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-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp45
-rw-r--r--source/gameengine/BlenderRoutines/CMakeLists.txt10
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp16
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.h6
-rw-r--r--source/gameengine/BlenderRoutines/SConscript13
-rw-r--r--source/gameengine/CMakeLists.txt2
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp17
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.cpp2
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.h2
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.cpp2
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.h2
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp17
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp442
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.h2
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp1
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp4
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp4
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.cpp200
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.h82
-rw-r--r--source/gameengine/Converter/CMakeLists.txt11
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp789
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h2
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp33
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp4
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.h4
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp12
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp976
-rw-r--r--source/gameengine/Converter/KX_LibLoadStatus.h2
-rw-r--r--source/gameengine/Converter/SConscript5
-rw-r--r--source/gameengine/Expressions/CMakeLists.txt86
-rw-r--r--source/gameengine/Expressions/EXP_BoolValue.h (renamed from source/gameengine/Expressions/BoolValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_C-Api.cpp123
-rw-r--r--source/gameengine/Expressions/EXP_C-Api.h67
-rw-r--r--source/gameengine/Expressions/EXP_ConstExpr.h (renamed from source/gameengine/Expressions/ConstExpr.h)12
-rw-r--r--source/gameengine/Expressions/EXP_EmptyValue.h (renamed from source/gameengine/Expressions/EmptyValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_ErrorValue.h (renamed from source/gameengine/Expressions/ErrorValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_Expression.h (renamed from source/gameengine/Expressions/Expression.h)10
-rw-r--r--source/gameengine/Expressions/EXP_FloatValue.h (renamed from source/gameengine/Expressions/FloatValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_HashedPtr.h (renamed from source/gameengine/Expressions/KX_HashedPtr.h)10
-rw-r--r--source/gameengine/Expressions/EXP_IdentifierExpr.h (renamed from source/gameengine/Expressions/IdentifierExpr.h)10
-rw-r--r--source/gameengine/Expressions/EXP_IfExpr.h (renamed from source/gameengine/Expressions/IfExpr.h)10
-rw-r--r--source/gameengine/Expressions/EXP_InputParser.h (renamed from source/gameengine/Expressions/InputParser.h)10
-rw-r--r--source/gameengine/Expressions/EXP_IntValue.h (renamed from source/gameengine/Expressions/IntValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_ListValue.h (renamed from source/gameengine/Expressions/ListValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_Operator1Expr.h (renamed from source/gameengine/Expressions/Operator1Expr.h)10
-rw-r--r--source/gameengine/Expressions/EXP_Operator2Expr.h (renamed from source/gameengine/Expressions/Operator2Expr.h)12
-rw-r--r--source/gameengine/Expressions/EXP_PyObjectPlus.h (renamed from source/gameengine/Expressions/PyObjectPlus.h)34
-rw-r--r--source/gameengine/Expressions/EXP_Python.h (renamed from source/gameengine/Expressions/KX_Python.h)8
-rw-r--r--source/gameengine/Expressions/EXP_PythonCallBack.h40
-rw-r--r--source/gameengine/Expressions/EXP_StringValue.h (renamed from source/gameengine/Expressions/StringValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_Value.h (renamed from source/gameengine/Expressions/Value.h)10
-rw-r--r--source/gameengine/Expressions/EXP_VectorValue.h (renamed from source/gameengine/Expressions/VectorValue.h)10
-rw-r--r--source/gameengine/Expressions/EXP_VoidValue.h (renamed from source/gameengine/Expressions/VoidValue.h)10
-rw-r--r--source/gameengine/Expressions/SConscript2
-rw-r--r--source/gameengine/Expressions/intern/BoolValue.cpp (renamed from source/gameengine/Expressions/BoolValue.cpp)8
-rw-r--r--source/gameengine/Expressions/intern/ConstExpr.cpp (renamed from source/gameengine/Expressions/ConstExpr.cpp)6
-rw-r--r--source/gameengine/Expressions/intern/EmptyValue.cpp (renamed from source/gameengine/Expressions/EmptyValue.cpp)14
-rw-r--r--source/gameengine/Expressions/intern/ErrorValue.cpp (renamed from source/gameengine/Expressions/ErrorValue.cpp)2
-rw-r--r--source/gameengine/Expressions/intern/Expression.cpp (renamed from source/gameengine/Expressions/Expression.cpp)4
-rw-r--r--source/gameengine/Expressions/intern/FloatValue.cpp (renamed from source/gameengine/Expressions/FloatValue.cpp)12
-rw-r--r--source/gameengine/Expressions/intern/HashedPtr.cpp (renamed from source/gameengine/Expressions/KX_HashedPtr.cpp)28
-rw-r--r--source/gameengine/Expressions/intern/IdentifierExpr.cpp (renamed from source/gameengine/Expressions/IdentifierExpr.cpp)2
-rw-r--r--source/gameengine/Expressions/intern/IfExpr.cpp (renamed from source/gameengine/Expressions/IfExpr.cpp)8
-rw-r--r--source/gameengine/Expressions/intern/InputParser.cpp (renamed from source/gameengine/Expressions/InputParser.cpp)26
-rw-r--r--source/gameengine/Expressions/intern/IntValue.cpp (renamed from source/gameengine/Expressions/IntValue.cpp)12
-rw-r--r--source/gameengine/Expressions/intern/ListValue.cpp (renamed from source/gameengine/Expressions/ListValue.cpp)19
-rw-r--r--source/gameengine/Expressions/intern/Operator1Expr.cpp (renamed from source/gameengine/Expressions/Operator1Expr.cpp)4
-rw-r--r--source/gameengine/Expressions/intern/Operator2Expr.cpp (renamed from source/gameengine/Expressions/Operator2Expr.cpp)6
-rw-r--r--source/gameengine/Expressions/intern/PyObjectPlus.cpp (renamed from source/gameengine/Expressions/PyObjectPlus.cpp)25
-rw-r--r--source/gameengine/Expressions/intern/PythonCallBack.cpp119
-rw-r--r--source/gameengine/Expressions/intern/StringValue.cpp (renamed from source/gameengine/Expressions/StringValue.cpp)8
-rw-r--r--source/gameengine/Expressions/intern/Value.cpp (renamed from source/gameengine/Expressions/Value.cpp)20
-rw-r--r--source/gameengine/Expressions/intern/VectorValue.cpp (renamed from source/gameengine/Expressions/VectorValue.cpp)10
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp51
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp15
-rw-r--r--source/gameengine/GameLogic/SCA_ANDController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ExpressionController.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_IController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_IController.h2
-rw-r--r--source/gameengine/GameLogic/SCA_IInputDevice.h2
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.h4
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.h5
-rw-r--r--source/gameengine/GameLogic/SCA_IScene.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp34
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h10
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp3
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h6
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_NANDController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_NORController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ORController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyActuator.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp21
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PythonJoystick.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PythonKeyboard.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PythonMouse.h2
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.h2
-rw-r--r--source/gameengine/GameLogic/SCA_XNORController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_XORController.cpp2
-rw-r--r--source/gameengine/GamePlayer/common/CMakeLists.txt3
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.cpp5
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.h6
-rw-r--r--source/gameengine/GamePlayer/common/SConscript8
-rw-r--r--source/gameengine/GamePlayer/ghost/CMakeLists.txt16
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp70
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.h8
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp18
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Canvas.h4
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp62
-rw-r--r--source/gameengine/GamePlayer/ghost/SConscript18
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp21
-rw-r--r--source/gameengine/Ketsji/BL_Action.h2
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.cpp28
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.h15
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp6
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp10
-rw-r--r--source/gameengine/Ketsji/BL_Material.h2
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp2
-rw-r--r--source/gameengine/Ketsji/BL_Shader.h2
-rw-r--r--source/gameengine/Ketsji/BL_Texture.cpp51
-rw-r--r--source/gameengine/Ketsji/CMakeLists.txt12
-rw-r--r--source/gameengine/Ketsji/KXNetwork/CMakeLists.txt1
-rw-r--r--source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp6
-rw-r--r--source/gameengine/Ketsji/KXNetwork/SConscript1
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp345
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h34
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp80
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h14
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp16
-rw-r--r--source/gameengine/Ketsji/KX_CharacterWrapper.h2
-rw-r--r--source/gameengine/Ketsji/KX_ClientObjectInfo.h9
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp17
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintWrapper.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintWrapper.h2
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h2
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.cpp3
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.h1
-rw-r--r--source/gameengine/Ketsji/KX_GameActuator.cpp5
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp506
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h75
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h10
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_IpoConvert.cpp88
-rw-r--r--source/gameengine/Ketsji/KX_IpoConvert.h3
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp249
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h13
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp29
-rw-r--r--source/gameengine/Ketsji/KX_Light.h4
-rw-r--r--source/gameengine/Ketsji/KX_MaterialIpoController.cpp15
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_MouseActuator.cpp60
-rw-r--r--source/gameengine/Ketsji/KX_MouseActuator.h5
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp40
-rw-r--r--source/gameengine/Ketsji/KX_NavMeshObject.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_NavMeshObject.h2
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.cpp32
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.h3
-rw-r--r--source/gameengine/Ketsji/KX_ParentActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PolyProxy.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_PyConstraintBinding.cpp278
-rw-r--r--source/gameengine/Ketsji/KX_PyConstraintBinding.h3
-rw-r--r--source/gameengine/Ketsji/KX_PyMath.cpp31
-rw-r--r--source/gameengine/Ketsji/KX_PyMath.h9
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp676
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.h26
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.cpp43
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.h3
-rw-r--r--source/gameengine/Ketsji/KX_PythonSeq.h2
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp45
-rw-r--r--source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp311
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h21
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp204
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.h12
-rw-r--r--source/gameengine/Ketsji/KX_SteeringActuator.cpp21
-rw-r--r--source/gameengine/Ketsji/KX_SteeringActuator.h4
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp24
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.h24
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp41
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_VehicleWrapper.cpp82
-rw-r--r--source/gameengine/Ketsji/KX_VehicleWrapper.h2
-rw-r--r--source/gameengine/Ketsji/KX_WorldInfo.cpp456
-rw-r--r--source/gameengine/Ketsji/KX_WorldInfo.h84
-rw-r--r--source/gameengine/Ketsji/KX_WorldIpoController.cpp31
-rw-r--r--source/gameengine/Ketsji/KX_WorldIpoController.h28
-rw-r--r--source/gameengine/Ketsji/SConscript13
-rw-r--r--source/gameengine/Network/CMakeLists.txt1
-rw-r--r--source/gameengine/Network/SConscript1
-rw-r--r--source/gameengine/Physics/Bullet/CMakeLists.txt3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp848
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h101
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp585
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h44
-rw-r--r--source/gameengine/Physics/Bullet/SConscript4
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h16
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h6
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h2
-rw-r--r--source/gameengine/Rasterizer/CMakeLists.txt3
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp63
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h5
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp52
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_ICanvas.h5
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h21
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp10
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.h10
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp17
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt3
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h9
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp3
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp222
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h37
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript6
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.cpp4
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_texmatrix.cpp2
-rw-r--r--source/gameengine/Rasterizer/SConscript7
-rw-r--r--source/gameengine/VideoTexture/CMakeLists.txt3
-rw-r--r--source/gameengine/VideoTexture/Exception.cpp2
-rw-r--r--source/gameengine/VideoTexture/FilterBase.cpp2
-rw-r--r--source/gameengine/VideoTexture/FilterBase.h6
-rw-r--r--source/gameengine/VideoTexture/FilterBlueScreen.cpp2
-rw-r--r--source/gameengine/VideoTexture/FilterColor.cpp2
-rw-r--r--source/gameengine/VideoTexture/FilterNormal.cpp2
-rw-r--r--source/gameengine/VideoTexture/FilterSource.cpp2
-rw-r--r--source/gameengine/VideoTexture/ImageBase.cpp34
-rw-r--r--source/gameengine/VideoTexture/ImageBase.h2
-rw-r--r--source/gameengine/VideoTexture/ImageBuff.cpp2
-rw-r--r--source/gameengine/VideoTexture/ImageMix.cpp2
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp79
-rw-r--r--source/gameengine/VideoTexture/ImageRender.h6
-rw-r--r--source/gameengine/VideoTexture/ImageViewport.cpp4
-rw-r--r--source/gameengine/VideoTexture/PyTypeList.cpp2
-rw-r--r--source/gameengine/VideoTexture/PyTypeList.h2
-rw-r--r--source/gameengine/VideoTexture/SConscript7
-rw-r--r--source/gameengine/VideoTexture/Texture.cpp56
-rw-r--r--source/gameengine/VideoTexture/Texture.h10
-rw-r--r--source/gameengine/VideoTexture/VideoBase.h2
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.cpp26
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.h3
-rw-r--r--source/gameengine/VideoTexture/blendVideoTex.cpp66
271 files changed, 6317 insertions, 4545 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index c652532895f..91382669d5c 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -40,7 +40,7 @@
# pragma warning (disable:4786)
#endif
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "KX_BlenderCanvas.h"
#include "KX_BlenderKeyboardDevice.h"
@@ -63,7 +63,7 @@
#include "BL_System.h"
#include "GPU_extensions.h"
-#include "Value.h"
+#include "EXP_Value.h"
extern "C" {
@@ -79,6 +79,7 @@ extern "C" {
#include "BKE_ipo.h"
#include "BKE_main.h"
#include "BKE_context.h"
+ #include "BKE_sound.h"
/* avoid c++ conflict with 'new' */
#define new _new
@@ -101,9 +102,7 @@ typedef void * wmUIHandlerRemoveFunc;
}
#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_I3DDevice.h"
-# include "AUD_IDevice.h"
+# include AUD_DEVICE_H
#endif
static BlendFileData *load_game_data(char *filename)
@@ -280,8 +279,8 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
// bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
- bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
- bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
+ bool mouse_state = (startscene->gm.flag & GAME_SHOW_MOUSE) != 0;
+ bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
short drawtype = v3d->drawtype;
@@ -299,7 +298,8 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
// Setup vsync
- int previous_vsync = canvas->GetSwapInterval();
+ int previous_vsync = 0;
+ canvas->GetSwapInterval(previous_vsync);
if (startscene->gm.vsync == VSYNC_ADAPTIVE)
canvas->SetSwapInterval(-1);
else
@@ -445,7 +445,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
}
- rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
+ rasterizer->SetBackColor(scene->gm.framing.col);
}
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
@@ -456,21 +456,13 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
- if (rv3d->persp == RV3D_ORTHO)
- {
- ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
- }
- else
- {
- ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
- }
+ ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
ketsjiengine->SetCameraOverrideLens(v3d->lens);
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
- sceneconverter->addInitFromFrame=false;
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
@@ -509,13 +501,10 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
- AUD_I3DDevice* dev = AUD_get3DDevice();
- if (dev)
- {
- dev->setSpeedOfSound(scene->audio.speed_of_sound);
- dev->setDopplerFactor(scene->audio.doppler_factor);
- dev->setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
- }
+ AUD_Device* device = BKE_sound_get_device();
+ AUD_Device_setSpeedOfSound(device, scene->audio.speed_of_sound);
+ AUD_Device_setDopplerFactor(device, scene->audio.doppler_factor);
+ AUD_Device_setDistanceModel(device, AUD_DistanceModel(scene->audio.distance_model));
// from see blender.c:
// FIXME: this version patching should really be part of the file-reading code,
@@ -555,6 +544,10 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
if (python_main) {
char *python_code = KX_GetPythonCode(blenderdata, python_main);
if (python_code) {
+ // Set python environement variable.
+ KX_SetActiveScene(startscene);
+ PHY_SetActiveEnvironment(startscene->GetPhysicsEnvironment());
+
ketsjinextframestate.ketsjiengine = ketsjiengine;
ketsjinextframestate.C = C;
ketsjinextframestate.win = win;
@@ -682,7 +675,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
}
// stop all remaining playing sounds
- AUD_getDevice()->stopAll();
+ AUD_Device_stopAll(BKE_sound_get_device());
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
diff --git a/source/gameengine/BlenderRoutines/CMakeLists.txt b/source/gameengine/BlenderRoutines/CMakeLists.txt
index 73dbe005518..aaeb2e10462 100644
--- a/source/gameengine/BlenderRoutines/CMakeLists.txt
+++ b/source/gameengine/BlenderRoutines/CMakeLists.txt
@@ -24,6 +24,7 @@ set(INC
../../blender/makesrna
../../blender/windowmanager
../../../intern/container
+ ../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/string
)
@@ -52,13 +53,14 @@ set(SRC
KX_BlenderSystem.h
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
if(WITH_AUDASPACE)
- list(APPEND INC
- ../../../intern/audaspace/intern
+ add_definitions(${AUDASPACE_DEFINITIONS})
+
+ list(APPEND INC_SYS
+ ${AUDASPACE_C_INCLUDE_DIRS}
)
- add_definitions(-DWITH_AUDASPACE)
endif()
if(WITH_CODEC_FFMPEG)
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
index b3e0b4c3ea6..e37818678d6 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
@@ -29,7 +29,7 @@
* \ingroup blroutines
*/
-#include <GL/glew.h>
+#include "glew-mx.h"
#include "MEM_guardedalloc.h"
@@ -67,6 +67,7 @@ m_frame_rect(rect)
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
+ m_frame = 1;
glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
}
@@ -91,9 +92,14 @@ void KX_BlenderCanvas::SetSwapInterval(int interval)
wm_window_set_swap_interval(m_win, interval);
}
-int KX_BlenderCanvas::GetSwapInterval()
+bool KX_BlenderCanvas::GetSwapInterval(int &intervalOut)
{
- return wm_window_get_swap_interval(m_win);
+ return wm_window_get_swap_interval(m_win, &intervalOut);
+}
+
+void KX_BlenderCanvas::GetDisplayDimensions(int &width, int &height)
+{
+ wm_get_screensize(&width, &height);
}
void KX_BlenderCanvas::ResizeWindow(int width, int height)
@@ -350,7 +356,9 @@ void KX_BlenderCanvas::MakeScreenShot(const char *filename)
char path[FILE_MAX];
BLI_strncpy(path, filename, sizeof(path));
BLI_path_abs(path, G.main->name);
- BKE_add_image_extension_from_type(path, im_format.imtype);
+ BLI_path_frame(path, m_frame, 0);
+ m_frame++;
+ BKE_image_path_ensure_ext_from_imtype(path, im_format.imtype);
/* create and save imbuf */
ImBuf *ibuf = IMB_allocImBuf(dumpsx, dumpsy, 24, 0);
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
index 9ad80cb1737..817a667d783 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
@@ -82,10 +82,13 @@ public:
int interval
);
- int
+ bool
GetSwapInterval(
+ int &intervalOut
);
+ void GetDisplayDimensions(int &width, int &height);
+
void
ResizeWindow(
int width,
@@ -209,6 +212,7 @@ private:
RAS_Rect m_area_rect;
int m_area_left;
int m_area_top;
+ int m_frame;
#ifdef WITH_CXX_GUARDEDALLOC
diff --git a/source/gameengine/BlenderRoutines/SConscript b/source/gameengine/BlenderRoutines/SConscript
index 62d657189c5..ea14092943a 100644
--- a/source/gameengine/BlenderRoutines/SConscript
+++ b/source/gameengine/BlenderRoutines/SConscript
@@ -29,9 +29,8 @@ Import ('env')
sources = env.Glob('*.cpp')
-defs = [
- 'GLEW_STATIC',
- ]
+defs = []
+defs += env['BF_GL_DEFINITIONS']
incs = [
'.',
@@ -39,8 +38,8 @@ incs = [
'#intern/guardedalloc',
'#intern/string',
'#source/blender',
- '#extern/glew/include',
- '#intern/audaspace/intern',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#intern/ghost/include',
'#intern/moto/include',
'#source/blender/blenfont',
@@ -68,6 +67,10 @@ incs = [
]
incs = ' '.join(incs)
+if env['WITH_BF_AUDASPACE']:
+ defs += env['BF_AUDASPACE_DEF']
+ incs += ' ' + env['BF_AUDASPACE_C_INC']
+
if env['WITH_BF_FFMPEG']:
defs.append('WITH_FFMPEG')
diff --git a/source/gameengine/CMakeLists.txt b/source/gameengine/CMakeLists.txt
index cf7895e98ea..62523175f46 100644
--- a/source/gameengine/CMakeLists.txt
+++ b/source/gameengine/CMakeLists.txt
@@ -23,6 +23,8 @@
#
# ***** END GPL LICENSE BLOCK *****
+remove_extra_strict_flags()
+
# there are too many inter-includes so best define here
if(WITH_PYTHON)
blender_include_dirs_sys("${PYTHON_INCLUDE_DIRS}")
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 3dd013dfd63..d4cfeb2201a 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -49,8 +49,8 @@
#include "MT_Matrix4x4.h"
#include "BKE_action.h"
-#include "FloatValue.h"
-#include "PyObjectPlus.h"
+#include "EXP_FloatValue.h"
+#include "EXP_PyObjectPlus.h"
#include "KX_PyMath.h"
extern "C" {
@@ -90,7 +90,7 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj,
m_stridelength(stride),
m_layer_weight(layer_weight),
m_playtype(playtype),
- m_blendmode(blend_mode),
+ m_blendmode(blend_mode),
m_priority(priority),
m_layer(layer),
m_ipo_flags(ipo_flags),
@@ -256,12 +256,14 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
{
m_flag &= ~ACT_FLAG_ACTIVE;
- m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
- if (m_playtype == ACT_ACTION_PINGPONG)
+ if (m_playtype == ACT_ACTION_PINGPONG) {
m_flag ^= ACT_FLAG_REVERSE;
- else
+ }
+ else {
+ m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
return false;
+ }
}
// If a different action is playing, we've been overruled and are no longer active
@@ -320,8 +322,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
case ACT_ACTION_FLIPPER:
// Convert into a play action and play back to the beginning
+ float temp = end;
end = start;
- start = obj->GetActionFrame(m_layer);
+ start = curr_action ? obj->GetActionFrame(m_layer) : temp;
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags, 1.f, blendmode);
m_flag |= ACT_FLAG_PLAY_END;
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.cpp b/source/gameengine/Converter/BL_ArmatureChannel.cpp
index cb33ff0e1e3..2b8dfd8f8d1 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.cpp
+++ b/source/gameengine/Converter/BL_ArmatureChannel.cpp
@@ -295,7 +295,7 @@ PyObject *BL_ArmatureChannel::py_attr_get_joint_rotation(void *self_v, const str
mul_v3_fl(joints,norm);
break;
}
- return Vector_CreatePyObject(joints, 3, Py_NEW, NULL);
+ return Vector_CreatePyObject(joints, 3, NULL);
}
int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.h b/source/gameengine/Converter/BL_ArmatureChannel.h
index 51114c5df30..d349e6e9dae 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.h
+++ b/source/gameengine/Converter/BL_ArmatureChannel.h
@@ -35,7 +35,7 @@
#include "DNA_action_types.h"
#include "CTR_HashedPtr.h"
#include "CTR_Map.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class SCA_IObject;
class KX_GameObject;
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.cpp b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
index e515574df8b..88d82e21d61 100644
--- a/source/gameengine/Converter/BL_ArmatureConstraint.cpp
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
@@ -334,7 +334,7 @@ PyObject *BL_ArmatureConstraint::py_attr_getattr(void *self_v, const struct KX_P
}
switch (attr_order) {
case BCA_IKWEIGHT:
- return PyFloat_FromDouble((ikconstraint)?ikconstraint->weight : 0.0f);
+ return PyFloat_FromDouble(ikconstraint->weight);
case BCA_IKTYPE:
return PyLong_FromLong(ikconstraint->type);
case BCA_IKFLAG:
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.h b/source/gameengine/Converter/BL_ArmatureConstraint.h
index 98c2954baf4..1d9f7f0d548 100644
--- a/source/gameengine/Converter/BL_ArmatureConstraint.h
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.h
@@ -35,7 +35,7 @@
#include "DNA_constraint_types.h"
#include "CTR_HashedPtr.h"
#include "CTR_Map.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class SCA_IObject;
class KX_GameObject;
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 8d73e591113..74ebdbcf1b5 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -101,7 +101,7 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
out->chanhash = NULL;
out->agroups.first= out->agroups.last= NULL;
out->ikdata = NULL;
- out->ikparam = MEM_dupallocN(src->ikparam);
+ out->ikparam = MEM_dupallocN(src->ikparam);
out->flag |= POSE_GAME_ENGINE;
BLI_duplicatelist(&out->chanbase, &src->chanbase);
@@ -230,10 +230,15 @@ BL_ArmatureObject::BL_ArmatureObject(
m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later
m_objArma = BKE_object_copy(armature);
m_objArma->data = BKE_armature_copy((bArmature *)armature->data);
+ // During object replication ob->data is increase, we decrease it now because we get a copy.
+ id_us_min(&((bArmature *)m_origObjArma->data)->id);
m_pose = m_objArma->pose;
- // need this to get iTaSC working ok in the BGE
- m_pose->flag |= POSE_GAME_ENGINE;
+ // need this to get iTaSC working ok in the BGE
+ m_pose->flag |= POSE_GAME_ENGINE;
memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat));
+
+ // The side-effect of this method registers this object as "animatable" with the KX_Scene.
+ GetActionManager();
}
BL_ArmatureObject::~BL_ArmatureObject()
@@ -247,8 +252,10 @@ BL_ArmatureObject::~BL_ArmatureObject()
delete channel;
}
- if (m_objArma)
+ if (m_objArma) {
+ BKE_libblock_free(G.main, m_objArma->data);
BKE_libblock_free(G.main, m_objArma);
+ }
}
@@ -265,7 +272,7 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter)
// get the persistent pose structure
bPoseChannel* pchan;
bConstraint* pcon;
- bConstraintTypeInfo* cti;
+ const bConstraintTypeInfo* cti;
Object* blendtarget;
KX_GameObject* gametarget;
KX_GameObject* gamesubtarget;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 87b64582e11..c74fd82a9f6 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -52,23 +52,13 @@
#include <algorithm>
#include "BL_BlenderDataConversion.h"
-#include "KX_BlenderScalarInterpolator.h"
-#include "RAS_IPolygonMaterial.h"
-
-// Expressions
-#include "ListValue.h"
-#include "IntValue.h"
-// Collision & Fuzzics LTD
+#include "MT_Transform.h"
+#include "MT_MinMax.h"
#include "PHY_Pro.h"
#include "PHY_IPhysicsEnvironment.h"
-#include "PHY_DynamicTypes.h"
-
-#include "KX_Scene.h"
-#include "KX_GameObject.h"
-#include "RAS_FramingManager.h"
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_ILightObject.h"
@@ -76,31 +66,27 @@
#include "KX_ConvertActuators.h"
#include "KX_ConvertControllers.h"
#include "KX_ConvertSensors.h"
-
#include "SCA_LogicManager.h"
-#include "SCA_EventManager.h"
#include "SCA_TimeEventManager.h"
+
+#include "KX_ClientObjectInfo.h"
+#include "KX_Scene.h"
+#include "KX_GameObject.h"
#include "KX_Light.h"
#include "KX_Camera.h"
-#include "KX_ClientObjectInfo.h"
#include "KX_EmptyObject.h"
#include "KX_FontObject.h"
-#include "MT_Point3.h"
-#include "MT_Transform.h"
-#include "MT_MinMax.h"
-#include "SCA_IInputDevice.h"
+
#include "RAS_TexMatrix.h"
#include "RAS_ICanvas.h"
-#include "RAS_MaterialBucket.h"
-//#include "KX_BlenderPolyMaterial.h"
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_BucketManager.h"
+#include "RAS_IPolygonMaterial.h"
#include "BL_Material.h"
#include "KX_BlenderMaterial.h"
#include "BL_Texture.h"
-#include "DNA_action_types.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_object.h"
@@ -109,10 +95,10 @@
#include "BL_SkinDeformer.h"
#include "BL_MeshDeformer.h"
#include "KX_SoftBodyDeformer.h"
-//#include "BL_ArmatureController.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
-#include "BlenderWorldInfo.h"
+
+#include "KX_WorldInfo.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
@@ -143,13 +129,14 @@
#include "DNA_sound_types.h"
#include "DNA_key_types.h"
#include "DNA_armature_types.h"
+#include "DNA_action_types.h"
#include "DNA_object_force.h"
+#include "DNA_constraint_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_key.h"
#include "BKE_mesh.h"
-#include "MT_Point3.h"
#include "BLI_math.h"
@@ -170,29 +157,19 @@ extern Material defmaterial; /* material.c */
#include "KX_BlenderInputDevice.h"
#include "KX_ConvertProperties.h"
-#include "KX_HashedPtr.h"
-
-
-#include "KX_ScalarInterpolator.h"
-
-#include "KX_IpoConvert.h"
-#include "BL_System.h"
#include "SG_Node.h"
#include "SG_BBox.h"
#include "SG_Tree.h"
+#include "KX_SG_NodeRelationships.h"
+#include "KX_SG_BoneParentNodeRelationship.h"
#ifdef WITH_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdGraphicController.h"
#endif
-#include "KX_MotionState.h"
-
-// This file defines relationships between parents and children
-// in the game engine.
-#include "KX_SG_NodeRelationships.h"
-#include "KX_SG_BoneParentNodeRelationship.h"
+#include "KX_MotionState.h"
#include "BL_ArmatureObject.h"
#include "BL_DeformableGameObject.h"
@@ -200,18 +177,9 @@ extern Material defmaterial; /* material.c */
#include "KX_NavMeshObject.h"
#include "KX_ObstacleSimulation.h"
-#ifdef __cplusplus
-extern "C" {
-#endif
-//XXX void update_for_newframe();
-//void BKE_scene_update_for_newframe(struct Scene *sce, unsigned int lay);
-//void do_all_data_ipos(void);
-#ifdef __cplusplus
-}
-#endif
-
#include "BLI_threads.h"
+
static bool default_light_mode = 0;
static std::map<int, SCA_IInputDevice::KX_EnumInputs> create_translate_table()
@@ -389,6 +357,11 @@ static std::map<int, SCA_IInputDevice::KX_EnumInputs> create_translate_table()
static std::map<int, SCA_IInputDevice::KX_EnumInputs> gReverseKeyTranslateTable = create_translate_table();
+SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code)
+{
+ return gReverseKeyTranslateTable[key_code];
+}
+
static unsigned int KX_rgbaint2uint_new(unsigned int icol)
{
union
@@ -889,20 +862,20 @@ static bool ConvertMaterial(
// swap the material color, so MCol on bitmap font works
if (validmat && (use_vcol == false) && (mat->game.flag & GEMAT_TEXT))
{
- rgb[0] = KX_rgbaint2uint_new(rgb[0]);
- rgb[1] = KX_rgbaint2uint_new(rgb[1]);
- rgb[2] = KX_rgbaint2uint_new(rgb[2]);
- rgb[3] = KX_rgbaint2uint_new(rgb[3]);
+ material->rgb[0] = KX_rgbaint2uint_new(rgb[0]);
+ material->rgb[1] = KX_rgbaint2uint_new(rgb[1]);
+ material->rgb[2] = KX_rgbaint2uint_new(rgb[2]);
+ material->rgb[3] = KX_rgbaint2uint_new(rgb[3]);
}
if (validmat)
material->matname =(mat->id.name);
if (tface) {
- material->tface = *tface;
+ ME_MTEXFACE_CPY(&material->mtexpoly, tface);
}
else {
- memset(&material->tface, 0, sizeof(material->tface));
+ memset(&material->mtexpoly, 0, sizeof(material->mtexpoly));
}
material->material = mat;
return true;
@@ -986,8 +959,16 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
int totface = dm->getNumTessFaces(dm);
const char *tfaceName = "";
+ /* needs to be rewritten for loopdata */
if (tface) {
- DM_add_tangent_layer(dm);
+ if (CustomData_get_layer_index(&dm->faceData, CD_TANGENT) == -1) {
+ bool generate_data = false;
+ if (CustomData_get_layer_index(&dm->loopData, CD_TANGENT) == -1) {
+ DM_calc_loop_tangents(dm);
+ generate_data = true;
+ }
+ DM_generate_tangent_tessface_data(dm, generate_data);
+ }
tangent = (float(*)[4])dm->getTessFaceDataArray(dm, CD_TANGENT);
}
@@ -1022,7 +1003,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
meshobj->m_sharedvertex_map.resize(totvert);
Material* ma = 0;
- bool collider = true;
MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
unsigned int rgb[4] = {0};
@@ -1092,29 +1072,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
else
ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
- /* ckeck for texface since texface _only_ is used as a fallback */
- if (ma == NULL && tface == NULL) {
+ // Check for blender material
+ if (ma == NULL) {
ma= &defmaterial;
}
{
- bool visible = true;
- bool twoside = false;
RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
// set render flags
- if (ma)
- {
- visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
- twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
- collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
- }
- else {
- visible = true;
- twoside = false;
- collider = true;
- }
+ bool visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
+ bool twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
+ bool collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
/* mark face as flat, so vertices are split */
bool flat = (mface->flag & ME_SMOOTH) == 0;
@@ -1238,7 +1208,9 @@ static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blendero
// velocity clamping XXX
shapeProps->m_clamp_vel_min = blenderobject->min_vel;
shapeProps->m_clamp_vel_max = blenderobject->max_vel;
-
+ shapeProps->m_clamp_angvel_min = blenderobject->min_angvel;
+ shapeProps->m_clamp_angvel_max = blenderobject->max_angvel;
+
// Character physics properties
shapeProps->m_step_height = blenderobject->step_height;
shapeProps->m_jump_speed = blenderobject->jump_speed;
@@ -1374,8 +1346,8 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
if (!(blenderobject->gameflag & OB_COLLISION)) {
// Respond to all collisions so that Near sensors work on No Collision
// objects.
