Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h3
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp269
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp107
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h1
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp47
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.h15
9 files changed, 291 insertions, 165 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index f96276c37f1..4952c1050a7 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -194,7 +194,7 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
RemoveAllEvents();
if (bNegativeEvent) return false;
-
+
/* The rules: */
/* CONSTRAINT 1: not implemented */
/* CONSTRAINT 2: can camera see actor? */
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index 0cf305dd14b..909229b04c2 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -44,7 +44,8 @@ typedef enum {
KX_BOUNDSPHERE,
KX_BOUNDCYLINDER,
KX_BOUNDCONE,
- KX_BOUNDMESH
+ KX_BOUNDMESH,
+ KX_BOUNDPOLYTOPE
} KX_BoundBoxClass;
struct KX_BoxBounds
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 3e0c7768f56..b72d17aa3b5 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -78,10 +78,11 @@
#include "KX_SumoPhysicsController.h"
static GEN_Map<GEN_HashedPtr,DT_ShapeHandle> map_gamemesh_to_sumoshape;
+static GEN_Map<GEN_HashedPtr, DT_VertexBaseHandle> map_gamemesh_to_vertex_base_handle;
// forward declarations
-void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
-DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj);
+static void BL_RegisterSumoObject(KX_GameObject* gameobj,class SM_Scene* sumoScene,class SM_Object* sumoObj,const STR_String& matname,bool isDynamic,bool isActor);
+static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope);
void KX_ConvertSumoObject( KX_GameObject* gameobj,
@@ -127,6 +128,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
if (objprop->m_dyna && objprop->m_isactor)
{
DT_ShapeHandle shape = NULL;
+ bool polytope = false;
switch (objprop->m_boundclass)
{
case KX_BOUNDBOX:
@@ -151,10 +153,13 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
smprop->m_mass*objprop->m_boundobject.c.m_height*objprop->m_boundobject.c.m_height);
break;
/* Dynamic mesh objects. WARNING! slow. */
+ case KX_BOUNDPOLYTOPE:
+ polytope = true;
+ // fall through
case KX_BOUNDMESH:
if (meshobj && meshobj->NumPolygons() > 0)
{
- if ((shape = CreateShapeFromMesh(meshobj)))
+ if ((shape = CreateShapeFromMesh(meshobj, polytope)))
{
// TODO: calculate proper inertia
smprop->m_inertia *= smprop->m_mass*smprop->m_radius*smprop->m_radius;
@@ -185,6 +190,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
{
DT_ShapeHandle complexshape=0;
+ bool polytope = false;
switch (objprop->m_boundclass)
{
@@ -200,11 +206,14 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
case KX_BOUNDCONE:
complexshape = DT_NewCone(objprop->m_boundobject.c.m_radius, objprop->m_boundobject.c.m_height);
break;
+ case KX_BOUNDPOLYTOPE:
+ polytope = true;
+ // fall through
default:
case KX_BOUNDMESH:
if (numpolys>0)
{
- complexshape = CreateShapeFromMesh(meshobj);
+ complexshape = CreateShapeFromMesh(meshobj, polytope);
//std::cout << "Convert Physics Mesh: " << meshobj->GetName() << std::endl;
/* if (!complexshape)
{
@@ -267,7 +276,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
-void BL_RegisterSumoObject(
+static void BL_RegisterSumoObject(
KX_GameObject* gameobj,
class SM_Scene* sumoScene,
class SM_Object* sumoObj,
@@ -296,21 +305,114 @@ void BL_RegisterSumoObject(
physicscontroller->SetObject(gameobj->GetSGNode());
}
-DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
+static DT_ShapeHandle InstancePhysicsComplex(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat)
+{
+ // instance a mesh from a single vertex array & material
+ const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]);
+ //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray];
+ DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert));
+
+ DT_ShapeHandle shape = DT_NewComplexShape(vertex_base);
+
+ std::vector<DT_Index> indices;
+ for (int p = 0; p < meshobj->NumPolygons(); p++)
+ {
+ RAS_Polygon* poly = meshobj->GetPolygon(p);
+
+ // only add polygons that have the collisionflag set
+ if (poly->IsCollider())
+ {
+ DT_VertexIndices(3, poly->GetVertexIndexBase().m_indexarray);
+
+ // tesselate
+ if (poly->VertexCount() == 4)
+ {
+ DT_Begin();
+ DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[0]);
+ DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[2]);
+ DT_VertexIndex(poly->GetVertexIndexBase().m_indexarray[3]);
+ DT_End();
+ }
+ }
+ }
+
+ //DT_VertexIndices(indices.size(), &indices[0]);
+ DT_EndComplexShape();
+
+ map_gamemesh_to_vertex_base_handle.insert(GEN_HashedPtr(meshobj), vertex_base);
+ return shape;
+}
+
+static DT_ShapeHandle InstancePhysicsPolytope(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat)
+{
+ // instance a mesh from a single vertex array & material
+ const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]);
+ //const KX_IndexArray &index_array = *meshobj->GetIndexCache(mat)[vtxarray];
+ DT_VertexBaseHandle vertex_base = DT_NewVertexBase(vertex_array[0].getLocalXYZ(), sizeof(RAS_TexVert));
+
+ std::vector<DT_Index> indices;
+ for (int p = 0; p < meshobj->NumPolygons(); p++)
+ {
+ RAS_Polygon* poly = meshobj->GetPolygon(p);
+
+ // only add polygons that have the collisionflag set
+ if (poly->IsCollider())
+ {
+ indices.push_back(poly->GetVertexIndexBase().m_indexarray[0]);
+ indices.push_back(poly->GetVertexIndexBase().m_indexarray[1]);
+ indices.push_back(poly->GetVertexIndexBase().m_indexarray[2]);
+
+ if (poly->VertexCount() == 4)
+ indices.push_back(poly->GetVertexIndexBase().m_indexarray[3]);
+ }
+ }
+
+ DT_ShapeHandle shape = DT_NewPolytope(vertex_base);
+ DT_VertexIndices(indices.size(), &indices[0]);
+ DT_EndPolytope();
+
+ map_gamemesh_to_vertex_base_handle.insert(GEN_HashedPtr(meshobj), vertex_base);
+ return shape;
+}
+
+// This will have to be a method in a class somewhere...
+// Update SOLID with a changed physics mesh.
+// not used... yet.
+bool ReInstanceShapeFromMesh(RAS_MeshObject* meshobj, int vtxarray, RAS_IPolyMaterial *mat)
+{
+ DT_VertexBaseHandle *vertex_base = map_gamemesh_to_vertex_base_handle[GEN_HashedPtr(meshobj)];
+ if (vertex_base)
+ {
+ const RAS_TexVert *vertex_array = &((*meshobj->GetVertexCache(mat)[vtxarray])[0]);
+ DT_ChangeVertexBase(*vertex_base, vertex_array[0].getLocalXYZ());
+ return true;
+ }
+ return false;
+}
+
+static DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
{
DT_ShapeHandle *shapeptr = map_gamemesh_to_sumoshape[GEN_HashedPtr(meshobj)];
+ // Mesh has already been converted: reuse
if (shapeptr)
{
return *shapeptr;
}
+ // Mesh has no polygons!
int numpolys = meshobj->NumPolygons();
if (!numpolys)
{
return NULL;
}
+
+ // Count the number of collision polygons and check they all come from the same
+ // vertex array
int numvalidpolys = 0;
+ int vtxarray = -1;
+ RAS_IPolyMaterial *poly_material = NULL;
+ bool reinstance = true;
for (int p=0; p<numpolys; p++)
{
@@ -319,74 +421,116 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
// only add polygons that have the collisionflag set
if (poly->IsCollider())
{
+ // check polygon is from the same vertex array
+ if (poly->GetVertexIndexBase().m_vtxarray != vtxarray)
+ {
+ if (vtxarray < 0)
+ vtxarray = poly->GetVertexIndexBase().m_vtxarray;
+ else
+ {
+ reinstance = false;
+ vtxarray = -1;
+ }
+ }
+
+ // check poly is from the same material
+ if (poly->GetMaterial()->GetPolyMaterial() != poly_material)
+ {
+ if (poly_material)
+ {
+ reinstance = false;
+ poly_material = NULL;
+ }
+ else
+ poly_material = poly->GetMaterial()->GetPolyMaterial();
+ }
+
+ // count the number of collision polys
numvalidpolys++;
- break;
+
+ // We have one collision poly, and we can't reinstance, so we
+ // might as well break here.
