
27 * ***** END GPL LICENSE BLOCK *****
28 * Ketsji scene. Holds references to all scene data.
31 #if defined(WIN32) && !defined(FREE_WINDOWS)
32 #pragma warning (disable : 4786)
36 #include "KX_PythonInit.h"
37 #include "MT_assert.h"
38 #include "KX_KetsjiEngine.h"
39 #include "KX_BlenderMaterial.h"
40 #include "RAS_IPolygonMaterial.h"
41 #include "ListValue.h"
42 #include "SCA_LogicManager.h"
43 #include "SCA_TimeEventManager.h"
44 //#include "SCA_AlwaysEventManager.h"
45 //#include "SCA_RandomEventManager.h"
46 //#include "KX_RayEventManager.h"
47 #include "KX_TouchEventManager.h"
48 #include "SCA_KeyboardManager.h"
49 #include "SCA_MouseManager.h"
50 //#include "SCA_PropertyEventManager.h"
51 #include "SCA_ActuatorEventManager.h"
52 #include "SCA_BasicEventManager.h"
53 #include "KX_Camera.h"
54 #include "SCA_JoystickManager.h"
56 #include "RAS_MeshObject.h"
58 #include "RAS_IRasterizer.h"
59 #include "RAS_BucketManager.h"
61 #include "FloatValue.h"
62 #include "SCA_IController.h"
63 #include "SCA_IActuator.h"
65 #include "SYS_System.h"
66 #include "SG_Controller.h"
67 #include "SG_IObject.h"
69 #include "DNA_group_types.h"
70 #include "DNA_scene_types.h"
72 #include "KX_SG_NodeRelationships.h"
74 #include "KX_NetworkEventManager.h"
75 #include "NG_NetworkScene.h"
76 #include "PHY_IPhysicsEnvironment.h"
77 #include "KX_IPhysicsController.h"
78 #include "PHY_IGraphicController.h"
79 #include "KX_BlenderSceneConverter.h"
80 #include "KX_MotionState.h"
82 #include "BL_ModifierDeformer.h"
83 #include "BL_ShapeDeformer.h"
84 #include "BL_DeformableGameObject.h"
85 #include "KX_SoftBodyDeformer.h"
88 #include "KX_ConvertPhysicsObject.h"
91 #include "CcdPhysicsEnvironment.h"
92 #include "CcdPhysicsController.h"
99 void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
101 KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
106 return (void*)replica;
109 void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
111 ((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
116 bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
118 return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
121 bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
123 return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
126 SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
127 KX_SceneReplicationFunc,
128 KX_SceneDestructionFunc,
129 KX_GameObject::UpdateTransformFunc,
130 KX_Scene::KX_ScenegraphUpdateFunc,
131 KX_Scene::KX_ScenegraphRescheduleFunc);
133 // temporarily var until there is a button in the userinterface
134 // (defined in KX_PythonInit.cpp)
135 extern bool gUseVisibilityTemp;
137 KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
138 class SCA_IInputDevice* mousedevice,
139 class NG_NetworkDeviceInterface *ndi,
140 const STR_String& sceneName,
142 class RAS_ICanvas* canvas):
146 m_sceneConverter(NULL),
147 m_physicsEnvironment(0),
148 m_sceneName(sceneName),
149 m_networkDeviceInterface(ndi),
150 m_active_camera(NULL),
151 m_ueberExecutionPriority(0),
152 m_blenderScene(scene)
154 m_suspendedtime = 0.0;
155 m_suspendeddelta = 0.0;
157 m_dbvt_culling = false;
158 m_dbvt_occlusion_res = 0;
159 m_activity_culling = false;
161 m_isclearingZbuffer = true;
162 m_tempObjectList = new CListValue();
163 m_objectlist = new CListValue();
164 m_parentlist = new CListValue();
165 m_lightlist= new CListValue();
166 m_inactivelist = new CListValue();
167 m_euthanasyobjects = new CListValue();
169 m_logicmgr = new SCA_LogicManager();
171 m_timemgr = new SCA_TimeEventManager(m_logicmgr);
172 m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
173 m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
175 //SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
176 //SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
177 SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
178 //SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
179 SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
180 //KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
182 KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
186 //m_logicmgr->RegisterEventManager(alwaysmgr);
187 //m_logicmgr->RegisterEventManager(propmgr);
188 m_logicmgr->RegisterEventManager(actmgr);
189 m_logicmgr->RegisterEventManager(m_keyboardmgr);
190 m_logicmgr->RegisterEventManager(m_mousemgr);
191 m_logicmgr->RegisterEventManager(m_timemgr);
192 //m_logicmgr->RegisterEventManager(rndmgr);
193 //m_logicmgr->RegisterEventManager(raymgr);
194 m_logicmgr->RegisterEventManager(netmgr);
195 m_logicmgr->RegisterEventManager(basicmgr);
198 SYS_SystemHandle hSystem = SYS_GetSystem();
199 bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
202 SCA_JoystickManager *joymgr = new SCA_JoystickManager(m_logicmgr);
203 m_logicmgr->RegisterEventManager(joymgr);
206 MT_assert (m_networkDeviceInterface != NULL);
207 m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
211 m_bucketmanager=new RAS_BucketManager();
213 #ifndef DISABLE_PYTHON
214 m_attr_dict = PyDict_New(); /* new ref */
215 m_draw_call_pre = NULL;
216 m_draw_call_post = NULL;
222 KX_Scene::~KX_Scene()
224 // The release of debug properties used to be in SCA_IScene::~SCA_IScene
225 // It's still there but we remove all properties here otherwise some
226 // reference might be hanging and causing late release of objects
227 RemoveAllDebugProperties();
229 while (GetRootParentList()->GetCount() > 0)
231 KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
232 this->RemoveObject(parentobj);
236 m_objectlist->Release();
239 m_parentlist->Release();
242 m_inactivelist->Release();
245 m_lightlist->Release();
247 if (m_tempObjectList)
248 m_tempObjectList->Release();
250 if (m_euthanasyobjects)
251 m_euthanasyobjects->Release();
256 if (m_physicsEnvironment)
257 delete m_physicsEnvironment;
260 delete m_networkScene;
264 delete m_bucketmanager;
267 #ifndef DISABLE_PYTHON
268 PyDict_Clear(m_attr_dict);
269 Py_DECREF(m_attr_dict);
271 Py_XDECREF(m_draw_call_pre);
272 Py_XDECREF(m_draw_call_post);
276 RAS_BucketManager* KX_Scene::GetBucketManager()
278 return m_bucketmanager;
282 CListValue* KX_Scene::GetTempObjectList()
284 return m_tempObjectList;
287 CListValue* KX_Scene::GetObjectList()
293 CListValue* KX_Scene::GetRootParentList()
298 CListValue* KX_Scene::GetInactiveList()
300 return m_inactivelist;
305 CListValue* KX_Scene::GetLightList()
310 SCA_LogicManager* KX_Scene::GetLogicManager()
315 SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
323 list<class KX_Camera*>* KX_Scene::GetCameras()
330 void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
332 m_frame_settings = frame_settings;
336 * Return a const reference to the framing
337 * type set by the above call.
