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Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp977
1 files changed, 977 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
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+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -0,0 +1,977 @@
+/*
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ * Ketsji scene. Holds references to all scene data.
+ */
+
+#ifdef WIN32
+#pragma warning (disable : 4786)
+#endif //WIN32
+
+#include "KX_KetsjiEngine.h"
+#include "RAS_IPolygonMaterial.h"
+#include "KX_Scene.h"
+#include "ListValue.h"
+#include "SCA_LogicManager.h"
+#include "SCA_TimeEventManager.h"
+#include "SCA_AlwaysEventManager.h"
+#include "SCA_RandomEventManager.h"
+#include "KX_RayEventManager.h"
+#include "KX_TouchEventManager.h"
+#include "SCA_KeyboardManager.h"
+#include "SCA_MouseManager.h"
+#include "SCA_PropertyEventManager.h"
+#include "KX_Camera.h"
+
+#include "RAS_MeshObject.h"
+#include "RAS_IRasterizer.h"
+#include "RAS_BucketManager.h"
+
+#include "FloatValue.h"
+#include "SCA_IController.h"
+#include "SCA_IActuator.h"
+#include "SG_Node.h"
+#include "SYS_System.h"
+#include "SG_Controller.h"
+#include "SG_IObject.h"
+
+#include "KX_SG_NodeRelationships.h"
+
+#include "KX_NetworkEventManager.h"
+#include "NG_NetworkScene.h"
+#include "PHY_IPhysicsEnvironment.h"
+#include "KX_IPhysicsController.h"
+
+
+void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
+{
+ KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
+
+ return (void*)replica;
+}
+
+void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
+{
+ ((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
+
+ return NULL;
+};
+
+
+SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc);
+
+// temporarily var until there is a button in the userinterface
+// (defined in KX_PythonInit.cpp)
+extern bool gUseVisibilityTemp;
+
+
+
+
+KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
+ class SCA_IInputDevice* mousedevice,
+ class NG_NetworkDeviceInterface *ndi,
+ class SND_IAudioDevice* adi,
+ const STR_String& sceneName):
+
+ m_mousemgr(NULL),
+ m_keyboardmgr(NULL),
+ m_active_camera(NULL),
+ m_ueberExecutionPriority(0),
+ m_adi(adi),
+ m_sceneName(sceneName),
+ m_networkDeviceInterface(ndi),
+ m_physicsEnvironment(0)
+{
+
+
+ m_activity_culling = false;
+ m_suspend = false;
+ m_isclearingZbuffer = true;
+ m_tempObjectList = new CListValue();
+ m_objectlist = new CListValue();
+ m_parentlist = new CListValue();
+ m_lightlist= new CListValue();
+ m_euthanasyobjects = new CListValue();
+
+ m_logicmgr = new SCA_LogicManager();
+
+ m_timemgr = new SCA_TimeEventManager(m_logicmgr);
+ m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
+ m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
+
+// m_solidScene = DT_CreateScene();
+// m_respTable = DT_CreateRespTable();
+
+ SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
+ //KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, m_respTable, m_solidScene);
+ SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
+ SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
+ KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
+
+ KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
+
+ m_logicmgr->RegisterEventManager(alwaysmgr);
+ m_logicmgr->RegisterEventManager(propmgr);
+ m_logicmgr->RegisterEventManager(m_keyboardmgr);
+ m_logicmgr->RegisterEventManager(m_mousemgr);
+ //m_logicmgr->RegisterEventManager(touchmgr);
+ m_logicmgr->RegisterEventManager(m_timemgr);
+ m_logicmgr->RegisterEventManager(rndmgr);
+ m_logicmgr->RegisterEventManager(raymgr);
+ m_logicmgr->RegisterEventManager(netmgr);
+
+ //m_sumoScene = new SM_Scene();
+ //m_sumoScene->setSecondaryRespTable(m_respTable);
+ m_soundScene = new SND_Scene(adi);
+ assert (m_networkDeviceInterface != NULL);
+ m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
+
+ m_rootnode = NULL;
+
+ m_bucketmanager=new RAS_BucketManager();
+
