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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp17
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h7
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp22
4 files changed, 43 insertions, 17 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index ce37ea5907f..31a055fc734 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2027,8 +2027,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// needed for python scripting
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
- // needed for dynamic object morphing
- logicmgr->RegisterGameObj(gameobj, blenderobject);
+ // needed for group duplication
+ logicmgr->RegisterGameObj(blenderobject, gameobj);
for (int i = 0; i < gameobj->GetMeshCount(); i++)
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
@@ -2050,8 +2050,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->NodeUpdateGS(0,true);
gameobj->Bucketize();
- if (gameobj->IsDupliGroup())
- grouplist.insert(blenderobject->dup_group);
}
else
{
@@ -2059,6 +2057,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//at the end of this function if it is not a root object
inactivelist->Add(gameobj->AddRef());
}
+ if (gameobj->IsDupliGroup())
+ grouplist.insert(blenderobject->dup_group);
if (converter->addInitFromFrame){
gameobj->NodeSetLocalPosition(posPrev);
gameobj->NodeSetLocalOrientation(angor);
@@ -2109,7 +2109,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
blenderscene);
// this code is copied from above except that
- // object from groups are never is active layer
+ // object from groups are never in active layer
bool isInActiveLayer = false;
bool addobj=true;
@@ -2207,8 +2207,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// needed for python scripting
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
- // needed for dynamic object morphing
- logicmgr->RegisterGameObj(gameobj, blenderobject);
+ // needed for group duplication
+ logicmgr->RegisterGameObj(blenderobject, gameobj);
for (int i = 0; i < gameobj->GetMeshCount(); i++)
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index f50161cbecb..d1c5917f0ce 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -127,12 +127,17 @@ void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void
-void SCA_LogicManager::RegisterGameObj(CValue* gameobj, void* blendobj)
+void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
{
- m_map_gameobj_to_blendobj.insert(CHashedPtr(gameobj), blendobj);
+ m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
}
-
+void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
+{
+ void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
+ if (obp && (CValue*)(*obp) == gameobj)
+ m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
+}
CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
@@ -146,10 +151,10 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
}
-void* SCA_LogicManager::FindBlendObjByGameObj(CValue* gameobject)
+CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
{
- void **obp= m_map_gameobj_to_blendobj[CHashedPtr(gameobject)];
- return obp?*obp:NULL;
+ void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
+ return obp?(CValue*)(*obp):NULL;
}
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 39d8b865977..e0d3d506702 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -109,7 +109,7 @@ class SCA_LogicManager
GEN_Map<STR_HashedString,void*> m_mapStringToActions;
GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
- GEN_Map<CHashedPtr,void*> m_map_gameobj_to_blendobj;
+ GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
vector<SmartActuatorPtr> m_removedActuators;
public:
@@ -152,8 +152,9 @@ public:
void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
- void RegisterGameObj(CValue* gameobj, void* blendobj);
- void* FindBlendObjByGameObj(CValue* gameobj);
+ void RegisterGameObj(void* blendobj, CValue* gameobj);
+ void UnregisterGameObj(void* blendobj, CValue* gameobj);
+ CValue* FindGameObjByBlendObj(void* blendobj);
};
#endif //__KX_LOGICMANAGER
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index c374b9d6fd1..2d84d8f035d 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -650,7 +650,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
if (blgroupobj == blenderobj)
// this check is also in group_duplilist()
continue;
- gameobj = m_sceneConverter->FindGameObject(blenderobj);
+ gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
if (gameobj == NULL)
{
// this object has not been converted!!!
@@ -860,6 +860,20 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
+ // 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;
}
@@ -906,6 +920,12 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
int ret;
KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ // 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());