338 * The contents are not guarenteed to be sensible
339 * if you don't call the above function.
341 const RAS_FrameSettings& KX_Scene::GetFramingType() const
343 return m_frame_settings;
349 * Store the current scene's viewport on the
350 * game engine canvas.
352 void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
354 m_viewport = viewport;
359 const RAS_Rect& KX_Scene::GetSceneViewport() const
366 void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
368 m_worldinfo = worldinfo;
373 class KX_WorldInfo* KX_Scene::GetWorldInfo()
379 const STR_String& KX_Scene::GetName()
385 void KX_Scene::Suspend()
390 void KX_Scene::Resume()
395 void KX_Scene::SetActivityCulling(bool b)
397 m_activity_culling = b;
400 bool KX_Scene::IsSuspended()
405 bool KX_Scene::IsClearingZBuffer()
407 return m_isclearingZbuffer;
410 void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
412 m_isclearingZbuffer = isclearingZbuffer;
415 void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
417 KX_GameObject* orgobj = (KX_GameObject*)gameobj;
418 if (NewRemoveObject(orgobj) != 0)
420 // object is not yet deleted because a reference is hanging somewhere.
421 // This should not happen anymore since we use proxy object for Python
422 // confident enough to put an assert?
424 printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
425 orgobj->SetSGNode(NULL);
426 PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
429 // a graphic controller is set, we must delete it as the node will be deleted
431 orgobj->SetGraphicController(NULL);
438 KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
440 // for group duplication, limit the duplication of the hierarchy to the
441 // objects that are part of the group.
442 if (!IsObjectInGroup(gameobj))
445 KX_GameObject* orgobj = (KX_GameObject*)gameobj;
446 KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
447 m_map_gameobject_to_replica.insert(orgobj, newobj);
449 // also register 'timers' (time properties) of the replica
450 int numprops = newobj->GetPropertyCount();
452 for (int i = 0; i < numprops; i++)
454 CValue* prop = newobj->GetProperty(i);
456 if (prop->GetProperty("timer"))
457 this->m_timemgr->AddTimeProperty(prop);
462 newobj->SetSGNode((SG_Node*)node);
466 m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
468 // this fixes part of the scaling-added object bug
469 SG_Node* orgnode = orgobj->GetSGNode();
470 m_rootnode->SetLocalScale(orgnode->GetLocalScale());
471 m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
472 m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
474 // define the relationship between this node and it's parent.
475 KX_NormalParentRelation * parent_relation =
476 KX_NormalParentRelation::New();
477 m_rootnode->SetParentRelation(parent_relation);
479 newobj->SetSGNode(m_rootnode);
482 SG_IObject* replicanode = newobj->GetSGNode();
483 // SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
485 replicanode->SetSGClientObject(newobj);
487 // this is the list of object that are send to the graphics pipeline
488 m_objectlist->Add(newobj->AddRef());
489 if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
490 m_lightlist->Add(newobj->AddRef());
491 newobj->AddMeshUser();
493 // logic cannot be replicated, until the whole hierarchy is replicated.
494 m_logicHierarchicalGameObjects.push_back(newobj);
495 //replicate controllers of this node
496 SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
497 replicanode->RemoveAllControllers();
498 SGControllerList::iterator cit;
499 //int numcont = scenegraphcontrollers.size();
501 for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
503 // controller replication is quite complicated
504 // only replicate ipo and physics controller for now
506 SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
507 if (replicacontroller)
509 replicacontroller->SetObject(replicanode);
510 replicanode->AddSGController(replicacontroller);
513 // replicate graphic controller
514 if (orgobj->GetGraphicController())
516 PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
517 PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
518 newctrl->setNewClientInfo(newobj->getClientInfo());
519 newobj->SetGraphicController(newctrl);
526 // before calling this method KX_Scene::ReplicateLogic(), make sure to
527 // have called 'GameObject::ReParentLogic' for each object this
528 // hierarchy that's because first ALL bricks must exist in the new
529 // replica of the hierarchy in order to make cross-links work properly
531 // It is VERY important that the order of sensors and actuators in
532 // the replicated object is preserved: it is used to reconnect the logic.
533 // This method is more robust then using the bricks name in case of complex
534 // group replication. The replication of logic bricks is done in
535 // SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
536 void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
538 // also relink the controller to sensors/actuators
539 SCA_ControllerList& controllers = newobj->GetControllers();
540 //SCA_SensorList& sensors = newobj->GetSensors();
541 //SCA_ActuatorList& actuators = newobj->GetActuators();
543 for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
545 SCA_IController* cont = (*itc);
546 cont->SetUeberExecutePriority(m_ueberExecutionPriority);
547 vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
548 vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
550 // disconnect the sensors and actuators
551 // do it directly on the list at this controller is not connected to anything at this stage
552 cont->GetLinkedSensors().clear();
553 cont->GetLinkedActuators().clear();
555 // now relink each sensor
556 for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
558 SCA_ISensor* oldsensor = (*its);
559 SCA_IObject* oldsensorobj = oldsensor->GetParent();
560 SCA_IObject* newsensorobj = NULL;
562 // the original owner of the sensor has been replicated?