- gameobj->SetUserCollisionGroup(0xff);
- gameobj->SetUserCollisionMask(0xff);
+ gameobj->SetUserCollisionGroup(0xffff);
+ gameobj->SetUserCollisionMask(0xffff);
return;
}
@@ -1389,16 +1361,14 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
}
bool isCompoundChild = false;
- bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
+ bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD) && !(blenderobject->gameflag & OB_SOFT_BODY);
/* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
- * and cant be apart of the parents compound shape */
+ * and cant be apart of the parents compound shape, same goes for OB_SOFT_BODY */
if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
-
- if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
- {
+ if( (parent->gameflag & OB_CHILD)!=0 && (blenderobject->gameflag & OB_CHILD) && !(parent->gameflag & OB_SOFT_BODY)) {
isCompoundChild = true;
- }
+ }
}
if (processCompoundChildren != isCompoundChild)
return;
@@ -1429,16 +1399,6 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
if ((blenderobject->gameflag & OB_RECORD_ANIMATION) != 0)
gameobj->SetRecordAnimation(true);
- // store materialname in auxinfo, needed for touchsensors
- if (meshobj)
- {
- const STR_String& matname=meshobj->GetMaterialName(0);
- gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
- } else
- {
- gameobj->getClientInfo()->m_auxilary_info = 0;
- }
-
delete shapeprops;
delete smmaterial;
if (dm) {
@@ -1499,7 +1459,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter)
{
Camera* ca = static_cast<Camera*>(ob->data);
- RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->sensor_x, ca->sensor_y, ca->sensor_fit, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, ca->YF_dofdist);
+ RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->sensor_x, ca->sensor_y, ca->sensor_fit, ca->shiftx, ca->shifty, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, ca->YF_dofdist);
KX_Camera *gamecamera;
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
@@ -1568,7 +1528,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj->AddMesh(meshobj);
// gather levels of detail
- if (BLI_countlist(&ob->lodlevels) > 1) {
+ if (BLI_listbase_count_ex(&ob->lodlevels, 2) > 1) {
LodLevel *lod = ((LodLevel*)ob->lodlevels.first)->next;
Mesh* lodmesh = mesh;
Object* lodmatob = ob;
@@ -1583,6 +1543,10 @@ static KX_GameObject *gameobject_from_blenderobject(
}
gameobj->AddLodMesh(BL_ConvertMesh(lodmesh, lodmatob, kxscene, converter, libloading));
}
+ if (blenderscene->gm.lodflag & SCE_LOD_USE_HYST) {
+ kxscene->SetLodHysteresis(true);
+ kxscene->SetLodHysteresisValue(blenderscene->gm.scehysteresis);
+ }
}
// for all objects: check whether they want to
@@ -1676,7 +1640,7 @@ static KX_GameObject *gameobject_from_blenderobject(
case OB_FONT:
{
- bool do_color_management = !(blenderscene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT);
+ bool do_color_management = BKE_scene_check_color_management_enabled(blenderscene);
/* font objects have no bounding box */
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob, do_color_management);
@@ -1711,9 +1675,6 @@ struct parentChildLink {
SG_Node* m_gamechildnode;
};
-#include "DNA_constraint_types.h"
-//XXX #include "BIF_editconstraint.h"
-
static bPoseChannel *get_active_posechannel2(Object *ob)
{
bArmature *arm= (bArmature*)ob->data;
@@ -1747,20 +1708,27 @@ static ListBase *get_active_constraints2(Object *ob)
return NULL;
}
-static void UNUSED_FUNCTION(RBJconstraints)(Object *ob)//not used
+static void UNUSED_FUNCTION(print_active_constraints2)(Object *ob) //not used, use to debug
{
- ListBase *conlist;
- bConstraint *curcon;
-
- conlist = get_active_constraints2(ob);
+ bConstraint* curcon;
+ ListBase* conlist = get_active_constraints2(ob);
if (conlist) {
for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) {
-
printf("%i\n",curcon->type);
}
+ }
+}
+// Copy base layer to object layer like in BKE_scene_set_background
+static void blenderSceneSetBackground(Scene *blenderscene)
+{
+ Scene *it;
+ Base *base;
+ for (SETLOOPER(blenderscene, it, base)) {
+ base->object->lay = base->lay;
+ base->object->flag = base->flag;
}
}
@@ -1778,12 +1746,21 @@ static KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist)
}
+static bool bl_isConstraintInList(KX_GameObject *gameobj, set<KX_GameObject*> convertedlist)
+{
+ set<KX_GameObject*>::iterator gobit;
+ for (gobit = convertedlist.begin(); gobit != convertedlist.end(); gobit++) {
+ if ((*gobit)->GetName() == gameobj->GetName())
+ return true;
+ }
+ return false;
+}
+
/* helper for BL_ConvertBlenderObjects, avoids code duplication
* note: all var names match args are passed from the caller */
static void bl_ConvertBlenderObject_Single(
KX_BlenderSceneConverter *converter,
- Scene *blenderscene, Object *blenderobject,
- vector<MT_Vector3> &inivel, vector<MT_Vector3> &iniang,
+ Object *blenderobject,
vector<parentChildLink> &vec_parent_child,
CListValue* logicbrick_conversionlist,
CListValue* objectlist, CListValue* inactivelist, CListValue* sumolist,
@@ -1792,10 +1769,6 @@ static void bl_ConvertBlenderObject_Single(
bool isInActiveLayer
)
{
- MT_Point3 posPrev;
- MT_Matrix3x3 angor;
- if (converter->addInitFromFrame) blenderscene->r.cfra=blenderscene->r.sfra;
-
MT_Point3 pos(
blenderobject->loc[0]+blenderobject->dloc[0],
blenderobject->loc[1]+blenderobject->dloc[1],
@@ -1809,35 +1782,6 @@ static void bl_ConvertBlenderObject_Single(
MT_Vector3 scale(blenderobject->size);
- if (converter->addInitFromFrame) {//rcruiz
- blenderscene->r.cfra=blenderscene->r.sfra-1;
- //XXX update_for_newframe();
- MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
- blenderobject->loc[1]+blenderobject->dloc[1],
- blenderobject->loc[2]+blenderobject->dloc[2]
- );
-
- float rotmatPrev[3][3];
- BKE_object_rot_to_mat3(blenderobject, rotmatPrev, false);
-
- float eulxyz[3], eulxyzPrev[3];
- mat3_to_eul(eulxyz, rotmat);
- mat3_to_eul(eulxyzPrev, rotmatPrev);
-
- double fps = (double) blenderscene->r.frs_sec/
- (double) blenderscene->r.frs_sec_base;
-
- tmp.scale(fps, fps, fps);
- inivel.push_back(tmp);
- tmp[0]=eulxyz[0]-eulxyzPrev[0];
- tmp[1]=eulxyz[1]-eulxyzPrev[1];
- tmp[2]=eulxyz[2]-eulxyzPrev[2];
- tmp.scale(fps, fps, fps);
- iniang.push_back(tmp);
- blenderscene->r.cfra=blenderscene->r.sfra;
- //XXX update_for_newframe();
- }
-
gameobj->NodeSetLocalPosition(pos);
gameobj->NodeSetLocalOrientation(rotation);
gameobj->NodeSetLocalScale(scale);
@@ -1850,7 +1794,7 @@ static void bl_ConvertBlenderObject_Single(
gameobj->SetName(blenderobject->id.name + 2);
// update children/parent hierarchy
- if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
+ if (blenderobject->parent != 0)
{
// blender has an additional 'parentinverse' offset in each object
SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc);
@@ -1909,10 +1853,6 @@ static void bl_ConvertBlenderObject_Single(
logicbrick_conversionlist->Add(gameobj->AddRef());
- if (converter->addInitFromFrame) {
- posPrev=gameobj->NodeGetWorldPosition();
- angor=gameobj->NodeGetWorldOrientation();
- }
if (isInActiveLayer)
{
objectlist->Add(gameobj->AddRef());
@@ -1920,7 +1860,6 @@ static void bl_ConvertBlenderObject_Single(
gameobj->NodeUpdateGS(0);
gameobj->AddMeshUser();
-
}
else
{
@@ -1928,11 +1867,6 @@ static void bl_ConvertBlenderObject_Single(
//at the end of this function if it is not a root object
inactivelist->Add(gameobj->AddRef());
}
-
- if (converter->addInitFromFrame) {
- gameobj->NodeSetLocalPosition(posPrev);
- gameobj->NodeSetLocalOrientation(angor);
- }
}
@@ -1951,8 +1885,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
#define BL_CONVERTBLENDEROBJECT_SINGLE \
bl_ConvertBlenderObject_Single(converter, \
- blenderscene, blenderobject, \
- inivel, iniang, \
+ blenderobject, \
vec_parent_child, \
logicbrick_conversionlist, \
objectlist, inactivelist, sumolist, \
@@ -1974,7 +1907,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
RAS_FrameSettings::RAS_FrameType frame_type;
int aspect_width;
int aspect_height;
- vector<MT_Vector3> inivel,iniang;
set<Group*> grouplist; // list of groups to be converted
set<Object*> allblobj; // all objects converted
set<Object*> groupobj; // objects from groups (never in active layer)
@@ -1983,6 +1915,12 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// is not in a separate thread.
BL_Texture::GetMaxUnits();
+ /* We have to ensure that group definitions are only converted once
+ * push all converted group members to this set.
+ * This will happen when a group instance is made from a linked group instance
+ * and both are on the active layer. */
+ set<KX_GameObject*> convertedlist;
+
if (alwaysUseExpandFraming) {
frame_type = RAS_FrameSettings::e_frame_extend;
aspect_width = canvas->GetWidth();
@@ -2046,6 +1984,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
SetDefaultLightMode(blenderscene);
+
+ blenderSceneSetBackground(blenderscene);
+
// Let's support scene set.
// Beware of name conflict in linked data, it will not crash but will create confusion
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
@@ -2061,23 +2002,15 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
rendertools,
converter,
libloading);
-
- bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
- bool addobj=true;
-
- if (converter->addInitFromFrame)
- if (!isInActiveLayer)
- addobj=false;
+ bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
if (gameobj)
{
- if (addobj)
- { /* macro calls object conversion funcs */
- BL_CONVERTBLENDEROBJECT_SINGLE;
+ /* macro calls object conversion funcs */
+ BL_CONVERTBLENDEROBJECT_SINGLE;
- if (gameobj->IsDupliGroup()) {
- grouplist.insert(blenderobject->dup_group);
- }
+ if (gameobj->IsDupliGroup()) {
+ grouplist.insert(blenderobject->dup_group);
}
/* Note about memory leak issues:
@@ -2121,22 +2054,16 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
rendertools,
converter,
libloading);
-
- // this code is copied from above except that
- // object from groups are never in active layer
+
bool isInActiveLayer = false;
- bool addobj=true;
-
- if (converter->addInitFromFrame)
- if (!isInActiveLayer)
- addobj=false;
-
- if (gameobj)
- {
- if (addobj)
- { /* macro calls object conversion funcs */
- BL_CONVERTBLENDEROBJECT_SINGLE;
- }
+ if (gameobj) {
+ /* Insert object to the constraint game object list
+ * so we can check later if there is a instance in the scene or
+ * an instance and its actual group definition. */
+ convertedlist.insert((KX_GameObject*)gameobj->AddRef());
+
+ /* macro calls object conversion funcs */
+ BL_CONVERTBLENDEROBJECT_SINGLE;
if (gameobj->IsDupliGroup())
{
@@ -2146,7 +2073,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
}
-
/* see comment above re: mem leaks */
gameobj->Release();
}
@@ -2260,8 +2186,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
case PARSKEL: // skinned - ignore
break;
case PAROBJECT:
- case PARCURVE:
- case PARKEY:
case PARVERT3:
default:
// unhandled
@@ -2338,7 +2262,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
bool processCompoundChildren = false;
-
// create physics information
for (i=0;i<sumolist->GetCount();i++)
{
@@ -2369,131 +2292,64 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,converter,processCompoundChildren);
}
-
- //set ini linearVel and int angularVel //rcruiz
- if (converter->addInitFromFrame)
- for (i=0;i<sumolist->GetCount();i++)
- {
- KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
- if (gameobj->IsDynamic()) {
- gameobj->setLinearVelocity(inivel[i],false);
- gameobj->setAngularVelocity(iniang[i],false);
- }
-
-
- }
- // create physics joints
+ // create physics joints
for (i=0;i<sumolist->GetCount();i++)
{
- KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
- struct Object* blenderobject = gameobj->GetBlenderObject();
- ListBase *conlist;
+ PHY_IPhysicsEnvironment *physEnv = kxscene->GetPhysicsEnvironment();
+ KX_GameObject *gameobj = (KX_GameObject *)sumolist->GetValue(i);
+ struct Object *blenderobject = gameobj->GetBlenderObject();
+ ListBase *conlist = get_active_constraints2(blenderobject);
bConstraint *curcon;
- conlist = get_active_constraints2(blenderobject);
- if ((gameobj->GetLayer()&activeLayerBitInfo)==0)
+ if (!conlist)
continue;
- if (conlist) {
- for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) {
- if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
+ for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) {
+ if (curcon->type != CONSTRAINT_TYPE_RIGIDBODYJOINT)
+ continue;
- bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
+ bRigidBodyJointConstraint *dat = (bRigidBodyJointConstraint *)curcon->data;
+
+ /* Skip if no target or a child object is selected or constraints are deactivated */
+ if (!dat->tar || dat->child || (curcon->flag & CONSTRAINT_OFF))
+ continue;
- if (!dat->child && !(curcon->flag & CONSTRAINT_OFF)) {
+ /* Store constraints of grouped and instanced objects for all layers */
+ gameobj->AddConstraint(dat);
- PHY_IPhysicsController* physctr2 = 0;
+ /** if it's during libload we only add constraints in the object but
+ * doesn't create it. Constraint will be replicated later in scene->MergeScene
+ */
+ if (libloading)
+ continue;
- if (dat->tar)
- {
- KX_GameObject *gotar=getGameOb(dat->tar->id.name+2,sumolist);
- if (gotar && ((gotar->GetLayer()&activeLayerBitInfo)!=0) && gotar->GetPhysicsController())
- physctr2 = gotar->GetPhysicsController();
- }
+ /* Skipped already converted constraints.
+ * This will happen when a group instance is made from a linked group instance
+ * and both are on the active layer. */
+ if (bl_isConstraintInList(gameobj, convertedlist))
+ continue;
- if (gameobj->GetPhysicsController())
- {
- PHY_IPhysicsController* physctrl = gameobj->GetPhysicsController();
- //we need to pass a full constraint frame, not just axis
-
- //localConstraintFrameBasis
- MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ));
- MT_Vector3 axis0 = localCFrame.getColumn(0);
- MT_Vector3 axis1 = localCFrame.getColumn(1);
- MT_Vector3 axis2 = localCFrame.getColumn(2);
-
- int constraintId = kxscene->GetPhysicsEnvironment()->CreateConstraint(physctrl,physctr2,(PHY_ConstraintType)dat->type,(float)dat->pivX,
- (float)dat->pivY,(float)dat->pivZ,
- (float)axis0.x(),(float)axis0.y(),(float)axis0.z(),
- (float)axis1.x(),(float)axis1.y(),(float)axis1.z(),
- (float)axis2.x(),(float)axis2.y(),(float)axis2.z(),dat->flag);
- if (constraintId)
- {
- //if it is a generic 6DOF constraint, set all the limits accordingly
- if (dat->type == PHY_GENERIC_6DOF_CONSTRAINT)
- {
- int dof;
- int dofbit=1;
- for (dof=0;dof<6;dof++)
- {
- if (dat->flag & dofbit)
- {
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
- } else
- {
- //minLimit > maxLimit means free(disabled limit) for this degree of freedom
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1);
- }
- dofbit<<=1;
- }
- }
- else if (dat->type == PHY_CONE_TWIST_CONSTRAINT)
- {
- int dof;
- int dofbit = 1<<3; // bitflag use_angular_limit_x
-
- for (dof=3;dof<6;dof++)
- {
- if (dat->flag & dofbit)
- {
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
- }
- else
- {
- //maxLimit < 0 means free(disabled limit) for this degree of freedom
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1);
- }
- dofbit<<=1;
- }
- }
- else if (dat->type == PHY_LINEHINGE_CONSTRAINT)
- {
- int dof = 3; // dof for angular x
- int dofbit = 1<<3; // bitflag use_angular_limit_x
-
- if (dat->flag & dofbit)
- {
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,
- dat->minLimit[dof],dat->maxLimit[dof]);
- } else
- {
- //minLimit > maxLimit means free(disabled limit) for this degree of freedom
- kxscene->GetPhysicsEnvironment()->SetConstraintParam(constraintId,dof,1,-1);
- }
- }
- }
- }
- }
- }
+ KX_GameObject *gotar = getGameOb(dat->tar->id.name + 2, sumolist);
+
+ if (gotar && (gotar->GetLayer()&activeLayerBitInfo) && gotar->GetPhysicsController() &&
+ (gameobj->GetLayer()&activeLayerBitInfo) && gameobj->GetPhysicsController())
+ {
+ physEnv->SetupObjectConstraints(gameobj, gotar, dat);
}
}
}
+ /* cleanup converted set of group objects */
+ set<KX_GameObject*>::iterator gobit;
+ for (gobit = convertedlist.begin(); gobit != convertedlist.end(); gobit++)
+ (*gobit)->Release();
+
+ convertedlist.clear();
sumolist->Release();
// convert world
- KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene, blenderscene->world);
+ KX_WorldInfo* worldinfo = new KX_WorldInfo(blenderscene, blenderscene->world);
converter->RegisterWorldInfo(worldinfo);
kxscene->SetWorldInfo(worldinfo);
@@ -2537,8 +2393,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
}
-#define CONVERT_LOGIC
-#ifdef CONVERT_LOGIC
// convert logic bricks, sensors, controllers and actuators
for (i=0;i<logicbrick_conversionlist->GetCount();i++)
{
@@ -2573,8 +2427,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->ResetState();
}
-#endif //CONVERT_LOGIC
-
logicbrick_conversionlist->Release();
// Calculate the scene btree -
@@ -2601,7 +2453,3 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bucketmanager->OptimizeBuckets(distance);
}
-SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code)
-{
- return gReverseKeyTranslateTable[key_code];
-}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.h b/source/gameengine/Converter/BL_BlenderDataConversion.h
index 6bd77954b88..22210cc6035 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.h
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.h
@@ -34,7 +34,7 @@
#include "CTR_HashedPtr.h"
#include "STR_String.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "KX_PhysicsEngineEnums.h"
#include "SCA_IInputDevice.h"
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
index 71dc1bdec87..3bc07113ff6 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.cpp
+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
@@ -186,6 +186,7 @@ bool BL_ModifierDeformer::Update(void)
m_dm->release(m_dm);
// HACK! use deformedOnly as a user counter
m_dm->deformedOnly = 1;
+ DM_update_materials(m_dm, blendobj);
/* update the graphic controller */
PHY_IGraphicController *ctrl = m_gameobj->GetGraphicController();
if (ctrl) {
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index 67712c683f9..e8f451213f5 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -48,8 +48,8 @@
#include "BLI_math.h"
#include "MT_Matrix4x4.h"
-#include "FloatValue.h"
-#include "PyObjectPlus.h"
+#include "EXP_FloatValue.h"
+#include "EXP_PyObjectPlus.h"
extern "C" {
#include "BKE_animsys.h"
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index e7137a5c379..950c1dcad11 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -200,12 +200,14 @@ void BL_SkinDeformer::BGEDeformVerts()
Object *par_arma = m_armobj->GetArmatureObject();
MDeformVert *dverts = m_bmesh->dvert;
bDeformGroup *dg;
- int defbase_tot = BLI_countlist(&m_objMesh->defbase);
+ int defbase_tot;
Eigen::Matrix4f pre_mat, post_mat, chan_mat, norm_chan_mat;
if (!dverts)
return;
+ defbase_tot = BLI_listbase_count(&m_objMesh->defbase);
+
if (m_dfnrToPC == NULL)
{
m_dfnrToPC = new bPoseChannel*[defbase_tot];
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp
deleted file mode 100644
index 75beb5d0e0e..00000000000
--- a/source/gameengine/Converter/BlenderWorldInfo.cpp
+++ /dev/null
@@ -1,200 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can [0]istribute 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file gameengine/Converter/BlenderWorldInfo.cpp
- * \ingroup bgeconv
- */
-
-
-#include <stdio.h> // printf()
-
-#include "BlenderWorldInfo.h"
-
-/* This little block needed for linking to Blender... */
-#ifdef WIN32
-#include "BLI_winstuff.h"
-#endif
-
-/* This list includes only data type definitions */
-#include "DNA_object_types.h"
-#include "DNA_material_types.h"
-#include "DNA_image_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_group_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_property_types.h"
-#include "DNA_text_types.h"
-#include "DNA_sensor_types.h"
-#include "DNA_controller_types.h"
-#include "DNA_actuator_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_view3d_types.h"
-#include "DNA_world_types.h"
-#include "DNA_screen_types.h"
-
-#include "BLI_math.h"
-
-#include "BKE_global.h"
-#include "BKE_scene.h"
-/* end of blender include block */
-
-
-BlenderWorldInfo::BlenderWorldInfo(struct Scene *blenderscene, struct World *blenderworld)
-{
- if (blenderworld) {
- m_hasworld = true;
-
- // do we have mist?
- if ((blenderworld->mode) & WO_MIST) {
- m_hasmist = true;
- m_miststart = blenderworld->miststa;
- m_mistdistance = blenderworld->mistdist;
- copy_v3_v3(m_mistcolor, &blenderworld->horr);
- }
- else {
- m_hasmist = false;
- m_miststart = 0.0;
- m_mistdistance = 0.0;
- zero_v3(m_mistcolor);
- }
-
- copy_v3_v3(m_backgroundcolor, &blenderworld->horr);
- copy_v3_v3(m_ambientcolor, &blenderworld->ambr);
-
- if (BKE_scene_check_color_management_enabled(blenderscene)) {
- linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor);
- linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor);
- linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor);
- }
- }
- else {
- m_hasworld = false;
- }
-}
-
-BlenderWorldInfo::~BlenderWorldInfo()
-{
-}
-
-bool BlenderWorldInfo::hasWorld()
-{
- return m_hasworld;
-}
-
-bool BlenderWorldInfo::hasMist()
-{
- return m_hasmist;
-}
-
-float BlenderWorldInfo::getBackColorRed()
-{
- return m_backgroundcolor[0];
-}
-
-float BlenderWorldInfo::getBackColorGreen()
-{
- return m_backgroundcolor[1];
-}
-
-float BlenderWorldInfo::getBackColorBlue()
-{
- return m_backgroundcolor[2];
-}
-
-float BlenderWorldInfo::getAmbientColorRed()
-{
- return m_ambientcolor[0];
-}
-
-float BlenderWorldInfo::getAmbientColorGreen()
-{
- return m_ambientcolor[1];
-}
-
-float BlenderWorldInfo::getAmbientColorBlue()
-{
- return m_ambientcolor[2];
-}
-
-float BlenderWorldInfo::getMistStart()
-{
- return m_miststart;
-}
-
-float BlenderWorldInfo::getMistDistance()
-{
- return m_mistdistance;
-}
-
-float BlenderWorldInfo::getMistColorRed()
-{
- return m_mistcolor[0];
-}
-
-float BlenderWorldInfo::getMistColorGreen()
-{
- return m_mistcolor[1];
-}
-
-float BlenderWorldInfo::getMistColorBlue()
-{
- return m_mistcolor[2];
-}
-
-void BlenderWorldInfo::setBackColor(float r, float g, float b)
-{
- m_backgroundcolor[0] = r;
- m_backgroundcolor[1] = g;
- m_backgroundcolor[2] = b;
-}
-
-void BlenderWorldInfo::setMistStart(float d)
-{
- m_miststart = d;
-}
-
-void BlenderWorldInfo::setMistDistance(float d)
-{
- m_mistdistance = d;
-}
-
-void BlenderWorldInfo::setMistColorRed(float d)
-{
- m_mistcolor[0] = d;
-}
-
-void BlenderWorldInfo::setMistColorGreen(float d)
-{
- m_mistcolor[1] = d;
-}
-
-void BlenderWorldInfo::setMistColorBlue(float d)
-{
- m_mistcolor[2] = d;
-}
diff --git a/source/gameengine/Converter/BlenderWorldInfo.h b/source/gameengine/Converter/BlenderWorldInfo.h
deleted file mode 100644
index 2ac2d70b5d1..00000000000
--- a/source/gameengine/Converter/BlenderWorldInfo.h
+++ /dev/null
@@ -1,82 +0,0 @@
-/*
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file BlenderWorldInfo.h
- * \ingroup bgeconv
- */
-
-#ifndef __BLENDERWORLDINFO_H__
-#define __BLENDERWORLDINFO_H__
-#include "MT_CmMatrix4x4.h"
-#include "KX_WorldInfo.h"
-
-class BlenderWorldInfo : public KX_WorldInfo
-{
- bool m_hasworld;
- float m_backgroundcolor[3];
-
- bool m_hasmist;
- float m_miststart;
- float m_mistdistance;
- float m_mistcolor[3];
-
- float m_ambientcolor[3];
-
-public:
- BlenderWorldInfo(struct Scene *blenderscene, struct World *blenderworld);
- ~BlenderWorldInfo();
-
- bool hasWorld();
- bool hasMist();
- float getBackColorRed();
- float getBackColorGreen();
- float getBackColorBlue();
-
- float getAmbientColorRed();
- float getAmbientColorGreen();
- float getAmbientColorBlue();
-
- float getMistStart();
- float getMistDistance();
- float getMistColorRed();
- float getMistColorGreen();
- float getMistColorBlue();
-
- void setBackColor(float r, float g, float b);
- void setMistStart(float d);
- void setMistDistance(float d);
- void setMistColorRed(float d);
- void setMistColorGreen(float d);
- void setMistColorBlue(float d);
-
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:BlenderWorldInfo")
-#endif
-};
-
-#endif /* __BLENDERWORLDINFO_H__ */
diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt
index 9c0d25e56ff..4db9fcebd06 100644
--- a/source/gameengine/Converter/CMakeLists.txt
+++ b/source/gameengine/Converter/CMakeLists.txt
@@ -56,7 +56,7 @@ set(INC
set(INC_SYS
../../../intern/moto/include
../../../extern/recastnavigation/Detour/Include
- ../../../extern/Eigen3
+ ${EIGEN3_INCLUDE_DIRS}
${PTHREADS_INCLUDE_DIRS}
${BOOST_INCLUDE_DIR}
)
@@ -74,7 +74,6 @@ set(SRC
BL_ShapeActionActuator.cpp
BL_ShapeDeformer.cpp
BL_SkinDeformer.cpp
- BlenderWorldInfo.cpp
KX_BlenderScalarInterpolator.cpp
KX_BlenderSceneConverter.cpp
KX_ConvertActuators.cpp
@@ -96,7 +95,6 @@ set(SRC
BL_ShapeActionActuator.h
BL_ShapeDeformer.h
BL_SkinDeformer.h
- BlenderWorldInfo.h
KX_BlenderScalarInterpolator.h
KX_BlenderSceneConverter.h
KX_ConvertActuators.h
@@ -115,10 +113,11 @@ if(WITH_BULLET)
endif()
if(WITH_AUDASPACE)
- list(APPEND INC
- ../../../intern/audaspace/intern
+ add_definitions(${AUDASPACE_DEFINITIONS})
+
+ list(APPEND INC_SYS
+ ${AUDASPACE_C_INCLUDE_DIRS}
)
- add_definitions(-DWITH_AUDASPACE)
endif()
blender_add_lib(ge_converter "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index a20ebb3a081..9d01d3d5a39 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -58,7 +58,7 @@
#include "KX_LibLoadStatus.h"
#include "KX_BlenderScalarInterpolator.h"
#include "BL_BlenderDataConversion.h"
-#include "BlenderWorldInfo.h"
+#include "KX_WorldInfo.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
@@ -69,6 +69,7 @@
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BKE_main.h"
+#include "BKE_fcurve.h"
#include "BLI_math.h"
@@ -87,6 +88,7 @@ extern "C"
#include "BKE_mesh.h" // BKE_mesh_copy
#include "DNA_space_types.h"
#include "DNA_anim_types.h"
+#include "DNA_action_types.h"
#include "RNA_define.h"
#include "../../blender/editors/include/ED_keyframing.h"
}
@@ -115,11 +117,9 @@ typedef struct ThreadInfo {
} ThreadInfo;
KX_BlenderSceneConverter::KX_BlenderSceneConverter(
- struct Main* maggie,
- class KX_KetsjiEngine* engine
- )
- : m_maggie(maggie),
- /*m_maggie_dyn(NULL),*/
+ Main *maggie,
+ KX_KetsjiEngine *engine)
+ :m_maggie(maggie),
m_ketsjiEngine(engine),
m_alwaysUseExpandFraming(false),
m_usemat(false),
@@ -132,13 +132,11 @@ KX_BlenderSceneConverter::KX_BlenderSceneConverter(
pthread_mutex_init(&m_threadinfo->merge_lock, NULL);
}
-
KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
{
// clears meshes, and hashmaps from blender to gameengine data
- int i;
// delete sumoshapes
-
+
if (m_threadinfo) {
vector<pthread_t>::iterator pit = m_threadinfo->threads.begin();
while (pit != m_threadinfo->threads.end()) {
@@ -151,104 +149,83 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
}
int numAdtLists = m_map_blender_to_gameAdtList.size();
- for (i=0; i<numAdtLists; i++) {
- BL_InterpolatorList *adtList= *m_map_blender_to_gameAdtList.at(i);
+ for (int i = 0; i < numAdtLists; i++) {
+ BL_InterpolatorList *adtList = *m_map_blender_to_gameAdtList.at(i);
delete (adtList);
}
- vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
+ vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator itw = m_worldinfos.begin();
while (itw != m_worldinfos.end()) {
- delete (*itw).second;
+ delete itw->second;
itw++;
}
m_worldinfos.clear();
- vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
+ vector<pair<KX_Scene *,RAS_IPolyMaterial *> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
- //m_polymat_cache.erase((*itp).second->GetBlenderMaterial());
- delete (*itp).second;
+ delete itp->second;
itp++;
}
m_polymaterials.clear();
// delete after RAS_IPolyMaterial
- vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
+ vector<pair<KX_Scene *,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
- //m_mat_cache.erase((*itmat).second->material);
- delete (*itmat).second;
+ delete itmat->second;
itmat++;
}
m_materials.clear();
-
- vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
+ vector<pair<KX_Scene *,RAS_MeshObject *> >::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
- delete (*itm).second;
+ delete itm->second;
itm++;
}
m_meshobjects.clear();
-
/* free any data that was dynamically loaded */
- while (m_DynamicMaggie.size() != 0)
- {
+ while (m_DynamicMaggie.size() != 0) {
FreeBlendFile(m_DynamicMaggie[0]);
}
m_DynamicMaggie.clear();
}
-void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
+void KX_BlenderSceneConverter::SetNewFileName(const STR_String &filename)
{
m_newfilename = filename;
}
-
-
bool KX_BlenderSceneConverter::TryAndLoadNewFile()
{
bool result = false;
- // find the file
-/* if ()
- {
- result = true;
- }
- // if not, clear the newfilename
- else
- {
- m_newfilename = "";
- }
-*/
return result;
}
-Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
+Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String &name)
{
Scene *sce;
/**
* Find the specified scene by name, or NULL if nothing matches.
*/
- if ((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
+ if ((sce = (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
- for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
- Main *main= *it;
+ for (vector<Main *>::iterator it=m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
+ Main *main = *it;
if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
}
return NULL;
-
}
-void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
- class RAS_IRasterizer* rendertools,
- class RAS_ICanvas* canvas,
- bool libloading)
+void KX_BlenderSceneConverter::ConvertScene(KX_Scene *destinationscene, RAS_IRasterizer *rendertools,
+ RAS_ICanvas *canvas, bool libloading)
{
//find out which physics engine
Scene *blenderscene = destinationscene->GetBlenderScene();
@@ -264,13 +241,12 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
// when doing threaded conversion, so it's disabled for now.
