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authorPorteries Tristan <republicthunderbolt9@gmail.com>2016-04-10 18:36:10 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2016-04-11 00:57:43 +0300
commit2050ecc307de9159b50c7f9798e47a366f505f2e (patch)
treeedda985383ebe538858a255b5b0d68b6c54d6ead /source/gameengine/Ketsji/KX_GameObject.cpp
parent3a80d5e1d0e4952caa76f1d655429375c0da1884 (diff)
BGE: Fix T48071: Global logic manager
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
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp41
1 files changed, 20 insertions, 21 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 877e95885a2..69c1af35bd9 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1597,14 +1597,6 @@ void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider, const MT_Vect
if (!m_collisionCallbacks || PyList_GET_SIZE(m_collisionCallbacks) == 0)
return;
- /** Current logic controller is set by each python logic bricks before run,
- * but if no python logic brick ran the logic manager can be wrong
- * (if the user use muti scenes) and it will cause problems with function
- * ConvertPythonToGameObject which use the current logic manager for object's name.
- * Note: the scene is already set in logic frame loop.
- */
- SCA_ILogicBrick::m_sCurrentLogicManager = GetScene()->GetLogicManager();
-
PyObject *args[] = {collider->GetProxy(), PyObjectFrom(point), PyObjectFrom(normal)};
RunPythonCallBackList(m_collisionCallbacks, args, 1, ARRAY_SIZE(args));
@@ -2043,7 +2035,8 @@ PyAttributeDef KX_GameObject::Attributes[] = {
PyObject *KX_GameObject::PyReplaceMesh(PyObject *args)
{
KX_Scene *scene = KX_GetActiveScene();
-
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
+
PyObject *value;
int use_gfx= 1, use_phys= 0;
RAS_MeshObject *new_mesh;
@@ -2051,7 +2044,7 @@ PyObject *KX_GameObject::PyReplaceMesh(PyObject *args)
if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
return NULL;
- if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
+ if (!ConvertPythonToMesh(logicmgr, value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
return NULL;
scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
@@ -2072,13 +2065,14 @@ PyObject *KX_GameObject::PyReinstancePhysicsMesh(PyObject *args)
{
KX_GameObject *gameobj= NULL;
RAS_MeshObject *mesh= NULL;
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
PyObject *gameobj_py= NULL;
PyObject *mesh_py= NULL;
if ( !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
- (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) ||
- (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
+ (gameobj_py && !ConvertPythonToGameObject(logicmgr, gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) ||
+ (mesh_py && !ConvertPythonToMesh(logicmgr, mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
) {
return NULL;
}
@@ -3423,6 +3417,7 @@ PyObject *KX_GameObject::PyDisableRigidBody()
PyObject *KX_GameObject::PySetParent(PyObject *args)
{
KX_Scene *scene = KX_GetActiveScene();
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
PyObject *pyobj;
KX_GameObject *obj;
int addToCompound=1, ghost=1;
@@ -3430,7 +3425,7 @@ PyObject *KX_GameObject::PySetParent(PyObject *args)
if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
return NULL; // Python sets a simple error
}
- if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
+ if (!ConvertPythonToGameObject(logicmgr, pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
return NULL;
if (obj)
this->SetParent(scene, obj, addToCompound, ghost);
@@ -3586,9 +3581,10 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
}
PyErr_Clear();
-
+
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
KX_GameObject *other;
- if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
+ if (ConvertPythonToGameObject(logicmgr, value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
{
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
}
@@ -3604,6 +3600,7 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
MT_Vector3 toDir, locToDir;
MT_Scalar distance;
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
PyObject *returnValue;
if (!PyVecTo(value, toPoint))
@@ -3611,7 +3608,7 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
PyErr_Clear();
KX_GameObject *other;
- if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
+ if (ConvertPythonToGameObject(logicmgr, value, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
@@ -3713,6 +3710,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
PyObject *pyarg;
float dist = 0.0f;
char *propName = NULL;
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
return NULL; // python sets simple error
@@ -3723,7 +3721,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
KX_GameObject *other;
PyErr_Clear();
- if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
+ if (ConvertPythonToGameObject(logicmgr, pyarg, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
@@ -3829,6 +3827,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
KX_GameObject *other;
int face=0, xray=0, poly=0;
int mask = (1 << OB_MAX_COL_MASKS) - 1;
+ SCA_LogicManager *logicmgr = GetScene()->GetLogicManager();
if (!PyArg_ParseTuple(args,"O|Ofsiiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly, &mask)) {
return NULL; // Python sets a simple error
@@ -3838,7 +3837,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
{
PyErr_Clear();
- if (ConvertPythonToGameObject(pyto, &other, false, "")) /* error will be overwritten */
+ if (ConvertPythonToGameObject(logicmgr, pyto, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
@@ -3855,7 +3854,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
{
PyErr_Clear();
- if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
+ if (ConvertPythonToGameObject(logicmgr, pyfrom, &other, false, "")) /* error will be overwritten */
{
fromPoint = other->NodeGetWorldPosition();
} else
@@ -4144,7 +4143,7 @@ PyObject *KX_GameObject::Pyget(PyObject *args)
return def;
}
-bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
+bool ConvertPythonToGameObject(SCA_LogicManager *manager, PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
{
if (value==NULL) {
PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
@@ -4164,7 +4163,7 @@ bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_
}
if (PyUnicode_Check(value)) {
- *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
+ *object = (KX_GameObject*)manager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
if (*object) {
return true;