563 void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
565 newsensorobj = (SCA_IObject*)(*h_obj);
568 // no, then the sensor points outside the hierachy, keep it the same
569 if (m_objectlist->SearchValue(oldsensorobj))
570 // only replicate links that points to active objects
571 m_logicmgr->RegisterToSensor(cont,oldsensor);
575 // yes, then the new sensor has the same position
576 SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
577 SCA_SensorList::iterator sit;
578 SCA_ISensor* newsensor = NULL;
581 for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
583 if ((*sit) == oldsensor)
585 newsensor = newsensorobj->GetSensors().at(sensorpos);
589 assert(newsensor != NULL);
590 m_logicmgr->RegisterToSensor(cont,newsensor);
594 // now relink each actuator
595 for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
597 SCA_IActuator* oldactuator = (*ita);
598 SCA_IObject* oldactuatorobj = oldactuator->GetParent();
599 SCA_IObject* newactuatorobj = NULL;
601 // the original owner of the sensor has been replicated?
602 void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
604 newactuatorobj = (SCA_IObject*)(*h_obj);
608 // no, then the sensor points outside the hierachy, keep it the same
609 if (m_objectlist->SearchValue(oldactuatorobj))
610 // only replicate links that points to active objects
611 m_logicmgr->RegisterToActuator(cont,oldactuator);
615 // yes, then the new sensor has the same position
616 SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
617 SCA_ActuatorList::iterator ait;
618 SCA_IActuator* newactuator = NULL;
621 for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
623 if ((*ait) == oldactuator)
625 newactuator = newactuatorobj->GetActuators().at(actuatorpos);
629 assert(newactuator != NULL);
630 m_logicmgr->RegisterToActuator(cont,newactuator);
631 newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
635 // ready to set initial state
636 newobj->ResetState();
639 void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
641 KX_GameObject* groupobj = (KX_GameObject*) obj;
642 KX_GameObject* replica;
643 KX_GameObject* gameobj;
644 Object* blgroupobj = groupobj->GetBlenderObject();
647 vector<KX_GameObject*> duplilist;
649 if (!groupobj->GetSGNode() ||
650 !groupobj->IsDupliGroup() ||
651 level>MAX_DUPLI_RECUR)
654 // we will add one group at a time
655 m_logicHierarchicalGameObjects.clear();
656 m_map_gameobject_to_replica.clear();
657 m_ueberExecutionPriority++;
658 // for groups will do something special:
659 // we will force the creation of objects to those in the group only
660 // Again, this is match what Blender is doing (it doesn't care of parent relationship)
661 m_groupGameObjects.clear();
663 group = blgroupobj->dup_group;
664 for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
666 Object* blenderobj = go->ob;
667 if (blgroupobj == blenderobj)
668 // this check is also in group_duplilist()
671 gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
674 // this object has not been converted!!!
675 // Should not happen as dupli group are created automatically
679 gameobj->SetBlenderGroupObject(blgroupobj);
681 if ((blenderobj->lay & group->layer)==0)
683 // object is not visible in the 3D view, will not be instantiated
686 m_groupGameObjects.insert(gameobj);
689 set<CValue*>::iterator oit;
690 for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
692 gameobj = (KX_GameObject*)(*oit);
694 KX_GameObject *parent = gameobj->GetParent();
697 parent->Release(); // GetParent() increased the refcount
699 // this object is not a top parent. Either it is the child of another
700 // object in the group and it will be added automatically when the parent
701 // is added. Or it is the child of an object outside the group and the group
702 // is inconsistent, skip it anyway
705 replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
706 // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
707 m_parentlist->Add(replica->AddRef());
709 // recurse replication into children nodes
710 NodeList& children = gameobj->GetSGNode()->GetSGChildren();
712 replica->GetSGNode()->ClearSGChildren();
713 for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
715 SG_Node* orgnode = (*childit);
716 SG_Node* childreplicanode = orgnode->GetSGReplica();
717 if (childreplicanode)
718 replica->GetSGNode()->AddChild(childreplicanode);
720 // don't replicate logic now: we assume that the objects in the group can have
721 // logic relationship, even outside parent relationship
722 // In order to match 3D view, the position of groupobj is used as a
723 // transformation matrix instead of the new position. This means that
724 // the group reference point is 0,0,0
726 // get the rootnode's scale
727 MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
728 // set the replica's relative scale with the rootnode's scale
729 replica->NodeSetRelativeScale(newscale);
731 MT_Point3 offset(group->dupli_ofs);
732 MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
733 newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
734 replica->NodeSetLocalPosition(newpos);
735 // set the orientation after position for softbody!