// SG_SetActiveStage(SG_STAGE_CONVERTER);
- switch (blenderscene->gm.physicsEngine)
- {
+ switch (blenderscene->gm.physicsEngine) {
#ifdef WITH_BULLET
case WOPHY_BULLET:
{
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
- int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
+ int visualizePhysics = SYS_GetCommandLineInt(syshandle, "show_physics", 0);
phy_env = CcdPhysicsEnvironment::Create(blenderscene, visualizePhysics);
physics_engine = UseBullet;
@@ -289,7 +265,8 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
destinationscene->SetPhysicsEnvironment(phy_env);
- BL_ConvertBlenderObjects(m_maggie,
+ BL_ConvertBlenderObjects(
+ m_maggie,
destinationscene,
m_ketsjiEngine,
physics_engine,
@@ -297,8 +274,7 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
canvas,
this,
m_alwaysUseExpandFraming,
- libloading
- );
+ libloading);
//These lookup are not needed during game
m_map_blender_to_gameactuator.clear();
@@ -324,30 +300,32 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
// delete the scene first as it will stop the use of entities
delete scene;
// delete the entities of this scene
- vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
+ vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
size = m_worldinfos.size();
- for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
- if ((*worldit).first == scene) {
- delete (*worldit).second;
+ for (i = 0, worldit = m_worldinfos.begin(); i < size; ) {
+ if (worldit->first == scene) {
+ delete worldit->second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
- } else {
+ }
+ else {
i++;
worldit++;
}
}
- vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
+ vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
size = m_polymaterials.size();
- for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
- if ((*polymit).first == scene) {
- m_polymat_cache[scene].erase((*polymit).second->GetBlenderMaterial());
- delete (*polymit).second;
+ for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
+ if (polymit->first == scene) {
+ m_polymat_cache[scene].erase(polymit->second->GetBlenderMaterial());
+ delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
- } else {
+ }
+ else {
i++;
polymit++;
}
@@ -355,16 +333,17 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
m_polymat_cache.erase(scene);
- vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
+ vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
size = m_materials.size();
- for (i=0, matit=m_materials.begin(); i<size; ) {
- if ((*matit).first == scene) {
- m_mat_cache[scene].erase((*matit).second->material);
- delete (*matit).second;
+ for (i = 0, matit = m_materials.begin(); i < size; ) {
+ if (matit->first == scene) {
+ m_mat_cache[scene].erase(matit->second->material);
+ delete matit->second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
- } else {
+ }
+ else {
i++;
matit++;
}
@@ -372,15 +351,16 @@ void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
m_mat_cache.erase(scene);
- vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
+ vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
size = m_meshobjects.size();
- for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
- if ((*meshit).first == scene) {
- delete (*meshit).second;
+ for (i = 0, meshit = m_meshobjects.begin(); i < size; ) {
+ if (meshit->first == scene) {
+ delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
- } else {
+ }
+ else {
i++;
meshit++;
}
@@ -423,43 +403,34 @@ bool KX_BlenderSceneConverter::GetCacheMaterials()
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
// First make sure we don't register the material twice
- vector<pair<KX_Scene*,BL_Material*> >::iterator it;
+ vector<pair<KX_Scene *, BL_Material *> >::iterator it;
for (it = m_materials.begin(); it != m_materials.end(); ++it)
if (it->second == mat)
return;
- m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
+ m_materials.push_back(pair<KX_Scene *, BL_Material *> (m_currentScene, mat));
}
-
-
-void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
- bool to_what)
+void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(bool to_what)
{
m_alwaysUseExpandFraming= to_what;
}
-
-
-void KX_BlenderSceneConverter::RegisterGameObject(
- KX_GameObject *gameobject,
- struct Object *for_blenderobject)
+void KX_BlenderSceneConverter::RegisterGameObject(KX_GameObject *gameobject, Object *for_blenderobject)
{
/* only maintained while converting, freed during game runtime */
- m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
+ m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject), gameobject);
}
/* only need to run this during conversion since
* m_map_blender_to_gameobject is freed after conversion */
-void KX_BlenderSceneConverter::UnregisterGameObject(
- KX_GameObject *gameobject)
+void KX_BlenderSceneConverter::UnregisterGameObject(KX_GameObject *gameobject)
{
- struct Object *bobp= gameobject->GetBlenderObject();
+ Object *bobp = gameobject->GetBlenderObject();
if (bobp) {
CHashedPtr bptr(bobp);
- KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
- if (gobp && *gobp == gameobject)
- {
+ KX_GameObject **gobp = m_map_blender_to_gameobject[bptr];
+ if (gobp && *gobp == gameobject) {
// also maintain m_map_blender_to_gameobject if the gameobject
// being removed is matching the blender object
m_map_blender_to_gameobject.remove(bptr);
@@ -467,47 +438,41 @@ void KX_BlenderSceneConverter::UnregisterGameObject(
}
}
-KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
- struct Object *for_blenderobject)
+KX_GameObject *KX_BlenderSceneConverter::FindGameObject(Object *for_blenderobject)
{
- KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
-
- return obp?*obp:NULL;
+ KX_GameObject **obp = m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
+
+ return obp ? *obp : NULL;
}
-void KX_BlenderSceneConverter::RegisterGameMesh(
- RAS_MeshObject *gamemesh,
- struct Mesh *for_blendermesh)
+void KX_BlenderSceneConverter::RegisterGameMesh(RAS_MeshObject *gamemesh, Mesh *for_blendermesh)
{
if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
}
- m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
+ m_meshobjects.push_back(pair<KX_Scene *, RAS_MeshObject *> (m_currentScene,gamemesh));
}
-
-
-RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
- struct Mesh *for_blendermesh/*,
- unsigned int onlayer*/)
+RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(Mesh *for_blendermesh)
{
- RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
-
- if (meshp/* && onlayer==(*meshp)->GetLightLayer()*/) {
+ RAS_MeshObject **meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
+
+ if (meshp) {
return *meshp;
- } else {
+ }
+ else {
return NULL;
}
-}
+}
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
{
// First make sure we don't register the material twice
- vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator it;
+ vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator it;
for (it = m_polymaterials.begin(); it != m_polymaterials.end(); ++it)
if (it->second == polymat)
return;
- m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
+ m_polymaterials.push_back(pair<KX_Scene *, RAS_IPolyMaterial *> (m_currentScene, polymat));
}
void KX_BlenderSceneConverter::CachePolyMaterial(KX_Scene *scene, Material *mat, RAS_IPolyMaterial *polymat)
@@ -516,128 +481,99 @@ void KX_BlenderSceneConverter::CachePolyMaterial(KX_Scene *scene, Material *mat,
m_polymat_cache[scene][mat] = polymat;
}
-RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(KX_Scene *scene, struct Material *mat)
+RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_polymat_cache[scene][mat] : NULL;
}
-void KX_BlenderSceneConverter::CacheBlenderMaterial(KX_Scene *scene, struct Material *mat, BL_Material *blmat)
+void KX_BlenderSceneConverter::CacheBlenderMaterial(KX_Scene *scene, Material *mat, BL_Material *blmat)
{
if (m_use_mat_cache && mat)
m_mat_cache[scene][mat] = blmat;
}
-BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(KX_Scene *scene, struct Material *mat)
+BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_mat_cache[scene][mat] : NULL;
}
-void KX_BlenderSceneConverter::RegisterInterpolatorList(
- BL_InterpolatorList *actList,
- struct bAction *for_act)
+void KX_BlenderSceneConverter::RegisterInterpolatorList(BL_InterpolatorList *actList, bAction *for_act)
{
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_act), actList);
}
-
-
-BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
- struct bAction *for_act)
+BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(bAction *for_act)
{
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_act)];
-
- return listp?*listp:NULL;
+ return listp ? *listp : NULL;
}
-
-
-void KX_BlenderSceneConverter::RegisterGameActuator(
- SCA_IActuator *act,
- struct bActuator *for_actuator)
+void KX_BlenderSceneConverter::RegisterGameActuator(SCA_IActuator *act, bActuator *for_actuator)
{
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
}
-
-
-SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
- struct bActuator *for_actuator)
+SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(bActuator *for_actuator)
{
SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
-
- return actp?*actp:NULL;
+ return actp ? *actp : NULL;
}
-
-
-void KX_BlenderSceneConverter::RegisterGameController(
- SCA_IController *cont,
- struct bController *for_controller)
+void KX_BlenderSceneConverter::RegisterGameController(SCA_IController *cont, bController *for_controller)
{
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
}
-
-
-SCA_IController *KX_BlenderSceneConverter::FindGameController(
- struct bController *for_controller)
+SCA_IController *KX_BlenderSceneConverter::FindGameController(bController *for_controller)
{
SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
-
- return contp?*contp:NULL;
+ return contp ? *contp : NULL;
}
-
-
-void KX_BlenderSceneConverter::RegisterWorldInfo(
- KX_WorldInfo *worldinfo)
+void KX_BlenderSceneConverter::RegisterWorldInfo(KX_WorldInfo *worldinfo)
{
- m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
+ m_worldinfos.push_back(pair<KX_Scene *, KX_WorldInfo *> (m_currentScene, worldinfo));
}
-void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
+void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{
+ //TODO this entire function is deprecated, written for 2.4x
+ //the functionality should be rewritten, currently it does nothing
- KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
+ KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
int i;
- for (i=0;i<numScenes;i++)
- {
- KX_Scene* scene = scenes->at(i);
- //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
- CListValue* parentList = scene->GetRootParentList();
+ for (i = 0; i < numScenes; i++) {
+ KX_Scene *scene = scenes->at(i);
+ CListValue *parentList = scene->GetRootParentList();
int numObjects = parentList->GetCount();
int g;
- for (g=0;g<numObjects;g++)
- {
- KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
+ for (g = 0; g < numObjects; g++) {
+ KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
if (gameObj->IsRecordAnimation()) {
-
- Object* blenderObject = gameObj->GetBlenderObject();
- if (blenderObject)
- {
+ Object *blenderObject = gameObj->GetBlenderObject();
+ if (blenderObject) {
#if 0
//erase existing ipo's
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
- if (ipo)
- { //clear the curve data
+ if (ipo) { //clear the curve data
if (clearIpo) {//rcruiz
IpoCurve *icu1;
-
+
int numCurves = 0;
for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
-
+
IpoCurve* tmpicu = icu1;
-
+
/*int i;
BezTriple *bezt;
for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++) {
printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
}*/
-
+
icu1 = icu1->next;
numCurves++;
-
+
BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
if ( tmpicu->bezt )
MEM_freeN( tmpicu->bezt );
@@ -645,102 +581,52 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
localDel_ipoCurve( tmpicu );
}
}
- } else
- { ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
+ }
+ else {
+ ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
blenderObject->ipo = ipo;
-
}
#endif
}
}
-
}
-
-
}
-
-
-
}
-void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
+void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
- if (addInitFromFrame) {
- KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
- int numScenes = scenes->size();
- if (numScenes>=0) {
- KX_Scene* scene = scenes->at(0);
- CListValue* parentList = scene->GetRootParentList();
- for (int ix=0;ix<parentList->GetCount();ix++) {
- KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
- if (!gameobj->IsRecordAnimation()) {
- Object* blenderobject = gameobj->GetBlenderObject();
- if (!blenderobject)
- continue;
- if (blenderobject->type==OB_ARMATURE)
- continue;
- float eu[3];
- mat4_to_eul(eu,blenderobject->obmat);
- MT_Point3 pos = MT_Point3(
- blenderobject->obmat[3][0],
- blenderobject->obmat[3][1],
- blenderobject->obmat[3][2]
- );
- MT_Vector3 eulxyz = MT_Vector3(
- eu[0],
- eu[1],
- eu[2]
- );
- MT_Vector3 scale = MT_Vector3(
- blenderobject->size[0],
- blenderobject->size[1],
- blenderobject->size[2]
- );
- gameobj->NodeSetLocalPosition(pos);
- gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
- gameobj->NodeSetLocalScale(scale);
- gameobj->NodeUpdateGS(0);
- }
- }
- }
- }
+ //TODO the functionality should be rewritten
}
-
- ///this generates ipo curves for position, rotation, allowing to use game physics in animation
-void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
+// this generates ipo curves for position, rotation, allowing to use game physics in animation
+void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
{
-
- KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
+ KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
int i;
- for (i=0;i<numScenes;i++)
- {
- KX_Scene* scene = scenes->at(i);
+ for (i = 0; i < numScenes; i++) {
+ KX_Scene *scene = scenes->at(i);
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
- CListValue* parentList = scene->GetObjectList();
+ CListValue *parentList = scene->GetObjectList();
int numObjects = parentList->GetCount();
int g;
- for (g=0;g<numObjects;g++)
- {
- KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
- Object* blenderObject = gameObj->GetBlenderObject();
- if (blenderObject && blenderObject->parent==NULL && gameObj->IsRecordAnimation()) {
-
- if (blenderObject->adt==NULL)
- BKE_id_add_animdata(&blenderObject->id);
-
- if (blenderObject->adt)
- {
- const MT_Point3& position = gameObj->NodeGetWorldPosition();
+ for (g = 0; g < numObjects; g++) {
+ KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
+ Object *blenderObject = gameObj->GetBlenderObject();
+ if (blenderObject && blenderObject->parent == NULL && gameObj->IsRecordAnimation()) {
+ if (blenderObject->adt == NULL)
+ BKE_animdata_add_id(&blenderObject->id);
+
+ if (blenderObject->adt) {
+ const MT_Point3 &position = gameObj->NodeGetWorldPosition();
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
- const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
+ const MT_Matrix3x3 &orn = gameObj->NodeGetWorldOrientation();
position.getValue(blenderObject->loc);
float tmat[3][3];
- for (int r=0;r<3;r++)
- for (int c=0;c<3;c++)
+ for (int r = 0; r < 3; r++)
+ for (int c = 0; c < 3; c++)
tmat[r][c] = (float)orn[c][r];
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
@@ -825,31 +711,39 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
}
}
-
-void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
+void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
{
-
- KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
+ KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
int i;
- for (i=0;i<numScenes;i++)
- {
- KX_Scene* scene = scenes->at(i);
+ for (i = 0; i < numScenes; i++) {
+ KX_Scene *scene = scenes->at(i);
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
- CListValue* parentList = scene->GetRootParentList();
+ CListValue *parentList = scene->GetRootParentList();
int numObjects = parentList->GetCount();
int g;
- for (g=0;g<numObjects;g++)
- {
- KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
+ for (g = 0; g < numObjects; g++) {
+ KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
if (gameObj->IsRecordAnimation()) {
+ Object *blenderObject = gameObj->GetBlenderObject();
+ if (blenderObject && blenderObject->adt) {
+ bAction *act = verify_adt_action(&blenderObject->id, false);
+ FCurve *fcu;
+
+ if (!act) {
+ continue;
+ }
+
+ /* for now, not much choice but to run this on all curves... */
+ for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
+ /* Note: calling `sort_time_fcurve()` here is not needed, since
+ * all keys have been added in 'right' order. */
+ calchandles_fcurve(fcu);
+ }
#if 0
- Object* blenderObject = gameObj->GetBlenderObject();
- if (blenderObject && blenderObject->ipo)
- {
// XXX animato
Ipo* ipo = blenderObject->ipo;
-
+
//create the curves, if not existing
//testhandles_ipocurve checks for NULL
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
@@ -858,8 +752,8 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
- }
#endif
+ }
}
}
}
@@ -872,14 +766,14 @@ PyObject *KX_BlenderSceneConverter::GetPyNamespace()
}
#endif
-vector<Main*> &KX_BlenderSceneConverter::GetMainDynamic()
+vector<Main *> &KX_BlenderSceneConverter::GetMainDynamic()
{
return m_DynamicMaggie;
}
-Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
+Main *KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
{
- for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++)
+ for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++)
if (BLI_path_cmp((*it)->name, path) == 0)
return *it;
@@ -888,22 +782,21 @@ Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
void KX_BlenderSceneConverter::MergeAsyncLoads()
{
- vector<KX_Scene*> *merge_scenes;
+ vector<KX_Scene *> *merge_scenes;
- vector<KX_LibLoadStatus*>::iterator mit;
- vector<KX_Scene*>::iterator sit;
+ vector<KX_LibLoadStatus *>::iterator mit;
+ vector<KX_Scene *>::iterator sit;
pthread_mutex_lock(&m_threadinfo->merge_lock);
- for (mit=m_mergequeue.begin(); mit!=m_mergequeue.end(); ++mit) {
- merge_scenes = (vector<KX_Scene*>*)(*mit)->GetData();
+ for (mit = m_mergequeue.begin(); mit != m_mergequeue.end(); ++mit) {
+ merge_scenes = (vector<KX_Scene *> *)(*mit)->GetData();
for (sit=merge_scenes->begin(); sit!=merge_scenes->end(); ++sit) {
(*mit)->GetMergeScene()->MergeScene(*sit);
delete (*sit);
}
-
delete merge_scenes;
(*mit)->SetData(NULL);
@@ -925,17 +818,17 @@ void KX_BlenderSceneConverter::AddScenesToMergeQueue(KX_LibLoadStatus *status)
static void *async_convert(void *ptr)
{
KX_Scene *new_scene = NULL;
- KX_LibLoadStatus *status = (KX_LibLoadStatus*)ptr;
- vector<Scene*> *scenes = (vector<Scene*>*)status->GetData();
- vector<KX_Scene*> *merge_scenes = new vector<KX_Scene*>(); // Deleted in MergeAsyncLoads
+ KX_LibLoadStatus *status = (KX_LibLoadStatus *)ptr;
+ vector<Scene *> *scenes = (vector<Scene *> *)status->GetData();
+ vector<KX_Scene *> *merge_scenes = new vector<KX_Scene *>(); // Deleted in MergeAsyncLoads
- for (unsigned int i=0; i<scenes->size(); ++i) {
+ for (unsigned int i = 0; i < scenes->size(); ++i) {
new_scene = status->GetEngine()->CreateScene((*scenes)[i], true);
if (new_scene)
merge_scenes->push_back(new_scene);
- status->AddProgress((1.f/scenes->size())*0.9f); // We'll call conversion 90% and merging 10% for now
+ status->AddProgress((1.0f / scenes->size()) * 0.9f); // We'll call conversion 90% and merging 10% for now
}
delete scenes;
@@ -962,28 +855,21 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFilePath(const char *filepa
return LinkBlendFile(bpy_openlib, filepath, group, scene_merge, err_str, options);
}
-static void load_datablocks(Main *main_newlib, BlendHandle *bpy_openlib, const char *path, int idcode)
+static void load_datablocks(Main *main_tmp, BlendHandle *bpy_openlib, const char *path, int idcode)
{
- Main *main_tmp= NULL; /* created only for linking, then freed */
LinkNode *names = NULL;
- short flag= 0; /* don't need any special options */
-
- /* here appending/linking starts */
- main_tmp = BLO_library_append_begin(main_newlib, &bpy_openlib, (char *)path);
int totnames_dummy;
- names = BLO_blendhandle_get_datablock_names( bpy_openlib, idcode, &totnames_dummy);
+ names = BLO_blendhandle_get_datablock_names(bpy_openlib, idcode, &totnames_dummy);
- int i=0;
- LinkNode *n= names;
+ int i = 0;
+ LinkNode *n = names;
while (n) {
BLO_library_append_named_part(main_tmp, &bpy_openlib, (char *)n->link, idcode);
- n= (LinkNode *)n->next;
+ n = (LinkNode *)n->next;
i++;
}
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
-
- BLO_library_append_end(NULL, main_tmp, &bpy_openlib, idcode, flag);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
@@ -996,42 +882,48 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openl
// TIMEIT_START(bge_link_blend_file);
KX_LibLoadStatus *status;
-
+
/* only scene and mesh supported right now */
- if (idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
+ if (idcode != ID_SCE && idcode != ID_ME && idcode != ID_AC) {
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
- *err_str= err_local;
+ *err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (GetMainDynamicPath(path)) {
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
- *err_str= err_local;
+ *err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
- if (bpy_openlib==NULL) {
+ if (bpy_openlib == NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
- *err_str= err_local;
+ *err_str = err_local;
return NULL;
}
-
+
main_newlib = BKE_main_new();
BKE_reports_init(&reports, RPT_STORE);
- load_datablocks(main_newlib, bpy_openlib, path, idcode);
+ short flag = 0; /* don't need any special options */
+ /* created only for linking, then freed */
+ Main *main_tmp = BLO_library_append_begin(main_newlib, &bpy_openlib, (char *)path);
- if (idcode==ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
- load_datablocks(main_newlib, bpy_openlib, path, ID_TXT);
+ load_datablocks(main_tmp, bpy_openlib, path, idcode);
+
+ if (idcode == ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
+ load_datablocks(main_tmp, bpy_openlib, path, ID_TXT);
}
/* now do another round of linking for Scenes so all actions are properly loaded */
- if (idcode==ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
- load_datablocks(main_newlib, bpy_openlib, path, ID_AC);
+ if (idcode == ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
+ load_datablocks(main_tmp, bpy_openlib, path, ID_AC);
}
-
+
+ BLO_library_append_end(NULL, main_tmp, &bpy_openlib, idcode, flag);
+
BLO_blendhandle_close(bpy_openlib);
BKE_reports_clear(&reports);
@@ -1044,42 +936,43 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openl
status = new KX_LibLoadStatus(this, m_ketsjiEngine, scene_merge, path);
- if (idcode==ID_ME) {
+ if (idcode == ID_ME) {
/* Convert all new meshes into BGE meshes */
- ID* mesh;
+ ID *mesh;
- for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
+ for (mesh = (ID *)main_newlib->mesh.first; mesh; mesh = (ID *)mesh->next ) {
if (options & LIB_LOAD_VERBOSE)
- printf("MeshName: %s\n", mesh->name+2);
+ printf("MeshName: %s\n", mesh->name + 2);
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders
- scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
+ scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
}
}
- else if (idcode==ID_AC) {
+ else if (idcode == ID_AC) {
/* Convert all actions */
ID *action;
- for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
+ for (action= (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
- printf("ActionName: %s\n", action->name+2);
- scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
+ printf("ActionName: %s\n", action->name + 2);
+ scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
- else if (idcode==ID_SCE) {
+ else if (idcode == ID_SCE) {
/* Merge all new linked in scene into the existing one */
ID *scene;
// scenes gets deleted by the thread when it's done using it (look in async_convert())
- vector<Scene*> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene*>() : NULL;
+ vector<Scene *> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene *>() : NULL;
- for (scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
+ for (scene = (ID *)main_newlib->scene.first; scene; scene = (ID *)scene->next ) {
if (options & LIB_LOAD_VERBOSE)
- printf("SceneName: %s\n", scene->name+2);
+ printf("SceneName: %s\n", scene->name + 2);
if (options & LIB_LOAD_ASYNC) {
- scenes->push_back((Scene*)scene);
- } else {
+ scenes->push_back((Scene *)scene);
+ }
+ else {
/* merge into the base scene */
- KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene, true);
+ KX_Scene* other = m_ketsjiEngine->CreateScene((Scene *)scene, true);
scene_merge->MergeScene(other);
// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
@@ -1090,7 +983,7 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openl
if (options & LIB_LOAD_ASYNC) {
pthread_t id;
status->SetData(scenes);
- pthread_create(&id, NULL, &async_convert, (void*)status);
+ pthread_create(&id, NULL, &async_convert, (void *)status);
m_threadinfo->threads.push_back(id);
}
@@ -1104,17 +997,16 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openl
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
- for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
+ for (action = (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
- printf("ActionName: %s\n", action->name+2);
- scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
+ printf("ActionName: %s\n", action->name + 2);
+ scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
}
if (!(options & LIB_LOAD_ASYNC))
status->Finish();
-
// TIMEIT_END(bge_link_blend_file);
@@ -1124,22 +1016,22 @@ KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openl
/* Note m_map_*** are all ok and don't need to be freed
* most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
-bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
+bool KX_BlenderSceneConverter::FreeBlendFile(Main *maggie)
{
- int maggie_index= -1;
- int i=0;
+ int maggie_index = -1;
+ int i = 0;
- if (maggie==NULL)
+ if (maggie == NULL)
return false;
/* tag all false except the one we remove */
- for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
- Main *main= *it;
+ for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
+ Main *main = *it;
if (main != maggie) {
BKE_main_id_tag_all(main, false);
}
else {
- maggie_index= i;
+ maggie_index = i;
}
i++;
}
@@ -1151,15 +1043,12 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
BKE_main_id_tag_all(maggie, true);
-
/* free all tagged objects */
- KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
+ KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
-
- for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
- {
- KX_Scene* scene = scenes->at(scene_idx);
+ for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
+ KX_Scene *scene = scenes->at(scene_idx);
if (IS_TAGGED(scene->GetBlenderScene())) {
m_ketsjiEngine->RemoveScene(scene->GetName());
m_mat_cache.erase(scene);
@@ -1168,16 +1057,13 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
numScenes--;
}
else {
-
/* in case the mesh might be refered to later */
{
- CTR_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
+ CTR_Map<STR_HashedString, void *> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
- for (int i=0; i<mapStringToMeshes.size(); i++)
- {
- RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i);
- if (meshobj && IS_TAGGED(meshobj->GetMesh()))
- {
+ for (int i = 0; i < mapStringToMeshes.size(); i++) {
+ RAS_MeshObject *meshobj = (RAS_MeshObject *) *mapStringToMeshes.at(i);
+ if (meshobj && IS_TAGGED(meshobj->GetMesh())) {
STR_HashedString mn = meshobj->GetName();
mapStringToMeshes.remove(mn);
m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
@@ -1188,16 +1074,15 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
/* Now unregister actions */
{
- CTR_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
+ CTR_Map<STR_HashedString, void *> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
- for (int i=0; i<mapStringToActions.size(); i++)
- {
- ID *action= (ID*) *mapStringToActions.at(i);
+ for (int i = 0; i < mapStringToActions.size(); i++) {
+ ID *action = (ID*) *mapStringToActions.at(i);
- if (IS_TAGGED(action))
- {
- STR_HashedString an = action->name+2;
+ if (IS_TAGGED(action)) {
+ STR_HashedString an = action->name + 2;
mapStringToActions.remove(an);
+ m_map_blender_to_gameAdtList.remove(CHashedPtr(action));
i--;
}
}
@@ -1206,16 +1091,13 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
//scene->FreeTagged(); /* removed tagged objects and meshes*/
CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};
- for (int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
- {
- CListValue *obs= obj_lists[ob_ls_idx];
- RAS_MeshObject* mesh;
+ for (int ob_ls_idx = 0; obj_lists[ob_ls_idx]; ob_ls_idx++) {
+ CListValue *obs = obj_lists[ob_ls_idx];
+ RAS_MeshObject *mesh;
- for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++)
- {
- KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
+ for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) {
+ KX_GameObject *gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
if (IS_TAGGED(gameobj->GetBlenderObject())) {
-
int size_before = obs->GetCount();
/* Eventually calls RemoveNodeDestructObject
@@ -1229,10 +1111,11 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
}
else {
+ gameobj->RemoveTaggedActions();
/* free the mesh, we could be referecing a linked one! */
- int mesh_index= gameobj->GetMeshCount();
+ int mesh_index = gameobj->GetMeshCount();
while (mesh_index--) {
- mesh= gameobj->GetMesh(mesh_index);
+ mesh = gameobj->GetMesh(mesh_index);
if (IS_TAGGED(mesh->GetMesh())) {
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
break;
@@ -1250,11 +1133,9 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
/* make sure action actuators are not referencing tagged actions */
- for (unsigned int act_idx=0; act_idx<gameobj->GetActuators().size(); act_idx++)
- {
- if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION))
- {
- BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx];
+ for (unsigned int act_idx = 0; act_idx < gameobj->GetActuators().size(); act_idx++) {
+ if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) {
+ BL_ActionActuator *act = (BL_ActionActuator *)gameobj->GetActuators()[act_idx];
if (IS_TAGGED(act->GetAction()))
act->SetAction(NULL);
}
@@ -1265,7 +1146,6 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
}
-
int size;
// delete the entities of this scene
@@ -1288,24 +1168,24 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
/* Worlds don't reference original blender data so we need to make a set from them */
- typedef std::set<KX_WorldInfo*> KX_WorldInfoSet;
+ typedef std::set<KX_WorldInfo *> KX_WorldInfoSet;
KX_WorldInfoSet worldset;
- for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
- {
- KX_Scene* scene = scenes->at(scene_idx);
+ for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
+ KX_Scene *scene = scenes->at(scene_idx);
if (scene->GetWorldInfo())
- worldset.insert( scene->GetWorldInfo() );
+ worldset.insert(scene->GetWorldInfo());
}
- vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
+ vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
size = m_worldinfos.size();
- for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
- if ((*worldit).second && (worldset.count((*worldit).second)) == 0) {
- delete (*worldit).second;
+ for (i = 0, worldit = m_worldinfos.begin(); i < size;) {
+ if (worldit->second && (worldset.count(worldit->second)) == 0) {
+ delete worldit->second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
- } else {
+ }
+ else {
i++;
worldit++;
}
@@ -1313,87 +1193,76 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
worldset.clear();
/* done freeing the worlds */
-
-
-
- vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
+ vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
size = m_polymaterials.size();
+ for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
+ RAS_IPolyMaterial *mat = polymit->second;
+ Material *bmat = NULL;
-
- for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
- RAS_IPolyMaterial *mat= (*polymit).second;
- Material *bmat= NULL;
-
- KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
- bmat= bl_mat->GetBlenderMaterial();
+ KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial *>(mat);
+ bmat = bl_mat->GetBlenderMaterial();
if (IS_TAGGED(bmat)) {
/* only remove from bucket */
- ((*polymit).first)->GetBucketManager()->RemoveMaterial(mat);
+ polymit->first->GetBucketManager()->RemoveMaterial(mat);
}
i++;
polymit++;
}
-
-
- for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
- RAS_IPolyMaterial *mat= (*polymit).second;
- Material *bmat= NULL;
+ for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
+ RAS_IPolyMaterial *mat = polymit->second;
+ Material *bmat = NULL;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
- bmat= bl_mat->GetBlenderMaterial();
-
- if (bmat) {
- //printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2);
- }
- else {
- //printf("LOST MAT !!!");
- }
+ bmat = bl_mat->GetBlenderMaterial();
if (IS_TAGGED(bmat)) {
- delete (*polymit).second;
+ // Remove the poly material coresponding to this Blender Material.
+ m_polymat_cache[polymit->first].erase(bmat);
+ delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
- //printf("tagged !\n");
} else {
i++;
polymit++;
- //printf("(un)tagged !\n");
}
}
- vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
+ vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
size = m_materials.size();
- for (i=0, matit=m_materials.begin(); i<size; ) {
- BL_Material *mat= (*matit).second;
+ for (i = 0, matit = m_materials.begin(); i < size; ) {
+ BL_Material *mat = matit->second;
if (IS_TAGGED(mat->material)) {
- delete (*matit).second;
+ // Remove the bl material coresponding to this Blender Material.
+ m_mat_cache[matit->first].erase(mat->material);
+ delete matit->second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
- } else {
+ }
+ else {
i++;
matit++;
}
}
- vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
+ vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
RAS_BucketManager::BucketList::iterator bit;
list<RAS_MeshSlot>::iterator msit;
RAS_BucketManager::BucketList buckets;
size = m_meshobjects.size();
- for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
- RAS_MeshObject *me= (*meshit).second;
+ for (i = 0, meshit = m_meshobjects.begin(); i < size;) {
+ RAS_MeshObject *me = meshit->second;
if (IS_TAGGED(me->GetMesh())) {
// Before deleting the mesh object, make sure the rasterizer is
// no longer referencing it.
buckets = meshit->first->GetBucketManager()->GetSolidBuckets();
- for (bit=buckets.begin(); bit!=buckets.end(); bit++) {
+ for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
@@ -1406,7 +1275,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
// And now the alpha buckets
buckets = meshit->first->GetBucketManager()->GetAlphaBuckets();
- for (bit=buckets.begin(); bit!=buckets.end(); bit++) {
+ for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
@@ -1418,11 +1287,12 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
// Now it should be safe to delete
- delete (*meshit).second;
+ delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
- } else {
+ }
+ else {
i++;
meshit++;
}
@@ -1449,24 +1319,23 @@ bool KX_BlenderSceneConverter::FreeBlendFile(const char *path)
bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from)
{
-
{
- vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itp = m_worldinfos.begin();
+ vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator itp = m_worldinfos.begin();
while (itp != m_worldinfos.end()) {
- if ((*itp).first==from)
- (*itp).first= to;
+ if (itp->first == from)
+ itp->first = to;
itp++;
}
}
{
- vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
+ vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
- if ((*itp).first==from) {
- (*itp).first= to;
+ if (itp->first == from) {
+ itp->first = to;
/* also switch internal data */
- RAS_IPolyMaterial*mat= (*itp).second;
+ RAS_IPolyMaterial *mat = itp->second;
mat->Replace_IScene(to);
}
itp++;
@@ -1474,29 +1343,43 @@ bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from)
}
{
- vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itp = m_meshobjects.begin();
+ vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator itp = m_meshobjects.begin();
while (itp != m_meshobjects.end()) {
- if ((*itp).first==from)
- (*itp).first= to;
+ if (itp->first == from)
+ itp->first = to;
itp++;
}
}
{
- vector<pair<KX_Scene*,BL_Material*> >::iterator itp = m_materials.begin();
+ vector<pair<KX_Scene *, BL_Material *> >::iterator itp = m_materials.begin();
while (itp != m_materials.end()) {
- if ((*itp).first==from)
- (*itp).first= to;
+ if (itp->first == from)
+ itp->first = to;
itp++;
}
}
-
+
+ MaterialCache::iterator matcacheit = m_mat_cache.find(from);
+ if (matcacheit != m_mat_cache.end()) {
+ // Merge cached BL_Material map.
+ m_mat_cache[to].insert(matcacheit->second.begin(), matcacheit->second.end());
+ m_mat_cache.erase(matcacheit);
+ }
+
+ PolyMaterialCache::iterator polymatcacheit = m_polymat_cache.find(from);
+ if (polymatcacheit != m_polymat_cache.end()) {
+ // Merge cached RAS_IPolyMaterial map.
+ m_polymat_cache[to].insert(polymatcacheit->second.begin(), polymatcacheit->second.end());
+ m_polymat_cache.erase(polymatcacheit);
+ }
+
return true;
}
/* This function merges a mesh from the current scene into another main
* it does not convert */
-RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name)
+RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const char *name)
{
/* Find a mesh in the current main */
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
@@ -1504,7 +1387,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
if (me == NULL) {
// The mesh wasn't in the current main, try any dynamic (i.e., LibLoaded) ones
- vector<Main*>::iterator it;
+ vector<Main *>::iterator it;
for (it = GetMainDynamic().begin(); it != GetMainDynamic().end(); it++) {
me = static_cast<ID *>(BLI_findstring(&(*it)->mesh, name, offsetof(ID, name) + 2));
@@ -1514,12 +1397,12 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
break;
}
}
-
- if (me==NULL) {
+
+ if (me == NULL) {
printf("Could not be found \"%s\"\n", name);
return NULL;
}
-
+
/* Watch this!, if its used in the original scene can cause big troubles */
if (me->us > 0) {
#ifdef DEBUG
@@ -1531,34 +1414,32 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
BLI_remlink(&from_maggie->mesh, me); /* even if we made the copy it needs to be removed */
BLI_addtail(&maggie->mesh, me);
-
/* Must copy the materials this uses else we cant free them */
{
- Mesh *mesh= (Mesh *)me;
-
+ Mesh *mesh = (Mesh *)me;
+
/* ensure all materials are tagged */
- for (int i=0; i<mesh->totcol; i++)
+ for (int i = 0; i < mesh->totcol; i++) {
if (mesh->mat[i])
mesh->mat[i]->id.flag &= ~LIB_DOIT;
-
- for (int i=0; i<mesh->totcol; i++)
- {
- Material *mat_old= mesh->mat[i];
-
+ }
+
+ for (int i = 0; i < mesh->totcol; i++) {
+ Material *mat_old = mesh->mat[i];
+
/* if its tagged its a replaced material */
- if (mat_old && (mat_old->id.flag & LIB_DOIT)==0)
- {
- Material *mat_old= mesh->mat[i];
- Material *mat_new= BKE_material_copy( mat_old );
-
+ if (mat_old && (mat_old->id.flag & LIB_DOIT) == 0) {
+ Material *mat_old = mesh->mat[i];
+ Material *mat_new = BKE_material_copy(mat_old);
+
mat_new->id.flag |= LIB_DOIT;
mat_old->id.us--;
-
+
BLI_remlink(&G.main->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
BLI_addtail(&maggie->mat, mat_new);
-
+
mesh->mat[i] = mat_new;
-
+
/* the same material may be used twice */
for (int j = i + 1; j < mesh->totcol; j++) {
if (mesh->mat[j] == mat_old) {
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index 3ae90301553..a40188d197d 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -32,7 +32,7 @@
#ifndef __KX_BLENDERSCENECONVERTER_H__
#define __KX_BLENDERSCENECONVERTER_H__
-#include "KX_HashedPtr.h"
+#include "EXP_HashedPtr.h"
#include "CTR_Map.h"
#include <stdio.h>
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index f6ed3366625..3b36e094a75 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -42,8 +42,7 @@
#include "KX_ConvertActuators.h"
#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_ChannelMapperFactory.h"
+# include AUD_SOUND_H
#endif
// Actuators
@@ -75,7 +74,7 @@
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include "KX_GameObject.h"
/* This little block needed for linking to Blender... */
@@ -385,7 +384,7 @@ void BL_ConvertActuators(const char* maggiename,
{
bSound* sound = soundact->sound;
bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
- boost::shared_ptr<AUD_IFactory> snd_sound;
+ AUD_Sound* snd_sound = NULL;
KX_3DSoundSettings settings;
settings.cone_inner_angle = RAD2DEGF(soundact->sound3D.cone_inner_angle);
settings.cone_outer_angle = RAD2DEGF(soundact->sound3D.cone_outer_angle);
@@ -404,27 +403,12 @@ void BL_ConvertActuators(const char* maggiename,
}
else
{
- snd_sound = *reinterpret_cast<boost::shared_ptr<AUD_IFactory>*>(sound->playback_handle);
+ snd_sound = sound->playback_handle;
// if sound shall be 3D but isn't mono, we have to make it mono!
if (is3d)
{
- try
- {
- boost::shared_ptr<AUD_IReader> reader = snd_sound->createReader();
- if (reader->getSpecs().channels != AUD_CHANNELS_MONO)
- {
- AUD_DeviceSpecs specs;
- specs.channels = AUD_CHANNELS_MONO;
- specs.rate = AUD_RATE_INVALID;
- specs.format = AUD_FORMAT_INVALID;
- snd_sound = boost::shared_ptr<AUD_IFactory>(new AUD_ChannelMapperFactory(snd_sound, specs));
- }
- }
- catch(AUD_Exception&)
- {
- // sound cannot be played... ignore
- }
+ snd_sound = AUD_Sound_rechannel(snd_sound, AUD_CHANNELS_MONO);
}
}
KX_SoundActuator* tmpsoundact =
@@ -436,6 +420,10 @@ void BL_ConvertActuators(const char* maggiename,
settings,
soundActuatorType);
+ // if we made it mono, we have to free it
+ if(snd_sound != sound->playback_handle && snd_sound != NULL)
+ AUD_Sound_free(snd_sound);
+
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;
}
@@ -1087,11 +1075,12 @@ void BL_ConvertActuators(const char* maggiename,
bool enableVisualization = (stAct->flag & ACT_STEERING_ENABLEVISUALIZATION) !=0;
short facingMode = (stAct->flag & ACT_STEERING_AUTOMATICFACING) ? stAct->facingaxis : 0;
bool normalup = (stAct->flag & ACT_STEERING_NORMALUP) !=0;
+ bool lockzvel = (stAct->flag & ACT_STEERING_LOCKZVEL) !=0;
KX_SteeringActuator *tmpstact
= new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist,
stAct->velocity, stAct->acceleration, stAct->turnspeed,
selfTerminated, stAct->updateTime,
- scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization);
+ scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization, lockzvel);
baseact = tmpstact;
break;
}
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index 0215b604fdd..e3697087ea9 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -34,7 +34,7 @@
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertControllers.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
// Controller
#include "SCA_ANDController.h"
@@ -48,7 +48,7 @@
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
diff --git a/source/gameengine/Converter/KX_ConvertControllers.h b/source/gameengine/Converter/KX_ConvertControllers.h
index babe3e2e73f..2f93d70a6f9 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.h
+++ b/source/gameengine/Converter/KX_ConvertControllers.h
@@ -32,7 +32,7 @@
#ifndef __KX_CONVERTCONTROLLERS_H__
#define __KX_CONVERTCONTROLLERS_H__
-#include "KX_Python.h"
+#include "EXP_Python.h"
void BL_ConvertControllers(
struct Object* blenderobject,
@@ -41,7 +41,7 @@ void BL_ConvertControllers(
int activeLayerBitInfo,
bool isInActiveLayer,
class KX_BlenderSceneConverter* converter,
- bool libloading
+ bool libloading
);
#endif /* __KX_CONVERTCONTROLLERS_H__ */
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index 3b4ba6886cb..2cb61207fb5 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -38,13 +38,13 @@
/* end of blender include block */
-#include "Value.h"
-#include "VectorValue.h"
-#include "BoolValue.h"
-#include "StringValue.h"
-#include "FloatValue.h"
+#include "EXP_Value.h"
+#include "EXP_VectorValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_FloatValue.h"
#include "KX_GameObject.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include "SCA_TimeEventManager.h"
#include "SCA_IScene.h"
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 0d706fcd924..79fd9cb9254 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -79,7 +79,7 @@
#include "SCA_LogicManager.h"
#include "KX_BlenderInputDevice.h"
#include "KX_Scene.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include "KX_BlenderKeyboardDevice.h"
#include "RAS_ICanvas.h"
#include "PHY_IPhysicsEnvironment.h"
@@ -105,7 +105,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
bSensor* sens = (bSensor*)blenderobject->sensors.first;
bool pos_pulsemode = false;
bool neg_pulsemode = false;
- int frequency = 0;
+ int skipped_ticks = 0;
bool invert = false;
bool level = false;
bool tap = false;
@@ -119,542 +119,542 @@ void BL_ConvertSensors(struct Object* blenderobject,
sens = (bSensor*)blenderobject->sensors.first;
while (sens) {
- SCA_ISensor* gamesensor=NULL;
- /* All sensors have a pulse toggle, frequency, and invert field. */
- /* These are extracted here, and set when the sensor is added to the */
- /* list. */
- pos_pulsemode = (sens->pulse & SENS_PULSE_REPEAT)!=0;
- neg_pulsemode = (sens->pulse & SENS_NEG_PULSE_MODE)!=0;
-
- frequency = sens->freq;
- invert = !(sens->invert == 0);
- level = !(sens->level == 0);
- tap = !(sens->tap == 0);
-
- switch (sens->type)
- {
- case SENS_ALWAYS:
- {
-
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
- if (eventmgr)
- {
- gamesensor = new SCA_AlwaysSensor(eventmgr, gameobj);
- }
-
- break;
- }
-
- case SENS_DELAY:
+ if (!(sens->flag & SENS_DEACTIVATE)) {
+ SCA_ISensor* gamesensor=NULL;
+ /* All sensors have a pulse toggle, skipped ticks parameter, and invert field. */
+ /* These are extracted here, and set when the sensor is added to the */
+ /* list. */
+ pos_pulsemode = (sens->pulse & SENS_PULSE_REPEAT)!=0;
+ neg_pulsemode = (sens->pulse & SENS_NEG_PULSE_MODE)!=0;
+
+ skipped_ticks = sens->freq;
+ invert = !(sens->invert == 0);
+ level = !(sens->level == 0);
+ tap = !(sens->tap == 0);
+
+ switch (sens->type)
{
- // we can reuse the Always event manager for the delay sensor
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
- if (eventmgr)
+ case SENS_ALWAYS:
{
- bDelaySensor* delaysensor = (bDelaySensor*)sens->data;
- gamesensor = new SCA_DelaySensor(eventmgr,
- gameobj,
- delaysensor->delay,
- delaysensor->duration,
- (delaysensor->flag & SENS_DELAY_REPEAT) != 0);
+
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
+ if (eventmgr)
+ {
+ gamesensor = new SCA_AlwaysSensor(eventmgr, gameobj);
+ }
+
+ break;
}
- break;
- }
- case SENS_COLLISION:
- {
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
- if (eventmgr)
+ case SENS_DELAY:
{
- // collision sensor can sense both materials and properties.