+ m_canvasDesignWidth = 0;
+ m_canvasDesignHeight = 0;
+}
+
+
+
+KX_Scene::~KX_Scene()
+{
+// int numobj = m_objectlist->GetCount();
+
+ //int numrootobjects = GetRootParentList()->GetCount();
+ for (int i = 0; i < GetRootParentList()->GetCount(); i++)
+ {
+ KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(i);
+ this->RemoveObject(parentobj);
+ }
+
+ if(m_objectlist)
+ m_objectlist->Release();
+
+ if (m_parentlist)
+ m_parentlist->Release();
+
+ if (m_lightlist)
+ m_lightlist->Release();
+
+ if (m_tempObjectList)
+ m_tempObjectList->Release();
+
+ if (m_euthanasyobjects)
+ m_euthanasyobjects->Release();
+
+ if (m_logicmgr)
+ delete m_logicmgr;
+
+ if (m_physicsEnvironment)
+ delete m_physicsEnvironment;
+
+ if (m_soundScene)
+ delete m_soundScene;
+
+ if (m_networkScene)
+ delete m_networkScene;
+
+ if (m_bucketmanager)
+ {
+ delete m_bucketmanager;
+ }
+}
+
+
+
+
+void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
+{
+ m_projectionmat = pmat;
+}
+
+
+
+RAS_BucketManager* KX_Scene::GetBucketManager()
+{
+ return m_bucketmanager;
+}
+
+
+
+CListValue* KX_Scene::GetObjectList()
+{
+ return m_objectlist;
+}
+
+
+
+CListValue* KX_Scene::GetRootParentList()
+{
+ return m_parentlist;
+}
+
+
+
+CListValue* KX_Scene::GetLightList()
+{
+ return m_lightlist;
+}
+
+SCA_LogicManager* KX_Scene::GetLogicManager()
+{
+ return m_logicmgr;
+}
+
+SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
+{
+ return m_timemgr;
+}
+
+
+
+
+void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
+{
+ m_frame_settings = frame_settings;
+};
+
+/**
+ * Return a const reference to the framing
+ * type set by the above call.
+ * The contents are not guarenteed to be sensible
+ * if you don't call the above function.
+ */
+const RAS_FrameSettings& KX_Scene::GetFramingType() const
+{
+ return m_frame_settings;
+};
+
+
+
+/**
+ * Store the current scene's viewport on the
+ * game engine canvas.
+ */
+void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
+{
+ m_viewport = viewport;
+}
+
+
+
+const RAS_Rect& KX_Scene::GetSceneViewport() const
+{
+ return m_viewport;
+}
+
+
+
+void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
+{
+ m_worldinfo = worldinfo;
+}
+
+
+
+class KX_WorldInfo* KX_Scene::GetWorldInfo()
+{
+ return m_worldinfo;
+}
+
+
+
+SND_Scene* KX_Scene::GetSoundScene()
+{
+ return m_soundScene;
+}
+
+const STR_String& KX_Scene::GetName()
+{
+ return m_sceneName;
+}
+
+
+void KX_Scene::Suspend()
+{
+ m_suspend = true;
+}
+
+void KX_Scene::Resume()
+{
+ m_suspend = false;
+}
+
+void KX_Scene::SetActivityCulling(bool b)
+{
+ m_activity_culling = b;
+}
+
+bool KX_Scene::IsSuspended()
+{
+ return m_suspend;
+}
+
+bool KX_Scene::IsClearingZBuffer()
+{
+ return m_isclearingZbuffer;
+}
+
+void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
+{
+ m_isclearingZbuffer = isclearingZbuffer;
+}
+
+void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
+{
+ KX_GameObject* orgobj = (KX_GameObject*)gameobj;
+ NewRemoveObject(orgobj);
+
+ if (node)
+ delete node;
+}
+
+KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
+{
+ KX_GameObject* orgobj = (KX_GameObject*)gameobj;
+ KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
+ m_map_gameobject_to_replica.insert(orgobj, newobj);
+
+ // also register 'timers' (time properties) of the replica
+ int numprops = newobj->GetPropertyCount();
+
+ for (int i = 0; i < numprops; i++)
+ {
+ CValue* prop = newobj->GetProperty(i);
+
+ if (prop->GetProperty("timer"))
+ this->m_timemgr->AddTimeProperty(prop);
+ }
+
+ if (node)
+ {
+ newobj->SetSGNode((SG_Node*)node);
+ }
+ else
+ {
+ m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
+
+ // this fixes part of the scaling-added object bug
+ SG_Node* orgnode = orgobj->GetSGNode();
+ m_rootnode->SetLocalScale(orgnode->GetLocalScale());
+ m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
+ m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
+
+ // define the relationship between this node and it's parent.