736 MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
737 replica->NodeSetLocalOrientation(newori);
738 // update scenegraph for entire tree of children
739 replica->GetSGNode()->UpdateWorldData(0);
740 replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
741 replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
742 // we can now add the graphic controller to the physic engine
743 replica->ActivateGraphicController(true);
749 // the logic must be replicated first because we need
750 // the new logic bricks before relinking
751 vector<KX_GameObject*>::iterator git;
752 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
754 (*git)->ReParentLogic();
757 // relink any pointers as necessary, sort of a temporary solution
758 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
760 // this will also relink the actuator to objects within the hierarchy
761 (*git)->Relink(&m_map_gameobject_to_replica);
762 // add the object in the layer of the parent
763 (*git)->SetLayer(groupobj->GetLayer());
764 // If the object was a light, we need to update it's RAS_LightObject as well
765 if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
767 KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
768 lightobj->GetLightData()->m_layer = groupobj->GetLayer();
772 // replicate crosslinks etc. between logic bricks
773 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
775 ReplicateLogic((*git));
778 // now look if object in the hierarchy have dupli group and recurse
779 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
781 if ((*git) != groupobj && (*git)->IsDupliGroup())
782 // can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
783 duplilist.push_back((*git));
786 for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
788 DupliGroupRecurse((*git), level+1);
793 SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
794 class CValue* parentobject,
798 m_logicHierarchicalGameObjects.clear();
799 m_map_gameobject_to_replica.clear();
800 m_groupGameObjects.clear();
802 // todo: place a timebomb in the object, for temporarily objects :)
803 // lifespan of zero means 'this object lives forever'
804 KX_GameObject* originalobj = (KX_GameObject*) originalobject;
805 KX_GameObject* parentobj = (KX_GameObject*) parentobject;
807 m_ueberExecutionPriority++;
809 // lets create a replica
810 KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
814 // add a timebomb to this object
815 // for now, convert between so called frames and realtime
816 m_tempObjectList->Add(replica->AddRef());
817 CValue *fval = new CFloatValue(lifespan*0.02);
818 replica->SetProperty("::timebomb",fval);
822 // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
823 m_parentlist->Add(replica->AddRef());
825 // recurse replication into children nodes
827 NodeList& children = originalobj->GetSGNode()->GetSGChildren();
829 replica->GetSGNode()->ClearSGChildren();
830 for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
832 SG_Node* orgnode = (*childit);
833 SG_Node* childreplicanode = orgnode->GetSGReplica();
834 if (childreplicanode)
835 replica->GetSGNode()->AddChild(childreplicanode);
838 // At this stage all the objects in the hierarchy have been duplicated,
839 // we can update the scenegraph, we need it for the duplication of logic
840 MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
841 replica->NodeSetLocalPosition(newpos);
843 MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
844 replica->NodeSetLocalOrientation(newori);
846 // get the rootnode's scale
847 MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
849 // set the replica's relative scale with the rootnode's scale
850 replica->NodeSetRelativeScale(newscale);
852 replica->GetSGNode()->UpdateWorldData(0);
853 replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
854 replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
855 // the size is correct, we can add the graphic controller to the physic engine
856 replica->ActivateGraphicController(true);
858 // now replicate logic
859 vector<KX_GameObject*>::iterator git;
860 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
862 (*git)->ReParentLogic();
865 // relink any pointers as necessary, sort of a temporary solution
866 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
868 // this will also relink the actuators in the hierarchy
869 (*git)->Relink(&m_map_gameobject_to_replica);
870 // add the object in the layer of the parent
871 (*git)->SetLayer(parentobj->GetLayer());
872 // If the object was a light, we need to update it's RAS_LightObject as well
873 if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
875 KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
876 lightobj->GetLightData()->m_layer = parentobj->GetLayer();
880 // replicate crosslinks etc. between logic bricks
881 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
883 ReplicateLogic((*git));
886 // check if there are objects with dupligroup in the hierarchy
887 vector<KX_GameObject*> duplilist;
888 for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
890 if ((*git)->IsDupliGroup())
892 // separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
893 duplilist.push_back(*git);
896 for (git = duplilist.begin();!(git==duplilist.end());++git)
898 DupliGroupRecurse(*git, 0);
900 // don't release replica here because we are returning it, not done with it...
906 void KX_Scene::RemoveObject(class CValue* gameobj)
908 KX_GameObject* newobj = (KX_GameObject*) gameobj;
910 // disconnect child from parent
911 SG_Node* node = newobj->GetSGNode();
915 node->DisconnectFromParent();
917 // recursively destruct
920 //no need to do that: the object is destroyed and memory released
921 //newobj->SetSGNode(0);
924 void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
926 //KX_GameObject* newobj = (KX_GameObject*) gameobj;
927 if (!m_euthanasyobjects->SearchValue(gameobj))
929 m_euthanasyobjects->Add(gameobj->AddRef());
935 int KX_Scene::NewRemoveObject(class CValue* gameobj)
938 KX_GameObject* newobj = (KX_GameObject*) gameobj;
940 /* Invalidate the python reference, since the object may exist in script lists
941 * its possible that it wont be automatically invalidated, so do it manually here,
943 * if for some reason the object is added back into the scene python can always get a new Proxy
945 newobj->InvalidateProxy();
947 // keep the blender->game object association up to date
948 // note that all the replicas of an object will have the same
949 // blender object, that's why we need to check the game object
950 // as only the deletion of the original object must be recorded
951 m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), gameobj);
954 //GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
956 // remove all sensors/controllers/actuators from logicsystem...
958 SCA_SensorList& sensors = newobj->GetSensors();
959 for (SCA_SensorList::iterator its = sensors.begin();
960 !(its==sensors.end());its++)
962 m_logicmgr->RemoveSensor(*its);
965 SCA_ControllerList& controllers = newobj->GetControllers();
966 for (SCA_ControllerList::iterator itc = controllers.begin();
967 !(itc==controllers.end());itc++)
969 m_logicmgr->RemoveController(*itc);
972 SCA_ActuatorList& actuators = newobj->GetActuators();
973 for (SCA_ActuatorList::iterator ita = actuators.begin();
974 !(ita==actuators.end());ita++)
976 m_logicmgr->RemoveActuator(*ita);
978 // the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
980 // now remove the timer properties from the time manager
981 int numprops = newobj->GetPropertyCount();
983 for (int i = 0; i < numprops; i++)
985 CValue* propval = newobj->GetProperty(i);
986 if (propval->GetProperty("timer"))
988 m_timemgr->RemoveTimeProperty(propval);
992 newobj->RemoveMeshes();
994 if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
995 ret = newobj->Release();
996 if (m_objectlist->RemoveValue(newobj))
997 ret = newobj->Release();
998 if (m_tempObjectList->RemoveValue(newobj))
999 ret = newobj->Release();
1000 if (m_parentlist->RemoveValue(newobj))
1001 ret = newobj->Release();
1002 if (m_inactivelist->RemoveValue(newobj))
1003 ret = newobj->Release();
1004 if (m_euthanasyobjects->RemoveValue(newobj))
1005 ret = newobj->Release();
1007 if (newobj == m_active_camera)
1009 //no AddRef done on m_active_camera so no Release
1010 //m_active_camera->Release();
1011 m_active_camera = NULL;
1014 // in case this is a camera
1015 m_cameras.remove((KX_Camera*)newobj);
1017 /* currently does nothing, keep incase we need to Unregister something */
1019 if (m_sceneConverter)
1020 m_sceneConverter->UnregisterGameObject(newobj);
1023 // return value will be 0 if the object is actually deleted (all reference gone)
1030 void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
1032 KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
1033 RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
1036 std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
1040 if(use_gfx && mesh != NULL)
1042 gameobj->RemoveMeshes();
1043 gameobj->AddMesh(mesh);
1045 if (gameobj->m_isDeformable)
1047 BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
1049 if (newobj->GetDeformer())
1051 delete newobj->GetDeformer();
1052 newobj->SetDeformer(NULL);
1055 if (mesh->GetMesh())
1057 // we must create a new deformer but which one?