-
- bool bFindMaterial = false, bTouchPulse = false;
-
- bCollisionSensor* blendertouchsensor = (bCollisionSensor*)sens->data;
-
- bFindMaterial = (blendertouchsensor->mode & SENS_COLLISION_MATERIAL);
- bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
-
-
- const STR_String touchPropOrMatName = bFindMaterial ?
- blendertouchsensor->materialName : blendertouchsensor->name;
-
-
- if (gameobj->GetPhysicsController())
+ // we can reuse the Always event manager for the delay sensor
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
+ if (eventmgr)
{
- gamesensor = new KX_TouchSensor(eventmgr,
+ bDelaySensor* delaysensor = (bDelaySensor*)sens->data;
+ gamesensor = new SCA_DelaySensor(eventmgr,
gameobj,
- bFindMaterial,
- bTouchPulse,
- touchPropOrMatName);
+ delaysensor->delay,
+ delaysensor->duration,
+ (delaysensor->flag & SENS_DELAY_REPEAT) != 0);
}
-
- }
-
- break;
- }
- case SENS_MESSAGE:
- {
- KX_NetworkEventManager* eventmgr = (KX_NetworkEventManager*)
- logicmgr->FindEventManager(SCA_EventManager::NETWORK_EVENTMGR);
- if (eventmgr) {
- bMessageSensor* msgSens = (bMessageSensor*) sens->data;
-
- /* Get our NetworkScene */
- NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
- /* filter on the incoming subjects, might be empty */
- const STR_String subject = msgSens->subject;
-
- gamesensor = new KX_NetworkMessageSensor(
- eventmgr, // our eventmanager
- NetworkScene, // our NetworkScene
- gameobj, // the sensor controlling object
- subject); // subject to filter on
+ break;
}
- break;
- }
- case SENS_NEAR:
- {
-
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
- if (eventmgr)
+
+ case SENS_COLLISION:
{
- bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
- const STR_String nearpropertyname = (char *)blendernearsensor->name;
-
- //DT_ShapeHandle shape = DT_Sphere(0.0);
-
- // this sumoObject is not deleted by a gameobj, so delete it ourself
- // later (memleaks)!
- float radius = blendernearsensor->dist;
- const MT_Vector3& wpos = gameobj->NodeGetWorldPosition();
- bool bFindMaterial = false;
- PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,wpos);
-
- //will be done in KX_TouchEventManager::RegisterSensor()
- //if (isInActiveLayer)
- // kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
-
-
-
- gamesensor = new KX_NearSensor(eventmgr,gameobj,
- blendernearsensor->dist,
- blendernearsensor->resetdist,
- bFindMaterial,
- nearpropertyname,
- physCtrl);
-
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
+ if (eventmgr)
+ {
+ // collision sensor can sense both materials and properties.
+
+ bool bFindMaterial = false, bTouchPulse = false;
+
+ bCollisionSensor* blendertouchsensor = (bCollisionSensor*)sens->data;
+
+ bFindMaterial = (blendertouchsensor->mode & SENS_COLLISION_MATERIAL);
+ bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
+
+
+ const STR_String touchPropOrMatName = bFindMaterial ?
+ blendertouchsensor->materialName : blendertouchsensor->name;
+
+
+ if (gameobj->GetPhysicsController())
+ {
+ gamesensor = new KX_TouchSensor(eventmgr,
+ gameobj,
+ bFindMaterial,
+ bTouchPulse,
+ touchPropOrMatName);
+ }
+
+ }
+
+ break;
}
- break;
- }
-
-
- case SENS_KEYBOARD:
- {
- /* temporary input device, for converting the code for the keyboard sensor */
-
- bKeyboardSensor* blenderkeybdsensor = (bKeyboardSensor*)sens->data;
- SCA_KeyboardManager* eventmgr = (SCA_KeyboardManager*) logicmgr->FindEventManager(SCA_EventManager::KEYBOARD_EVENTMGR);
- if (eventmgr)
+ case SENS_MESSAGE:
{
- gamesensor = new SCA_KeyboardSensor(eventmgr,
- ConvertKeyCode(blenderkeybdsensor->key),
- ConvertKeyCode(blenderkeybdsensor->qual),
- ConvertKeyCode(blenderkeybdsensor->qual2),
- (blenderkeybdsensor->type == SENS_ALL_KEYS),
- blenderkeybdsensor->targetName,
- blenderkeybdsensor->toggleName,
- gameobj,
- KX_KetsjiEngine::GetExitKey()); // blenderkeybdsensor->pad);
-
- }
-
- break;
- }
- case SENS_MOUSE:
- {
- int keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_NODEF;
- int trackfocus = 0;
- bMouseSensor *bmouse = (bMouseSensor *)sens->data;
-
- /* There are two main types of mouse sensors. If there is
- * no focus-related behavior requested, we can make do
- * with a basic sensor. This cuts down memory usage and
- * gives a slight performance gain. */
-
- SCA_MouseManager *eventmgr
- = (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
- if (eventmgr) {
-
- /* Determine key mode. There is at most one active mode. */
- switch (bmouse->type) {
- case BL_SENS_MOUSE_LEFT_BUTTON:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_LEFTBUTTON;
- break;
- case BL_SENS_MOUSE_MIDDLE_BUTTON:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MIDDLEBUTTON;
- break;
- case BL_SENS_MOUSE_RIGHT_BUTTON:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_RIGHTBUTTON;
- break;
- case BL_SENS_MOUSE_WHEEL_UP:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELUP;
- break;
- case BL_SENS_MOUSE_WHEEL_DOWN:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELDOWN;
- break;
- case BL_SENS_MOUSE_MOVEMENT:
- keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MOVEMENT;
- break;
- case BL_SENS_MOUSE_MOUSEOVER:
- trackfocus = 1;
- break;
- case BL_SENS_MOUSE_MOUSEOVER_ANY:
- trackfocus = 2;
- break;
-
- default:
- ; /* error */
+ KX_NetworkEventManager* eventmgr = (KX_NetworkEventManager*)
+ logicmgr->FindEventManager(SCA_EventManager::NETWORK_EVENTMGR);
+ if (eventmgr) {
+ bMessageSensor* msgSens = (bMessageSensor*) sens->data;
+
+ /* Get our NetworkScene */
+ NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
+ /* filter on the incoming subjects, might be empty */
+ const STR_String subject = msgSens->subject;
+
+ gamesensor = new KX_NetworkMessageSensor(
+ eventmgr, // our eventmanager
+ NetworkScene, // our NetworkScene
+ gameobj, // the sensor controlling object
+ subject); // subject to filter on
}
-
- /* initial mouse position */
- int startx = canvas->GetWidth()/2;
- int starty = canvas->GetHeight()/2;
-
- if (!trackfocus) {
- /* plain, simple mouse sensor */
- gamesensor = new SCA_MouseSensor(eventmgr,
- startx,starty,
- keytype,
- gameobj);
- } else {
- /* give us a focus-aware sensor */
- bool bFindMaterial = (bmouse->mode & SENS_COLLISION_MATERIAL);
- bool bXRay = (bmouse->flag & SENS_RAY_XRAY);
- STR_String checkname = (bFindMaterial? bmouse->matname : bmouse->propname);
-
- gamesensor = new KX_MouseFocusSensor(eventmgr,
- startx,
- starty,
- keytype,
- trackfocus,
- (bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
- checkname,
+ break;
+ }
+ case SENS_NEAR:
+ {
+
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
+ if (eventmgr)
+ {
+ bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
+ const STR_String nearpropertyname = (char *)blendernearsensor->name;
+
+ //DT_ShapeHandle shape = DT_Sphere(0.0);
+
+ // this sumoObject is not deleted by a gameobj, so delete it ourself
+ // later (memleaks)!
+ float radius = blendernearsensor->dist;
+ const MT_Vector3& wpos = gameobj->NodeGetWorldPosition();
+ bool bFindMaterial = false;
+ PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,wpos);
+
+ //will be done in KX_TouchEventManager::RegisterSensor()
+ //if (isInActiveLayer)
+ // kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
+
+
+
+ gamesensor = new KX_NearSensor(eventmgr,gameobj,
+ blendernearsensor->dist,
+ blendernearsensor->resetdist,
bFindMaterial,
- bXRay,
- kxscene,
- kxengine,
- gameobj);
+ nearpropertyname,
+ physCtrl);
+
}
- } else {
- // cout << "\n Could't find mouse event manager..."; - should throw an error here...
+ break;
}
- break;
- }
- case SENS_PROPERTY:
- {
- bPropertySensor* blenderpropsensor = (bPropertySensor*) sens->data;
- SCA_EventManager* eventmgr
- = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
- if (eventmgr)
+
+
+ case SENS_KEYBOARD:
{
- STR_String propname=blenderpropsensor->name;
- STR_String propval=blenderpropsensor->value;
- STR_String propmaxval=blenderpropsensor->maxvalue;
-
- SCA_PropertySensor::KX_PROPSENSOR_TYPE
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NODEF;
-
- /* Better do an explicit conversion here! (was implicit */
- /* before...) */
- switch (blenderpropsensor->type) {
- case SENS_PROP_EQUAL:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EQUAL;
- break;
- case SENS_PROP_NEQUAL:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NOTEQUAL;
- break;
- case SENS_PROP_INTERVAL:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_INTERVAL;
- break;
- case SENS_PROP_CHANGED:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_CHANGED;
- break;
- case SENS_PROP_EXPRESSION:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EXPRESSION;
- /* error */
- break;
- case SENS_PROP_LESSTHAN:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_LESSTHAN;
- break;
- case SENS_PROP_GREATERTHAN:
- propchecktype = SCA_PropertySensor::KX_PROPSENSOR_GREATERTHAN;
- break;
- default:
- ; /* error */
+ /* temporary input device, for converting the code for the keyboard sensor */
+
+ bKeyboardSensor* blenderkeybdsensor = (bKeyboardSensor*)sens->data;
+ SCA_KeyboardManager* eventmgr = (SCA_KeyboardManager*) logicmgr->FindEventManager(SCA_EventManager::KEYBOARD_EVENTMGR);
+ if (eventmgr)
+ {
+ gamesensor = new SCA_KeyboardSensor(eventmgr,
+ ConvertKeyCode(blenderkeybdsensor->key),
+ ConvertKeyCode(blenderkeybdsensor->qual),
+ ConvertKeyCode(blenderkeybdsensor->qual2),
+ (blenderkeybdsensor->type == SENS_ALL_KEYS),
+ blenderkeybdsensor->targetName,
+ blenderkeybdsensor->toggleName,
+ gameobj,
+ KX_KetsjiEngine::GetExitKey()); // blenderkeybdsensor->pad);
+
}
- gamesensor = new SCA_PropertySensor(eventmgr,gameobj,propname,propval,propmaxval,propchecktype);
+
+ break;
}
-
- break;
- }
- case SENS_ACTUATOR:
- {
- bActuatorSensor* blenderactsensor = (bActuatorSensor*) sens->data;
- // we will reuse the property event manager, there is nothing special with this sensor
- SCA_EventManager* eventmgr
- = logicmgr->FindEventManager(SCA_EventManager::ACTUATOR_EVENTMGR);
- if (eventmgr)
+ case SENS_MOUSE:
+ {
+ int keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_NODEF;
+ int trackfocus = 0;
+ bMouseSensor *bmouse = (bMouseSensor *)sens->data;
+
+ /* There are two main types of mouse sensors. If there is
+ * no focus-related behavior requested, we can make do
+ * with a basic sensor. This cuts down memory usage and
+ * gives a slight performance gain. */
+
+ SCA_MouseManager *eventmgr
+ = (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
+ if (eventmgr) {
+
+ /* Determine key mode. There is at most one active mode. */
+ switch (bmouse->type) {
+ case BL_SENS_MOUSE_LEFT_BUTTON:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_LEFTBUTTON;
+ break;
+ case BL_SENS_MOUSE_MIDDLE_BUTTON:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MIDDLEBUTTON;
+ break;
+ case BL_SENS_MOUSE_RIGHT_BUTTON:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_RIGHTBUTTON;
+ break;
+ case BL_SENS_MOUSE_WHEEL_UP:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELUP;
+ break;
+ case BL_SENS_MOUSE_WHEEL_DOWN:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELDOWN;
+ break;
+ case BL_SENS_MOUSE_MOVEMENT:
+ keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MOVEMENT;
+ break;
+ case BL_SENS_MOUSE_MOUSEOVER:
+ trackfocus = 1;
+ break;
+ case BL_SENS_MOUSE_MOUSEOVER_ANY:
+ trackfocus = 2;
+ break;
+
+ default:
+ ; /* error */
+ }
+
+ /* initial mouse position */
+ int startx = canvas->GetWidth()/2;
+ int starty = canvas->GetHeight()/2;
+
+ if (!trackfocus) {
+ /* plain, simple mouse sensor */
+ gamesensor = new SCA_MouseSensor(eventmgr,
+ startx,starty,
+ keytype,
+ gameobj);
+ } else {
+ /* give us a focus-aware sensor */
+ bool bFindMaterial = (bmouse->mode & SENS_COLLISION_MATERIAL);
+ bool bXRay = (bmouse->flag & SENS_RAY_XRAY);
+ STR_String checkname = (bFindMaterial? bmouse->matname : bmouse->propname);
+
+ gamesensor = new KX_MouseFocusSensor(eventmgr,
+ startx,
+ starty,
+ keytype,
+ trackfocus,
+ (bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
+ checkname,
+ bFindMaterial,
+ bXRay,
+ kxscene,
+ kxengine,
+ gameobj);
+ }
+ } else {
+ // cout << "\n Could't find mouse event manager..."; - should throw an error here...
+ }
+ break;
+ }
+ case SENS_PROPERTY:
{
- STR_String propname=blenderactsensor->name;
- gamesensor = new SCA_ActuatorSensor(eventmgr,gameobj,propname);
+ bPropertySensor* blenderpropsensor = (bPropertySensor*) sens->data;
+ SCA_EventManager* eventmgr
+ = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
+ if (eventmgr)
+ {
+ STR_String propname=blenderpropsensor->name;
+ STR_String propval=blenderpropsensor->value;
+ STR_String propmaxval=blenderpropsensor->maxvalue;
+
+ SCA_PropertySensor::KX_PROPSENSOR_TYPE
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NODEF;
+
+ /* Better do an explicit conversion here! (was implicit */
+ /* before...) */
+ switch (blenderpropsensor->type) {
+ case SENS_PROP_EQUAL:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EQUAL;
+ break;
+ case SENS_PROP_NEQUAL:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NOTEQUAL;
+ break;
+ case SENS_PROP_INTERVAL:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_INTERVAL;
+ break;
+ case SENS_PROP_CHANGED:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_CHANGED;
+ break;
+ case SENS_PROP_EXPRESSION:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EXPRESSION;
+ /* error */
+ break;
+ case SENS_PROP_LESSTHAN:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_LESSTHAN;
+ break;
+ case SENS_PROP_GREATERTHAN:
+ propchecktype = SCA_PropertySensor::KX_PROPSENSOR_GREATERTHAN;
+ break;
+ default:
+ ; /* error */
+ }
+ gamesensor = new SCA_PropertySensor(eventmgr,gameobj,propname,propval,propmaxval,propchecktype);
+ }
+
+ break;
}
- break;
- }
-
- case SENS_ARMATURE:
- {
- bArmatureSensor* blenderarmsensor = (bArmatureSensor*) sens->data;
- // we will reuse the property event manager, there is nothing special with this sensor
- SCA_EventManager* eventmgr
- = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
- if (eventmgr)
+ case SENS_ACTUATOR:
{
- STR_String bonename=blenderarmsensor->posechannel;
- STR_String constraintname=blenderarmsensor->constraint;
- gamesensor = new KX_ArmatureSensor(eventmgr,gameobj,bonename,constraintname, blenderarmsensor->type, blenderarmsensor->value);
+ bActuatorSensor* blenderactsensor = (bActuatorSensor*) sens->data;
+ // we will reuse the property event manager, there is nothing special with this sensor
+ SCA_EventManager* eventmgr
+ = logicmgr->FindEventManager(SCA_EventManager::ACTUATOR_EVENTMGR);
+ if (eventmgr)
+ {
+ STR_String propname=blenderactsensor->name;
+ gamesensor = new SCA_ActuatorSensor(eventmgr,gameobj,propname);
+ }
+ break;
}
- break;
- }
- case SENS_RADAR:
- {
-
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
- if (eventmgr)
+ case SENS_ARMATURE:
{
- bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
- const STR_String radarpropertyname = blenderradarsensor->name;
-
- int radaraxis = blenderradarsensor->axis;
-
- MT_Scalar coneheight = blenderradarsensor->range;
-
- // janco: the angle was doubled, so should I divide the factor in 2
- // or the blenderradarsensor->angle?
- // nzc: the angle is the opening angle. We need to init with
- // the axis-hull angle,so /2.0.
- MT_Scalar factor = tan(blenderradarsensor->angle * 0.5f);
- //MT_Scalar coneradius = coneheight * (factor / 2);
- MT_Scalar coneradius = coneheight * factor;
-
-
- // this sumoObject is not deleted by a gameobj, so delete it ourself
- // later (memleaks)!
- MT_Scalar smallmargin = 0.0;
- MT_Scalar largemargin = 0.0;
-
- bool bFindMaterial = false;
- PHY_IPhysicsController* ctrl = kxscene->GetPhysicsEnvironment()->CreateConeController((float)coneradius, (float)coneheight);
-
- gamesensor = new KX_RadarSensor(
- eventmgr,
- gameobj,
- ctrl,
- coneradius,
- coneheight,
- radaraxis,
- smallmargin,
- largemargin,
- bFindMaterial,
- radarpropertyname);
-
+ bArmatureSensor* blenderarmsensor = (bArmatureSensor*) sens->data;
+ // we will reuse the property event manager, there is nothing special with this sensor
+ SCA_EventManager* eventmgr
+ = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
+ if (eventmgr)
+ {
+ STR_String bonename=blenderarmsensor->posechannel;
+ STR_String constraintname=blenderarmsensor->constraint;
+ gamesensor = new KX_ArmatureSensor(eventmgr,gameobj,bonename,constraintname, blenderarmsensor->type, blenderarmsensor->value);
+ }
+ break;
}
-
- break;
- }
- case SENS_RAY:
- {
- bRaySensor* blenderraysensor = (bRaySensor*) sens->data;
-
- //blenderradarsensor->angle;
- SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
- if (eventmgr)
+
+ case SENS_RADAR:
{
- bool bFindMaterial = (blenderraysensor->mode & SENS_COLLISION_MATERIAL);
- bool bXRay = (blenderraysensor->mode & SENS_RAY_XRAY);
-
- STR_String checkname = (bFindMaterial? blenderraysensor->matname : blenderraysensor->propname);
-
- // don't want to get rays of length 0.0 or so
- double distance = (blenderraysensor->range < 0.01f ? 0.01f : blenderraysensor->range);
- int axis = blenderraysensor->axisflag;
-
-
- gamesensor = new KX_RaySensor(eventmgr,
- gameobj,
- checkname,
- bFindMaterial,
- bXRay,
- distance,
- axis,
- kxscene);
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
+ if (eventmgr)
+ {
+ bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
+ const STR_String radarpropertyname = blenderradarsensor->name;
+
+ int radaraxis = blenderradarsensor->axis;
+
+ MT_Scalar coneheight = blenderradarsensor->range;
+
+ // janco: the angle was doubled, so should I divide the factor in 2
+ // or the blenderradarsensor->angle?
+ // nzc: the angle is the opening angle. We need to init with
+ // the axis-hull angle,so /2.0.
+ MT_Scalar factor = tan(blenderradarsensor->angle * 0.5f);
+ //MT_Scalar coneradius = coneheight * (factor / 2);
+ MT_Scalar coneradius = coneheight * factor;
+
+
+ // this sumoObject is not deleted by a gameobj, so delete it ourself
+ // later (memleaks)!
+ MT_Scalar smallmargin = 0.0;
+ MT_Scalar largemargin = 0.0;
+
+ bool bFindMaterial = false;
+ PHY_IPhysicsController* ctrl = kxscene->GetPhysicsEnvironment()->CreateConeController((float)coneradius, (float)coneheight);
+
+ gamesensor = new KX_RadarSensor(
+ eventmgr,
+ gameobj,
+ ctrl,
+ coneradius,
+ coneheight,
+ radaraxis,
+ smallmargin,
+ largemargin,
+ bFindMaterial,
+ radarpropertyname);
+
+ }
+
+ break;
}
- break;
- }
-
- case SENS_RANDOM:
- {
- bRandomSensor* blenderrndsensor = (bRandomSensor*) sens->data;
- // some files didn't write randomsensor, avoid crash now for NULL ptr's
- if (blenderrndsensor)
+ case SENS_RAY:
{
+ bRaySensor* blenderraysensor = (bRaySensor*) sens->data;
+
+ //blenderradarsensor->angle;
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
if (eventmgr)
{
- int randomSeed = blenderrndsensor->seed;
- if (randomSeed == 0)
+ bool bFindMaterial = (blenderraysensor->mode & SENS_COLLISION_MATERIAL);
+ bool bXRay = (blenderraysensor->mode & SENS_RAY_XRAY);
+
+ STR_String checkname = (bFindMaterial? blenderraysensor->matname : blenderraysensor->propname);
+
+ // don't want to get rays of length 0.0 or so
+ double distance = (blenderraysensor->range < 0.01f ? 0.01f : blenderraysensor->range);
+ int axis = blenderraysensor->axisflag;
+
+
+ gamesensor = new KX_RaySensor(eventmgr,
+ gameobj,
+ checkname,
+ bFindMaterial,
+ bXRay,
+ distance,
+ axis,
+ kxscene);
+
+ }
+ break;
+ }
+
+ case SENS_RANDOM:
+ {
+ bRandomSensor* blenderrndsensor = (bRandomSensor*) sens->data;
+ // some files didn't write randomsensor, avoid crash now for NULL ptr's
+ if (blenderrndsensor)
+ {
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
+ if (eventmgr)
{
- randomSeed = (int)(kxengine->GetRealTime()*100000.0);
- randomSeed ^= (intptr_t)blenderrndsensor;
+ int randomSeed = blenderrndsensor->seed;
+ if (randomSeed == 0)
+ {
+ randomSeed = (int)(kxengine->GetRealTime()*100000.0);
+ randomSeed ^= (intptr_t)blenderrndsensor;
+ }
+ gamesensor = new SCA_RandomSensor(eventmgr, gameobj, randomSeed);
}
- gamesensor = new SCA_RandomSensor(eventmgr, gameobj, randomSeed);
}
+ break;
}
- break;
- }
- case SENS_JOYSTICK:
- {
- int joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_NODEF;
-
- bJoystickSensor* bjoy = (bJoystickSensor*) sens->data;
-
- SCA_JoystickManager *eventmgr
- = (SCA_JoystickManager*) logicmgr->FindEventManager(SCA_EventManager::JOY_EVENTMGR);
- if (eventmgr)
+ case SENS_JOYSTICK:
{
- int axis =0;
- int axisf =0;
- int button =0;
- int hat =0;
- int hatf =0;
- int prec =0;
-
- switch (bjoy->type) {
- case SENS_JOY_AXIS:
- axis = bjoy->axis;
- axisf = bjoy->axisf;
- prec = bjoy->precision;
- joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS;
- break;
- case SENS_JOY_BUTTON:
- button = bjoy->button;
- joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_BUTTON;
- break;
- case SENS_JOY_HAT:
- hat = bjoy->hat;
- hatf = bjoy->hatf;
- joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_HAT;
- break;
- case SENS_JOY_AXIS_SINGLE:
- axis = bjoy->axis_single;
- prec = bjoy->precision;
- joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS_SINGLE;
- break;
- default:
- printf("Error: bad case statement\n");
- break;
+ int joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_NODEF;
+
+ bJoystickSensor* bjoy = (bJoystickSensor*) sens->data;
+
+ SCA_JoystickManager *eventmgr
+ = (SCA_JoystickManager*) logicmgr->FindEventManager(SCA_EventManager::JOY_EVENTMGR);
+ if (eventmgr)
+ {
+ int axis =0;
+ int axisf =0;
+ int button =0;
+ int hat =0;
+ int hatf =0;
+ int prec =0;
+
+ switch (bjoy->type) {
+ case SENS_JOY_AXIS:
+ axis = bjoy->axis;
+ axisf = bjoy->axisf;
+ prec = bjoy->precision;
+ joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS;
+ break;
+ case SENS_JOY_BUTTON:
+ button = bjoy->button;
+ joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_BUTTON;
+ break;
+ case SENS_JOY_HAT:
+ hat = bjoy->hat;
+ hatf = bjoy->hatf;
+ joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_HAT;
+ break;
+ case SENS_JOY_AXIS_SINGLE:
+ axis = bjoy->axis_single;
+ prec = bjoy->precision;
+ joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS_SINGLE;
+ break;
+ default:
+ printf("Error: bad case statement\n");
+ break;
+ }
+ gamesensor = new SCA_JoystickSensor(
+ eventmgr,
+ gameobj,
+ bjoy->joyindex,
+ joysticktype,
+ axis,axisf,
+ prec,
+ button,
+ hat,hatf,
+ (bjoy->flag & SENS_JOY_ANY_EVENT));
}
- gamesensor = new SCA_JoystickSensor(
- eventmgr,
- gameobj,
- bjoy->joyindex,
- joysticktype,
- axis,axisf,
- prec,
- button,
- hat,hatf,
- (bjoy->flag & SENS_JOY_ANY_EVENT));
- }
- else
+ else
+ {
+ printf("Error there was a problem finding the event manager\n");
+ }
+
+ break;
+ }
+ default:
{
- printf("Error there was a problem finding the event manager\n");
}
-
- break;
}
- default:
- {
- }
- }
- if (gamesensor && !(sens->flag & SENS_DEACTIVATE))
- {
- gamesensor->SetExecutePriority(executePriority++);
- STR_String uniquename = sens->name;
- uniquename += "#SENS#";
- uniqueint++;
- CIntValue* uniqueval = new CIntValue(uniqueint);
- uniquename += uniqueval->GetText();
- uniqueval->Release();
-
- /* Conversion succeeded, so we can set the generic props here. */
- gamesensor->SetPulseMode(pos_pulsemode,
- neg_pulsemode,
- frequency);
- gamesensor->SetInvert(invert);
- gamesensor->SetLevel(level);
- gamesensor->SetTap(tap);
- gamesensor->SetName(sens->name);
-
- gameobj->AddSensor(gamesensor);
-
- // only register to manager if it's in an active layer
- // Make registration dynamic: only when sensor is activated
- //if (isInActiveLayer)
- // gamesensor->RegisterToManager();
-
- gamesensor->ReserveController(sens->totlinks);
- for (int i=0;i<sens->totlinks;i++)
+ if (gamesensor)
{
- bController* linkedcont = (bController*) sens->links[i];
- if (linkedcont) {
- // If the controller is deactived doesn't register it
- if (!(linkedcont->flag & CONT_DEACTIVATE)) {
- SCA_IController* gamecont = converter->FindGameController(linkedcont);
-
- if (gamecont) {
- logicmgr->RegisterToSensor(gamecont,gamesensor);
- }
- else {
- printf("Warning, sensor \"%s\" could not find its controller "
- "(link %d of %d) from object \"%s\"\n"
- "\tthere has been an error converting the blender controller for the game engine,"
- "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
+ gamesensor->SetExecutePriority(executePriority++);
+ STR_String uniquename = sens->name;
+ uniquename += "#SENS#";
+ uniqueint++;
+ CIntValue* uniqueval = new CIntValue(uniqueint);
+ uniquename += uniqueval->GetText();
+ uniqueval->Release();
+
+ /* Conversion succeeded, so we can set the generic props here. */
+ gamesensor->SetPulseMode(pos_pulsemode,
+ neg_pulsemode,
+ skipped_ticks);
+ gamesensor->SetInvert(invert);
+ gamesensor->SetLevel(level);
+ gamesensor->SetTap(tap);
+ gamesensor->SetName(sens->name);
+
+ gameobj->AddSensor(gamesensor);
+
+ // only register to manager if it's in an active layer
+ // Make registration dynamic: only when sensor is activated
+ //if (isInActiveLayer)
+ // gamesensor->RegisterToManager();
+
+ gamesensor->ReserveController(sens->totlinks);
+ for (int i=0;i<sens->totlinks;i++)
+ {
+ bController* linkedcont = (bController*) sens->links[i];
+ if (linkedcont) {
+ // If the controller is deactived doesn't register it
+ if (!(linkedcont->flag & CONT_DEACTIVATE)) {
+ SCA_IController* gamecont = converter->FindGameController(linkedcont);
+
+ if (gamecont) {
+ logicmgr->RegisterToSensor(gamecont,gamesensor);
+ }
+ else {
+ printf("Warning, sensor \"%s\" could not find its controller "
+ "(link %d of %d) from object \"%s\"\n"
+ "\tthere has been an error converting the blender controller for the game engine,"
+ "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
+ }
}
}
+ else {
+ printf("Warning, sensor \"%s\" has lost a link to a controller "
+ "(link %d of %d) from object \"%s\"\n"
+ "\tpossible causes are partially appended objects or an error reading the file,"
+ "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
+ }
}
- else {
- printf("Warning, sensor \"%s\" has lost a link to a controller "
- "(link %d of %d) from object \"%s\"\n"
- "\tpossible causes are partially appended objects or an error reading the file,"
- "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
+ // special case: Keyboard sensor with no link
+ // this combination is usually used for key logging.
+ if (sens->type == SENS_KEYBOARD && sens->totlinks == 0) {
+ // Force the registration so that the sensor runs
+ gamesensor->IncLink();
}
+
+ // done with gamesensor
+ gamesensor->Release();
+
}
- // special case: Keyboard sensor with no link
- // this combination is usually used for key logging.
- if (sens->type == SENS_KEYBOARD && sens->totlinks == 0) {
- // Force the registration so that the sensor runs
- gamesensor->IncLink();
- }
-
- // done with gamesensor
- gamesensor->Release();
-
}
- else if (gamesensor)
- gamesensor->Release();
sens=sens->next;
}
diff --git a/source/gameengine/Converter/KX_LibLoadStatus.h b/source/gameengine/Converter/KX_LibLoadStatus.h
index 3da7329213b..bedf4498c96 100644
--- a/source/gameengine/Converter/KX_LibLoadStatus.h
+++ b/source/gameengine/Converter/KX_LibLoadStatus.h
@@ -27,7 +27,7 @@
#ifndef __KX_LIBLOADSTATUS_H__
#define __KX_LIBLOADSTATUS_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class KX_LibLoadStatus : public PyObjectPlus
{
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index affd4c94ed8..6336fcd3906 100644
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -37,7 +37,6 @@ incs = [
'#intern/guardedalloc',
'#intern/string',
'#source/blender',
- '#intern/audaspace/intern',
'#intern/moto/include',
'#source/blender/blenkernel',
'#source/blender/blenlib',
@@ -79,6 +78,10 @@ if env['WITH_BF_PYTHON']:
incs += ' ' + env['BF_PYTHON_INC']
defs.append('WITH_PYTHON')
+if env['WITH_BF_AUDASPACE']:
+ defs += env['BF_AUDASPACE_DEF']
+ incs += ' ' + env['BF_AUDASPACE_C_INC']
+
if env['WITH_BF_CXX_GUARDEDALLOC']:
defs.append('WITH_CXX_GUARDEDALLOC')
diff --git a/source/gameengine/Expressions/CMakeLists.txt b/source/gameengine/Expressions/CMakeLists.txt
index 6907f314503..6ab4d3fdacc 100644
--- a/source/gameengine/Expressions/CMakeLists.txt
+++ b/source/gameengine/Expressions/CMakeLists.txt
@@ -36,47 +36,53 @@ set(INC_SYS
)
set(SRC
- BoolValue.cpp
- ConstExpr.cpp
- EXP_C-Api.cpp
- EmptyValue.cpp
- ErrorValue.cpp
- Expression.cpp
- FloatValue.cpp
- IdentifierExpr.cpp
- IfExpr.cpp
- InputParser.cpp
- IntValue.cpp
- KX_HashedPtr.cpp
- ListValue.cpp
- Operator1Expr.cpp
- Operator2Expr.cpp
- PyObjectPlus.cpp
- StringValue.cpp
- Value.cpp
- VectorValue.cpp
+ intern/BoolValue.cpp
+ intern/ConstExpr.cpp
+ intern/EmptyValue.cpp
+ intern/ErrorValue.cpp
+ intern/Expression.cpp
+ intern/FloatValue.cpp
+ intern/IdentifierExpr.cpp
+ intern/IfExpr.cpp
+ intern/InputParser.cpp
+ intern/IntValue.cpp
+ intern/HashedPtr.cpp
+ intern/ListValue.cpp
+ intern/Operator1Expr.cpp
+ intern/Operator2Expr.cpp
+ intern/PyObjectPlus.cpp
+ intern/StringValue.cpp
+ intern/Value.cpp
+ intern/VectorValue.cpp
- BoolValue.h
- ConstExpr.h
- EXP_C-Api.h
- EmptyValue.h
- ErrorValue.h
- Expression.h
- FloatValue.h
- IdentifierExpr.h
- IfExpr.h
- InputParser.h
- IntValue.h
- KX_HashedPtr.h
- KX_Python.h
- ListValue.h
- Operator1Expr.h
- Operator2Expr.h
- PyObjectPlus.h
- StringValue.h
- Value.h
- VectorValue.h
- VoidValue.h
+ EXP_BoolValue.h
+ EXP_ConstExpr.h
+ EXP_EmptyValue.h
+ EXP_ErrorValue.h
+ EXP_Expression.h
+ EXP_FloatValue.h
+ EXP_HashedPtr.h
+ EXP_IdentifierExpr.h
+ EXP_IfExpr.h
+ EXP_InputParser.h
+ EXP_IntValue.h
+ EXP_ListValue.h
+ EXP_Operator1Expr.h
+ EXP_Operator2Expr.h
+ EXP_PyObjectPlus.h
+ EXP_Python.h
+ EXP_StringValue.h
+ EXP_Value.h
+ EXP_VectorValue.h
+ EXP_VoidValue.h
)
+if(WITH_PYTHON)
+ list(APPEND SRC
+ intern/PythonCallBack.cpp
+
+ EXP_PythonCallBack.h
+ )
+endif()
+
blender_add_lib(ge_logic_expressions "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/Expressions/BoolValue.h b/source/gameengine/Expressions/EXP_BoolValue.h
index 161d6112f68..98ba1d75e52 100644
--- a/source/gameengine/Expressions/BoolValue.h
+++ b/source/gameengine/Expressions/EXP_BoolValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file BoolValue.h
+/** \file EXP_BoolValue.h
* \ingroup expressions
*/
-#ifndef __BOOLVALUE_H__
-#define __BOOLVALUE_H__
+#ifndef __EXP_BOOLVALUE_H__
+#define __EXP_BOOLVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
/**
* Smart Boolean Value class.