+ KX_NormalParentRelation * parent_relation =
+ KX_NormalParentRelation::New();
+ m_rootnode->SetParentRelation(parent_relation);
+
+ newobj->SetSGNode(m_rootnode);
+ }
+
+ SG_IObject* replicanode = newobj->GetSGNode();
+ SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
+
+ replicanode->SetSGClientObject(newobj);
+
+ // this is the list of object that are send to the graphics pipeline
+ m_objectlist->Add(newobj);
+ newobj->Bucketize();
+
+ // logic cannot be replicated, until the whole hierarchy is replicated.
+ m_logicHierarchicalGameObjects.push_back(newobj);
+ //replicate controllers of this node
+ SGControllerList scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
+ replicanode->RemoveAllControllers();
+ SGControllerList::iterator cit;
+ //int numcont = scenegraphcontrollers.size();
+
+ for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
+ {
+ // controller replication is quite complicated
+ // only replicate ipo and physics controller for now
+
+ SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
+ if (replicacontroller)
+ {
+ replicacontroller->SetObject(replicanode);
+ replicanode->AddSGController(replicacontroller);
+ }
+ }
+
+ return newobj;
+}
+
+
+
+// before calling this method KX_Scene::ReplicateLogic(), make sure to
+// have called 'GameObject::ReParentLogic' for each object this
+// hierarchy that's because first ALL bricks must exist in the new
+// replica of the hierarchy in order to make cross-links work properly
+// !
+void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
+{
+ // also relink the controller to sensors/actuators
+ SCA_ControllerList& controllers = newobj->GetControllers();
+ //SCA_SensorList& sensors = newobj->GetSensors();
+ //SCA_ActuatorList& actuators = newobj->GetActuators();
+
+ for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
+ {
+ SCA_IController* cont = (*itc);
+ cont->SetUeberExecutePriority(m_ueberExecutionPriority);
+ vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
+ vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
+
+ // disconnect the sensors and actuators
+ cont->UnlinkAllSensors();
+ cont->UnlinkAllActuators();
+
+ // now relink each sensor
+ 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);
+
+ if (newsensor)
+ {
+ // relink this newsensor to the controller
+ m_logicmgr->RegisterToSensor(cont,newsensor);
+ }
+ 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;
+ }
+
+ if (newsensor)
+ {
+ // relink this newsensor to the controller somewhere else within this
+ // hierarchy
+ m_logicmgr->RegisterToSensor(cont,newsensor);
+ }
+ else
+ {
+ // must be an external sensor, so...
+ m_logicmgr->RegisterToSensor(cont,oldsensor);
+ }
+ }
+ }
+
+ // now relink each actuator
+ 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)
+ {
+ // relink this newsensor to the controller
+ m_logicmgr->RegisterToActuator(cont,newactuator);
+ newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
+ }
+ 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;
+ }
+
+ if (newactuator)
+ {
+ // 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);
+ }
+ }
+ }
+ }
+}
+
+
+
+SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
+ class CValue* parentobject,
+ int lifespan)
+{
+
+ m_logicHierarchicalGameObjects.clear();
+ m_map_gameobject_to_replica.clear();
+
+ // todo: place a timebomb in the object, for temporarily objects :)
+ // lifespan of zero means 'this object lives forever'
+ KX_GameObject* originalobj = (KX_GameObject*) originalobject;
+ KX_GameObject* parentobj = (KX_GameObject*) parentobject;
+
+ m_ueberExecutionPriority++;
+
+ // lets create a replica
+ KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
+
+ if (lifespan > 0)
+ {
+ // add a timebomb to this object
+ // for now, convert between so called frames and realtime
+ m_tempObjectList->Add(replica->AddRef());
+ replica->SetProperty("::timebomb",new CFloatValue(lifespan*0.02));
+ }
+
+ // 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 = originalobj->GetSGNode()->GetSGChildren();
+
+ replica->GetSGNode()->ClearSGChildren();
+ for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
+ {
+ SG_Node* orgnode = (*childit);
+ SG_Node* childreplicanode = orgnode->GetSGReplica();
+ replica->GetSGNode()->AddChild(childreplicanode);
+ }
+
+ // relink any pointers as necessary, sort of a temporary solution