+ if (!reinstance)
+ break;
}
}
+ // No collision polygons
if (numvalidpolys < 1)
return NULL;
- DT_ShapeHandle shape = DT_NewComplexShape(NULL);
-
-
- numvalidpolys = 0;
-
- for (int p2=0; p2<numpolys; p2++)
+ DT_ShapeHandle shape;
+ if (reinstance)
{
- RAS_Polygon* poly = meshobj->GetPolygon(p2);
-
- // only add polygons that have the collisionflag set
- if (poly->IsCollider())
- { /* We have to tesselate here because SOLID can only raycast triangles */
- DT_Begin();
- DT_Vector3 pt;
- /* V1 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
- /* V2 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[1],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
- /* V3 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
-
- numvalidpolys++;
- DT_End();
+ if (polytope)
+ shape = InstancePhysicsPolytope(meshobj, vtxarray, poly_material);
+ else
+ shape = InstancePhysicsComplex(meshobj, vtxarray, poly_material);
+ }
+ else
+ {
+ if (polytope)
+ {
+ std::cout << "CreateShapeFromMesh: " << meshobj->GetName() << " is not suitable for polytope." << std::endl;
+ if (!poly_material)
+ std::cout << " Check mesh materials." << std::endl;
+ if (vtxarray < 0)
+ std::cout << " Check number of vertices." << std::endl;
+ }
+
+ shape = DT_NewComplexShape(NULL);
- if (poly->VertexCount() == 4)
- {
- DT_Begin();
+ numvalidpolys = 0;
+
+ for (int p2=0; p2<numpolys; p2++)
+ {
+ RAS_Polygon* poly = meshobj->GetPolygon(p2);
+
+ // only add polygons that have the collisionflag set
+ if (poly->IsCollider())
+ { /* We have to tesselate here because SOLID can only raycast triangles */
+ DT_Begin();
/* V1 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[3],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
- /* V3 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[2],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
- /* V4 */
- meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V2 */
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ poly->GetVertexIndexBase().m_indexarray[1],
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V3 */
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
poly->GetVertexIndexBase().m_indexarray[0],
- poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
- DT_Vertex(pt);
-
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+
numvalidpolys++;
- DT_End();
+ DT_End();
+
+ if (poly->VertexCount() == 4)
+ {
+ DT_Begin();
+ /* V1 */
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ poly->GetVertexIndexBase().m_indexarray[3],
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V3 */
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ poly->GetVertexIndexBase().m_indexarray[2],
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+ /* V4 */
+ DT_Vertex(meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
+ poly->GetVertexIndexBase().m_indexarray[0],
+ poly->GetMaterial()->GetPolyMaterial())->getLocalXYZ());
+
+ numvalidpolys++;
+ DT_End();
+ }
+
}
-
}
+
+ DT_EndComplexShape();
}
-
- DT_EndComplexShape();
if (numvalidpolys > 0)
{
@@ -398,17 +542,22 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
return NULL;
}
-
void KX_ClearSumoSharedShapes()
{
int numshapes = map_gamemesh_to_sumoshape.size();
- for (int i=0;i<numshapes ;i++)
+ int i;
+ for (i=0;i<numshapes ;i++)
{
DT_ShapeHandle shape = *map_gamemesh_to_sumoshape.at(i);
DT_DeleteShape(shape);
}
map_gamemesh_to_sumoshape.clear();
+
+ for (i=0; i < map_gamemesh_to_vertex_base_handle.size(); i++)
+ DT_DeleteVertexBase(*map_gamemesh_to_vertex_base_handle.at(i));
+
+ map_gamemesh_to_vertex_base_handle.clear();
}
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.cpp b/source/gameengine/Ketsji/KX_IpoActuator.cpp
index 52d9d3e4790..08464fc88de 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.cpp
+++ b/source/gameengine/Ketsji/KX_IpoActuator.cpp
@@ -276,7 +276,7 @@ bool KX_IpoActuator::Update(double curtime, bool frame)
m_direction = 1;
SetStartTime(curtime);
}
-
+
SetLocalTime(curtime);
if (ClampLocalTime() && m_localtime == m_startframe)
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index bd84e7e0104..3bd36aebc93 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -315,13 +315,13 @@ void KX_KetsjiEngine::NextFrame()
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
double curtime;
- double localtime = m_previoustime;
if (m_bFixedTime)
curtime = m_previoustime + 1.0/m_ticrate;
else
curtime = m_kxsystem->GetTimeInSeconds();
m_deltatime += curtime - m_previoustime;
m_previoustime = curtime;
+ double localtime = curtime - m_deltatime;
// Compute the number of logic frames to do each update (fixed tic bricks)
int frames = (int) (m_deltatime*m_ticrate);
@@ -329,44 +329,7 @@ void KX_KetsjiEngine::NextFrame()
KX_SceneList::iterator sceneit;
- if (!frames)
- {
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
- // for each scene, call the proceed functions
- {
- KX_Scene* scene = *sceneit;
-
- if (!scene->IsSuspended())
- {
- // set Python hooks for each scene
- PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
- PHY_SetActiveScene(scene);
-
- // Perform physics calculations on the scene. This can involve
- // many iterations of the physics solver.