@@ -62,4 +62,4 @@ private:
#endif
};
-#endif /* __BOOLVALUE_H__ */
+#endif /* __EXP_BOOLVALUE_H__ */
diff --git a/source/gameengine/Expressions/EXP_C-Api.cpp b/source/gameengine/Expressions/EXP_C-Api.cpp
deleted file mode 100644
index 2822fd8f6de..00000000000
--- a/source/gameengine/Expressions/EXP_C-Api.cpp
+++ /dev/null
@@ -1,123 +0,0 @@
-/*
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file gameengine/Expressions/EXP_C-Api.cpp
- * \ingroup expressions
- */
-
-#include "EXP_C-Api.h"
-#include "IntValue.h"
-#include "BoolValue.h"
-#include "StringValue.h"
-#include "ErrorValue.h"
-#include "InputParser.h"
-
-EXP_ValueHandle EXP_CreateInt(int innie)
-{
- return (EXP_ValueHandle) new CIntValue(innie);
-}
-
-
-
-EXP_ValueHandle EXP_CreateBool(int innie)
-{
- return (EXP_ValueHandle) new CBoolValue(innie!=0);
-}
-
-
-
-EXP_ValueHandle EXP_CreateString(const char* str)
-{
-
- return (EXP_ValueHandle) new CStringValue(str,"");
-}
-
-
-
-void EXP_SetName(EXP_ValueHandle inval,const char* newname)
-{
- ((CValue*) inval)->SetName(newname);
-}
-
-
-
-/* calculate expression from inputtext */
-EXP_ValueHandle EXP_ParseInput(const char* inputtext)
-{
- CValue* resultval=NULL;
- CParser parser;
- CExpression* expr = parser.ProcessText(inputtext);
- if (expr)
- {
- resultval = expr->Calculate();
- expr->Release();
- }
- else
- {
- resultval = new CErrorValue("couldn't parsetext");
- }
-
- return (EXP_ValueHandle) resultval;
-}
-
-
-
-void EXP_ReleaseValue(EXP_ValueHandle inval)
-{
- ((CValue*) inval)->Release();
-}
-
-
-
-int EXP_IsValid(EXP_ValueHandle inval)
-{
- return !((CValue*) inval)->IsError();
-}
-
-
-
-/* assign property 'propval' to 'destinationval' */
-void EXP_SetProperty(EXP_ValueHandle destinationval,
- const char *propname,
- EXP_ValueHandle propval)
-{
- ((CValue*) destinationval)->SetProperty(propname,(CValue*)propval);
-}
-
-
-
-const char* EXP_GetText(EXP_ValueHandle inval)
-{
- return ((CValue*) inval)->GetText();
-}
-
-
-
-EXP_ValueHandle EXP_GetProperty(EXP_ValueHandle inval,const char* propname)
-{
- return (EXP_ValueHandle) ((CValue*)inval)->GetProperty(propname);
-}
diff --git a/source/gameengine/Expressions/EXP_C-Api.h b/source/gameengine/Expressions/EXP_C-Api.h
deleted file mode 100644
index d73b0a209d4..00000000000
--- a/source/gameengine/Expressions/EXP_C-Api.h
+++ /dev/null
@@ -1,67 +0,0 @@
-/*
- * ***** BEGIN GPL 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.
- *
- * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
- */
-
-/** \file EXP_C-Api.h
- * \ingroup expressions
- */
-
-#ifndef __EXP_C_API_H__
-#define __EXP_C_API_H__
-
-#define EXP_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name
-
-EXP_DECLARE_HANDLE(EXP_ValueHandle);
-EXP_DECLARE_HANDLE(EXP_ExpressionHandle);
-
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-extern EXP_ValueHandle EXP_CreateInt(int innie);
-extern EXP_ValueHandle EXP_CreateBool(int innie);
-extern EXP_ValueHandle EXP_CreateString(const char* str);
-extern void EXP_SetName(EXP_ValueHandle,const char* newname);
-
-/* calculate expression from inputtext */
-extern EXP_ValueHandle EXP_ParseInput(const char* inputtext);
-extern void EXP_ReleaseValue(EXP_ValueHandle);
-extern int EXP_IsValid(EXP_ValueHandle);
-
-/* assign property 'propval' to 'destinationval' */
-extern void EXP_SetProperty(EXP_ValueHandle destinationval, const char *propname, EXP_ValueHandle propval);
-
-/* returns NULL if property doesn't exist */
-extern EXP_ValueHandle EXP_GetProperty(EXP_ValueHandle inval,const char* propname);
-
-const char* EXP_GetText(EXP_ValueHandle);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* __EXP_C_API_H__ */
diff --git a/source/gameengine/Expressions/ConstExpr.h b/source/gameengine/Expressions/EXP_ConstExpr.h
index 768f2bbd10e..b4456dacdf3 100644
--- a/source/gameengine/Expressions/ConstExpr.h
+++ b/source/gameengine/Expressions/EXP_ConstExpr.h
@@ -12,15 +12,15 @@
*
*/
-/** \file ConstExpr.h
+/** \file EXP_ConstExpr.h
* \ingroup expressions
*/
-#ifndef __CONSTEXPR_H__
-#define __CONSTEXPR_H__
+#ifndef __EXP_CONSTEXPR_H__
+#define __EXP_CONSTEXPR_H__
-#include "Expression.h"
-#include "Value.h" // Added by ClassView
+#include "EXP_Expression.h"
+#include "EXP_Value.h" // Added by ClassView
class CConstExpr : public CExpression
{
@@ -51,4 +51,4 @@ private:
#endif
};
-#endif /* __CONSTEXPR_H__ */
+#endif /* __EXP_CONSTEXPR_H__ */
diff --git a/source/gameengine/Expressions/EmptyValue.h b/source/gameengine/Expressions/EXP_EmptyValue.h
index 88ef206f0f0..d23addb9f9f 100644
--- a/source/gameengine/Expressions/EmptyValue.h
+++ b/source/gameengine/Expressions/EXP_EmptyValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file EmptyValue.h
+/** \file EXP_EmptyValue.h
* \ingroup expressions
*/
-#ifndef __EMPTYVALUE_H__
-#define __EMPTYVALUE_H__
+#ifndef __EXP_EMPTYVALUE_H__
+#define __EXP_EMPTYVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
class CListValue;
@@ -46,4 +46,4 @@ public:
#endif
};
-#endif /* __EMPTYVALUE_H__ */
+#endif /* __EXP_EMPTYVALUE_H__ */
diff --git a/source/gameengine/Expressions/ErrorValue.h b/source/gameengine/Expressions/EXP_ErrorValue.h
index 61c72151f40..a6f91ca200a 100644
--- a/source/gameengine/Expressions/ErrorValue.h
+++ b/source/gameengine/Expressions/EXP_ErrorValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file ErrorValue.h
+/** \file EXP_ErrorValue.h
* \ingroup expressions
*/
-#ifndef __ERRORVALUE_H__
-#define __ERRORVALUE_H__
+#ifndef __EXP_ERRORVALUE_H__
+#define __EXP_ERRORVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
class CErrorValue : public CPropValue
{
@@ -44,4 +44,4 @@ private:
#endif
};
-#endif /* __ERRORVALUE_H__ */
+#endif /* __EXP_ERRORVALUE_H__ */
diff --git a/source/gameengine/Expressions/Expression.h b/source/gameengine/Expressions/EXP_Expression.h
index 9a4f1f93284..66a6e9476ff 100644
--- a/source/gameengine/Expressions/Expression.h
+++ b/source/gameengine/Expressions/EXP_Expression.h
@@ -12,14 +12,14 @@
*
*/
-/** \file Expression.h
+/** \file EXP_Expression.h
* \ingroup expressions
*/
-#ifndef __EXPRESSION_H__
-#define __EXPRESSION_H__
+#ifndef __EXP_EXPRESSION_H__
+#define __EXP_EXPRESSION_H__
-#include "Value.h"
+#include "EXP_Value.h"
//extern int gRefCountExpr; // only for debugging purposes (detect mem.leaks)
@@ -146,4 +146,4 @@ protected:
#endif
};
-#endif /* __EXPRESSION_H__ */
+#endif /* __EXP_EXPRESSION_H__ */
diff --git a/source/gameengine/Expressions/FloatValue.h b/source/gameengine/Expressions/EXP_FloatValue.h
index 379c3e951bc..3c16c57d16d 100644
--- a/source/gameengine/Expressions/FloatValue.h
+++ b/source/gameengine/Expressions/EXP_FloatValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file FloatValue.h
+/** \file EXP_FloatValue.h
* \ingroup expressions
*/
-#ifndef __FLOATVALUE_H__
-#define __FLOATVALUE_H__
+#ifndef __EXP_FLOATVALUE_H__
+#define __EXP_FLOATVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
class CFloatValue : public CPropValue
{
@@ -55,4 +55,4 @@ protected:
#endif
};
-#endif /* __FLOATVALUE_H__ */
+#endif /* __EXP_FLOATVALUE_H__ */
diff --git a/source/gameengine/Expressions/KX_HashedPtr.h b/source/gameengine/Expressions/EXP_HashedPtr.h
index acd9d4daafa..7c7c5f6e5ec 100644
--- a/source/gameengine/Expressions/KX_HashedPtr.h
+++ b/source/gameengine/Expressions/EXP_HashedPtr.h
@@ -25,19 +25,17 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file KX_HashedPtr.h
+/** \file EXP_HashedPtr.h
* \ingroup expressions
*/
-#ifndef __KX_HASHEDPTR_H__
-#define __KX_HASHEDPTR_H__
+#ifndef __EXP_HASHEDPTR_H__
+#define __EXP_HASHEDPTR_H__
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
-unsigned int KX_Hash(void *inDWord);
-
class CHashedPtr
{
void* m_valptr;
@@ -58,4 +56,4 @@ public:
#endif
};
-#endif /* __KX_HASHEDPTR_H__ */
+#endif /* __EXP_HASHEDPTR_H__ */
diff --git a/source/gameengine/Expressions/IdentifierExpr.h b/source/gameengine/Expressions/EXP_IdentifierExpr.h
index 26eb3691378..96ef3677cf3 100644
--- a/source/gameengine/Expressions/IdentifierExpr.h
+++ b/source/gameengine/Expressions/EXP_IdentifierExpr.h
@@ -25,14 +25,14 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file IdentifierExpr.h
+/** \file EXP_IdentifierExpr.h
* \ingroup expressions
*/
-#ifndef __IDENTIFIEREXPR_H__
-#define __IDENTIFIEREXPR_H__
+#ifndef __EXP_IDENTIFIEREXPR_H__
+#define __EXP_IDENTIFIEREXPR_H__
-#include "Expression.h"
+#include "EXP_Expression.h"
class CIdentifierExpr : public CExpression
{
@@ -56,4 +56,4 @@ public:
#endif
};
-#endif /* __IDENTIFIEREXPR_H__ */
+#endif /* __EXP_IDENTIFIEREXPR_H__ */
diff --git a/source/gameengine/Expressions/IfExpr.h b/source/gameengine/Expressions/EXP_IfExpr.h
index 80e35471d82..43b4b8faf53 100644
--- a/source/gameengine/Expressions/IfExpr.h
+++ b/source/gameengine/Expressions/EXP_IfExpr.h
@@ -12,14 +12,14 @@
*
*/
-/** \file IfExpr.h
+/** \file EXP_IfExpr.h
* \ingroup expressions
*/
-#ifndef __IFEXPR_H__
-#define __IFEXPR_H__
+#ifndef __EXP_IFEXPR_H__
+#define __EXP_IFEXPR_H__
-#include "Expression.h"
+#include "EXP_Expression.h"
class CIfExpr : public CExpression
{
@@ -51,4 +51,4 @@ public:
#endif
};
-#endif /* __IFEXPR_H__ */
+#endif /* __EXP_IFEXPR_H__ */
diff --git a/source/gameengine/Expressions/InputParser.h b/source/gameengine/Expressions/EXP_InputParser.h
index 50bb1ae2f6e..80471009a16 100644
--- a/source/gameengine/Expressions/InputParser.h
+++ b/source/gameengine/Expressions/EXP_InputParser.h
@@ -14,15 +14,15 @@
*
*/
-/** \file InputParser.h
+/** \file EXP_InputParser.h
* \ingroup expressions
*/
-#ifndef __INPUTPARSER_H__
-#define __INPUTPARSER_H__
+#ifndef __EXP_INPUTPARSER_H__
+#define __EXP_INPUTPARSER_H__
class CParser;
-#include "Expression.h"
+#include "EXP_Expression.h"
class CParser
@@ -114,5 +114,5 @@ private:
#endif
};
-#endif
+#endif /* __EXP_INPUTPARSER_H__ */
diff --git a/source/gameengine/Expressions/IntValue.h b/source/gameengine/Expressions/EXP_IntValue.h
index 6da975f4f7f..a1cd96a888e 100644
--- a/source/gameengine/Expressions/IntValue.h
+++ b/source/gameengine/Expressions/EXP_IntValue.h
@@ -12,15 +12,15 @@
*
*/
-/** \file IntValue.h
+/** \file EXP_IntValue.h
* \ingroup expressions
*/
-#ifndef __INTVALUE_H__
-#define __INTVALUE_H__
+#ifndef __EXP_INTVALUE_H__
+#define __EXP_INTVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
typedef long long cInt;
@@ -70,4 +70,4 @@ private:
#endif
};
-#endif /* __INTVALUE_H__ */
+#endif /* __EXP_INTVALUE_H__ */
diff --git a/source/gameengine/Expressions/ListValue.h b/source/gameengine/Expressions/EXP_ListValue.h
index bb188179836..f5421066f62 100644
--- a/source/gameengine/Expressions/ListValue.h
+++ b/source/gameengine/Expressions/EXP_ListValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file ListValue.h
+/** \file EXP_ListValue.h
* \ingroup expressions
*/
-#ifndef __LISTVALUE_H__
-#define __LISTVALUE_H__
+#ifndef __EXP_LISTVALUE_H__
+#define __EXP_LISTVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
class CListValue : public CPropValue
{
@@ -88,5 +88,5 @@ private:
bool m_bReleaseContents;
};
-#endif /* __LISTVALUE_H__ */
+#endif /* __EXP_LISTVALUE_H__ */
diff --git a/source/gameengine/Expressions/Operator1Expr.h b/source/gameengine/Expressions/EXP_Operator1Expr.h
index 3dd76f773f2..9a05ce9c0c4 100644
--- a/source/gameengine/Expressions/Operator1Expr.h
+++ b/source/gameengine/Expressions/EXP_Operator1Expr.h
@@ -12,14 +12,14 @@
*
*/
-/** \file Operator1Expr.h
+/** \file EXP_Operator1Expr.h
* \ingroup expressions
*/
-#ifndef __OPERATOR1EXPR_H__
-#define __OPERATOR1EXPR_H__
+#ifndef __EXP_OPERATOR1EXPR_H__
+#define __EXP_OPERATOR1EXPR_H__
-#include "Expression.h"
+#include "EXP_Expression.h"
class COperator1Expr : public CExpression
{
@@ -56,4 +56,4 @@ private:
#endif
};
-#endif /* __OPERATOR1EXPR_H__ */
+#endif /* __EXP_OPERATOR1EXPR_H__ */
diff --git a/source/gameengine/Expressions/Operator2Expr.h b/source/gameengine/Expressions/EXP_Operator2Expr.h
index 8c30b7cd634..cd7a492fde0 100644
--- a/source/gameengine/Expressions/Operator2Expr.h
+++ b/source/gameengine/Expressions/EXP_Operator2Expr.h
@@ -12,16 +12,16 @@
*
*/
-/** \file Operator2Expr.h
+/** \file EXP_Operator2Expr.h
* \ingroup expressions
*/
-#ifndef __OPERATOR2EXPR_H__
-#define __OPERATOR2EXPR_H__
+#ifndef __EXP_OPERATOR2EXPR_H__
+#define __EXP_OPERATOR2EXPR_H__
-#include "Expression.h"
-#include "Value.h" // Added by ClassView
+#include "EXP_Expression.h"
+#include "EXP_Value.h" // Added by ClassView
class COperator2Expr : public CExpression
{
@@ -62,5 +62,5 @@ private:
#endif
};
-#endif /* __OPERATOR2EXPR_H__ */
+#endif /* __EXP_OPERATOR2EXPR_H__ */
diff --git a/source/gameengine/Expressions/PyObjectPlus.h b/source/gameengine/Expressions/EXP_PyObjectPlus.h
index e2e7c248795..dd612a08494 100644
--- a/source/gameengine/Expressions/PyObjectPlus.h
+++ b/source/gameengine/Expressions/EXP_PyObjectPlus.h
@@ -25,12 +25,12 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file PyObjectPlus.h
+/** \file EXP_PyObjectPlus.h
* \ingroup expressions
*/
-#ifndef __PYOBJECTPLUS_H__
-#define __PYOBJECTPLUS_H__
+#ifndef __EXP_PYOBJECTPLUS_H__
+#define __EXP_PYOBJECTPLUS_H__
/* for now keep weakrefs optional */
#define USE_WEAKREFS
@@ -40,7 +40,7 @@
#error Must be compiled with C++
#endif
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "STR_String.h"
#include "MT_Vector3.h"
#include "SG_QList.h"
@@ -65,21 +65,21 @@ typedef struct {
#define ShowDeprecationWarning(old_way, new_way) \
{ \
static WarnLink wlink = {false, NULL}; \
- if ((m_ignore_deprecation_warnings || wlink.warn_done)==0) \
+ if ((PyObjectPlus::m_ignore_deprecation_warnings || wlink.warn_done)==0) \
{ \
- ShowDeprecationWarning_func(old_way, new_way); \
+ PyObjectPlus::ShowDeprecationWarning_func(old_way, new_way); \
\
- WarnLink *wlink_last= GetDeprecationWarningLinkLast(); \
+ WarnLink *wlink_last= PyObjectPlus::GetDeprecationWarningLinkLast(); \
wlink.warn_done = true; \
wlink.link = NULL; \
\
if(wlink_last) { \
wlink_last->link= (void *)&(wlink); \
- SetDeprecationWarningLinkLast(&(wlink)); \
+ PyObjectPlus::SetDeprecationWarningLinkLast(&(wlink)); \
} \
else { \
- SetDeprecationWarningFirst(&(wlink)); \
- SetDeprecationWarningLinkLast(&(wlink)); \
+ PyObjectPlus::SetDeprecationWarningFirst(&(wlink)); \
+ PyObjectPlus::SetDeprecationWarningLinkLast(&(wlink)); \
} \
} \
} \
@@ -111,6 +111,8 @@ typedef struct PyObjectPlus_Proxy {
/* Opposite of BGE_PROXY_REF */
#define BGE_PROXY_FROM_REF(_self) (((PyObjectPlus *)_self)->GetProxy())
+/* Same as 'BGE_PROXY_REF' but doesn't incref. */
+#define BGE_PROXY_FROM_REF_BORROW(_self) _bge_proxy_from_ref_borrow((void *)_self)
// This must be the first line of each
@@ -631,6 +633,16 @@ public:
#ifdef WITH_PYTHON
PyObject *PyUnicode_From_STR_String(const STR_String& str);
+
+inline PyObject *_bge_proxy_from_ref_borrow(void *self_v)
+{
+ PyObject *self_proxy = BGE_PROXY_FROM_REF(self_v);
+ /* this is typically _very_ bad practice,
+ * however we know the proxy is owned by 'self_v' */
+ self_proxy->ob_refcnt--;
+ return self_proxy;
+}
+
#endif
-#endif /* __PYOBJECTPLUS_H__ */
+#endif /* __EXP_PYOBJECTPLUS_H__ */
diff --git a/source/gameengine/Expressions/KX_Python.h b/source/gameengine/Expressions/EXP_Python.h
index 62dd9a13dd4..f904151085e 100644
--- a/source/gameengine/Expressions/KX_Python.h
+++ b/source/gameengine/Expressions/EXP_Python.h
@@ -25,12 +25,12 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file KX_Python.h
+/** \file EXP_Python.h
* \ingroup expressions
*/
-#ifndef __KX_PYTHON_H__
-#define __KX_PYTHON_H__
+#ifndef __EXP_PYTHON_H__
+#define __EXP_PYTHON_H__
//#define USE_DL_EXPORT
@@ -79,4 +79,4 @@
#undef toupper
#endif
-#endif /* __KX_PYTHON_H__ */
+#endif /* __EXP_PYTHON_H__ */
diff --git a/source/gameengine/Expressions/EXP_PythonCallBack.h b/source/gameengine/Expressions/EXP_PythonCallBack.h
new file mode 100644
index 00000000000..f0cbcac0c6f
--- /dev/null
+++ b/source/gameengine/Expressions/EXP_PythonCallBack.h
@@ -0,0 +1,40 @@
+/*
+ * ***** BEGIN GPL 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Porteries Tristan.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file EXP_PythonCallBack.h
+ * \ingroup expressions
+ */
+
+#ifndef __EXP_PYTHON_CALLBACK_H__
+#define __EXP_PYTHON_CALLBACK_H__
+
+#include "EXP_Python.h"
+
+/** Execute each functions with at least one argument
+ * \param functionlist The python list which contains callbacks.
+ * \param arglist The first item in the tuple to execute callbacks (can be NULL for no arguments).
+ * \param minargcount The minimum of quantity of arguments possible.
+ * \param maxargcount The maximum of quantity of arguments possible.
+ */
+void RunPythonCallBackList(PyObject *functionlist, PyObject **arglist, unsigned int minargcount, unsigned int maxargcount);
+
+#endif // __EXP_PYTHON_CALLBACK_H__
diff --git a/source/gameengine/Expressions/StringValue.h b/source/gameengine/Expressions/EXP_StringValue.h
index cb60600ad88..ca59ebf1f82 100644
--- a/source/gameengine/Expressions/StringValue.h
+++ b/source/gameengine/Expressions/EXP_StringValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file StringValue.h
+/** \file EXP_StringValue.h
* \ingroup expressions
*/
-#ifndef __STRINGVALUE_H__
-#define __STRINGVALUE_H__
+#ifndef __EXP_STRINGVALUE_H__
+#define __EXP_STRINGVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
class CStringValue : public CPropValue
{
@@ -58,4 +58,4 @@ private:
#endif
};
-#endif /* __STRINGVALUE_H__ */
+#endif /* __EXP_STRINGVALUE_H__ */
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/EXP_Value.h
index c7e9a40a059..014fc59405f 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/EXP_Value.h
@@ -12,12 +12,12 @@
*
*/
-/** \file Value.h
+/** \file EXP_Value.h
* \ingroup expressions
*/
-#ifndef __VALUE_H__
-#define __VALUE_H__
+#ifndef __EXP_VALUE_H__
+#define __EXP_VALUE_H__
#ifdef _MSC_VER
# pragma warning (disable:4786)
@@ -159,7 +159,7 @@ public:
};
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#ifdef WITH_PYTHON
#include "object.h"
#endif
@@ -429,4 +429,4 @@ protected:
#endif
};
-#endif /* __VALUE_H__ */
+#endif /* __EXP_VALUE_H__ */
diff --git a/source/gameengine/Expressions/VectorValue.h b/source/gameengine/Expressions/EXP_VectorValue.h
index 717fa68f6dc..d87d5097156 100644
--- a/source/gameengine/Expressions/VectorValue.h
+++ b/source/gameengine/Expressions/EXP_VectorValue.h
@@ -12,14 +12,14 @@
*
*/
-/** \file VectorValue.h
+/** \file EXP_VectorValue.h
* \ingroup expressions
*/
-#ifndef __VECTORVALUE_H__
-#define __VECTORVALUE_H__
+#ifndef __EXP_VECTORVALUE_H__
+#define __EXP_VECTORVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
#define KX_X 0
#define KX_Y 1
@@ -91,4 +91,4 @@ protected:
#endif
};
-#endif /* __VECTORVALUE_H__ */
+#endif /* __EXP_VECTORVALUE_H__ */
diff --git a/source/gameengine/Expressions/VoidValue.h b/source/gameengine/Expressions/EXP_VoidValue.h
index 4f74910dd8a..8b2c29488d7 100644
--- a/source/gameengine/Expressions/VoidValue.h
+++ b/source/gameengine/Expressions/EXP_VoidValue.h
@@ -27,14 +27,14 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file VoidValue.h
+/** \file EXP_VoidValue.h
* \ingroup expressions
*/
-#ifndef __VOIDVALUE_H__
-#define __VOIDVALUE_H__
+#ifndef __EXP_VOIDVALUE_H__
+#define __EXP_VOIDVALUE_H__
-#include "Value.h"
+#include "EXP_Value.h"
//
// Void value, used to transport *any* type of data
@@ -78,4 +78,4 @@ public:
#endif
};
-#endif /* __VOIDVALUE_H__ */
+#endif /* __EXP_VOIDVALUE_H__ */
diff --git a/source/gameengine/Expressions/SConscript b/source/gameengine/Expressions/SConscript
index 48102e5ba3c..b66d36c2080 100644
--- a/source/gameengine/Expressions/SConscript
+++ b/source/gameengine/Expressions/SConscript
@@ -27,7 +27,7 @@
Import ('env')
-sources = env.Glob('*.cpp')
+sources = env.Glob('intern/*.cpp')
incs = [
'.',
diff --git a/source/gameengine/Expressions/BoolValue.cpp b/source/gameengine/Expressions/intern/BoolValue.cpp
index 9ff53395056..1523a9212ba 100644
--- a/source/gameengine/Expressions/BoolValue.cpp
+++ b/source/gameengine/Expressions/intern/BoolValue.cpp
@@ -16,10 +16,10 @@
*
*/
-#include "BoolValue.h"
-#include "StringValue.h"
-#include "ErrorValue.h"
-#include "VoidValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/ConstExpr.cpp b/source/gameengine/Expressions/intern/ConstExpr.cpp
index c41cf5a54f5..597427ecfe5 100644
--- a/source/gameengine/Expressions/ConstExpr.cpp
+++ b/source/gameengine/Expressions/intern/ConstExpr.cpp
@@ -16,9 +16,9 @@
*
*/
-#include "Value.h" // for precompiled header
-#include "ConstExpr.h"
-#include "VectorValue.h"
+#include "EXP_Value.h" // for precompiled header
+#include "EXP_ConstExpr.h"
+#include "EXP_VectorValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/EmptyValue.cpp b/source/gameengine/Expressions/intern/EmptyValue.cpp
index f8e72181ed7..9227626777d 100644
--- a/source/gameengine/Expressions/EmptyValue.cpp
+++ b/source/gameengine/Expressions/intern/EmptyValue.cpp
@@ -16,13 +16,13 @@
*
*/
-#include "EmptyValue.h"
-#include "IntValue.h"
-#include "FloatValue.h"
-#include "StringValue.h"
-#include "ErrorValue.h"
-#include "ListValue.h"
-#include "VoidValue.h"
+#include "EXP_EmptyValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_FloatValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_ListValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/ErrorValue.cpp b/source/gameengine/Expressions/intern/ErrorValue.cpp
index 46e09b9073f..c03ceb88073 100644
--- a/source/gameengine/Expressions/ErrorValue.cpp
+++ b/source/gameengine/Expressions/intern/ErrorValue.cpp
@@ -15,7 +15,7 @@
*
*/
-#include "ErrorValue.h"
+#include "EXP_ErrorValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/Expression.cpp b/source/gameengine/Expressions/intern/Expression.cpp
index 2428df977d3..6a98a15aa12 100644
--- a/source/gameengine/Expressions/Expression.cpp
+++ b/source/gameengine/Expressions/intern/Expression.cpp
@@ -15,8 +15,8 @@
*
*/
-#include "Expression.h"
-#include "ErrorValue.h"
+#include "EXP_Expression.h"
+#include "EXP_ErrorValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/FloatValue.cpp b/source/gameengine/Expressions/intern/FloatValue.cpp
index 4d6f3f467eb..0f86a429d81 100644
--- a/source/gameengine/Expressions/FloatValue.cpp
+++ b/source/gameengine/Expressions/intern/FloatValue.cpp
@@ -15,12 +15,12 @@
*
*/
-#include "FloatValue.h"
-#include "IntValue.h"
-#include "StringValue.h"
-#include "BoolValue.h"
-#include "ErrorValue.h"
-#include "VoidValue.h"
+#include "EXP_FloatValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/KX_HashedPtr.cpp b/source/gameengine/Expressions/intern/HashedPtr.cpp
index bd42892cc8d..005ac16b231 100644
--- a/source/gameengine/Expressions/KX_HashedPtr.cpp
+++ b/source/gameengine/Expressions/intern/HashedPtr.cpp
@@ -30,16 +30,22 @@
*/
-#include "KX_HashedPtr.h"
+#include "EXP_HashedPtr.h"
-unsigned int KX_Hash(void *inDWord)
+
+CHashedPtr::CHashedPtr(void* val) : m_valptr(val)
+{
+}
+
+
+unsigned int CHashedPtr::hash() const
{
#if defined(_WIN64) && !defined(FREE_WINDOWS64)
- unsigned __int64 key = (unsigned __int64)inDWord;
+ unsigned __int64 key = (unsigned __int64)m_valptr;
#elif defined(FREE_WINDOWS64)
- unsigned long long key = (unsigned long long)inDWord;
+ unsigned long long key = (unsigned long long)m_valptr;
#else
- unsigned long key = (unsigned long)inDWord;
+ unsigned long key = (unsigned long)m_valptr;
#endif
key += ~(key << 16);
@@ -51,15 +57,3 @@ unsigned int KX_Hash(void *inDWord)
return (unsigned int)(key & 0xffffffff);
}
-
-
-CHashedPtr::CHashedPtr(void* val) : m_valptr(val)
-{
-}
-
-
-
-unsigned int CHashedPtr::hash() const
-{
- return KX_Hash(m_valptr);
-}
diff --git a/source/gameengine/Expressions/IdentifierExpr.cpp b/source/gameengine/Expressions/intern/IdentifierExpr.cpp
index c9e053574cd..8fbbf41cd63 100644
--- a/source/gameengine/Expressions/IdentifierExpr.cpp
+++ b/source/gameengine/Expressions/intern/IdentifierExpr.cpp
@@ -30,7 +30,7 @@
*/
-#include "IdentifierExpr.h"
+#include "EXP_IdentifierExpr.h"
CIdentifierExpr::CIdentifierExpr(const STR_String& identifier,CValue* id_context)
:m_identifier(identifier)
diff --git a/source/gameengine/Expressions/IfExpr.cpp b/source/gameengine/Expressions/intern/IfExpr.cpp
index 152ca8704ce..b4e2fe7315b 100644
--- a/source/gameengine/Expressions/IfExpr.cpp
+++ b/source/gameengine/Expressions/intern/IfExpr.cpp
@@ -15,10 +15,10 @@
*
*/
-#include "IfExpr.h"
-#include "EmptyValue.h"
-#include "ErrorValue.h"
-#include "BoolValue.h"
+#include "EXP_IfExpr.h"
+#include "EXP_EmptyValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_BoolValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/intern/InputParser.cpp
index 4ba3585455b..e8cc7fba284 100644
--- a/source/gameengine/Expressions/InputParser.cpp
+++ b/source/gameengine/Expressions/intern/InputParser.cpp
@@ -19,23 +19,23 @@
#include "MT_assert.h"
-#include "Value.h"
-#include "InputParser.h"
-#include "ErrorValue.h"
-#include "IntValue.h"
-#include "StringValue.h"
-#include "FloatValue.h"
-#include "BoolValue.h"
-#include "EmptyValue.h"
-#include "ConstExpr.h"
-#include "Operator2Expr.h"
-#include "Operator1Expr.h"
-#include "IdentifierExpr.h"
+#include "EXP_Value.h"
+#include "EXP_InputParser.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_FloatValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_EmptyValue.h"
+#include "EXP_ConstExpr.h"
+#include "EXP_Operator2Expr.h"
+#include "EXP_Operator1Expr.h"
+#include "EXP_IdentifierExpr.h"
// this is disable at the moment, I expected a memleak from it, but the error-cleanup was the reason
// well, looks we don't need it anyway, until maybe the Curved Surfaces are integrated into CSG
// cool things like (IF(LOD==1,CCurvedValue,IF(LOD==2,CCurvedValue2)) etc...
-#include "IfExpr.h"
+#include "EXP_IfExpr.h"
#if (defined(WIN32) || defined(WIN64)) && !defined(FREE_WINDOWS)
#define strcasecmp _stricmp
diff --git a/source/gameengine/Expressions/IntValue.cpp b/source/gameengine/Expressions/intern/IntValue.cpp
index 82d2e94dbb0..25aff5b32ab 100644
--- a/source/gameengine/Expressions/IntValue.cpp
+++ b/source/gameengine/Expressions/intern/IntValue.cpp
@@ -17,12 +17,12 @@
#include <stdio.h>
-#include "IntValue.h"
-#include "ErrorValue.h"
-#include "FloatValue.h"
-#include "BoolValue.h"
-#include "StringValue.h"
-#include "VoidValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_FloatValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/ListValue.cpp b/source/gameengine/Expressions/intern/ListValue.cpp
index 75e3b490505..557ce7be300 100644
--- a/source/gameengine/Expressions/ListValue.cpp
+++ b/source/gameengine/Expressions/intern/ListValue.cpp
@@ -19,11 +19,11 @@
#include <stdio.h>
-#include "ListValue.h"
-#include "StringValue.h"
-#include "VoidValue.h"
+#include "EXP_ListValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_VoidValue.h"
#include <algorithm>
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "BLI_sys_types.h" /* for intptr_t support */
@@ -432,7 +432,7 @@ static PyObject *listvalue_buffer_concat(PyObject *self, PyObject *other)
for (i=0;i<numitems;i++)
{
- listitemval = listval->ConvertPythonToValue(PyList_GetItem(other,i), true, "cList + pyList: CListValue, ");
+ listitemval = listval->ConvertPythonToValue(PyList_GET_ITEM(other, i), true, "cList + pyList: CListValue, ");
if (listitemval) {
listval_new->SetValue(i+numitems_orig, listitemval);
@@ -583,7 +583,8 @@ PyObject *CListValue::Pyappend(PyObject *value)
return NULL;
if (!BGE_PROXY_PYOWNS(m_proxy)) {
- PyErr_SetString(PyExc_TypeError, "CList.append(i): this CValueList is used internally for the game engine and can't be modified");
+ PyErr_SetString(PyExc_TypeError,
+ "CList.append(i): internal values can't be modified");
return NULL;
}
@@ -594,6 +595,12 @@ PyObject *CListValue::Pyappend(PyObject *value)
PyObject *CListValue::Pyreverse()
{
+ if (!BGE_PROXY_PYOWNS(m_proxy)) {
+ PyErr_SetString(PyExc_TypeError,
+ "CList.reverse(): internal values can't be modified");
+ return NULL;
+ }
+
std::reverse(m_pValueArray.begin(),m_pValueArray.end());
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Expressions/Operator1Expr.cpp b/source/gameengine/Expressions/intern/Operator1Expr.cpp
index b985f76825d..add0376f487 100644
--- a/source/gameengine/Expressions/Operator1Expr.cpp
+++ b/source/gameengine/Expressions/intern/Operator1Expr.cpp
@@ -15,8 +15,8 @@
*
*/
-#include "Operator1Expr.h"
-#include "EmptyValue.h"
+#include "EXP_Operator1Expr.h"
+#include "EXP_EmptyValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/Operator2Expr.cpp b/source/gameengine/Expressions/intern/Operator2Expr.cpp
index b03d00e7f77..0a7f30b8cc8 100644
--- a/source/gameengine/Expressions/Operator2Expr.cpp
+++ b/source/gameengine/Expressions/intern/Operator2Expr.cpp
@@ -19,9 +19,9 @@
// have to do the trick
// when expression is cached, there will be a call to UpdateCalc() instead of Calc()
-#include "Operator2Expr.h"
-#include "StringValue.h"
-#include "VoidValue.h"
+#include "EXP_Operator2Expr.h"
+#include "EXP_StringValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/intern/PyObjectPlus.cpp
index c025d439fc0..de45bee76a7 100644
--- a/source/gameengine/Expressions/PyObjectPlus.cpp
+++ b/source/gameengine/Expressions/intern/PyObjectPlus.cpp
@@ -47,7 +47,7 @@
#include <stdlib.h>
#include <stddef.h>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "STR_String.h"
#include "MT_Vector3.h"
#include "MEM_guardedalloc.h"
@@ -80,7 +80,7 @@ void PyObjectPlus::ProcessReplica()
}
/* Sometimes we might want to manually invalidate a BGE type even if
- * it hasnt been released by the BGE, say for example when an object
+ * it hasn't been released by the BGE, say for example when an object
* is removed from a scene, accessing it may cause problems.