+ vector<KX_GameObject*>::iterator git;
+ for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
+ {
+ (*git)->Relink(&m_map_gameobject_to_replica);
+ }
+
+ // 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)
+ {
+ ReplicateLogic((*git));
+ }
+
+ MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
+ replica->NodeSetLocalPosition(newpos);
+
+ MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
+ replica->NodeSetLocalOrientation(newori);
+
+ if (replica->GetPhysicsController())
+ {
+ replica->GetPhysicsController()->setPosition(newpos);
+ replica->GetPhysicsController()->setOrientation(newori.getRotation());
+ }
+
+ // here we want to set the relative scale: the rootnode's scale will override all other
+ // scalings, so lets better prepare for it
+
+ // get the rootnode's scale
+ MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
+
+ // set the replica's relative scale with the rootnode's scale
+ replica->NodeSetRelativeScale(newscale);
+
+ replica->GetSGNode()->UpdateWorldData(0);
+
+ return replica;
+}
+
+
+
+void KX_Scene::RemoveObject(class CValue* gameobj)
+{
+ KX_GameObject* newobj = (KX_GameObject*) gameobj;
+
+ // first disconnect child from parent
+ SG_Node* node = newobj->GetSGNode();
+
+ if (node)
+ {
+ node->DisconnectFromParent();
+
+ // recursively destruct
+ node->Destruct();
+ }
+}
+
+
+
+void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
+{
+ //KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ if (!m_euthanasyobjects->SearchValue(gameobj))
+ {
+ m_euthanasyobjects->Add(gameobj->AddRef());
+ }
+}
+
+
+
+void KX_Scene::NewRemoveObject(class CValue* gameobj)
+{
+ KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ //SM_Object* sumoObj = newobj->GetSumoObject();
+ //if (sumoObj)
+ //{
+ // this->GetSumoScene()->remove(*sumoObj);
+ //}
+ // remove all sensors/controllers/actuators from logicsystem...
+
+ SCA_SensorList& sensors = newobj->GetSensors();
+ for (SCA_SensorList::iterator its = sensors.begin();
+ !(its==sensors.end());its++)
+ {
+ m_logicmgr->RemoveSensor(*its);
+ }
+
+ SCA_ControllerList& controllers = newobj->GetControllers();
+ for (SCA_ControllerList::iterator itc = controllers.begin();
+ !(itc==controllers.end());itc++)
+ {
+ (*itc)->UnlinkAllSensors();
+ (*itc)->UnlinkAllActuators();
+ }
+
+ SCA_ActuatorList& actuators = newobj->GetActuators();
+ for (SCA_ActuatorList::iterator ita = actuators.begin();
+ !(ita==actuators.end());ita++)
+ {
+ m_logicmgr->RemoveDestroyedActuator(*ita);
+ }
+
+ // now remove the timer properties from the time manager
+ int numprops = newobj->GetPropertyCount();
+
+ for (int i = 0; i < numprops; i++)
+ {
+ CValue* propval = newobj->GetProperty(i);
+ if (propval->GetProperty("timer"))
+ {
+ m_timemgr->RemoveTimeProperty(propval);
+ }
+ }
+
+ newobj->RemoveMeshes();
+ if (m_objectlist->RemoveValue(newobj))
+ newobj->Release();
+ if (m_tempObjectList->RemoveValue(newobj))
+ newobj->Release();
+ if (m_parentlist->RemoveValue(newobj))
+ newobj->Release();
+ if (m_euthanasyobjects->RemoveValue(newobj))
+ newobj->Release();
+}
+
+
+
+void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
+{
+ KX_GameObject* newobj = (KX_GameObject*) gameobj;
+ newobj->RemoveMeshes();
+ newobj->AddMesh((RAS_MeshObject*)meshobj);
+ newobj->Bucketize();
+}
+
+
+
+MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
+{
+ MT_Scalar cammat[16];
+ m_active_camera->GetWorldToCamera().getValue(cammat);
+ m_viewmat = cammat;
+ return m_viewmat;
+}
+
+
+
+MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
+{
+ return m_projectionmat;
+}
+
+
+KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
+{
+ set<KX_Camera*>::iterator it = m_cameras.begin();
+
+ while ( (it != m_cameras.end())
+ && ((*it) != cam) ) {
+ it++;
+ }
+
+ return ((it == m_cameras.end()) ? NULL : (*it));
+}
+
+
+KX_Camera* KX_Scene::FindCamera(STR_String& name)
+{
+ set<KX_Camera*>::iterator it = m_cameras.begin();
+
+ while ( (it != m_cameras.end())
+ && ((*it)->GetName() != name) ) {
+ it++;
+ }
+
+ return ((it == m_cameras.end()) ? NULL : (*it));
+}
+
+void KX_Scene::AddCamera(KX_Camera* cam)
+{
+ m_cameras.insert(cam);
+}
+
+
+KX_Camera* KX_Scene::GetActiveCamera()
+{
+ // NULL if not defined
+ return m_active_camera;
+}
+
+
+void KX_Scene::SetActiveCamera(KX_Camera* cam)
+{
+ // only set if the cam is in the active list? Or add it otherwise?
