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Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp279
1 files changed, 221 insertions, 58 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 065800379d8..c374b9d6fd1 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -66,6 +66,8 @@
#include "SG_Controller.h"
#include "SG_IObject.h"
#include "SG_Tree.h"
+#include "DNA_group_types.h"
+#include "BKE_anim.h"
#include "KX_SG_NodeRelationships.h"
@@ -429,6 +431,11 @@ void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gam
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);
@@ -506,6 +513,11 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
// 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 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)
{
// also relink the controller to sensors/actuators
@@ -528,37 +540,38 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
{
SCA_ISensor* oldsensor = (*its);
- STR_String name = oldsensor->GetName();
- //find this name in the list
- SCA_ISensor* newsensor = newobj->FindSensor(name);
+ SCA_IObject* oldsensorobj = oldsensor->GetParent();
+ SCA_IObject* newsensorobj = NULL;
- if (newsensor)
+ // 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)
{
- // relink this newsensor to the controller
- m_logicmgr->RegisterToSensor(cont,newsensor);
+ // no, then the sensor points outside the hierachy, keep it the same
+ if (m_objectlist->SearchValue(oldsensorobj))
+ // only replicate links that points to active objects
+ m_logicmgr->RegisterToSensor(cont,oldsensor);
}
else
{
- // it can be linked somewhere in the hierarchy or...
- for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
- !(git==m_logicHierarchicalGameObjects.end());++git)
- {
- newsensor = (*git)->FindSensor(name);
- if (newsensor)
- break;
- }
+ // yes, then the new sensor has the same position
+ SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
+ SCA_SensorList::iterator sit;
+ SCA_ISensor* newsensor = NULL;
+ int sensorpos;
- if (newsensor)
- {
- // relink this newsensor to the controller somewhere else within this
- // hierarchy
- m_logicmgr->RegisterToSensor(cont,newsensor);
- }
- else
+ for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
{
- // must be an external sensor, so...
- m_logicmgr->RegisterToSensor(cont,oldsensor);
+ if ((*sit) == oldsensor)
+ {
+ newsensor = newsensorobj->GetSensors().at(sensorpos);
+ break;
+ }
}
+ assert(newsensor != NULL);
+ m_logicmgr->RegisterToSensor(cont,newsensor);
}
}
@@ -566,38 +579,40 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
{
SCA_IActuator* oldactuator = (*ita);
- STR_String name = oldactuator->GetName();
- //find this name in the list
- SCA_IActuator* newactuator = newobj->FindActuator(name);
- if (newactuator)
+ 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)
{
- // relink this newsensor to the controller
- m_logicmgr->RegisterToActuator(cont,newactuator);
- newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
+ // no, then the sensor points outside the hierachy, keep it the same
+ if (m_objectlist->SearchValue(oldactuatorobj))
+ // only replicate links that points to active objects
+ m_logicmgr->RegisterToActuator(cont,oldactuator);
}
else
{
- // it can be linked somewhere in the hierarchy or...
- for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
- !(git==m_logicHierarchicalGameObjects.end());++git)
- {
- newactuator= (*git)->FindActuator(name);
- if (newactuator)
- break;
- }
+ // yes, then the new sensor has the same position
+ SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
+ SCA_ActuatorList::iterator ait;
+ SCA_IActuator* newactuator = NULL;
+ int actuatorpos;
- if (newactuator)
+ for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
{
- // relink this actuator to the controller somewhere else within this
- // hierarchy
- m_logicmgr->RegisterToActuator(cont,newactuator);
- newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
- }
- else
- {
- // must be an external actuator, so...
- m_logicmgr->RegisterToActuator(cont,oldactuator);
+ if ((*ait) == oldactuator)
+ {
+ newactuator = newactuatorobj->GetActuators().at(actuatorpos);
+ break;
+ }
}
+ assert(newactuator != NULL);
+ m_logicmgr->RegisterToActuator(cont,newactuator);
+ newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
}
}
}
@@ -605,6 +620,150 @@ void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
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->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 = m_sceneConverter->FindGameObject(blenderobj);
+ if (gameobj == NULL)
+ {
+ // this object has not been converted!!!
+ // Should not happen as dupli group are created automatically
+ continue;
+ }
+ 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);
+ if (gameobj->GetParent() != 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_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
+ replica->NodeSetLocalOrientation(newori);
+
+ MT_Point3 newpos = groupobj->NodeGetWorldPosition() +
+ newscale*(groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldPosition());
+ replica->NodeSetLocalPosition(newpos);
+
+ if (replica->GetPhysicsController())
+ {
+ // not required, already done in NodeSetLocalOrientation..
+ //replica->GetPhysicsController()->setPosition(newpos);
+ //replica->GetPhysicsController()->setOrientation(newori.getRotation());
+ // Scaling has been set relatively hereabove, this does not
+ // set the scaling of the controller. I don't know why it's just the
+ // relative scale and not the full scale that has to be put here...
+ replica->GetPhysicsController()->setScaling(newscale);
+ }
+
+ replica->GetSGNode()->UpdateWorldData(0);
+ replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
+ replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
+ // 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)
+ {
+ if ((*git) != groupobj && (*git)->IsDupliGroup())
+ // can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
+ duplilist.push_back((*git));
+ }
+
+ for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
+ {
+ DupliGroupRecurse((*git), level+1);
+ }
+}
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
@@ -614,6 +773,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
m_logicHierarchicalGameObjects.clear();
m_map_gameobject_to_replica.clear();
+ m_groupGameObjects.clear();
// todo: place a timebomb in the object, for temporarily objects :)
// lifespan of zero means 'this object lives forever'
@@ -647,24 +807,26 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
{
SG_Node* orgnode = (*childit);
SG_Node* childreplicanode = orgnode->GetSGReplica();
- replica->GetSGNode()->AddChild(childreplicanode);
+ if (childreplicanode)
+ 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)
{
@@ -685,8 +847,9 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
if (replica->GetPhysicsController())
{
- replica->GetPhysicsController()->setPosition(newpos);
- replica->GetPhysicsController()->setOrientation(newori.getRotation());
+ // not needed, already done in NodeSetLocalPosition()
+ //replica->GetPhysicsController()->setPosition(newpos);
+ //replica->GetPhysicsController()->setOrientation(newori.getRotation());
replica->GetPhysicsController()->setScaling(newscale);
}