*
* In this case the current proxy is made invalid, disowned,
@@ -148,12 +148,18 @@ PyObject *PyObjectPlus::py_base_repr(PyObject *self) // This should be the ent
PyObject *PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
{
PyTypeObject *base_type;
- PyObjectPlus_Proxy *base = NULL;
- if (!PyArg_ParseTuple(args, "O:Base PyObjectPlus", &base))
+ /* one or more args is needed */
+ if (!PyTuple_GET_SIZE(args)) {
+ PyErr_SetString(PyExc_TypeError,
+ "Expected at least one argument");
return NULL;
+ }
+
+ PyObjectPlus_Proxy *base = (PyObjectPlus_Proxy *)PyTuple_GET_ITEM(args, 0);
- /* the 'base' PyObject may be subclassed (multiple times even)
+ /**
+ * the 'base' PyObject may be subclassed (multiple times even)
* we need to find the first C++ defined class to check 'type'
* is a subclass of the base arguments type.
*
@@ -162,12 +168,13 @@ PyObject *PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObject
* eg.
*
* # CustomOb is called 'type' in this C code
+ * \code{.py}
* class CustomOb(GameTypes.KX_GameObject):
* pass
*
* # this calls py_base_new(...), the type of 'CustomOb' is checked to be a subclass of the 'cont.owner' type
* ob = CustomOb(cont.owner)
- *
+ * \endcode
* */
base_type= Py_TYPE(base);
while (base_type && !BGE_PROXY_CHECK_TYPE(base_type))
@@ -418,7 +425,7 @@ PyObject *PyObjectPlus::py_get_attrdef(PyObject *self_py, const PyAttributeDef *
return NULL;
}
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject(val, attrdef->m_imax, Py_NEW, NULL);
+ return Vector_CreatePyObject(val, attrdef->m_imax, NULL);
#else
PyObject *resultlist = PyList_New(attrdef->m_imax);
for (unsigned int i=0; i<attrdef->m_imax; i++)
@@ -435,7 +442,7 @@ PyObject *PyObjectPlus::py_get_attrdef(PyObject *self_py, const PyAttributeDef *
return NULL;
}
#ifdef USE_MATHUTILS
- return Matrix_CreatePyObject(val, attrdef->m_imin, attrdef->m_imax, Py_WRAP, NULL);
+ return Matrix_CreatePyObject_wrap(val, attrdef->m_imin, attrdef->m_imax, NULL);
#else
PyObject *collist = PyList_New(attrdef->m_imin);
for (unsigned int i=0; i<attrdef->m_imin; i++)
@@ -458,7 +465,7 @@ PyObject *PyObjectPlus::py_get_attrdef(PyObject *self_py, const PyAttributeDef *
#ifdef USE_MATHUTILS
float fval[3];
val->getValue(fval);
- return Vector_CreatePyObject(fval, 3, Py_NEW, NULL);
+ return Vector_CreatePyObject(fval, 3, NULL);
#else
PyObject *resultlist = PyList_New(3);
for (unsigned int i=0; i<3; i++)
diff --git a/source/gameengine/Expressions/intern/PythonCallBack.cpp b/source/gameengine/Expressions/intern/PythonCallBack.cpp
new file mode 100644
index 00000000000..3fb84569eca
--- /dev/null
+++ b/source/gameengine/Expressions/intern/PythonCallBack.cpp
@@ -0,0 +1,119 @@
+/*
+ * ***** BEGIN GPL 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Porteries Tristan.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gameengine/Expressions/intern/PythonCallBack.cpp
+ * \ingroup expressions
+ */
+
+#include "EXP_PythonCallBack.h"
+#include <iostream>
+#include <stdarg.h>
+
+#include "BLI_alloca.h"
+
+/** Check if a python value is a function and have the correct number of arguments.
+ * \param value The python value to check.
+ * \param minargcount The minimum of arguments possible.
+ * \param maxargcount The maximum of arguments possible.
+ * \param r_argcount The number of argument of this function, this variable will be
+ * changed in the function.
+ */
+static PyObject *CheckPythonFunction(PyObject *value, unsigned int minargcount, unsigned int maxargcount, unsigned int &r_argcount)
+{
+ if (PyMethod_Check(value)) {
+ PyCodeObject *code = ((PyCodeObject *)PyFunction_GET_CODE(PyMethod_GET_FUNCTION(value)));
+ // *args support
+ r_argcount = (code->co_flags & CO_VARARGS) ? maxargcount : (code->co_argcount - 1);
+ }
+ else if (PyFunction_Check(value)) {
+ PyCodeObject *code = ((PyCodeObject *)PyFunction_GET_CODE(value));
+ // *args support
+ r_argcount = (code->co_flags & CO_VARARGS) ? maxargcount : code->co_argcount;
+ }
+ else { // is not a methode or a function
+ PyErr_Format(PyExc_TypeError, "items must be functions or methodes, not %s",
+ Py_TYPE(value)->tp_name);
+ return NULL;
+ }
+
+ if (r_argcount < minargcount || r_argcount > maxargcount) {
+ // wrong number of arguments
+ PyErr_Format(PyExc_TypeError, "methode or function (%s) has invalid number of arguments (%i) must be between %i and %i",
+ Py_TYPE(value)->tp_name, r_argcount, minargcount, maxargcount);
+ return NULL;
+ }
+
+ return value;
+}
+
+/** Create a python tuple to call a python function
+ * \param argcount The lenght of the tuple.
+ * \param arglist The fully list of python arguments [size >= argcount].
+ */
+static PyObject *CreatePythonTuple(unsigned int argcount, PyObject **arglist)
+{
+ PyObject *tuple = PyTuple_New(argcount);
+
+ for (unsigned int i = 0; i < argcount; ++i) {
+ PyObject *item = arglist[i];
+ // increment reference and copy it in a new tuple
+ Py_INCREF(item);
+ PyTuple_SET_ITEM(tuple, i, item);
+ }
+
+ return tuple;
+}
+
+void RunPythonCallBackList(PyObject *functionlist, PyObject **arglist, unsigned int minargcount, unsigned int maxargcount)
+{
+ unsigned int size = PyList_Size(functionlist);
+ PyObject **argTuples = (PyObject **)BLI_array_alloca(argTuples, maxargcount - minargcount + 1);
+ memset(argTuples, 0, sizeof(PyObject *) * (maxargcount - minargcount + 1));
+
+ for (unsigned int i = 0; i < size; ++i) {
+ unsigned int funcargcount = 0;
+
+ PyObject *item = PyList_GET_ITEM(functionlist, i);
+ PyObject *func = CheckPythonFunction(item, minargcount, maxargcount, funcargcount);
+ if (!func) { // this item fails the check
+ PyErr_Print();
+ PyErr_Clear();
+ continue;
+ }
+
+ // get correct argument tuple.
+ PyObject *tuple = argTuples[funcargcount - minargcount];
+ if (!tuple)
+ argTuples[funcargcount - minargcount] = tuple = CreatePythonTuple(funcargcount, arglist);
+
+ PyObject *ret = PyObject_Call(func, tuple, NULL);
+ if (!ret) { // if ret is NULL this seems that the function doesn't work !
+ PyErr_Print();
+ PyErr_Clear();
+ }
+ else
+ Py_DECREF(ret);
+ }
+
+ for (unsigned int i = 0; i <= (maxargcount - minargcount); ++i)
+ Py_XDECREF(argTuples[i]);
+}
diff --git a/source/gameengine/Expressions/StringValue.cpp b/source/gameengine/Expressions/intern/StringValue.cpp
index 098949c9d7b..ddf61dc441c 100644
--- a/source/gameengine/Expressions/StringValue.cpp
+++ b/source/gameengine/Expressions/intern/StringValue.cpp
@@ -15,10 +15,10 @@
*
*/
-#include "StringValue.h"
-#include "BoolValue.h"
-#include "ErrorValue.h"
-#include "VoidValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_VoidValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/intern/Value.cpp
index bdef2dbd5b0..f8796a76e76 100644
--- a/source/gameengine/Expressions/Value.cpp
+++ b/source/gameengine/Expressions/intern/Value.cpp
@@ -17,15 +17,15 @@
* purpose. It is provided "as is" without express or implied warranty.
*
*/
-#include "Value.h"
-#include "BoolValue.h"
-#include "FloatValue.h"
-#include "IntValue.h"
-#include "VectorValue.h"
-#include "VoidValue.h"
-#include "StringValue.h"
-#include "ErrorValue.h"
-#include "ListValue.h"
+#include "EXP_Value.h"
+#include "EXP_BoolValue.h"
+#include "EXP_FloatValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_VectorValue.h"
+#include "EXP_VoidValue.h"
+#include "EXP_StringValue.h"
+#include "EXP_ErrorValue.h"
+#include "EXP_ListValue.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
@@ -568,7 +568,7 @@ CValue *CValue::ConvertPythonToValue(PyObject *pyobj, const bool do_type_excepti
Py_ssize_t numitems = PyList_GET_SIZE(pyobj);
for (i=0;i<numitems;i++)
{
- PyObject *listitem = PyList_GetItem(pyobj,i); /* borrowed ref */
+ PyObject *listitem = PyList_GET_ITEM(pyobj,i); /* borrowed ref */
CValue* listitemval = ConvertPythonToValue(listitem, error_prefix);
if (listitemval)
{
diff --git a/source/gameengine/Expressions/VectorValue.cpp b/source/gameengine/Expressions/intern/VectorValue.cpp
index 6931ba2aa76..a3d44116317 100644
--- a/source/gameengine/Expressions/VectorValue.cpp
+++ b/source/gameengine/Expressions/intern/VectorValue.cpp
@@ -19,12 +19,12 @@
# pragma warning (disable:4786)
#endif
-#include "Value.h"
-#include "VectorValue.h"
-#include "ErrorValue.h"
+#include "EXP_Value.h"
+#include "EXP_VectorValue.h"
+#include "EXP_ErrorValue.h"
//#include "MatrixValue.h"
-#include "VoidValue.h"
-#include "StringValue.h"
+#include "EXP_VoidValue.h"
+#include "EXP_StringValue.h"
//#include "FactoryManager.h"
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
index 6e379c91d0c..b03570e3c28 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
@@ -41,6 +41,10 @@
#include "BLI_path_util.h"
+#ifdef WITH_SDL
+# define SDL_CHECK(x) ((x) != (void *)0)
+#endif
+
SCA_Joystick::SCA_Joystick(short int index)
:
m_joyindex(index),
@@ -82,6 +86,9 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
#ifndef WITH_SDL
return NULL;
#else /* WITH_SDL */
+ if (!SDL_CHECK(SDL_InitSubSystem)) {
+ return NULL;
+ }
if (joyindex < 0 || joyindex >= JOYINDEX_MAX) {
JOYSTICK_ECHO("Error-invalid joystick index: " << joyindex);
return NULL;
@@ -104,7 +111,11 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
char *videodriver = getenv("SDL_VIDEODRIVER");
BLI_setenv("SDL_VIDEODRIVER", "dummy");
+#if SDL_VERSION_ATLEAST(2, 0, 0)
+ int success = (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != -1 );
+#else
int success = (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO) != -1 );
+#endif
BLI_setenv("SDL_VIDEODRIVER", videodriver);
# endif
@@ -116,7 +127,7 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
m_joynum = SDL_NumJoysticks();
- for (i=0; i<JOYINDEX_MAX; i++) {
+ for (i = 0; i < m_joynum; i++) {
m_instance[i] = new SCA_Joystick(i);
m_instance[i]->CreateJoystickDevice();
}
@@ -135,8 +146,10 @@ void SCA_Joystick::ReleaseInstance()
if (--m_refCount == 0)
{
#ifdef WITH_SDL
- int i;
- for (i=0; i<JOYINDEX_MAX; i++) {
+ if (!SDL_CHECK(SDL_QuitSubSystem)) {
+ return;
+ }
+ for (int i = 0; i < m_joynum; i++) {
if (m_instance[i]) {
m_instance[i]->DestroyJoystickDevice();
delete m_instance[i];
@@ -147,11 +160,11 @@ void SCA_Joystick::ReleaseInstance()
/* The video subsystem is required for joystick input to work. However,
* when GHOST is running under SDL, video is freed elsewhere.
* Do this once only. */
-# ifdef WITH_GHOST_SDL
+#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
-# else
+#else
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO);
-# endif
+#endif
#endif /* WITH_SDL */
}
}
@@ -191,6 +204,9 @@ bool SCA_Joystick::aAxisIsPositive(int axis_single)
bool SCA_Joystick::aAnyButtonPressIsPositive(void)
{
#ifdef WITH_SDL
+ if (!SDL_CHECK(SDL_JoystickGetButton)) {
+ return false;
+ }
/* this is needed for the "all events" option
* so we know if there are no buttons pressed */
for (int i=0; i<m_buttonmax; i++)
@@ -206,7 +222,7 @@ bool SCA_Joystick::aButtonPressIsPositive(int button)
return false;
#else
bool result;
- SDL_JoystickGetButton(m_private->m_joystick, button)? result = true:result = false;
+ result = SDL_CHECK(SDL_JoystickGetButton) && SDL_JoystickGetButton(m_private->m_joystick, button);
return result;
#endif
}
@@ -218,7 +234,7 @@ bool SCA_Joystick::aButtonReleaseIsPositive(int button)
return false;
#else
bool result;
- SDL_JoystickGetButton(m_private->m_joystick, button)? result = false : result = true;
+ result = !(SDL_CHECK(SDL_JoystickGetButton) && SDL_JoystickGetButton(m_private->m_joystick, button));
return result;
#endif
}
@@ -253,7 +269,7 @@ bool SCA_Joystick::CreateJoystickDevice(void)
m_axismax = m_buttonmax = m_hatmax = 0;
return false;
#else /* WITH_SDL */
- if (m_isinit == false) {
+ if (m_isinit == false && SDL_CHECK(SDL_JoystickOpen)) {
if (m_joyindex>=m_joynum) {
/* don't print a message, because this is done anyway */
//JOYSTICK_ECHO("Joystick-Error: " << SDL_NumJoysticks() << " avaiable joystick(s)");
@@ -293,9 +309,9 @@ void SCA_Joystick::DestroyJoystickDevice(void)
#ifdef WITH_SDL
if (m_isinit) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
- if (SDL_JoystickGetAttached(m_private->m_joystick))
+ if (SDL_CHECK(SDL_JoystickGetAttached) && SDL_JoystickGetAttached(m_private->m_joystick))
#else
- if (SDL_JoystickOpened(m_joyindex))
+ if (SDL_CHECK(SDL_JoystickOpened) && SDL_JoystickOpened(m_joyindex))
#endif
{
JOYSTICK_ECHO("Closing-joystick " << m_joyindex);
@@ -309,13 +325,16 @@ void SCA_Joystick::DestroyJoystickDevice(void)
int SCA_Joystick::Connected(void)
{
#ifdef WITH_SDL
- if (m_isinit
+ if (m_isinit &&
#if SDL_VERSION_ATLEAST(2, 0, 0)
- && SDL_JoystickGetAttached(m_private->m_joystick))
+ SDL_CHECK(SDL_JoystickGetAttached) && SDL_JoystickGetAttached(m_private->m_joystick)
#else
- && SDL_JoystickOpened(m_joyindex))
+ SDL_CHECK(SDL_JoystickOpened) && SDL_JoystickOpened(m_joyindex)
#endif
+ )
+ {
return 1;
+ }
#endif
return 0;
}
@@ -353,9 +372,9 @@ const char *SCA_Joystick::GetName()
{
#ifdef WITH_SDL
#if SDL_VERSION_ATLEAST(2, 0, 0)
- return SDL_JoystickName(m_private->m_joystick);
+ return (SDL_CHECK(SDL_JoystickName)) ? SDL_JoystickName(m_private->m_joystick) : "";
#else
- return SDL_JoystickName(m_joyindex);
+ return (SDL_CHECK(SDL_JoystickName)) ? SDL_JoystickName(m_joyindex) : "";
#endif
#else /* WITH_SDL */
return "";
diff --git a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
index 2911b3b1a14..0033c137eb6 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
@@ -36,6 +36,9 @@
#include "SCA_Joystick.h"
#include "SCA_JoystickPrivate.h"
+#ifdef _MSC_VER
+# include <cstdio> /* printf */
+#endif
#ifdef WITH_SDL
void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event)
@@ -82,7 +85,11 @@ void SCA_Joystick::OnNothing(SDL_Event* sdl_event)
void SCA_Joystick::HandleEvents(void)
{
SDL_Event sdl_event;
-
+
+ if (SDL_PollEvent == (void*)0) {
+ return;
+ }
+
int i;
for (i=0; i<m_joynum; i++) { /* could use JOYINDEX_MAX but no reason to */
if (SCA_Joystick::m_instance[i])
@@ -117,6 +124,12 @@ void SCA_Joystick::HandleEvents(void)
SCA_Joystick::m_instance[sdl_event.jball.which]->OnBallMotion(&sdl_event);
break;
#endif
+#if SDL_VERSION_ATLEAST(2, 0, 0)
+ case SDL_JOYDEVICEADDED:
+ case SDL_JOYDEVICEREMOVED:
+ /* pass */
+ break;
+#endif
default:
printf("SCA_Joystick::HandleEvents, Unknown SDL event (%d), this should not happen\n", sdl_event.type);
break;
diff --git a/source/gameengine/GameLogic/SCA_ANDController.cpp b/source/gameengine/GameLogic/SCA_ANDController.cpp
index 3c60f2b8847..2cb7406779c 100644
--- a/source/gameengine/GameLogic/SCA_ANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_ANDController.cpp
@@ -36,7 +36,7 @@
#include "SCA_ANDController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_ExpressionController.cpp b/source/gameengine/GameLogic/SCA_ExpressionController.cpp
index d1c7b58a52c..ef058e215d6 100644
--- a/source/gameengine/GameLogic/SCA_ExpressionController.cpp
+++ b/source/gameengine/GameLogic/SCA_ExpressionController.cpp
@@ -36,8 +36,8 @@
#include "SCA_ExpressionController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
-#include "InputParser.h"
+#include "EXP_BoolValue.h"
+#include "EXP_InputParser.h"
#include "MT_Transform.h" // for fuzzyZero
#include <stdio.h>
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp
index f922e617367..2bb04fe7be0 100644
--- a/source/gameengine/GameLogic/SCA_IController.cpp
+++ b/source/gameengine/GameLogic/SCA_IController.cpp
@@ -36,7 +36,7 @@
#include "SCA_LogicManager.h"
#include "SCA_IActuator.h"
#include "SCA_ISensor.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "../Ketsji/KX_PythonSeq.h" /* not nice, only need for KX_PythonSeq_CreatePyObject */
#include <stdio.h>
diff --git a/source/gameengine/GameLogic/SCA_IController.h b/source/gameengine/GameLogic/SCA_IController.h
index 1bc6b60bf1e..4ec872c2316 100644
--- a/source/gameengine/GameLogic/SCA_IController.h
+++ b/source/gameengine/GameLogic/SCA_IController.h
@@ -33,7 +33,7 @@
#define __SCA_ICONTROLLER_H__
#include "SCA_ILogicBrick.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/**
* Use of SG_DList element: none
diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.h b/source/gameengine/GameLogic/SCA_IInputDevice.h
index 23346c29601..d4cd66fb564 100644
--- a/source/gameengine/GameLogic/SCA_IInputDevice.h
+++ b/source/gameengine/GameLogic/SCA_IInputDevice.h
@@ -25,7 +25,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file SCA_IController.h
+/** \file SCA_IInputDevice.h
* \ingroup gamelogic
* \brief Interface for input devices. The defines for keyboard/system/mouse events
* here are for internal use in the KX module.
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
index 34fa1c98a73..72a0b392447 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
@@ -33,7 +33,7 @@
#include <stddef.h>
#include "SCA_ILogicBrick.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
SCA_LogicManager* SCA_ILogicBrick::m_sCurrentLogicManager = NULL;
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.h b/source/gameengine/GameLogic/SCA_ILogicBrick.h
index dc0aa4ce331..a3725789227 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.h
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.h
@@ -32,9 +32,9 @@
#ifndef __SCA_ILOGICBRICK_H__
#define __SCA_ILOGICBRICK_H__
-#include "Value.h"
+#include "EXP_Value.h"
#include "SCA_IObject.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "CTR_Map.h"
#include "CTR_HashedPtr.h"
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index ab9e2781001..526e695e792 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -37,7 +37,7 @@
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "MT_Point3.h"
-#include "ListValue.h"
+#include "EXP_ListValue.h"
MT_Point3 SCA_IObject::m_sDummy=MT_Point3(0,0,0);
SG_QList SCA_IObject::m_activeBookmarkedControllers;
diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index 365e2b0c853..29a21fd8708 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -24,7 +24,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file SCA_IController.h
+/** \file SCA_IObject.h
* \ingroup gamelogic
* \brief An abstract object that has some logic, python scripting and
* reference counting Note: transformation stuff has been moved to
@@ -34,7 +34,7 @@
#ifndef __SCA_IOBJECT_H__
#define __SCA_IOBJECT_H__
-#include "Value.h"
+#include "EXP_Value.h"
#include <vector>
class SCA_IObject;
@@ -221,6 +221,7 @@ public:
OBJ_ARMATURE=0,
OBJ_CAMERA=1,
OBJ_LIGHT=2,
+ OBJ_TEXT=3
} ObjectTypes;
};
diff --git a/source/gameengine/GameLogic/SCA_IScene.cpp b/source/gameengine/GameLogic/SCA_IScene.cpp
index 3ca4b6607b3..a4c905096d7 100644
--- a/source/gameengine/GameLogic/SCA_IScene.cpp
+++ b/source/gameengine/GameLogic/SCA_IScene.cpp
@@ -31,7 +31,7 @@
#include "SCA_IScene.h"
-#include "Value.h"
+#include "EXP_Value.h"
SCA_DebugProp::SCA_DebugProp(): m_obj(NULL)
{
@@ -114,7 +114,7 @@ void SCA_IScene::RemoveDebugProperty(class CValue *gameobj,
const STR_String &name)
{
vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
- while(it != m_debugList.end()) {
+ while (it != m_debugList.end()) {
STR_String debugname = (*it)->m_name;
CValue *debugobj = (*it)->m_obj;
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 1cb17af8325..66dd69f93c4 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -67,7 +67,7 @@ SCA_ISensor::SCA_ISensor(SCA_IObject* gameobj,
m_neg_ticks = 0;
m_pos_pulsemode = false;
m_neg_pulsemode = false;
- m_pulse_frequency = 0;
+ m_skipped_ticks = 0;
m_state = false;
m_prev_state = false;
@@ -102,11 +102,11 @@ bool SCA_ISensor::IsPositiveTrigger()
void SCA_ISensor::SetPulseMode(bool posmode,
bool negmode,
- int freq)
+ int skippedticks)
{
m_pos_pulsemode = posmode;
m_neg_pulsemode = negmode;
- m_pulse_frequency = freq;
+ m_skipped_ticks = skippedticks;
}
void SCA_ISensor::SetInvert(bool inv)
@@ -263,7 +263,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
* not set :( */
if (m_pos_pulsemode) {
m_pos_ticks++;
- if (m_pos_ticks > m_pulse_frequency) {
+ if (m_pos_ticks > m_skipped_ticks) {
if ( m_state )
{
ActivateControllers(logicmgr);
@@ -276,7 +276,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
if (m_neg_pulsemode && !m_tap)
{
m_neg_ticks++;
- if (m_neg_ticks > m_pulse_frequency) {
+ if (m_neg_ticks > m_skipped_ticks) {
if (!m_state )
{
ActivateControllers(logicmgr);
@@ -367,7 +367,7 @@ PyMethodDef SCA_ISensor::Methods[] = {
PyAttributeDef SCA_ISensor::Attributes[] = {
KX_PYATTRIBUTE_BOOL_RW("usePosPulseMode",SCA_ISensor,m_pos_pulsemode),
KX_PYATTRIBUTE_BOOL_RW("useNegPulseMode",SCA_ISensor,m_neg_pulsemode),
- KX_PYATTRIBUTE_INT_RW("frequency",0,100000,true,SCA_ISensor,m_pulse_frequency),
+ KX_PYATTRIBUTE_INT_RW("skippedTicks",0,100000,true,SCA_ISensor,m_skipped_ticks),
KX_PYATTRIBUTE_BOOL_RW("invert",SCA_ISensor,m_invert),
KX_PYATTRIBUTE_BOOL_RW_CHECK("level",SCA_ISensor,m_level,pyattr_check_level),
KX_PYATTRIBUTE_BOOL_RW_CHECK("tap",SCA_ISensor,m_tap,pyattr_check_tap),
@@ -376,6 +376,7 @@ PyAttributeDef SCA_ISensor::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("status", SCA_ISensor, pyattr_get_status),
KX_PYATTRIBUTE_RO_FUNCTION("pos_ticks", SCA_ISensor, pyattr_get_posTicks),
KX_PYATTRIBUTE_RO_FUNCTION("neg_ticks", SCA_ISensor, pyattr_get_negTicks),
+ KX_PYATTRIBUTE_RW_FUNCTION("frequency", SCA_ISensor, pyattr_get_frequency, pyattr_set_frequency),
{ NULL } //Sentinel
};
@@ -444,6 +445,27 @@ int SCA_ISensor::pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrde
self->m_level = false;
return 0;
}
+
+PyObject *SCA_ISensor::pyattr_get_frequency(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ SCA_ISensor *self = static_cast<SCA_ISensor*>(self_v);
+ ShowDeprecationWarning("SCA_ISensor.frequency", "SCA_ISensor.skippedTicks");
+ return PyLong_FromLong(self->m_skipped_ticks);
+}
+
+int SCA_ISensor::pyattr_set_frequency(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ SCA_ISensor *self = static_cast<SCA_ISensor*>(self_v);
+ ShowDeprecationWarning("SCA_ISensor.frequency", "SCA_ISensor.skippedTicks");
+ if (PyLong_Check(value)) {
+ self->m_skipped_ticks = PyLong_AsLong(value);
+ return PY_SET_ATTR_SUCCESS;
+ }
+ else {
+ PyErr_SetString(PyExc_TypeError, "sensor.frequency = int: Sensor, expected an integer");
+ return PY_SET_ATTR_FAIL;
+ }
+}
#endif // WITH_PYTHON
/* eof */
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 091aa675741..1e82f3ab11f 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -25,7 +25,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file SCA_IController.h
+/** \file SCA_ISensor.h
* \ingroup gamelogic
* \brief Interface Class for all logic Sensors. Implements
* pulsemode and pulsefrequency, and event suppression.
@@ -57,8 +57,8 @@ protected:
/** Pulse negative pulses? */
bool m_neg_pulsemode;
- /** Repeat frequency in pulse mode. */
- int m_pulse_frequency;
+ /** Number of skipped ticks between two active pulses. */
+ int m_skipped_ticks;
/** Number of ticks since the last positive pulse. */
int m_pos_ticks;
@@ -125,7 +125,7 @@ public:
*/
void SetPulseMode(bool posmode,
bool negmode,
- int freq);
+ int skippedticks);
/** Set inversion of pulses on or off. */
void SetInvert(bool inv);
@@ -201,6 +201,8 @@ public:
static PyObject* pyattr_get_status(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_posTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_negTicks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject* pyattr_get_frequency(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_frequency(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static int pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 3cae3bcf160..56df9692e72 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -35,7 +35,7 @@
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <stdio.h>
#include <stddef.h>
@@ -351,8 +351,8 @@ PyObject *SCA_JoystickSensor::pyattr_get_axis_values(void *self_v, const KX_PYAT
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
- int axis_index= joy->GetNumberOfAxes();
- PyObject *list= PyList_New(axis_index);
+ int axis_index = (joy ? joy->GetNumberOfAxes() : 0);
+ PyObject *list = PyList_New(axis_index);
while (axis_index--) {
PyList_SET_ITEM(list, axis_index, PyLong_FromLong(joy->GetAxisPosition(axis_index)));
@@ -371,7 +371,7 @@ PyObject *SCA_JoystickSensor::pyattr_get_axis_single(void *self_v, const KX_PYAT
return NULL;
}
- return PyLong_FromLong(joy->GetAxisPosition(self->m_axis-1));
+ return PyLong_FromLong(joy ? joy->GetAxisPosition(self->m_axis - 1) : 0);
}
PyObject *SCA_JoystickSensor::pyattr_get_hat_values(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -379,8 +379,8 @@ PyObject *SCA_JoystickSensor::pyattr_get_hat_values(void *self_v, const KX_PYATT
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
- int hat_index= joy->GetNumberOfHats();
- PyObject *list= PyList_New(hat_index);
+ int hat_index = (joy ? joy->GetNumberOfHats() : 0);
+ PyObject *list = PyList_New(hat_index);
while (hat_index--) {
PyList_SET_ITEM(list, hat_index, PyLong_FromLong(joy->GetHat(hat_index)));
@@ -394,7 +394,7 @@ PyObject *SCA_JoystickSensor::pyattr_get_hat_single(void *self_v, const KX_PYATT
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
- return PyLong_FromLong(joy->GetHat(self->m_hat-1));
+ return PyLong_FromLong(joy ? joy->GetHat(self->m_hat - 1) : 0);
}
PyObject *SCA_JoystickSensor::pyattr_get_num_axis(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
index edf1f300fba..778ba9e9a2c 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
@@ -33,10 +33,10 @@
*/
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "SCA_KeyboardManager.h"
#include "SCA_KeyboardSensor.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include <vector>
SCA_KeyboardManager::SCA_KeyboardManager(SCA_LogicManager* logicmgr,
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index cc203880f94..414a685d358 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -36,7 +36,7 @@
#include "SCA_KeyboardSensor.h"
#include "SCA_KeyboardManager.h"
#include "SCA_LogicManager.h"
-#include "StringValue.h"
+#include "EXP_StringValue.h"
#include "SCA_IInputDevice.h"
extern "C" {
@@ -511,6 +511,7 @@ PyObject *SCA_KeyboardSensor::pyattr_get_events(void *self_v, const KX_PYATTRIBU
PyList_SET_ITEM(keypair,0,PyLong_FromLong(i));
PyList_SET_ITEM(keypair,1,PyLong_FromLong(inevent.m_status));
PyList_Append(resultlist,keypair);
+ Py_DECREF(keypair);
}
}
return resultlist;
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.h b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
index c9d55280fb7..51d7756bd1f 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
@@ -34,7 +34,7 @@
#define __SCA_KEYBOARDSENSOR_H__
#include "SCA_ISensor.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include <list>
/**
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index adf57dec278..978f6d6b836 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -30,7 +30,7 @@
* \ingroup gamelogic
*/
-#include "Value.h"
+#include "EXP_Value.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 4d8c20065b5..7319bb537dd 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -24,7 +24,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file SCA_IController.h
+/** \file SCA_LogicManager.h
* \ingroup gamelogic
* \brief Regulates the top-level logic behavior for one scene.