- m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
- scene->GetPhysicsEnvironment()->proceed(curtime);
- // Update scenegraph after physics step. This maps physics calculations
- // into node positions.
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(curtime);
-
- // Do some cleanup work for this logic frame
- m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- scene->LogicUpdateFrame(curtime, false);
-
- // Actuators can affect the scenegraph
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(curtime);
- } // suspended
-
- DoSound(scene);
-
- m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
- }
- }
-
- while (frames--)
+ while (frames)
{
localtime += 1.0/m_ticrate;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
@@ -384,44 +347,46 @@ void KX_KetsjiEngine::NextFrame()
if (!scene->IsSuspended())
{
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
- scene->GetPhysicsEnvironment()->endFrame();
- scene->GetPhysicsEnvironment()->beginFrame();
-
m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true);
- scene->GetNetworkScene()->proceed(curtime);
+ scene->GetNetworkScene()->proceed(localtime);
// set Python hooks for each scene
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
PHY_SetActiveScene(scene);
- // Perform physics calculations on the scene. This can involve
- // many iterations of the physics solver.
- m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
- scene->GetPhysicsEnvironment()->proceed(curtime);
+ scene->GetPhysicsEnvironment()->endFrame();
+
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(curtime);
+ scene->UpdateParents(localtime);
// Process sensors, and controllers
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- scene->LogicBeginFrame(curtime);
+ scene->LogicBeginFrame(localtime);
// Scenegraph needs to be updated again, because Logic Controllers
// can affect the local matrices.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(curtime);
+ scene->UpdateParents(localtime);
// Process actuators
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- scene->LogicUpdateFrame(curtime, true);
+ scene->LogicUpdateFrame(localtime, true);
scene->LogicEndFrame();
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(curtime);
+ scene->UpdateParents(localtime);
+
+ scene->GetPhysicsEnvironment()->beginFrame();
+
+ // Perform physics calculations on the scene. This can involve
+ // many iterations of the physics solver.
+ m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
+ scene->GetPhysicsEnvironment()->proceed(localtime);
} // suspended
DoSound(scene);
@@ -445,8 +410,46 @@ void KX_KetsjiEngine::NextFrame()
// scene management
ProcessScheduledScenes();
+
+ frames--;
}
+ // Logic update sub frame: this will let some logic bricks run at the
+ // full frame rate.
+ for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
+ // for each scene, call the proceed functions
+ {
+ KX_Scene* scene = *sceneit;
+
+ if (!scene->IsSuspended())
+ {
+ // set Python hooks for each scene
+ PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
+ PHY_SetActiveScene(scene);
+
+ // Perform physics calculations on the scene. This can involve
+ // many iterations of the physics solver.
+ m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
+ scene->GetPhysicsEnvironment()->proceed(curtime);
+ // Update scenegraph after physics step. This maps physics calculations
+ // into node positions.
+ m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ scene->UpdateParents(curtime);
+
+ // Do some cleanup work for this logic frame
+ m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
+ scene->LogicUpdateFrame(curtime, false);
+
+ // Actuators can affect the scenegraph
+ m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ scene->UpdateParents(curtime);
+ } // suspended
+
+ DoSound(scene);
+
+ m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
+ }
+
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index f10ea902c96..26825fe5e1f 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -860,7 +860,7 @@ void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool vi
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
- (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode(),rasty);
+ (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
}
}
gameobj->MarkVisible(visible);
@@ -916,7 +916,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
for (int m=0;m<nummeshes;m++)
{
// this adds the vertices to the display list
- (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode(),rasty);
+ (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
}
// Visibility/ non-visibility are marked
// elsewhere now.
