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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-19 11:45:19 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-19 11:45:19 +0400
commit9ed079bf5cbe8a5a371190a8dedec970bcbd3ac2 (patch)
tree7f32f799d89c308743a7e3fdf74cd5bc8f168415 /source/gameengine/Ketsji/KX_Scene.cpp
parent5e2ee191877d1073a20da32c52d9e97cfab8f5c8 (diff)
BGE patch: Relink actuators with target within group when duplicating group; generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property, SceneCamera, AddObject, Camera, Parent, TractTo. When a group is duplicated, the actuators that point to objects within the group will be relinked to point to the replicated objects and not to the original objects. This helps to setup self-contained group with a camera following a character for example. This feature also works when adding a single object (and all its children) with the AddObject actuator. The second part of the patch extends the protection against object deletion to all the actuators of the above list (previously, only the TrackTo, AddObject and Property actuators were protected). In case the target object of these actuators is deleted, the BGE won't crash.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp31
1 files changed, 17 insertions, 14 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 200883a094c..1bdd4002805 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -724,21 +724,23 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
replica->Release();
}
- // relink any pointers as necessary, sort of a temporary solution
+ // 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());
}
- // now replicate logic
- for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
- {
- (*git)->ReParentLogic();
- }
-
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
@@ -805,21 +807,22 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
replica->GetSGNode()->AddChild(childreplicanode);
}
- // relink any pointers as necessary, sort of a temporary solution
+ // 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);
// add the object in the layer of the parent
(*git)->SetLayer(parentobj->GetLayer());
}
- // now replicate logic
- for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
- {
- (*git)->ReParentLogic();
- }
-
// replicate crosslinks etc. between logic bricks
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{