1058 KX_GameObject* parentobj = newobj->GetParent();
1059 // this always return the original game object (also for replicate)
1060 Object* blendobj = newobj->GetBlenderObject();
1061 // object that owns the new mesh
1062 Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
1063 Mesh* blendmesh = mesh->GetMesh();
1065 bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
1066 bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
1067 bool bHasDvert = blendmesh->dvert != NULL;
1069 BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
1070 parentobj && // current parent is armature
1071 parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
1072 oldblendobj && // needed for mesh deform
1073 blendobj->parent && // original object had armature (not sure this test is needed)
1074 blendobj->parent->type == OB_ARMATURE &&
1075 blendmesh->dvert!=NULL; // mesh has vertex group
1076 bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
1078 bool releaseParent = true;
1081 if (oldblendobj==NULL) {
1082 if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
1083 std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
1084 bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
1090 BL_ModifierDeformer* modifierDeformer;
1091 if (bHasShapeKey || bHasArmature)
1093 modifierDeformer = new BL_ModifierDeformer(
1096 oldblendobj, blendobj,
1099 static_cast<BL_ArmatureObject*>( parentobj )
1101 releaseParent= false;
1102 modifierDeformer->LoadShapeDrivers(blendobj->parent);
1106 modifierDeformer = new BL_ModifierDeformer(
1109 oldblendobj, blendobj,
1115 newobj->SetDeformer(modifierDeformer);
1117 else if (bHasShapeKey)
1119 BL_ShapeDeformer* shapeDeformer;
1122 shapeDeformer = new BL_ShapeDeformer(
1124 oldblendobj, blendobj,
1128 static_cast<BL_ArmatureObject*>( parentobj )
1130 releaseParent= false;
1131 shapeDeformer->LoadShapeDrivers(blendobj->parent);
1135 shapeDeformer = new BL_ShapeDeformer(
1137 oldblendobj, blendobj,
1144 newobj->SetDeformer( shapeDeformer);
1146 else if (bHasArmature)
1148 BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
1150 oldblendobj, blendobj,
1154 static_cast<BL_ArmatureObject*>( parentobj )
1156 releaseParent= false;
1157 newobj->SetDeformer(skinDeformer);
1161 BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
1162 newobj, oldblendobj, mesh
1164 newobj->SetDeformer(meshdeformer);
1166 else if (bHasSoftBody)
1168 KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
1169 newobj->SetDeformer(softdeformer);
1172 // release parent reference if its not being used
1173 if( releaseParent && parentobj)
1174 parentobj->Release();
1178 gameobj->AddMeshUser();
1181 if(use_phys) { /* update the new assigned mesh with the physics mesh */
1182 KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
1186 KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
1188 list<KX_Camera*>::iterator it = m_cameras.begin();
1190 while ( (it != m_cameras.end())
1191 && ((*it) != cam) ) {
1195 return ((it == m_cameras.end()) ? NULL : (*it));
1199 KX_Camera* KX_Scene::FindCamera(STR_String& name)
1201 list<KX_Camera*>::iterator it = m_cameras.begin();
1203 while ( (it != m_cameras.end())
1204 && ((*it)->GetName() != name) ) {
1208 return ((it == m_cameras.end()) ? NULL : (*it));
1211 void KX_Scene::AddCamera(KX_Camera* cam)
1213 if (!FindCamera(cam))
1214 m_cameras.push_back(cam);
1218 KX_Camera* KX_Scene::GetActiveCamera()
1220 // NULL if not defined
1221 return m_active_camera;
1225 void KX_Scene::SetActiveCamera(KX_Camera* cam)
1227 // only set if the cam is in the active list? Or add it otherwise?
1228 if (!FindCamera(cam)){
1230 if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
1233 m_active_camera = cam;
1236 void KX_Scene::SetCameraOnTop(KX_Camera* cam)
1238 if (!FindCamera(cam)){
1239 // adding is always done at the back, so that's all that needs to be done
1241 if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
1243 m_cameras.remove(cam);
1244 m_cameras.push_back(cam);
1249 void KX_Scene::UpdateMeshTransformations()
1251 // do this incrementally in the future
1252 for (int i = 0; i < m_objectlist->GetCount(); i++)
1254 KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
1255 gameobj->GetOpenGLMatrix();
1259 void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
1261 int intersect = KX_Camera::INTERSECT;
1262 KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
1263 bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
1264 bool dotest = visible || node->Left() || node->Right();
1266 /* If the camera is inside the box, assume intersect. */
1267 if (dotest && !node->inside( cam->NodeGetWorldPosition()))
1269 MT_Scalar radius = node->Radius();
1270 MT_Point3 center = node->Center();
1272 intersect = cam->SphereInsideFrustum(center, radius);
1274 if (intersect == KX_Camera::INTERSECT)
1278 intersect = cam->BoxInsideFrustum(box);
1284 case KX_Camera::OUTSIDE:
1285 MarkSubTreeVisible(node, rasty, false, cam);
1287 case KX_Camera::INTERSECT:
1289 MarkVisible(rasty, gameobj, cam, layer);
1291 MarkVisible(node->Left(), rasty, cam, layer);
1293 MarkVisible(node->Right(), rasty, cam, layer);
1295 case KX_Camera::INSIDE:
1296 MarkSubTreeVisible(node, rasty, true, cam, layer);
1301 void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
1305 KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
1306 if (gameobj->GetVisible())
1310 int nummeshes = gameobj->GetMeshCount();
1312 // this adds the vertices to the display list
1313 for (int m=0;m<nummeshes;m++)
1314 (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
1317 gameobj->SetCulled(!visible);
1318 gameobj->UpdateBuckets(false);
1322 MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
1324 MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
1327 void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera* cam,int layer)
1329 // User (Python/Actuator) has forced object invisible...
1330 if (!gameobj->GetSGNode() || !gameobj->GetVisible())
1333 // Shadow lamp layers
1334 if(layer && !(gameobj->GetLayer() & layer)) {
1335 gameobj->SetCulled(true);
1336 gameobj->UpdateBuckets(false);
1340 // If Frustum culling is off, the object is always visible.