@@ -1186,6 +1186,12 @@ PyObject* KX_Scene::_getattr(const STR_String& attr)
_getattr_up(PyObjectPlus);
}
+int KX_Scene::_delattr(const STR_String &attr)
+{
+ PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
+ return 0;
+}
+
int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
{
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 2f867c28c40..74161a4d5b8 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -514,6 +514,7 @@ public:
virtual PyObject* _getattr(const STR_String& attr); /* name, active_camera, gravity, suspended, viewport, framing, activity_culling, activity_culling_radius */
virtual int _setattr(const STR_String &attr, PyObject *pyvalue);
+ virtual int _delattr(const STR_String &attr);
};
typedef std::vector<KX_Scene*> KX_SceneList;
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 4f074ce9b12..a95e6a13548 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -40,31 +40,6 @@
#include "SM_Object.h"
-KX_TouchEventManager::Collision::Collision(SCA_ISensor *sensor, SM_Object *obj1, SM_Object *obj2)
- : m_id(next_id++),
- m_sensor(sensor),
- m_object1(obj1),
- m_object2(obj2)
-{
-}
-
-bool KX_TouchEventManager::Collision::operator<(const Collision &other) const
-{
- if (*this == other)
- return true;
-
- return m_id < other.m_id;
-}
-
-bool KX_TouchEventManager::Collision::operator==(const Collision &other) const
-{
- return m_sensor == other.m_sensor &&
- ((m_object1 == other.m_object1 && m_object2 == other.m_object2) ||
- (m_object1 == other.m_object2 && m_object2 == other.m_object1));
-}
-
-int KX_TouchEventManager::Collision::next_id = 0;
-
KX_TouchEventManager::KX_TouchEventManager(class SCA_LogicManager* logicmgr,
SM_Scene *scene)
: SCA_EventManager(TOUCH_EVENTMGR),
@@ -80,15 +55,8 @@ DT_Bool KX_TouchEventManager::HandleCollision(void* object1, void* object2, cons
{
SM_Object * obj1 = static_cast<SM_Object*>(object1);
SM_Object * obj2 = static_cast<SM_Object*>(object2);
- KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo *>(obj1->getClientObject());
- list<SCA_ISensor*>::iterator it;
- for ( it = client_info->m_sensors.begin(); it != client_info->m_sensors.end(); ++it)
- m_collisions.insert(Collision(*it, obj1, obj2));
-
- client_info = static_cast<KX_ClientObjectInfo *>(obj2->getClientObject());
- for ( it = client_info->m_sensors.begin(); it != client_info->m_sensors.end(); ++it)
- m_collisions.insert(Collision(*it, obj2, obj1));
+ m_collisions.insert(std::pair<SM_Object*, SM_Object*>(obj1, obj2));
return DT_CONTINUE;
}
@@ -164,7 +132,17 @@ void KX_TouchEventManager::NextFrame()
static_cast<KX_TouchSensor*>(*it)->SynchronizeTransform();
for (std::set<Collision>::iterator cit = m_collisions.begin(); cit != m_collisions.end(); ++cit)
- static_cast<KX_TouchSensor*>((*cit).m_sensor)->HandleCollision((*cit).m_object1, (*cit).m_object2, NULL);
+ {
+ KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo *>((*cit).first->getClientObject());
+
+ list<SCA_ISensor*>::iterator sit;
+ for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit)
+ static_cast<KX_TouchSensor*>(*sit)->HandleCollision((*cit).first, (*cit).second, NULL);
+
+ client_info = static_cast<KX_ClientObjectInfo *>((*cit).second->getClientObject());
+ for ( sit = client_info->m_sensors.begin(); sit != client_info->m_sensors.end(); ++sit)
+ static_cast<KX_TouchSensor*>(*sit)->HandleCollision((*cit).second, (*cit).first, NULL);
+ }
m_collisions.clear();
@@ -184,6 +162,7 @@ void KX_TouchEventManager::RemoveSensor(class SCA_ISensor* sensor)
std::swap(*i, m_sensors.back());
m_sensors.pop_back();
}
+
// remove the sensor forever :)
SCA_EventManager::RemoveSensor(sensor);
}
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.h b/source/gameengine/Ketsji/KX_TouchEventManager.h
index eb2c26a64f3..128758f0be6 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.h
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.h
@@ -44,20 +44,7 @@ class SM_Object;
class KX_TouchEventManager : public SCA_EventManager
{
- struct Collision
- {
- static int next_id;
- int m_id;
- SCA_ISensor *m_sensor;
- SM_Object *m_object1;
- SM_Object *m_object2;
-
- Collision(SCA_ISensor *sensor, SM_Object *obj1, SM_Object *obj2);
-
- bool operator<(const Collision &other) const;
- bool operator==(const Collision &other) const;
- };
-
+ typedef std::pair<SM_Object*, SM_Object*> Collision;
class SCA_LogicManager* m_logicmgr;
SM_Scene *m_scene;