*/
@@ -43,10 +43,10 @@
#include "CTR_Map.h"
#include "STR_HashedString.h"
-#include "Value.h"
+#include "EXP_Value.h"
#include "SG_QList.h"
-#include "KX_HashedPtr.h"
+#include "EXP_HashedPtr.h"
using namespace std;
typedef std::list<class SCA_IController*> controllerlist;
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.cpp b/source/gameengine/GameLogic/SCA_MouseManager.cpp
index 6d05b862c2d..51c03d1e350 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseManager.cpp
@@ -40,10 +40,10 @@
# pragma warning( disable:4786 )
#endif
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "SCA_MouseManager.h"
#include "SCA_MouseSensor.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include "RAS_ICanvas.h"
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index a7cf4963f04..2479e859dea 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -41,7 +41,7 @@
#include "SCA_MouseManager.h"
#include "SCA_LogicManager.h"
#include "SCA_IInputDevice.h"
-#include "ConstExpr.h"
+#include "EXP_ConstExpr.h"
#include <iostream>
/* ------------------------------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.h b/source/gameengine/GameLogic/SCA_MouseSensor.h
index 8d05a548681..2660aaeacb5 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.h
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.h
@@ -34,7 +34,7 @@
#define __SCA_MOUSESENSOR_H__
#include "SCA_ISensor.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "SCA_IInputDevice.h"
class SCA_MouseSensor : public SCA_ISensor
diff --git a/source/gameengine/GameLogic/SCA_NANDController.cpp b/source/gameengine/GameLogic/SCA_NANDController.cpp
index c78ce77f9fb..6a00c110e2b 100644
--- a/source/gameengine/GameLogic/SCA_NANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_NANDController.cpp
@@ -36,7 +36,7 @@
#include "SCA_NANDController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_NORController.cpp b/source/gameengine/GameLogic/SCA_NORController.cpp
index e7fb6437feb..fb09617e060 100644
--- a/source/gameengine/GameLogic/SCA_NORController.cpp
+++ b/source/gameengine/GameLogic/SCA_NORController.cpp
@@ -36,7 +36,7 @@
#include "SCA_NORController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_ORController.cpp b/source/gameengine/GameLogic/SCA_ORController.cpp
index b147f8e6bf6..8a59bdf1b89 100644
--- a/source/gameengine/GameLogic/SCA_ORController.cpp
+++ b/source/gameengine/GameLogic/SCA_ORController.cpp
@@ -36,7 +36,7 @@
#include "SCA_ORController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
index ea1b2a2bce3..f2907ca6361 100644
--- a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
@@ -36,9 +36,9 @@
#include <stddef.h>
#include "SCA_PropertyActuator.h"
-#include "InputParser.h"
-#include "Operator2Expr.h"
-#include "ConstExpr.h"
+#include "EXP_InputParser.h"
+#include "EXP_Operator2Expr.h"
+#include "EXP_ConstExpr.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index 6f34f8710c1..82f3bee86b2 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -37,14 +37,14 @@
#include <iostream>
#include "SCA_PropertySensor.h"
-#include "Operator2Expr.h"
-#include "ConstExpr.h"
-#include "InputParser.h"
-#include "StringValue.h"
+#include "EXP_Operator2Expr.h"
+#include "EXP_ConstExpr.h"
+#include "EXP_InputParser.h"
+#include "EXP_StringValue.h"
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
-#include "FloatValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_FloatValue.h"
#include <stdio.h>
SCA_PropertySensor::SCA_PropertySensor(SCA_EventManager* eventmgr,
@@ -265,13 +265,8 @@ bool SCA_PropertySensor::CheckPropertyCondition()
//the concept of Edge and Level triggering has unwanted effect for KX_PROPSENSOR_CHANGED
//see Game Engine bugtracker [ #3809 ]
- if (m_checktype != KX_PROPSENSOR_CHANGED)
- {
- m_recentresult=result;
- } else
- {
- m_recentresult=result;//true;
- }
+ m_recentresult = result;
+
return result;
}
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 8c3ce38276e..fa30e3a5caf 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -39,7 +39,7 @@
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#ifdef WITH_PYTHON
#include "compile.h"
@@ -470,7 +470,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
PyObject *SCA_PythonController::PyActivate(PyObject *value)
{
if (m_sCurrentController != this) {
- PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
+ PyErr_SetString(PyExc_SystemError, "Cannot activate an actuator from a non-active controller");
return NULL;
}
@@ -485,7 +485,7 @@ PyObject *SCA_PythonController::PyActivate(PyObject *value)
PyObject *SCA_PythonController::PyDeActivate(PyObject *value)
{
if (m_sCurrentController != this) {
- PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
+ PyErr_SetString(PyExc_SystemError, "Cannot deactivate an actuator from a non-active controller");
return NULL;
}
diff --git a/source/gameengine/GameLogic/SCA_PythonController.h b/source/gameengine/GameLogic/SCA_PythonController.h
index d2549318c2e..11241da9117 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.h
+++ b/source/gameengine/GameLogic/SCA_PythonController.h
@@ -35,7 +35,7 @@
#include "SCA_IController.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include <vector>
diff --git a/source/gameengine/GameLogic/SCA_PythonJoystick.h b/source/gameengine/GameLogic/SCA_PythonJoystick.h
index 15c6285aed5..ecde00d28b9 100644
--- a/source/gameengine/GameLogic/SCA_PythonJoystick.h
+++ b/source/gameengine/GameLogic/SCA_PythonJoystick.h
@@ -27,7 +27,7 @@
#ifndef __SCA_PYTHONJOYSTICK_H__
#define __SCA_PYTHONJOYSTICK_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class SCA_PythonJoystick : public PyObjectPlus
{
diff --git a/source/gameengine/GameLogic/SCA_PythonKeyboard.h b/source/gameengine/GameLogic/SCA_PythonKeyboard.h
index 53068f38e6a..3cbe250378c 100644
--- a/source/gameengine/GameLogic/SCA_PythonKeyboard.h
+++ b/source/gameengine/GameLogic/SCA_PythonKeyboard.h
@@ -27,7 +27,7 @@
#ifndef __SCA_PYTHONKEYBOARD_H__
#define __SCA_PYTHONKEYBOARD_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class SCA_PythonKeyboard : public PyObjectPlus
{
diff --git a/source/gameengine/GameLogic/SCA_PythonMouse.h b/source/gameengine/GameLogic/SCA_PythonMouse.h
index bc6e65f07a8..6dde90b3482 100644
--- a/source/gameengine/GameLogic/SCA_PythonMouse.h
+++ b/source/gameengine/GameLogic/SCA_PythonMouse.h
@@ -27,7 +27,7 @@
#ifndef __SCA_PYTHONMOUSE_H__
#define __SCA_PYTHONMOUSE_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
class SCA_PythonMouse : public PyObjectPlus
{
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index db6b4a63423..8d75be9089d 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -36,9 +36,9 @@
#include <stddef.h>
#include <math.h>
-#include "BoolValue.h"
-#include "IntValue.h"
-#include "FloatValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_FloatValue.h"
#include "SCA_IActuator.h"
#include "SCA_RandomActuator.h"
#include "MT_Transform.h"
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 4e93556453a..8f2dc8d80f5 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -39,7 +39,7 @@
#include "SCA_EventManager.h"
#include "SCA_RandomEventManager.h"
#include "SCA_LogicManager.h"
-#include "ConstExpr.h"
+#include "EXP_ConstExpr.h"
#include <iostream>
/* ------------------------------------------------------------------------- */
@@ -107,7 +107,7 @@ bool SCA_RandomSensor::Evaluate()
bool evaluateResult = false;
- if (++m_interval > m_pulse_frequency) {
+ if (++m_interval > m_skipped_ticks) {
bool drawResult = false;
m_interval = 0;
if (m_iteration > 31) {
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.h b/source/gameengine/GameLogic/SCA_RandomSensor.h
index 628562b77e6..66107b7b74b 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.h
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.h
@@ -34,7 +34,7 @@
#define __SCA_RANDOMSENSOR_H__
#include "SCA_ISensor.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
#include "SCA_RandomNumberGenerator.h"
class SCA_RandomSensor : public SCA_ISensor
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
index 5aa6fdc8625..c56a1496823 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
@@ -38,7 +38,7 @@
#include "SCA_TimeEventManager.h"
#include "SCA_LogicManager.h"
-#include "FloatValue.h"
+#include "EXP_FloatValue.h"
SCA_TimeEventManager::SCA_TimeEventManager(SCA_LogicManager* logicmgr)
: SCA_EventManager(NULL, TIME_EVENTMGR)
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.h b/source/gameengine/GameLogic/SCA_TimeEventManager.h
index 4c929dca23c..38d7e3fc4d4 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.h
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.h
@@ -33,7 +33,7 @@
#define __SCA_TIMEEVENTMANAGER_H__
#include "SCA_EventManager.h"
-#include "Value.h"
+#include "EXP_Value.h"
#include <vector>
using namespace std;
diff --git a/source/gameengine/GameLogic/SCA_XNORController.cpp b/source/gameengine/GameLogic/SCA_XNORController.cpp
index 2cfc32a6d40..f97d11cabf3 100644
--- a/source/gameengine/GameLogic/SCA_XNORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XNORController.cpp
@@ -36,7 +36,7 @@
#include "SCA_XNORController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GameLogic/SCA_XORController.cpp b/source/gameengine/GameLogic/SCA_XORController.cpp
index eaa1825e5b6..bb1ea822bd8 100644
--- a/source/gameengine/GameLogic/SCA_XORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XORController.cpp
@@ -36,7 +36,7 @@
#include "SCA_XORController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
-#include "BoolValue.h"
+#include "EXP_BoolValue.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/GamePlayer/common/CMakeLists.txt b/source/gameengine/GamePlayer/common/CMakeLists.txt
index fd73b4efb53..e6c980de566 100644
--- a/source/gameengine/GamePlayer/common/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/common/CMakeLists.txt
@@ -47,6 +47,7 @@ set(INC
../../../blender/makesdna
../../../../intern/container
../../../../intern/ghost
+ ../../../../intern/glew-mx
../../../../intern/guardedalloc
../../../../intern/string
)
@@ -69,6 +70,6 @@ set(SRC
GPC_MouseDevice.h
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
blender_add_lib_nolist(ge_player_common "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
index be7cf6629f0..52c4d13c638 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
@@ -69,6 +69,7 @@ GPC_Canvas::GPC_Canvas(
m_displayarea.m_y1 = 0;
m_displayarea.m_x2 = width;
m_displayarea.m_y2 = height;
+ m_frame = 1;
glGetIntegerv(GL_VIEWPORT, (GLint*)m_viewport);
}
@@ -180,7 +181,9 @@ MakeScreenShot(
char path[FILE_MAX];
BLI_strncpy(path, filename, sizeof(path));
BLI_path_abs(path, G.main->name);
- BKE_add_image_extension_from_type(path, im_format.imtype);
+ BLI_path_frame(path, m_frame, 0);
+ m_frame++;
+ BKE_image_path_ensure_ext_from_imtype(path, im_format.imtype);
// create and save imbuf
ImBuf *ibuf = IMB_allocImBuf(GetWidth(), GetHeight(), 24, 0);
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.h b/source/gameengine/GamePlayer/common/GPC_Canvas.h
index bd50066a212..34cc9759a08 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.h
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.h
@@ -40,7 +40,7 @@
# include <windows.h>
#endif /* WIN32 */
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <map>
@@ -56,6 +56,8 @@ protected:
/** Rect that defines the area used for rendering,
* relative to the context */
RAS_Rect m_displayarea;
+ /** Frame counter for screenshots */
+ int m_frame;
int m_viewport[4];
@@ -69,6 +71,8 @@ public:
virtual void ResizeWindow(int width, int height) {}
+ virtual void GetDisplayDimensions(int &width, int &height) {}
+
/**
* \section Methods inherited from abstract base class RAS_ICanvas.
*/
diff --git a/source/gameengine/GamePlayer/common/SConscript b/source/gameengine/GamePlayer/common/SConscript
index e30c2eb5859..dc105491c98 100644
--- a/source/gameengine/GamePlayer/common/SConscript
+++ b/source/gameengine/GamePlayer/common/SConscript
@@ -64,12 +64,12 @@ incs = [
'#source/blender/misc',
'#source/blender/blenloader',
'#source/blender/gpu',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
]
-defs = [
- 'GLEW_STATIC',
- ]
+defs = []
+defs += env['BF_GL_DEFINITIONS']
if env['WITH_BF_PYTHON']:
incs.extend(Split(env['BF_PYTHON_INC']))
diff --git a/source/gameengine/GamePlayer/ghost/CMakeLists.txt b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
index df752799c2c..283f222115c 100644
--- a/source/gameengine/GamePlayer/ghost/CMakeLists.txt
+++ b/source/gameengine/GamePlayer/ghost/CMakeLists.txt
@@ -42,12 +42,14 @@ set(INC
../../../blender/blenkernel
../../../blender/blenlib
../../../blender/blenloader
+ ../../../blender/blentranslation
../../../blender/gpu
../../../blender/imbuf
../../../blender/makesdna
../../../blender/makesrna
../../../../intern/container
../../../../intern/ghost
+ ../../../../intern/glew-mx
../../../../intern/guardedalloc
../../../../intern/string
../../../../intern/memutil
@@ -73,7 +75,7 @@ set(SRC
GPG_System.h
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
if(WITH_CODEC_FFMPEG)
add_definitions(-DWITH_FFMPEG)
@@ -84,10 +86,18 @@ if(WITH_INTERNATIONAL)
endif()
if(WITH_AUDASPACE)
+ add_definitions(${AUDASPACE_DEFINITIONS})
+
+ list(APPEND INC_SYS
+ ${AUDASPACE_C_INCLUDE_DIRS}
+ )
+endif()
+
+if(WITH_SDL AND WITH_SDL_DYNLOAD)
list(APPEND INC
- ../../../../intern/audaspace/intern
+ ../../../../extern/sdlew/include
)
- add_definitions(-DWITH_AUDASPACE)
+ add_definitions(-DWITH_SDL_DYNLOAD)
endif()
blender_add_lib_nolist(ge_player_ghost "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index b85d4b40ca8..2b357f43031 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -36,8 +36,9 @@
# include <windows.h>
#endif
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "GPU_extensions.h"
+#include "GPU_init_exit.h"
#include "GPG_Application.h"
#include "BL_BlenderDataConversion.h"
@@ -99,9 +100,7 @@ extern "C"
#include "GHOST_Rect.h"
#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_I3DDevice.h"
-# include "AUD_IDevice.h"
+# include AUD_DEVICE_H
#endif
static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
@@ -113,6 +112,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
: m_startSceneName(""),
m_startScene(0),
m_maggie(0),
+ m_kxStartScene(NULL),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
@@ -249,9 +249,15 @@ bool GPG_Application::startScreenSaverPreview(
int windowWidth = rc.right - rc.left;
int windowHeight = rc.bottom - rc.top;
STR_String title = "";
-
+ GHOST_GLSettings glSettings = {0};
+
+ if (stereoVisual) {
+ glSettings.flags |= GHOST_glStereoVisual;
+ }
+ glSettings.numOfAASamples = samples;
+
m_mainWindow = fSystem->createWindow(title, 0, 0, windowWidth, windowHeight, GHOST_kWindowStateMinimized,
- GHOST_kDrawingContextTypeOpenGL, stereoVisual, samples);
+ GHOST_kDrawingContextTypeOpenGL, glSettings);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
@@ -322,11 +328,16 @@ bool GPG_Application::startWindow(
const int stereoMode,
const GHOST_TUns16 samples)
{
+ GHOST_GLSettings glSettings = {0};
bool success;
// Create the main window
//STR_String title ("Blender Player - GHOST");
+ if (stereoVisual)
+ glSettings.flags |= GHOST_glStereoVisual;
+ glSettings.numOfAASamples = samples;
+
m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal,
- GHOST_kDrawingContextTypeOpenGL, stereoVisual, false, samples);
+ GHOST_kDrawingContextTypeOpenGL, glSettings);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
@@ -353,10 +364,16 @@ bool GPG_Application::startEmbeddedWindow(
const GHOST_TUns16 samples)
{
GHOST_TWindowState state = GHOST_kWindowStateNormal;
+ GHOST_GLSettings glSettings = {0};
+
+ if (stereoVisual)
+ glSettings.flags |= GHOST_glStereoVisual;
+ glSettings.numOfAASamples = samples;
+
if (parentWindow != 0)
state = GHOST_kWindowStateEmbedded;
m_mainWindow = fSystem->createWindow(title, 0, 0, 0, 0, state,
- GHOST_kDrawingContextTypeOpenGL, stereoVisual, false, samples, parentWindow);
+ GHOST_kDrawingContextTypeOpenGL, glSettings, parentWindow);
if (!m_mainWindow) {
printf("error: could not create main window\n");
@@ -545,7 +562,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
- GPU_extensions_init();
+ GPU_init();
bgl::InitExtensions(true);
// get and set the preferences
@@ -566,7 +583,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0) && GPU_display_list_support();
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
- bool restrictAnimFPS = gm->flag & GAME_RESTRICT_ANIM_UPDATES;
+ bool restrictAnimFPS = (gm->flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
@@ -618,7 +635,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
if (!m_networkdevice)
goto initFailed;
- sound_init(m_maggie);
+ BKE_sound_init(m_maggie);
// create a ketsjisystem (only needed for timing and stuff)
m_kxsystem = new GPG_System (m_system);
@@ -654,7 +671,7 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
return m_engineInitialized;
initFailed:
- sound_exit();
+ BKE_sound_exit();
delete m_kxsystem;
delete m_networkdevice;
delete m_mouse;
@@ -698,7 +715,7 @@ bool GPG_Application::startEngine(void)
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine);
if (m_sceneconverter)
{
- STR_String startscenename = m_startSceneName.Ptr();
+ STR_String m_kxStartScenename = m_startSceneName.Ptr();
m_ketsjiengine->SetSceneConverter(m_sceneconverter);
// if (always_use_expand_framing)
@@ -710,17 +727,17 @@ bool GPG_Application::startEngine(void)
if (m_startScene->gm.flag & GAME_NO_MATERIAL_CACHING)
m_sceneconverter->SetCacheMaterials(false);
- KX_Scene* startscene = new KX_Scene(m_keyboard,
+ m_kxStartScene = new KX_Scene(m_keyboard,
m_mouse,
m_networkdevice,
- startscenename,
+ m_kxStartScenename,
m_startScene,
m_canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
- setupGamePython(m_ketsjiengine, startscene, m_maggie, NULL, &gameLogic, &gameLogic_keys, m_argc, m_argv);
+ setupGamePython(m_ketsjiengine, m_kxStartScene, m_maggie, NULL, &gameLogic, &gameLogic_keys, m_argc, m_argv);
#endif // WITH_PYTHON
//initialize Dome Settings
@@ -728,13 +745,10 @@ bool GPG_Application::startEngine(void)
m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
// initialize 3D Audio Settings
- AUD_I3DDevice* dev = AUD_get3DDevice();
- if (dev)
- {
- dev->setSpeedOfSound(m_startScene->audio.speed_of_sound);
- dev->setDopplerFactor(m_startScene->audio.doppler_factor);
- dev->setDistanceModel(AUD_DistanceModel(m_startScene->audio.distance_model));
- }
+ AUD_Device* device = BKE_sound_get_device();
+ AUD_Device_setSpeedOfSound(device, m_startScene->audio.speed_of_sound);
+ AUD_Device_setDopplerFactor(device, m_startScene->audio.doppler_factor);
+ AUD_Device_setDistanceModel(device, AUD_DistanceModel(m_startScene->audio.distance_model));
#ifdef WITH_PYTHON
// Set the GameLogic.globalDict from marshal'd data, so we can
@@ -742,10 +756,10 @@ bool GPG_Application::startEngine(void)
loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
#endif
m_sceneconverter->ConvertScene(
- startscene,
+ m_kxStartScene,
m_rasterizer,
m_canvas);
- m_ketsjiengine->AddScene(startscene);
+ m_ketsjiengine->AddScene(m_kxStartScene);
// Create a timer that is used to kick the engine
if (!m_frameTimer) {
@@ -758,7 +772,7 @@ bool GPG_Application::startEngine(void)
// Set the animation playback rate for ipo's and actions
// the framerate below should patch with FPS macro defined in blendef.h
// Could be in StartEngine set the framerate, we need the scene to do this
- Scene *scene= startscene->GetBlenderScene(); // needed for macro
+ Scene *scene= m_kxStartScene->GetBlenderScene(); // needed for macro
m_ketsjiengine->SetAnimFrameRate(FPS);
}
@@ -829,7 +843,7 @@ void GPG_Application::exitEngine()
if (!m_engineInitialized)
return;
- sound_exit();
+ BKE_sound_exit();
if (m_ketsjiengine)
{
stopEngine();
@@ -867,7 +881,7 @@ void GPG_Application::exitEngine()
m_canvas = 0;
}
- GPU_extensions_exit();
+ GPU_exit();
#ifdef WITH_PYTHON
// Call this after we're sure nothing needs Python anymore (e.g., destructors)
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h
index 2d21b50e664..b6f545c2de8 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h
@@ -40,6 +40,7 @@
#include "KX_KetsjiEngine.h"
class KX_KetsjiEngine;
+class KX_Scene;
class KX_ISceneConverter;
class NG_LoopBackNetworkDeviceInterface;
class RAS_IRasterizer;
@@ -83,6 +84,12 @@ public:
int getExitRequested(void);
const STR_String& getExitString(void);
GlobalSettings* getGlobalSettings(void);
+
+ inline KX_Scene *GetStartScene() const
+ {
+ return m_kxStartScene;
+ }
+
bool StartGameEngine(int stereoMode);
void StopGameEngine();
void EngineNextFrame();
@@ -118,6 +125,7 @@ protected:
STR_String m_startSceneName;
struct Scene* m_startScene;
struct Main* m_maggie;
+ KX_Scene *m_kxStartScene;
/* Exit state. */
int m_exitRequested;
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp b/source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp
index 35c7c62a67d..09eb1691dae 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Canvas.cpp
@@ -113,12 +113,24 @@ void GPG_Canvas::SetSwapInterval(int interval)
m_window->setSwapInterval(interval);
}
-int GPG_Canvas::GetSwapInterval()
+bool GPG_Canvas::GetSwapInterval(int& intervalOut)
{
if (m_window)
- return m_window->getSwapInterval();
+ return (bool)m_window->getSwapInterval(intervalOut);
- return 0;
+ return false;
+}
+
+void GPG_Canvas::GetDisplayDimensions(int &width, int &height)
+ {
+ unsigned int uiwidth;
+ unsigned int uiheight;
+
+ GHOST_ISystem *system = GHOST_ISystem::getSystem();
+ system->getMainDisplayDimensions(uiwidth, uiheight);
+
+ width = uiwidth;
+ height = uiheight;
}
void GPG_Canvas::ResizeWindow(int width, int height)
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Canvas.h b/source/gameengine/GamePlayer/ghost/GPG_Canvas.h
index 6e1f86cac0e..18afbf6cd9e 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Canvas.h
+++ b/source/gameengine/GamePlayer/ghost/GPG_Canvas.h
@@ -56,13 +56,15 @@ public:
virtual void SetMouseState(RAS_MouseState mousestate);
virtual void SwapBuffers();
virtual void SetSwapInterval(int interval);
- virtual int GetSwapInterval();
+ virtual bool GetSwapInterval(int& intervalOut);
virtual int GetMouseX(int x) { return x; }
virtual int GetMouseY(int y) { return y; }
virtual float GetMouseNormalizedX(int x);
virtual float GetMouseNormalizedY(int y);
+ virtual void GetDisplayDimensions(int &width, int &height);
+
virtual void ResizeWindow(int width, int height);
virtual void SetFullScreen(bool enable);
virtual bool GetFullScreen();
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index b6456b105c8..23d5b89f140 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -43,6 +43,7 @@
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "KX_PythonMain.h"
+#include "KX_PyConstraintBinding.h" // for PHY_SetActiveEnvironment
/**********************************
* Begin Blender include block
@@ -64,6 +65,7 @@ extern "C"
#include "BLO_readfile.h"
#include "BLO_runtime.h"
+#include "BKE_appdir.h"
#include "BKE_blender.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
@@ -73,17 +75,21 @@ extern "C"
#include "BKE_report.h"
#include "BKE_library.h"
#include "BKE_modifier.h"
+#include "BKE_material.h"
#include "BKE_text.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "IMB_moviecache.h"
+#ifdef __APPLE__
int GHOST_HACK_getFirstFile(char buf[]);
+#endif
// For BLF
#include "BLF_api.h"
-#include "BLF_translation.h"
+#include "BLT_translation.h"
+#include "BLT_lang.h"
extern int datatoc_bfont_ttf_size;
extern char datatoc_bfont_ttf[];
extern int datatoc_bmonofont_ttf_size;
@@ -116,6 +122,10 @@ extern char datatoc_bmonofont_ttf[];
#endif // !defined(DEBUG)
#endif // WIN32
+#ifdef WITH_SDL_DYNLOAD
+# include "sdlew.h"
+#endif
+
const int kMinWindowWidth = 100;
const int kMinWindowHeight = 100;
@@ -299,7 +309,7 @@ static void get_filename(int argc, char **argv, char *filename)
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
BLI_strncpy(filename, firstfilebuf, FILE_MAX);
}
- }
+ }
}
srclen -= ::strlen("MacOS/blenderplayer");
@@ -429,8 +439,13 @@ int main(int argc, char** argv)
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
- BLI_init_program_path(argv[0]);
- BLI_temp_dir_init(NULL);
+
+#ifdef WITH_SDL_DYNLOAD
+ sdlewInit();
+#endif
+
+ BKE_appdir_program_path_init(argv[0]);
+ BKE_tempdir_init(NULL);
// We don't use threads directly in the BGE, but we need to call this so things like
// freeing up GPU_Textures works correctly.
@@ -459,8 +474,8 @@ int main(int argc, char** argv)
// Setup builtin font for BLF (mostly copied from creator.c, wm_init_exit.c and interface_style.c)
BLF_init(11, U.dpi);
- BLF_lang_init();
- BLF_lang_set("");
+ BLT_lang_init();
+ BLT_lang_set("");
BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
if (blf_mono_font == -1)
@@ -505,9 +520,12 @@ int main(int argc, char** argv)
// enable fast mipmap generation
U.use_gpu_mipmap = 1;
- sound_init_once();
+ BKE_sound_init_once();
+
+ // Initialize a default material for meshes without materials.
+ init_def_material();
- set_free_windowmanager_cb(wm_free);
+ BKE_library_callback_free_window_manager_set(wm_free);
/* if running blenderplayer the last argument can't be parsed since it has to be the filename. else it is bundled */
isBlenderPlayer = !BLO_is_a_runtime(argv[0]);
@@ -583,7 +601,7 @@ int main(int argc, char** argv)
i++;
G.debug |= G_DEBUG;
MEM_set_memory_debug();
-#ifdef DEBUG
+#ifndef NDEBUG
BLI_mempool_set_memory_debug();
#endif
break;
@@ -811,14 +829,6 @@ int main(int argc, char** argv)
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
{
-
- if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) {
- GPU_set_mipmap(0);
- }
-
- GPU_set_anisotropic(U.anisotropic_filter);
- GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
-
// Create the system
if (GHOST_ISystem::createSystem() == GHOST_kSuccess) {
GHOST_ISystem* system = GHOST_ISystem::getSystem();
@@ -877,7 +887,7 @@ int main(int argc, char** argv)
}
}
else {
- bfd = load_game_data(BLI_program_path(), filename[0]? filename: NULL);
+ bfd = load_game_data(BKE_appdir_program_path(), filename[0]? filename: NULL);
}
#if defined(DEBUG)
@@ -1041,6 +1051,13 @@ int main(int argc, char** argv)
else
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
stereoWindow, stereomode, aasamples);
+
+ if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) {
+ GPU_set_mipmap(0);
+ }
+
+ GPU_set_anisotropic(U.anisotropic_filter);
+ GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
}
}
}
@@ -1064,6 +1081,11 @@ int main(int argc, char** argv)
char *python_code = KX_GetPythonCode(maggie, python_main);
if (python_code) {
#ifdef WITH_PYTHON
+ // Set python environement variable.
+ KX_Scene *startscene = app.GetStartScene();
+ KX_SetActiveScene(startscene);
+ PHY_SetActiveEnvironment(startscene->GetPhysicsEnvironment());
+
gpg_nextframestate.system = system;
gpg_nextframestate.app = &app;
gpg_nextframestate.gs = &gs;
@@ -1125,7 +1147,7 @@ int main(int argc, char** argv)
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
- BLF_lang_free();
+ BLT_lang_free();
#endif
IMB_exit();
@@ -1142,7 +1164,7 @@ int main(int argc, char** argv)
MEM_printmemlist();
}
- BLI_temp_dir_session_purge();
+ BKE_tempdir_session_purge();
return error ? -1 : 0;
}
diff --git a/source/gameengine/GamePlayer/ghost/SConscript b/source/gameengine/GamePlayer/ghost/SConscript
index 3e8ab3d0dd7..be9f50f40fb 100644
--- a/source/gameengine/GamePlayer/ghost/SConscript
+++ b/source/gameengine/GamePlayer/ghost/SConscript
@@ -44,7 +44,6 @@ incs = [
'#intern/memutil',
'#intern/moto/include',
'#intern/container',
- '#intern/audaspace/intern',
'#source/gameengine/Rasterizer/RAS_OpenGLRasterizer',
'#source/gameengine/BlenderRoutines',
'#source/gameengine/Converter',
@@ -53,6 +52,7 @@ incs = [
'#source/blender/blenfont',
'#source/blender/blenlib',
'#source/blender/blenkernel',
+ '#source/blender/blentranslation',
'#source/blender',
'#source/blender/include',
'#source/blender/makesdna',
@@ -68,24 +68,32 @@ incs = [
'#source/blender/misc',
'#source/blender/blenloader',
'#source/blender/gpu',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
]
incs.append(env['BF_PTHREADS_INC'])
incs.append(env['BF_BOOST_INC'])
-defs = [
- 'GLEW_STATIC',
- ]
+defs = []
+defs += env['BF_GL_DEFINITIONS']
if env['WITH_BF_PYTHON']:
incs += Split(env['BF_PYTHON_INC'])
defs.append('WITH_PYTHON')
+if env['WITH_BF_AUDASPACE']:
+ defs += env['BF_AUDASPACE_DEF']
+ incs.append(env['BF_AUDASPACE_C_INC'])
+
if env['WITH_BF_FFMPEG']:
defs.append('WITH_FFMPEG')
if env['WITH_BF_INTERNATIONAL']:
defs.append('WITH_INTERNATIONAL')
+if env['WITH_BF_SDL'] and env['WITH_BF_SDL_DYNLOAD']:
+ defs.append('WITH_SDL_DYNLOAD')
+ incs += ['#extern/sdlew/include']
+
env.BlenderLib (libname='ge_player_ghost', sources=source_files, includes = incs, defines = defs, libtype=['player'],priority=[0], cxx_compileflags=env['BGE_CXXFLAGS'])
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index a50c07a486a..12a1caee221 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -49,6 +49,7 @@ extern "C" {
// Needed for material IPOs
#include "BKE_material.h"
#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
}
#include "MEM_guardedalloc.h"
@@ -162,6 +163,14 @@ bool BL_Action::Play(const char* name,
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
+ // World
+ sg_contr = BL_CreateWorldIPO(m_action, kxscene->GetBlenderScene()->world, kxscene->GetSceneConverter());
+ if (sg_contr) {
+ m_sg_contr_list.push_back(sg_contr);
+ m_obj->GetSGNode()->AddSGController(sg_contr);
+ sg_contr->SetObject(m_obj->GetSGNode());
+ }
+
// Try obcolor
sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
if (sg_contr) {
@@ -292,6 +301,18 @@ float BL_Action::GetFrame()
return m_localtime;
}
+const char *BL_Action::GetName()
+{
+ if (m_action != NULL) {
+ return m_action->id.name + 2;
+ }
+ else {
+ return "";
+ }
+
+
+}
+
void BL_Action::SetFrame(float frame)
{
// Clamp the frame to the start and end frame
diff --git a/source/gameengine/Ketsji/BL_Action.h b/source/gameengine/Ketsji/BL_Action.h
index dd1cd1f69ff..379dd52df5b 100644
--- a/source/gameengine/Ketsji/BL_Action.h
+++ b/source/gameengine/Ketsji/BL_Action.h
@@ -112,6 +112,8 @@ public:
// Accessors
float GetFrame();
+ const char *GetName();
+
struct bAction *GetAction();
// Mutators
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp
index 07adce73b4a..9e4690548d3 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.cpp
+++ b/source/gameengine/Ketsji/BL_ActionManager.cpp
@@ -26,9 +26,13 @@
#include "BL_Action.h"
#include "BL_ActionManager.h"
+#include "DNA_ID.h"
+
+#define IS_TAGGED(_id) ((_id) && (((ID *)_id)->flag & LIB_DOIT))
BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
- m_obj(obj)
+ m_obj(obj),
+ m_prevUpdate(-1.0f)
{
}
@@ -64,6 +68,12 @@ float BL_ActionManager::GetActionFrame(short layer)
return action ? action->GetFrame() : 0.f;
}
+const char *BL_ActionManager::GetActionName(short layer)
+{
+ BL_Action *action = GetAction(layer);
+ return action ? action->GetName() : "";
+}
+
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
BL_Action *action = GetAction(layer);
@@ -122,6 +132,18 @@ void BL_ActionManager::StopAction(short layer)
if (action) action->Stop();
}
+void BL_ActionManager::RemoveTaggedActions()
+{
+ for (BL_ActionMap::iterator it = m_layers.begin(); it != m_layers.end();) {
+ if (IS_TAGGED(it->second->GetAction())) {
+ delete it->second;
+ m_layers.erase(it++);
+ }
+ else
+ ++it;
+ }
+}
+
bool BL_ActionManager::IsActionDone(short layer)
{
BL_Action *action = GetAction(layer);
@@ -131,6 +153,10 @@ bool BL_ActionManager::IsActionDone(short layer)
void BL_ActionManager::Update(float curtime)
{
+ if (m_prevUpdate == curtime)
+ return;
+ m_prevUpdate = curtime;
+
BL_ActionMap::iterator it;
for (it = m_layers.begin(); it != m_layers.end(); )
{
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h
index 5b340257881..97d6d88cf22 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.h
+++ b/source/gameengine/Ketsji/BL_ActionManager.h
@@ -20,7 +20,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file BL_ActionManager.cpp
+/** \file BL_ActionManager.h
* \ingroup ketsji
*/
@@ -51,6 +51,9 @@ private:
class KX_GameObject* m_obj;
BL_ActionMap m_layers;
+ // The last update time to avoid double animation update.
+ float m_prevUpdate;
+
/**
* Check if an action exists
*/
@@ -82,6 +85,11 @@ public:
float GetActionFrame(short layer);
/**
+ * Gets the name of the current action
+ */
+ const char *GetActionName(short layer);
+
+ /**
* Sets the current frame of an action
*/
void SetActionFrame(short layer, float frame);
@@ -107,6 +115,11 @@ public:
void StopAction(short layer);
/**
+ * Remove playing tagged actions.