1341 bool vis = !cam->GetFrustumCulling();
1343 // If the camera is inside this node, then the object is visible.
1346 vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
1349 // Test the object's bound sphere against the view frustum.
1352 MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
1353 MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
1354 switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
1356 case KX_Camera::INSIDE:
1359 case KX_Camera::OUTSIDE:
1362 case KX_Camera::INTERSECT:
1363 // Test the object's bound box against the view frustum.
1365 gameobj->GetSGNode()->getBBox(box);
1366 vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
1373 int nummeshes = gameobj->GetMeshCount();
1375 for (int m=0;m<nummeshes;m++)
1377 // this adds the vertices to the display list
1378 (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
1380 // Visibility/ non-visibility are marked
1382 gameobj->SetCulled(false);
1383 gameobj->UpdateBuckets(false);
1385 gameobj->SetCulled(true);
1386 gameobj->UpdateBuckets(false);
1390 void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo)
1392 KX_GameObject* gameobj = objectInfo->m_gameobject;
1393 if (!gameobj->GetVisible())
1394 // ideally, invisible objects should be removed from the culling tree temporarily
1396 if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
1397 // used for shadow: object is not in shadow layer
1400 // make object visible
1401 gameobj->SetCulled(false);
1402 gameobj->UpdateBuckets(false);
1405 void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
1407 bool dbvt_culling = false;
1410 // test culling through Bullet
1411 PHY__Vector4 planes[6];
1412 // get the clip planes
1413 MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
1415 planes[0].setValue(cplanes[4].getValue()); // near
1416 planes[1].setValue(cplanes[5].getValue()); // far
1417 planes[2].setValue(cplanes[0].getValue()); // left
1418 planes[3].setValue(cplanes[1].getValue()); // right
1419 planes[4].setValue(cplanes[2].getValue()); // top
1420 planes[5].setValue(cplanes[3].getValue()); // bottom
1421 CullingInfo info(layer);
1422 dbvt_culling = m_physicsEnvironment->cullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res);
1424 if (!dbvt_culling) {
1425 // the physics engine couldn't help us, do it the hard way
1426 for (int i = 0; i < m_objectlist->GetCount(); i++)
1428 MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
1434 void KX_Scene::LogicBeginFrame(double curtime)
1436 // have a look at temp objects ...
1437 int lastobj = m_tempObjectList->GetCount() - 1;
1439 for (int i = lastobj; i >= 0; i--)
1441 CValue* objval = m_tempObjectList->GetValue(i);
1442 CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
1446 float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
1450 propval->SetFloat(timeleft);
1454 DelayedRemoveObject(objval);
1460 // all object is the tempObjectList should have a clock
1463 m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
1468 void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
1470 m_logicmgr->UpdateFrame(curtime, frame);
1475 void KX_Scene::LogicEndFrame()
1477 m_logicmgr->EndFrame();
1478 int numobj = m_euthanasyobjects->GetCount();
1482 while ((numobj = m_euthanasyobjects->GetCount()) > 0)
1484 // remove the object from this list to make sure we will not hit it again
1485 obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
1486 m_euthanasyobjects->Remove(numobj-1);
1495 * UpdateParents: SceneGraph transformation update.
1497 void KX_Scene::UpdateParents(double curtime)
1499 // we use the SG dynamic list
1502 while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
1504 node->UpdateWorldData(curtime);
1507 //for (int i=0; i<GetRootParentList()->GetCount(); i++)
1509 // KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
1510 // parentobj->NodeUpdateGS(curtime);
1513 // the list must be empty here
1514 assert(m_sghead.Empty());
1515 // some nodes may be ready for reschedule, move them to schedule list for next time
1516 while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
1518 node->Schedule(m_sghead);
1523 RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
1525 return m_bucketmanager->FindBucket(polymat, bucketCreated);
1530 void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
1531 class RAS_IRasterizer* rasty,
1532 class RAS_IRenderTools* rendertools)
1534 m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
1535 KX_BlenderMaterial::EndFrame();
1538 void KX_Scene::UpdateObjectActivity(void)
1540 if (m_activity_culling) {
1541 /* determine the activity criterium and set objects accordingly */
1544 MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
1546 for (i=0;i<GetObjectList()->GetCount();i++)
1548 KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
1550 if (!ob->GetIgnoreActivityCulling()) {
1551 /* Simple test: more than 10 away from the camera, count
1552 * Manhattan distance. */
1553 MT_Point3 obpos = ob->NodeGetWorldPosition();
1555 if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
1556 || (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
1557 || (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
1568 void KX_Scene::SetActivityCullingRadius(float f)
1572 m_activity_box_radius = f;
1575 NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
1577 return m_networkDeviceInterface;
1580 NG_NetworkScene* KX_Scene::GetNetworkScene()
1582 return m_networkScene;
1585 void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
1587 m_networkDeviceInterface = newInterface;
1590 void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
1592 m_networkScene = newScene;
1596 void KX_Scene::SetGravity(const MT_Vector3& gravity)
1598 GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
1601 void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
1603 m_sceneConverter = sceneConverter;
1606 void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
1608 m_physicsEnvironment = physEnv;
1609 if(m_physicsEnvironment) {
1610 KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
1611 m_logicmgr->RegisterEventManager(touchmgr);
1615 void KX_Scene::setSuspendedTime(double suspendedtime)
1617 m_suspendedtime = suspendedtime;
1619 double KX_Scene::getSuspendedTime()
1621 return m_suspendedtime;
1623 void KX_Scene::setSuspendedDelta(double suspendeddelta)
1625 m_suspendeddelta = suspendeddelta;
1627 double KX_Scene::getSuspendedDelta()
1629 return m_suspendeddelta;
1632 #include "KX_BulletPhysicsController.h"
1634 static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
1636 SCA_LogicManager *logicmgr= to->GetLogicManager();
1638 brick->Replace_IScene(to);
1639 brick->Replace_NetworkScene(to->GetNetworkScene());
1641 SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
1643 sensor->Replace_EventManager(logicmgr);
1646 /* near sensors have physics controllers */
1647 KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
1649 touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1653 #include "CcdGraphicController.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1654 #include "CcdPhysicsEnvironment.h" // XXX ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1655 #include "KX_BulletPhysicsController.h"
1658 static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
1661 SCA_ActuatorList& actuators= gameobj->GetActuators();
1662 SCA_ActuatorList::iterator ita;
1664 for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
1666 MergeScene_LogicBrick(*ita, to);
1672 SCA_SensorList& sensors= gameobj->GetSensors();
1673 SCA_SensorList::iterator its;
1675 for (its = sensors.begin(); !(its==sensors.end()); ++its)
1677 MergeScene_LogicBrick(*its, to);
1682 SCA_ControllerList& controllers= gameobj->GetControllers();
1683 SCA_ControllerList::iterator itc;
1685 for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
1687 SCA_IController *cont= *itc;
1688 MergeScene_LogicBrick(cont, to);
1690 vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
1691 vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
1693 for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