+ if (!FindCamera(cam)){
+ AddCamera(cam);
+ if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
+ }
+
+ m_active_camera = cam;
+}
+
+
+
+void KX_Scene::UpdateMeshTransformations()
+{
+ // do this incrementally in the future
+ for (int i = 0; i < m_objectlist->GetCount(); i++)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
+ gameobj->GetOpenGLMatrix();
+ gameobj->UpdateNonDynas();
+ }
+}
+
+void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty)
+{
+
+ // do this incrementally in the future
+ for (int i = 0; i < m_objectlist->GetCount(); i++)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
+
+ int nummeshes = gameobj->GetMeshCount();
+
+ for (int m=0;m<nummeshes;m++)
+ {
+ // this adds the vertices to the display list
+ (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode(),rasty);
+ // Visibility/ non-visibility are marked
+ // elsewhere now.
+ gameobj->MarkVisible();
+ }
+ }
+}
+
+// logic stuff
+void KX_Scene::LogicBeginFrame(double curtime,double deltatime)
+{
+ // have a look at temp objects ...
+ int lastobj = m_tempObjectList->GetCount() - 1;
+
+ for (int i = lastobj; i >= 0; i--)
+ {
+ CValue* objval = m_tempObjectList->GetValue(i);
+ CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
+
+ if (propval)
+ {
+ float timeleft = propval->GetNumber() - deltatime;
+
+ if (timeleft > 0)
+ {
+ propval->SetFloat(timeleft);
+ }
+ else
+ {
+ DelayedRemoveObject(objval);
+ // remove obj
+ }
+ }
+ else
+ {
+ // all object is the tempObjectList should have a clock
+ }
+ }
+ m_logicmgr->BeginFrame(curtime,deltatime);
+}
+
+
+
+void KX_Scene::LogicUpdateFrame(double curtime,double deltatime)
+{
+ m_logicmgr->UpdateFrame(curtime,deltatime);
+}
+
+
+
+void KX_Scene::LogicEndFrame()
+{
+ m_logicmgr->EndFrame();
+ int numobj = m_euthanasyobjects->GetCount();
+
+ for (int i = numobj - 1; i >= 0; i--)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
+ this->RemoveObject(gameobj);
+ }
+
+ numobj = m_euthanasyobjects->GetCount();
+ if (numobj != 0)
+ {
+ // huh?
+ int ii=0;
+ }
+ // numobj is 0 we hope
+}
+
+
+
+/**
+ * UpdateParents: SceneGraph transformation update.
+ */
+void KX_Scene::UpdateParents(double curtime)
+{
+// int numrootobjects = GetRootParentList()->GetCount();
+
+ for (int i=0; i<GetRootParentList()->GetCount(); i++)
+ {
+ KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
+ parentobj->NodeUpdateGS(curtime,true);
+ }
+}
+
+
+
+RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
+{
+ return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
+}
+
+
+
+void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
+ class RAS_IRasterizer* rasty,
+ class RAS_IRenderTools* rendertools)
+{
+ m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
+}
+
+
+
+void KX_Scene::UpdateObjectActivity(void)
+{
+ if (m_activity_culling) {
+ /* determine the activity criterium and set objects accordingly */
+ int i=0;
+
+ MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
+
+ for (i=0;i<GetObjectList()->GetCount();i++)
+ {
+ KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
+
+ if (!ob->GetIgnoreActivityCulling()) {
+ /* Simple test: more than 10 away from the camera, count
+ * Manhattan distance. */
+ MT_Point3 obpos = ob->NodeGetWorldPosition();
+
+ if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
+ || (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
+ || (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
+ {
+ ob->Suspend();
+ } else {
+ ob->Resume();
+ }
+ }
+ }
+ }
+}
+
+void KX_Scene::SetActivityCullingRadius(float f)
+{
+ if (f < 0.5)
+ f = 0.5;
+ m_activity_box_radius = f;
+}
+
+NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
+{
+ return m_networkDeviceInterface;
+}
+
+NG_NetworkScene* KX_Scene::GetNetworkScene()
+{
+ return m_networkScene;
+}
+
+void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
+{
+ m_networkDeviceInterface = newInterface;
+}
+
+void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
+{
+ m_networkScene = newScene;
+}
+
+
+void KX_Scene::SetGravity(const MT_Vector3& gravity)
+{
+ GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
+}