1694 MergeScene_LogicBrick(*ita, to);
1697 for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
1698 MergeScene_LogicBrick(*its, to);
1703 /* graphics controller */
1704 PHY_IGraphicController *ctrl = gameobj->GetGraphicController();
1706 /* SHOULD update the m_cullingTree */
1707 ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1710 /* SG_Node can hold a scene reference */
1711 SG_Node *sg= gameobj->GetSGNode();
1713 if(sg->GetSGClientInfo() == from) {
1714 sg->SetSGClientInfo(to);
1717 SGControllerList::iterator contit;
1718 SGControllerList& controllers = sg->GetSGControllerList();
1719 for (contit = controllers.begin();contit!=controllers.end();++contit)
1721 KX_BulletPhysicsController *phys_ctrl= dynamic_cast<KX_BulletPhysicsController *>(*contit);
1723 phys_ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1726 /* If the object is a light, update it's scene */
1727 if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
1728 ((KX_LightObject*)gameobj)->UpdateScene(to);
1730 /* Add the object to the scene's logic manager */
1731 to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
1732 to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
1734 for (int i=0; i<gameobj->GetMeshCount(); ++i)
1735 to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
1738 bool KX_Scene::MergeScene(KX_Scene *other)
1740 CcdPhysicsEnvironment *env= dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
1741 CcdPhysicsEnvironment *env_other= dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
1743 if((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
1745 printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
1746 printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
1750 if(GetSceneConverter() != other->GetSceneConverter()) {
1751 printf("KX_Scene::MergeScene: converters differ, aborting\n");
1756 GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
1758 /* move materials across, assume they both use the same scene-converters */
1759 GetSceneConverter()->MergeScene(this, other);
1761 /* active + inactive == all ??? - lets hope so */
1762 for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
1764 KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
1765 MergeScene_GameObject(gameobj, this, other);
1767 gameobj->UpdateBuckets(false); /* only for active objects */
1770 for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
1772 KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
1773 MergeScene_GameObject(gameobj, this, other);
1776 GetTempObjectList()->MergeList(other->GetTempObjectList());
1777 other->GetTempObjectList()->ReleaseAndRemoveAll();
1779 GetObjectList()->MergeList(other->GetObjectList());
1780 other->GetObjectList()->ReleaseAndRemoveAll();
1782 GetInactiveList()->MergeList(other->GetInactiveList());
1783 other->GetInactiveList()->ReleaseAndRemoveAll();
1785 GetRootParentList()->MergeList(other->GetRootParentList());
1786 other->GetRootParentList()->ReleaseAndRemoveAll();
1788 GetLightList()->MergeList(other->GetLightList());
1789 other->GetLightList()->ReleaseAndRemoveAll();
1791 if(env) /* bullet scene? - dummy scenes dont need touching */
1792 env->MergeEnvironment(env_other);
1796 SCA_LogicManager *logicmgr= GetLogicManager();
1797 SCA_LogicManager *logicmgr_other= other->GetLogicManager();
1799 vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
1800 //vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
1802 //SCA_EventManager *evtmgr;
1803 SCA_EventManager *evtmgr_other;
1805 for(unsigned int i= 0; i < evtmgrs.size(); i++) {
1806 evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
1808 if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
1809 evtmgr_other->Replace_LogicManager(logicmgr);
1811 /* when merging objects sensors are moved across into the new manager, dont need to do this here */
1817 void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
1819 m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
1822 void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
1824 m_filtermanager.RenderFilters(canvas);
1827 #ifndef DISABLE_PYTHON
1829 void KX_Scene::RunDrawingCallbacks(PyObject* cb_list)
1833 if (cb_list && (len=PyList_GET_SIZE(cb_list)))
1835 PyObject* args= PyTuple_New(0); // save python creating each call
1839 // Iterate the list and run the callbacks
1840 for (int pos=0; pos < len; pos++)
1842 func= PyList_GET_ITEM(cb_list, pos);
1843 ret= PyObject_Call(func, args, NULL);
1857 //----------------------------------------------------------------------------
1860 PyTypeObject KX_Scene::Type = {
1861 PyVarObject_HEAD_INIT(NULL, 0)
1863 sizeof(PyObjectPlus_Proxy),
1875 Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
1885 PyMethodDef KX_Scene::Methods[] = {
1886 KX_PYMETHODTABLE(KX_Scene, addObject),
1887 KX_PYMETHODTABLE(KX_Scene, end),
1888 KX_PYMETHODTABLE(KX_Scene, restart),
1889 KX_PYMETHODTABLE(KX_Scene, replace),
1890 KX_PYMETHODTABLE(KX_Scene, suspend),
1891 KX_PYMETHODTABLE(KX_Scene, resume),
1893 /* dict style access */
1894 KX_PYMETHODTABLE(KX_Scene, get),
1896 {NULL,NULL} //Sentinel
1898 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1900 KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1901 const char *attr_str= _PyUnicode_AsString(item);
1902 PyObject* pyconvert;
1905 PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, "BGE_PROXY_ERROR_MSG);
1909 if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1913 Py_INCREF(pyconvert);
1917 if(attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
1918 else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
1924 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1926 KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1927 const char *attr_str= _PyUnicode_AsString(key);
1932 PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, "BGE_PROXY_ERROR_MSG);
1936 if (val==NULL) { /* del ob["key"] */
1939 if(self->m_attr_dict)
1940 del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1943 if(attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
1944 else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
1947 else if (self->m_attr_dict) {
1948 PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1951 else { /* ob["key"] = value */
1954 if (self->m_attr_dict==NULL) /* lazy init */
1955 self->m_attr_dict= PyDict_New();
1958 if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1961 PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
1964 return -1; /* pythons error value */
1968 return 0; /* success */
1971 static int Seq_Contains(PyObject *self_v, PyObject *value)
1973 KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1976 PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, "BGE_PROXY_ERROR_MSG);
1980 if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1986 PyMappingMethods KX_Scene::Mapping = {
1987 (lenfunc)NULL , /*inquiry mp_length */
1988 (binaryfunc)Map_GetItem, /*binaryfunc mp_subscript */
1989 (objobjargproc)Map_SetItem, /*objobjargproc mp_ass_subscript */
1992 PySequenceMethods KX_Scene::Sequence = {
1993 NULL, /* Cant set the len otherwise it can evaluate as false */
1994 NULL, /* sq_concat */
1995 NULL, /* sq_repeat */
1997 NULL, /* sq_slice */
1998 NULL, /* sq_ass_item */
1999 NULL, /* sq_ass_slice */
2000 (objobjproc)Seq_Contains, /* sq_contains */
2001 (binaryfunc) NULL, /* sq_inplace_concat */
2002 (ssizeargfunc) NULL, /* sq_inplace_repeat */
2005 PyObject* KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2007 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2008 return PyUnicode_FromString(self->GetName().ReadPtr());
2011 PyObject* KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2013 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2014 return self->GetObjectList()->GetProxy();
2017 PyObject* KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2019 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2020 return self->GetInactiveList()->GetProxy();
2023 PyObject* KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2025 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2026 return self->GetLightList()->GetProxy();
2029 PyObject* KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2031 /* With refcounts in this case...
2032 * the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
2033 * however this is the same with "scene.objects + []", when you make a copy by adding lists.
2036 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2037 CListValue* clist = new CListValue();
2039 /* return self->GetCameras()->GetProxy(); */
2041 list<KX_Camera*>::iterator it = self->GetCameras()->begin();
2042 while (it != self->GetCameras()->end()) {
2043 clist->Add((*it)->AddRef());
2047 return clist->NewProxy(true);
2050 PyObject* KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2052 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2053 return self->GetActiveCamera()->GetProxy();
2057 int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2059 KX_Scene* self= static_cast<KX_Scene*>(self_v);
2062 if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
2063 return PY_SET_ATTR_FAIL;
2065 self->SetActiveCamera(camOb);
2066 return PY_SET_ATTR_SUCCESS;
2069 PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2071 KX_Scene* self = static_cast<KX_Scene*>(self_v);
2073 if(self->m_draw_call_pre==NULL)
2074 self->m_draw_call_pre= PyList_New(0);
2076 Py_INCREF(self->m_draw_call_pre);
2077 return self->m_draw_call_pre;
2080 PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2082 KX_Scene* self = static_cast<KX_Scene*>(self_v);
2084 if(self->m_draw_call_post==NULL)
2085 self->m_draw_call_post= PyList_New(0);
2087 Py_INCREF(self->m_draw_call_post);
2088 return self->m_draw_call_post;
2091 int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2093 KX_Scene* self = static_cast<KX_Scene*>(self_v);
2095 if (!PyList_CheckExact(value))
2097 PyErr_SetString(PyExc_ValueError, "Expected a list");
2098 return PY_SET_ATTR_FAIL;
2100 Py_XDECREF(self->m_draw_call_pre);
2103 self->m_draw_call_pre = value;
2105 return PY_SET_ATTR_SUCCESS;
2108 int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2110 KX_Scene* self = static_cast<KX_Scene*>(self_v);
2112 if (!PyList_CheckExact(value))
2114 PyErr_SetString(PyExc_ValueError, "Expected a list");
2115 return PY_SET_ATTR_FAIL;
2117 Py_XDECREF(self->m_draw_call_post);
2120 self->m_draw_call_post = value;
2122 return PY_SET_ATTR_SUCCESS;
2125 PyAttributeDef KX_Scene::Attributes[] = {
2126 KX_PYATTRIBUTE_RO_FUNCTION("name", KX_Scene, pyattr_get_name),
2127 KX_PYATTRIBUTE_RO_FUNCTION("objects", KX_Scene, pyattr_get_objects),
2128 KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive", KX_Scene, pyattr_get_objects_inactive),
2129 KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
2130 KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
2131 KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
2132 KX_PYATTRIBUTE_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
2133 KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
2134 KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
2135 KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
2136 KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
2137 KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
2138 KX_PYATTRIBUTE_BOOL_RO("dbvt_culling", KX_Scene, m_dbvt_culling),
2142 KX_PYMETHODDEF_DOC(KX_Scene, addObject,
2143 "addObject(object, other, time=0)\n"
2144 "Returns the added object.\n")
2146 PyObject *pyob, *pyother;
2147 KX_GameObject *ob, *other;
2151 if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
2154 if ( !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
2155 !ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
2159 SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
2161 // release here because AddReplicaObject AddRef's
2162 // the object is added to the scene so we dont want python to own a reference
2164 return replica->GetProxy();
2167 KX_PYMETHODDEF_DOC(KX_Scene, end,
2169 "Removes this scene from the game.\n")
2172 KX_GetActiveEngine()->RemoveScene(m_sceneName);
2177 KX_PYMETHODDEF_DOC(KX_Scene, restart,
2179 "Restarts this scene.\n")
2181 KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
2186 KX_PYMETHODDEF_DOC(KX_Scene, replace,
2187 "replace(newScene)\n"
2188 "Replaces this scene with another one.\n")
2192 if (!PyArg_ParseTuple(args, "s:replace", &name))
2195 KX_GetActiveEngine()->ReplaceScene(m_sceneName, name);
2200 KX_PYMETHODDEF_DOC(KX_Scene, suspend,
2202 "Suspends this scene.\n")
2209 KX_PYMETHODDEF_DOC(KX_Scene, resume,
2211 "Resumes this scene.\n")
2218 /* Matches python dict.get(key, [default]) */
2219 KX_PYMETHODDEF_DOC(KX_Scene, get, "")
2222 PyObject* def = Py_None;
2225 if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2228 if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2237 #endif // DISABLE_PYTHON