+ */
+ void RemoveTaggedActions();
+
+ /**
* Check if an action has finished playing
*/
bool IsActionDone(short layer);
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index bcdef85bc8a..b5151615f3b 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -62,7 +62,7 @@ BL_BlenderShader::~BL_BlenderShader()
void BL_BlenderShader::ReloadMaterial()
{
- mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
+ mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
@@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
- GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
+ GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
}
else
GPU_material_unbind(mGPUMat);
@@ -168,7 +168,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
- GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale);
+ GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale, NULL);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 006c1f7202c..4f707e6267f 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -47,10 +47,10 @@ BL_Material::BL_Material()
void BL_Material::Initialize()
{
- rgb[0] = 0;
- rgb[1] = 0;
- rgb[2] = 0;
- rgb[3] = 0;
+ rgb[0] = 0xFFFFFFFFL;
+ rgb[1] = 0xFFFFFFFFL;
+ rgb[2] = 0xFFFFFFFFL;
+ rgb[3] = 0xFFFFFFFFL;
IdMode = 0;
ras_mode = 0;
glslmat = 0;
@@ -69,7 +69,7 @@ void BL_Material::Initialize()
alpha = 1.f;
emit = 0.f;
material = 0;
- memset(&tface, 0, sizeof(tface));
+ memset(&mtexpoly, 0, sizeof(mtexpoly));
materialindex = 0;
amb=0.5f;
num_enabled = 0;
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index 83f9b601e0d..9207a41f56d 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -84,7 +84,7 @@ public:
Material* material;
- MTFace tface; /* copy of the derived meshes tface */
+ MTexPoly mtexpoly; /* copy of the derived meshes tface */
Image* img[MAXTEX];
EnvMap* cubemap[MAXTEX];
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index 872ac19351d..a59c3686a18 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -22,7 +22,7 @@
* \ingroup ketsji
*/
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <iostream>
#include "BL_Shader.h"
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h
index 4c671d0c9a3..e3dc4b19773 100644
--- a/source/gameengine/Ketsji/BL_Shader.h
+++ b/source/gameengine/Ketsji/BL_Shader.h
@@ -6,7 +6,7 @@
#ifndef __BL_SHADER_H__
#define __BL_SHADER_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "BL_Material.h"
#include "BL_Texture.h"
// --
diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp
index 1578c745b9f..8f717c05c0f 100644
--- a/source/gameengine/Ketsji/BL_Texture.cpp
+++ b/source/gameengine/Ketsji/BL_Texture.cpp
@@ -22,7 +22,7 @@
* \ingroup ketsji
*/
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <iostream>
#include <map>
@@ -170,7 +170,7 @@ bool BL_Texture::InitFromImage(int unit, Image *img, bool mipmap)
glGenTextures(1, (GLuint*)&mTexture);
#ifdef WITH_DDS
- if (ibuf->ftype & DDS)
+ if (ibuf->ftype == IMB_FTYPE_DDS)
InitGLCompressedTex(ibuf, mipmap);
else
InitGLTex(ibuf->rect, ibuf->x, ibuf->y, mipmap);
@@ -203,9 +203,21 @@ void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
glBindTexture(GL_TEXTURE_2D, mTexture );
if ( mipmap ) {
+ int i;
+ ImBuf *ibuf;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
+
+ ibuf = IMB_allocFromBuffer(pix, NULL, x, y);
+
+ IMB_makemipmap(ibuf, true);
+
+ for (i = 0; i < ibuf->miptot; i++) {
+ ImBuf *mip = IMB_getmipmap(ibuf, i);
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
+ }
+ IMB_freeImBuf(ibuf);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -239,26 +251,34 @@ void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
int nx= power_of_2_min_i(x);
int ny= power_of_2_min_i(y);
- unsigned int *newPixels = (unsigned int *)malloc(nx*ny*sizeof(unsigned int));
-
- gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
+ ImBuf *ibuf = IMB_allocFromBuffer(pix, NULL, x, y);
+ IMB_scaleImBuf(ibuf, nx, ny);
+
glBindTexture(GL_TEXTURE_2D, mTexture );
if ( mipmap ) {
+ int i;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
+
+ IMB_makemipmap(ibuf, true);
+
+ for (i = 0; i < ibuf->miptot; i++) {
+ ImBuf *mip = IMB_getmipmap(ibuf, i);
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
+ }
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect );
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- free(newPixels);
+ IMB_freeImBuf(ibuf);
}
@@ -400,13 +420,16 @@ unsigned int BL_Texture::GetTextureType() const
int BL_Texture::GetMaxUnits()
{
if (g_max_units < 0) {
- GLint unit;
- if (GLEW_ARB_multitexture) {
+ GLint unit = 0;
+
+ if (GPU_glsl_support()) {
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &unit);
+ }
+ else if (GLEW_ARB_multitexture) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
- g_max_units = (MAXTEX>=unit)?unit:MAXTEX;
- } else {
- g_max_units = 0;
}
+
+ g_max_units = (MAXTEX >= unit) ? unit : MAXTEX;
}
return g_max_units;
diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt
index 03d1524b310..2607e2bb4b7 100644
--- a/source/gameengine/Ketsji/CMakeLists.txt
+++ b/source/gameengine/Ketsji/CMakeLists.txt
@@ -49,6 +49,7 @@ set(INC
../../blender/python/generic
../../blender/python/mathutils
../../../intern/container
+ ../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/string
)
@@ -229,7 +230,7 @@ set(SRC
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
@@ -247,11 +248,12 @@ if(WITH_CODEC_FFMPEG)
endif()
if(WITH_AUDASPACE)
- list(APPEND INC
- ../../../intern/audaspace/intern
- ../../../intern/audaspace/FX
+ add_definitions(${AUDASPACE_DEFINITIONS})
+
+ list(APPEND INC_SYS
+ ${AUDASPACE_C_INCLUDE_DIRS}
+ ${AUDASPACE_PY_INCLUDE_DIRS}
)
- add_definitions(-DWITH_AUDASPACE)
endif()
if(WITH_BULLET)
diff --git a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
index 0c661cf2c87..cfc6ded4e65 100644
--- a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
+++ b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt
@@ -30,6 +30,7 @@ set(INC
../../GameLogic
../../Network
../../SceneGraph
+ ../../../blender/blenlib
../../../../intern/container
../../../../intern/string
)
diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
index 6260596159d..1fadd9382e0 100644
--- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
+++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
@@ -39,9 +39,9 @@
#include "NG_NetworkScene.h"
#include "NG_NetworkObject.h"
#include "SCA_IObject.h"
-#include "InputParser.h"
-#include "ListValue.h"
-#include "StringValue.h"
+#include "EXP_InputParser.h"
+#include "EXP_ListValue.h"
+#include "EXP_StringValue.h"
#ifdef NAN_NET_DEBUG
#include <iostream>
diff --git a/source/gameengine/Ketsji/KXNetwork/SConscript b/source/gameengine/Ketsji/KXNetwork/SConscript
index 355dcc4f78f..ab03e03e74d 100644
--- a/source/gameengine/Ketsji/KXNetwork/SConscript
+++ b/source/gameengine/Ketsji/KXNetwork/SConscript
@@ -39,6 +39,7 @@ incs = [
'#source/gameengine/Ketsji',
'#source/gameengine/Network',
'#source/gameengine/SceneGraph',
+ '../../../blender/blenlib',
]
incs = ' '.join(incs)
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 9ebdfea6156..d85d33d9834 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -22,7 +22,7 @@
* \ingroup ketsji
*/
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "KX_BlenderMaterial.h"
#include "BL_Material.h"
@@ -30,6 +30,7 @@
#include "KX_Light.h"
#include "KX_GameObject.h"
#include "KX_MeshProxy.h"
+#include "KX_PyMath.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
@@ -52,6 +53,7 @@
#include "BKE_mesh.h"
// ------------------------------------
#include "BLI_utildefines.h"
+#include "BLI_math.h"
#define spit(x) std::cout << x << std::endl;
@@ -94,6 +96,21 @@ void KX_BlenderMaterial::Initialize(
((data->ras_mode &TEX)),
game
);
+ Material *ma = data->material;
+
+ // Save material data to restore on exit
+ mSavedData.r = ma->r;
+ mSavedData.g = ma->g;
+ mSavedData.b = ma->b;
+ mSavedData.a = ma->alpha;
+ mSavedData.specr = ma->specr;
+ mSavedData.specg = ma->specg;
+ mSavedData.specb = ma->specb;
+ mSavedData.spec = ma->spec;
+ mSavedData.ref = ma->ref;
+ mSavedData.hardness = ma->har;
+ mSavedData.emit = ma->emit;
+
mMaterial = data;
mShader = 0;
mBlenderShader = 0;
@@ -124,16 +141,30 @@ void KX_BlenderMaterial::Initialize(
KX_BlenderMaterial::~KX_BlenderMaterial()
{
+ Material *ma = mMaterial->material;
+ // Restore Blender material data
+ ma->r = mSavedData.r;
+ ma->g = mSavedData.g;
+ ma->b = mSavedData.b;
+ ma->alpha = mSavedData.a;
+ ma->specr = mSavedData.specr;
+ ma->specg = mSavedData.specg;
+ ma->specb = mSavedData.specb;
+ ma->spec = mSavedData.spec;
+ ma->ref = mSavedData.ref;
+ ma->har = mSavedData.hardness;
+ ma->emit = mSavedData.emit;
+
// cleanup work
if (mConstructed)
// clean only if material was actually used
OnExit();
}
-MTFace* KX_BlenderMaterial::GetMTFace() const
+MTexPoly *KX_BlenderMaterial::GetMTexPoly() const
{
// fonts on polys
- return &mMaterial->tface;
+ return &mMaterial->mtexpoly;
}
unsigned int* KX_BlenderMaterial::GetMCol() const
@@ -160,7 +191,7 @@ Material *KX_BlenderMaterial::GetBlenderMaterial() const
Image *KX_BlenderMaterial::GetBlenderImage() const
{
- return mMaterial->tface.tpage;
+ return mMaterial->mtexpoly.tpage;
}
Scene* KX_BlenderMaterial::GetBlenderScene() const
@@ -793,17 +824,19 @@ void KX_BlenderMaterial::UpdateIPO(
)
{
// only works one deep now
- mMaterial->speccolor[0] = (float)(specrgb)[0];
- mMaterial->speccolor[1] = (float)(specrgb)[1];
- mMaterial->speccolor[2] = (float)(specrgb)[2];
- mMaterial->matcolor[0] = (float)(rgba[0]);
- mMaterial->matcolor[1] = (float)(rgba[1]);
- mMaterial->matcolor[2] = (float)(rgba[2]);
- mMaterial->alpha = (float)(alpha);
- mMaterial->hard = (float)(hard);
- mMaterial->emit = (float)(emit);
- mMaterial->spec_f = (float)(spec);
- mMaterial->ref = (float)(ref);
+
+ // GLSL Multitexture Input
+ mMaterial->material->specr = mMaterial->speccolor[0] = (float)(specrgb)[0];
+ mMaterial->material->specg = mMaterial->speccolor[1] = (float)(specrgb)[1];
+ mMaterial->material->specb = mMaterial->speccolor[2] = (float)(specrgb)[2];
+ mMaterial->material->r = mMaterial->matcolor[0] = (float)(rgba[0]);
+ mMaterial->material->g = mMaterial->matcolor[1] = (float)(rgba[1]);
+ mMaterial->material->b = mMaterial->matcolor[2] = (float)(rgba[2]);
+ mMaterial->material->alpha = mMaterial->alpha = (float)(rgba[3]);
+ mMaterial->material->har = mMaterial->hard = (float)(hard);
+ mMaterial->material->emit = mMaterial->emit = (float)(emit);
+ mMaterial->material->spec = mMaterial->spec_f = (float)(spec);
+ mMaterial->material->ref = mMaterial->ref = (float)(ref);
}
void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
@@ -813,6 +846,11 @@ void KX_BlenderMaterial::Replace_IScene(SCA_IScene *val)
OnConstruction();
}
+BL_Material *KX_BlenderMaterial::GetBLMaterial()
+{
+ return mMaterial;
+}
+
void KX_BlenderMaterial::SetBlenderGLSLShader()
{
if (!mBlenderShader)
@@ -824,6 +862,111 @@ void KX_BlenderMaterial::SetBlenderGLSLShader()
}
}
+#ifdef USE_MATHUTILS
+
+#define MATHUTILS_COL_CB_MATERIAL_SPECULAR_COLOR 1
+#define MATHUTILS_COL_CB_MATERIAL_DIFFUSE_COLOR 2
+
+static unsigned char mathutils_kxblendermaterial_color_cb_index = -1; /* index for our callbacks */
+
+static int mathutils_kxblendermaterial_generic_check(BaseMathObject *bmo)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>BGE_PROXY_REF(bmo->cb_user);
+ if (!self)
+ return -1;
+
+ return 0;
+}
+
+static int mathutils_kxblendermaterial_color_get(BaseMathObject *bmo, int subtype)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial*>BGE_PROXY_REF(bmo->cb_user);
+ if (!self)
+ return -1;
+
+ switch (subtype) {
+ case MATHUTILS_COL_CB_MATERIAL_DIFFUSE_COLOR:
+ {
+ copy_v3_v3(bmo->data, self->GetBLMaterial()->matcolor);
+ break;
+ }
+ case MATHUTILS_COL_CB_MATERIAL_SPECULAR_COLOR:
+ {
+ copy_v3_v3(bmo->data, self->GetBLMaterial()->speccolor);
+ break;
+ }
+ }
+
+ return 0;
+}
+
+static int mathutils_kxblendermaterial_color_set(BaseMathObject *bmo, int subtype)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>BGE_PROXY_REF(bmo->cb_user);
+ if (!self)
+ return -1;
+
+ switch (subtype) {
+ case MATHUTILS_COL_CB_MATERIAL_DIFFUSE_COLOR:
+ {
+ BL_Material *mat = self->GetBLMaterial();
+ copy_v3_v3(mat->matcolor, bmo->data);
+ mat->material->r = bmo->data[0];
+ mat->material->g = bmo->data[1];
+ mat->material->b = bmo->data[2];
+ break;
+ }
+ case MATHUTILS_COL_CB_MATERIAL_SPECULAR_COLOR:
+ {
+ BL_Material *mat = self->GetBLMaterial();
+ copy_v3_v3(mat->speccolor, bmo->data);
+ mat->material->specr = bmo->data[0];
+ mat->material->specg = bmo->data[1];
+ mat->material->specb = bmo->data[2];
+ break;
+ }
+ }
+
+ return 0;
+}
+
+static int mathutils_kxblendermaterial_color_get_index(BaseMathObject *bmo, int subtype, int index)
+{
+ /* lazy, avoid repeteing the case statement */
+ if (mathutils_kxblendermaterial_color_get(bmo, subtype) == -1)
+ return -1;
+ return 0;
+}
+
+static int mathutils_kxblendermaterial_color_set_index(BaseMathObject *bmo, int subtype, int index)
+{
+ float f = bmo->data[index];
+
+ /* lazy, avoid repeateing the case statement */
+ if (mathutils_kxblendermaterial_color_get(bmo, subtype) == -1)
+ return -1;
+
+ bmo->data[index] = f;
+ return mathutils_kxblendermaterial_color_set(bmo, subtype);
+}
+
+static Mathutils_Callback mathutils_kxblendermaterial_color_cb = {
+ mathutils_kxblendermaterial_generic_check,
+ mathutils_kxblendermaterial_color_get,
+ mathutils_kxblendermaterial_color_set,
+ mathutils_kxblendermaterial_color_get_index,
+ mathutils_kxblendermaterial_color_set_index
+};
+
+
+void KX_BlenderMaterial_Mathutils_Callback_Init()
+{
+ // register mathutils callbacks, ok to run more than once.
+ mathutils_kxblendermaterial_color_cb_index = Mathutils_RegisterCallback(&mathutils_kxblendermaterial_color_cb);
+}
+
+#endif // USE_MATHUTILS
+
#ifdef WITH_PYTHON
PyMethodDef KX_BlenderMaterial::Methods[] =
@@ -838,6 +981,14 @@ PyAttributeDef KX_BlenderMaterial::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("shader", KX_BlenderMaterial, pyattr_get_shader),
KX_PYATTRIBUTE_RO_FUNCTION("material_index", KX_BlenderMaterial, pyattr_get_materialIndex),
KX_PYATTRIBUTE_RW_FUNCTION("blending", KX_BlenderMaterial, pyattr_get_blending, pyattr_set_blending),
+ KX_PYATTRIBUTE_RW_FUNCTION("alpha", KX_BlenderMaterial, pyattr_get_alpha, pyattr_set_alpha),
+ KX_PYATTRIBUTE_RW_FUNCTION("hardness", KX_BlenderMaterial, pyattr_get_hardness, pyattr_set_hardness),
+ KX_PYATTRIBUTE_RW_FUNCTION("specularIntensity", KX_BlenderMaterial, pyattr_get_specular_intensity, pyattr_set_specular_intensity),
+ KX_PYATTRIBUTE_RW_FUNCTION("specularColor", KX_BlenderMaterial, pyattr_get_specular_color, pyattr_set_specular_color),
+ KX_PYATTRIBUTE_RW_FUNCTION("diffuseIntensity", KX_BlenderMaterial, pyattr_get_diffuse_intensity, pyattr_set_diffuse_intensity),
+ KX_PYATTRIBUTE_RW_FUNCTION("diffuseColor", KX_BlenderMaterial, pyattr_get_diffuse_color, pyattr_set_diffuse_color),
+ KX_PYATTRIBUTE_RW_FUNCTION("emit", KX_BlenderMaterial, pyattr_get_emit, pyattr_set_emit),
+
{ NULL } //Sentinel
};
@@ -882,6 +1033,170 @@ PyObject *KX_BlenderMaterial::pyattr_get_blending(void *self_v, const KX_PYATTRI
return Py_BuildValue("(ll)", (long int)bfunc[0], (long int)bfunc[1]);
}
+PyObject *KX_BlenderMaterial::pyattr_get_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyFloat_FromDouble(self->GetBLMaterial()->alpha);
+}
+
+int KX_BlenderMaterial::pyattr_set_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ float val = PyFloat_AsDouble(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_AttributeError, "material.%s = float: KX_BlenderMaterial, expected a float", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ CLAMP(val, 0.0f, 1.0f);
+
+ BL_Material *mat = self->GetBLMaterial();
+ mat->alpha = mat->material->alpha = val;
+ return PY_SET_ATTR_SUCCESS;
+}
+PyObject *KX_BlenderMaterial::pyattr_get_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyLong_FromLong(self->GetBLMaterial()->hard);
+}
+
+int KX_BlenderMaterial::pyattr_set_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ int val = PyLong_AsLong(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_AttributeError, "material.%s = int: KX_BlenderMaterial, expected a int", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ CLAMP(val, 1, 511);
+
+ BL_Material *mat = self->GetBLMaterial();
+ mat->hard = mat->material->har = val;
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_BlenderMaterial::pyattr_get_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyFloat_FromDouble(self->GetBLMaterial()->spec_f);
+}
+
+int KX_BlenderMaterial::pyattr_set_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ float val = PyFloat_AsDouble(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_AttributeError, "material.%s = float: KX_BlenderMaterial, expected a float", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ CLAMP(val, 0.0f, 1.0f);
+
+ BL_Material *mat = self->GetBLMaterial();
+ mat->spec_f = mat->material->spec = val;
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_BlenderMaterial::pyattr_get_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+#ifdef USE_MATHUTILS
+ return Color_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), mathutils_kxblendermaterial_color_cb_index, MATHUTILS_COL_CB_MATERIAL_SPECULAR_COLOR);
+#else
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyColorFromVector(MT_Vector3(self->GetBLMaterial()->speccolor));
+#endif
+}
+
+int KX_BlenderMaterial::pyattr_set_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ MT_Vector3 color;
+ if (!PyVecTo(value, color))
+ return PY_SET_ATTR_FAIL;
+
+ BL_Material *mat = self->GetBLMaterial();
+ color.getValue(mat->speccolor);
+ mat->material->specr = color[0];
+ mat->material->specg = color[1];
+ mat->material->specb = color[2];
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_BlenderMaterial::pyattr_get_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyFloat_FromDouble(self->GetBLMaterial()->ref);
+}
+
+int KX_BlenderMaterial::pyattr_set_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ float val = PyFloat_AsDouble(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_AttributeError, "material.%s = float: KX_BlenderMaterial, expected a float", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ CLAMP(val, 0.0f, 1.0f);
+
+ BL_Material *mat = self->GetBLMaterial();
+ mat->ref = mat->material->ref = val;
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_BlenderMaterial::pyattr_get_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+#ifdef USE_MATHUTILS
+ return Color_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), mathutils_kxblendermaterial_color_cb_index, MATHUTILS_COL_CB_MATERIAL_DIFFUSE_COLOR);
+#else
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyColorFromVector(MT_Vector3(self->GetBLMaterial()->matcolor));
+#endif
+}
+
+int KX_BlenderMaterial::pyattr_set_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ MT_Vector3 color;
+ if (!PyVecTo(value, color))
+ return PY_SET_ATTR_FAIL;
+
+ BL_Material *mat = self->GetBLMaterial();
+ color.getValue(mat->matcolor);
+ mat->material->r = color[0];
+ mat->material->g = color[1];
+ mat->material->b = color[2];
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_BlenderMaterial::pyattr_get_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ return PyFloat_FromDouble(self->GetBLMaterial()->emit);
+}
+
+int KX_BlenderMaterial::pyattr_set_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_BlenderMaterial *self = static_cast<KX_BlenderMaterial *>(self_v);
+ float val = PyFloat_AsDouble(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_AttributeError, "material.%s = float: KX_BlenderMaterial, expected a float", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ CLAMP(val, 0.0f, 2.0f);
+
+ BL_Material *mat = self->GetBLMaterial();
+ mat->emit = mat->material->emit = val;
+ return PY_SET_ATTR_SUCCESS;
+}
+
int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_BlenderMaterial* self = static_cast<KX_BlenderMaterial*>(self_v);
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index b7c64215eaf..df089cb7f99 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -15,7 +15,7 @@
#include "BL_Shader.h"
#include "BL_BlenderShader.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
@@ -30,6 +30,11 @@
struct MTFace;
class KX_Scene;
+
+#ifdef USE_MATHUTILS
+void KX_BlenderMaterial_Mathutils_Callback_Init(void);
+#endif
+
class KX_BlenderMaterial : public PyObjectPlus, public RAS_IPolyMaterial
{
Py_Header
@@ -79,7 +84,7 @@ public:
Material* GetBlenderMaterial() const;
Image* GetBlenderImage() const;
- MTFace* GetMTFace() const;
+ MTexPoly *GetMTexPoly() const;
unsigned int* GetMCol() const;
BL_Texture * getTex (unsigned int idx) {
return (idx < MAXTEX) ? mTextures + idx : NULL;
@@ -99,6 +104,8 @@ public:
virtual void Replace_IScene(SCA_IScene *val);
+ BL_Material *GetBLMaterial();
+
#ifdef WITH_PYTHON
// --------------------------------
virtual PyObject *py_repr(void) { return PyUnicode_From_STR_String(mMaterial->matname); }
@@ -107,6 +114,20 @@ public:
static PyObject *pyattr_get_materialIndex(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject *pyattr_get_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_alpha(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_hardness(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_specular_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_specular_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_diffuse_intensity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_diffuse_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_emit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getShader);
KX_PYMETHOD_DOC(KX_BlenderMaterial, getMaterialIndex);
@@ -134,6 +155,15 @@ private:
bool mConstructed; // if false, don't clean on exit
int mLightLayer;
+ struct {
+ float r, g, b, a;
+ float specr, specg, specb;
+ float spec;
+ float ref;
+ float hardness;
+ float emit;
+ } mSavedData;
+
void InitTextures();
void SetBlenderGLSLShader();
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 4ab768e4240..644c71a68e4 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -31,11 +31,11 @@
*/
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "KX_Camera.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "KX_PyMath.h"
#include "RAS_ICanvas.h"
@@ -224,6 +224,22 @@ short KX_Camera::GetSensorFit() const
return m_camdata.m_sensor_fit;
}
+/**
+ * Gets the horizontal shift of the sensor - for camera matching.
+ */
+float KX_Camera::GetShiftHorizontal() const
+{
+ return m_camdata.m_shift_x;
+}
+
+/**
+ * Gets the vertical shift of the sensor - for camera matching.
+ */
+float KX_Camera::GetShiftVertical() const
+{
+ return m_camdata.m_shift_y;
+}
+
float KX_Camera::GetCameraNear() const
{
return m_camdata.m_clipstart;
@@ -463,6 +479,7 @@ bool KX_Camera::GetFrustumCulling() const
void KX_Camera::EnableViewport(bool viewport)
{
+ InvalidateProjectionMatrix(false); // We need to reset projection matrix
m_camdata.m_viewport = viewport;
}
@@ -528,7 +545,9 @@ PyAttributeDef KX_Camera::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("ortho_scale", KX_Camera, pyattr_get_ortho_scale, pyattr_set_ortho_scale),
KX_PYATTRIBUTE_RW_FUNCTION("near", KX_Camera, pyattr_get_near, pyattr_set_near),
KX_PYATTRIBUTE_RW_FUNCTION("far", KX_Camera, pyattr_get_far, pyattr_set_far),
-
+ KX_PYATTRIBUTE_RW_FUNCTION("shift_x", KX_Camera, pyattr_get_shift_x, pyattr_set_shift_x),
+ KX_PYATTRIBUTE_RW_FUNCTION("shift_y", KX_Camera, pyattr_get_shift_y, pyattr_set_shift_y),
+
KX_PYATTRIBUTE_RW_FUNCTION("useViewport", KX_Camera, pyattr_get_use_viewport, pyattr_set_use_viewport),
KX_PYATTRIBUTE_RW_FUNCTION("projection_matrix", KX_Camera, pyattr_get_projection_matrix, pyattr_set_projection_matrix),
@@ -747,7 +766,7 @@ int KX_Camera::pyattr_set_lens(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef,
KX_Camera* self = static_cast<KX_Camera*>(self_v);
float param = PyFloat_AsDouble(value);
if (param == -1) {
- PyErr_SetString(PyExc_AttributeError, "camera.lens = float: KX_Camera, expected a float greater then zero");
+ PyErr_SetString(PyExc_AttributeError, "camera.lens = float: KX_Camera, expected a float greater than zero");
return PY_SET_ATTR_FAIL;
}
@@ -772,7 +791,7 @@ int KX_Camera::pyattr_set_fov(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, P
KX_Camera* self = static_cast<KX_Camera*>(self_v);
float fov = PyFloat_AsDouble(value);
if (fov <= 0.0) {
- PyErr_SetString(PyExc_AttributeError, "camera.fov = float: KX_Camera, expected a float greater then zero");
+ PyErr_SetString(PyExc_AttributeError, "camera.fov = float: KX_Camera, expected a float greater than zero");
return PY_SET_ATTR_FAIL;
}
@@ -796,7 +815,7 @@ int KX_Camera::pyattr_set_ortho_scale(void *self_v, const KX_PYATTRIBUTE_DEF *at
KX_Camera* self = static_cast<KX_Camera*>(self_v);
float param = PyFloat_AsDouble(value);
if (param == -1) {
- PyErr_SetString(PyExc_AttributeError, "camera.ortho_scale = float: KX_Camera, expected a float greater then zero");
+ PyErr_SetString(PyExc_AttributeError, "camera.ortho_scale = float: KX_Camera, expected a float greater than zero");
return PY_SET_ATTR_FAIL;
}
@@ -816,7 +835,7 @@ int KX_Camera::pyattr_set_near(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef,
KX_Camera* self = static_cast<KX_Camera*>(self_v);
float param = PyFloat_AsDouble(value);
if (param == -1) {
- PyErr_SetString(PyExc_AttributeError, "camera.near = float: KX_Camera, expected a float greater then zero");
+ PyErr_SetString(PyExc_AttributeError, "camera.near = float: KX_Camera, expected a float greater than zero");
return PY_SET_ATTR_FAIL;
}
@@ -836,7 +855,7 @@ int KX_Camera::pyattr_set_far(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, P
KX_Camera* self = static_cast<KX_Camera*>(self_v);
float param = PyFloat_AsDouble(value);
if (param == -1) {
- PyErr_SetString(PyExc_AttributeError, "camera.far = float: KX_Camera, expected a float greater then zero");
+ PyErr_SetString(PyExc_AttributeError, "camera.far = float: KX_Camera, expected a float greater than zero");
return PY_SET_ATTR_FAIL;
}
@@ -845,6 +864,45 @@ int KX_Camera::pyattr_set_far(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, P
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_Camera::pyattr_get_shift_x(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_Camera* self = static_cast<KX_Camera*>(self_v);
+ return PyFloat_FromDouble(self->m_camdata.m_shift_x);
+}
+
+int KX_Camera::pyattr_set_shift_x(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_Camera* self = static_cast<KX_Camera*>(self_v);
+ float param = PyFloat_AsDouble(value);
+ if (param == -1) {
+ PyErr_SetString(PyExc_AttributeError, "camera.shift_x = float: KX_Camera, expected a float greater than zero");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ self->m_camdata.m_shift_x = param;
+ self->m_set_projection_matrix = false;
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_Camera::pyattr_get_shift_y(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_Camera* self = static_cast<KX_Camera*>(self_v);
+ return PyFloat_FromDouble(self->m_camdata.m_shift_y);
+}
+
+int KX_Camera::pyattr_set_shift_y(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_Camera* self = static_cast<KX_Camera*>(self_v);
+ float param = PyFloat_AsDouble(value);
+ if (param == -1) {
+ PyErr_SetString(PyExc_AttributeError, "camera.shift_y = float: KX_Camera, expected a float greater than zero");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ self->m_camdata.m_shift_y = param;
+ self->m_set_projection_matrix = false;
+ return PY_SET_ATTR_SUCCESS;
+}
PyObject *KX_Camera::pyattr_get_use_viewport(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
@@ -885,7 +943,7 @@ int KX_Camera::pyattr_set_projection_matrix(void *self_v, const KX_PYATTRIBUTE_D
PyObject *KX_Camera::pyattr_get_modelview_matrix(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Camera* self = static_cast<KX_Camera*>(self_v);
- return PyObjectFrom(self->GetModelviewMatrix());
+ return PyObjectFrom(self->GetWorldToCamera());
}
PyObject *KX_Camera::pyattr_get_camera_to_world(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -994,7 +1052,7 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition,
GLdouble modelmatrix[16];
GLdouble projmatrix[16];
- MT_Matrix4x4 m_modelmatrix = this->GetModelviewMatrix();
+ MT_Matrix4x4 m_modelmatrix = this->GetWorldToCamera();
MT_Matrix4x4 m_projmatrix = this->GetProjectionMatrix();
m_modelmatrix.getValue(modelmatrix);
@@ -1037,7 +1095,7 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_Camera, getScreenVect,
GLdouble modelmatrix[16];
GLdouble projmatrix[16];
- MT_Matrix4x4 m_modelmatrix = this->GetModelviewMatrix();
+ MT_Matrix4x4 m_modelmatrix = this->GetWorldToCamera();
MT_Matrix4x4 m_projmatrix = this->GetProjectionMatrix();
m_modelmatrix.getValue(modelmatrix);
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 454c4a54ec1..8addf0b7aed 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -40,7 +40,7 @@
#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "KX_GameObject.h"
-#include "IntValue.h"
+#include "EXP_IntValue.h"
#include "RAS_CameraData.h"
#ifdef WITH_PYTHON
@@ -192,7 +192,7 @@ public:
void InvalidateProjectionMatrix(bool valid = false);
/** Gets the modelview matrix that is used by the rasterizer.
- * \warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead.
+ * \warning If the Camera is a dynamic object then this method may return garbage. Use GetWorldToCamera() instead.
*/
const MT_Matrix4x4& GetModelviewMatrix() const;
@@ -206,6 +206,10 @@ public:
float GetSensorHeight() const;
/** Gets the mode FOV is calculating from sensor dimensions */
short GetSensorFit() const;
+ /** Gets the horizontal shift of the sensor - for camera matching */
+ float GetShiftHorizontal() const;
+ /** Gets the vertical shift of the sensor - for camera matching */
+ float GetShiftVertical() const;
/** Gets the near clip distance. */
float GetCameraNear() const;
/** Gets the far clip distance. */
@@ -306,7 +310,11 @@ public:
static int pyattr_set_near(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_far(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_far(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
-
+ static PyObject* pyattr_get_shift_x(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_shift_x(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_shift_y(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_shift_y(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+
static PyObject* pyattr_get_use_viewport(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_use_viewport(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index acf30b4866c..f065e3f0001 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -40,7 +40,7 @@
#include <float.h>
#include "KX_GameObject.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
@@ -288,19 +288,23 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
from[1] += fac * fp1[1];
from[2] += fac * fp1[2];
- /* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
+ /* only for it lies: cross test and perpendicular bites up */
if (inp < 0.0f) {
- if (fp1[0] * fp2[1] - fp1[1] * fp2[0] > 0.0f) {
+ /* Don't do anything if the cross product is too small.
+ * The camera up-axis becomes unstable and starts to oscillate.
+ * The 0.01f threshold is arbitrary but seems to work well in practice. */
+ float cross = fp1[0] * fp2[1] - fp1[1] * fp2[0];
+ if (cross > 0.01f) {
from[0] -= fac * fp1[1];
from[1] += fac * fp1[0];
}
- else {
+ else if (cross < -0.01f) {
from[0] += fac * fp1[1];
from[1] -= fac * fp1[0];
}
}
- /* CONSTRAINT 5: minimum / maximum afstand */
+ /* CONSTRAINT 5: minimum / maximum distance */
rc[0] = (lookat[0]-from[0]);
rc[1] = (lookat[1]-from[1]);
@@ -323,7 +327,7 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
}
- /* CONSTRAINT 7: track to schaduw */
+ /* CONSTRAINT 7: track to floor below actor */
rc[0] = (lookat[0]-from[0]);
rc[1] = (lookat[1]-from[1]);
rc[2] = (lookat[2]-from[2]);
diff --git a/source/gameengine/Ketsji/KX_CharacterWrapper.h b/source/gameengine/Ketsji/KX_CharacterWrapper.h
index d4d8f195102..dd7ba680ec7 100644
--- a/source/gameengine/Ketsji/KX_CharacterWrapper.h
+++ b/source/gameengine/Ketsji/KX_CharacterWrapper.h
@@ -6,7 +6,7 @@
#ifndef __KX_CHARACTERWRAPPER_H__
#define __KX_CHARACTERWRAPPER_H__
-#include "Value.h"
+#include "EXP_Value.h"
#include "PHY_DynamicTypes.h"
class PHY_ICharacter;
diff --git a/source/gameengine/Ketsji/KX_ClientObjectInfo.h b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
index e947eb4be6d..81ae5b58009 100644
--- a/source/gameengine/Ketsji/KX_ClientObjectInfo.h
+++ b/source/gameengine/Ketsji/KX_ClientObjectInfo.h
@@ -52,19 +52,16 @@ struct KX_ClientObjectInfo
OBACTORSENSOR
} m_type;
KX_GameObject* m_gameobject;
- void* m_auxilary_info;
std::list<SCA_ISensor*> m_sensors;
public:
- KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC, void *auxilary_info = NULL) :
+ KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC) :
m_type(type),
- m_gameobject(gameobject),
- m_auxilary_info(auxilary_info)
+ m_gameobject(gameobject)
{}
KX_ClientObjectInfo(const KX_ClientObjectInfo &copy) :
m_type(copy.m_type),
- m_gameobject(copy.m_gameobject),
- m_auxilary_info(copy.m_auxilary_info)
+ m_gameobject(copy.m_gameobject)
{
}
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index e5662b54b83..e07660cef72 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -41,6 +41,7 @@
#include "KX_GameObject.h"
#include "KX_RayCast.h"
#include "KX_PythonInit.h" // KX_GetActiveScene
+#include "RAS_MeshObject.h"
#include <stdio.h>
@@ -129,15 +130,17 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *resu
}
else
{
- if (m_option & KX_ACT_CONSTRAINT_MATERIAL)
- {
- if (client->m_auxilary_info)
- {
- bFound = !strcmp(m_property.Ptr(), ((char*)client->m_auxilary_info));
+ if (m_option & KX_ACT_CONSTRAINT_MATERIAL) {
+ for (unsigned int i = 0; i < m_hitObject->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = m_hitObject->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ bFound = strcmp(m_property.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (bFound)
+ break;
+ }
}
}
- else
- {
+ else {
bFound = m_hitObject->GetProperty(m_property) != NULL;
}
}
diff --git a/source/gameengine/Ketsji/KX_ConstraintWrapper.cpp b/source/gameengine/Ketsji/KX_ConstraintWrapper.cpp
index 29d92762285..2f32b5e3216 100644
--- a/source/gameengine/Ketsji/KX_ConstraintWrapper.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintWrapper.cpp
@@ -30,7 +30,7 @@
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "KX_ConstraintWrapper.h"
#include "PHY_IPhysicsEnvironment.h"
diff --git a/source/gameengine/Ketsji/KX_ConstraintWrapper.h b/source/gameengine/Ketsji/KX_ConstraintWrapper.h
index b7124c76439..5e20b7a9aca 100644
--- a/source/gameengine/Ketsji/KX_ConstraintWrapper.h
+++ b/source/gameengine/Ketsji/KX_ConstraintWrapper.h
@@ -32,7 +32,7 @@
#ifndef __KX_CONSTRAINTWRAPPER_H__
#define __KX_CONSTRAINTWRAPPER_H__
-#include "Value.h"
+#include "EXP_Value.h"
#include "PHY_DynamicTypes.h"
class KX_ConstraintWrapper : public PyObjectPlus
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index c7f7f586865..07bed647b29 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -41,7 +41,7 @@
#include "RAS_CameraData.h"
#include "BLI_math.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
// constructor
KX_Dome::KX_Dome (
@@ -2044,7 +2044,9 @@ void KX_Dome::RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i)
cam->NodeUpdateGS(0.f);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
- scene->UpdateAnimations(m_engine->GetFrameTime());
+
+ m_engine->UpdateAnimations(scene);
+
scene->RenderBuckets(camtrans, m_rasterizer);
}
diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h
index a7e798a3944..420565e62f6 100644
--- a/source/gameengine/Ketsji/KX_Dome.h
+++ b/source/gameengine/Ketsji/KX_Dome.h
@@ -38,7 +38,7 @@
#include "RAS_IRasterizer.h"
#include "KX_KetsjiEngine.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <vector>
#include "MEM_guardedalloc.h"
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp
index 9789a8294ee..420f1f7eb98 100644
--- a/source/gameengine/Ketsji/KX_FontObject.cpp
+++ b/source/gameengine/Ketsji/KX_FontObject.cpp
@@ -35,7 +35,7 @@
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "BLI_math.h"
-#include "StringValue.h"
+#include "EXP_StringValue.h"
#include "RAS_IRasterizer.h"
/* paths needed for font load */
@@ -118,7 +118,6 @@ CValue* KX_FontObject::GetReplica()
void KX_FontObject::ProcessReplica()
{
KX_GameObject::ProcessReplica();
- KX_GetActiveScene()->AddFont(this);
}
int GetFontId(VFont *vfont)
diff --git a/source/gameengine/Ketsji/KX_FontObject.h b/source/gameengine/Ketsji/KX_FontObject.h
index 209ab6ca69f..bf70eedfde6 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -54,6 +54,7 @@ public:
*/
virtual CValue* GetReplica();
virtual void ProcessReplica();
+ virtual int GetGameObjectType() { return OBJ_TEXT; }
protected:
std::vector<STR_String> m_text;
diff --git a/source/gameengine/Ketsji/KX_GameActuator.cpp b/source/gameengine/Ketsji/KX_GameActuator.cpp
index c6087ac676d..a23af680104 100644
--- a/source/gameengine/Ketsji/KX_GameActuator.cpp
+++ b/source/gameengine/Ketsji/KX_GameActuator.cpp
@@ -178,6 +178,11 @@ bool KX_GameActuator::Update()
// obtain file size:
fseek (fp , 0 , SEEK_END);
marshal_length = ftell(fp);
+ if (marshal_length == -1) {
+ printf("warning: could not read position of '%s'\n", mashal_path);
+ fclose(fp);
+ break;
+ }
rewind(fp);
marshal_buffer = (char*) malloc (sizeof(char)*marshal_length);
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c681e0842c4..c3da80bc14f 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -36,14 +36,6 @@
# pragma warning( disable:4786 )
#endif
-#if defined(_WIN64) && !defined(FREE_WINDOWS64)
-typedef unsigned __int64 uint_ptr;
-#elif defined(FREE_WINDOWS64)
-typedef unsigned long long uint_ptr;
-#else
-typedef unsigned long uint_ptr;
-#endif
-
#include "RAS_IPolygonMaterial.h"
#include "KX_BlenderMaterial.h"
#include "KX_GameObject.h"
@@ -55,6 +47,7 @@ typedef unsigned long uint_ptr;
#include "KX_MeshProxy.h"
#include "KX_PolyProxy.h"
#include <stdio.h> // printf
+#include <climits> // USHRT_MAX
#include "SG_Controller.h"
#include "PHY_IGraphicController.h"
#include "SG_Node.h"
@@ -76,7 +69,13 @@ typedef unsigned long uint_ptr;
#include "BL_ActionManager.h"
#include "BL_Action.h"
-#include "PyObjectPlus.h" /* python stuff */
+#include "EXP_PyObjectPlus.h" /* python stuff */
+#include "BLI_utildefines.h"
+
+#ifdef WITH_PYTHON
+# include "EXP_PythonCallBack.h"
+# include "python_utildefines.h"
+#endif
// This file defines relationships between parents and children
// in the game engine.
@@ -97,9 +96,10 @@ KX_GameObject::KX_GameObject(
: SCA_IObject(),
m_bDyna(false),
m_layer(0),
+ m_currentLodLevel(0),
+ m_previousLodLevel(0),
m_pBlenderObject(NULL),
m_pBlenderGroupObject(NULL),
- m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bIsNegativeScaling(false),
m_objectColor(1.0, 1.0, 1.0, 1.0),
@@ -297,6 +297,21 @@ void KX_GameObject::SetDupliGroupObject(KX_GameObject* obj)
m_pDupliGroupObject = obj;
}
+void KX_GameObject::AddConstraint(bRigidBodyJointConstraint *cons)
+{
+ m_constraints.push_back(cons);
+}
+
+std::vector<bRigidBodyJointConstraint*> KX_GameObject::GetConstraints()
+{
+ return m_constraints;
+}
+
+void KX_GameObject::ClearConstraints()
+{
+ m_constraints.clear();
+}
+
KX_GameObject* KX_GameObject::GetParent()
{
KX_GameObject* result = NULL;
@@ -454,6 +469,11 @@ void KX_GameObject::StopAction(short layer)
GetActionManager()->StopAction(layer);
}
+void KX_GameObject::RemoveTaggedActions()
+{
+ GetActionManager()->RemoveTaggedActions();
+}
+
bool KX_GameObject::IsActionDone(short layer)
{
return GetActionManager()->IsActionDone(layer);
@@ -474,6 +494,11 @@ float KX_GameObject::GetActionFrame(short layer)
return GetActionManager()->GetActionFrame(layer);
}
+const char *KX_GameObject::GetActionName(short layer)
+{
+ return GetActionManager()->GetActionName(layer);
+}
+
void KX_GameObject::SetActionFrame(short layer, float frame)
{
GetActionManager()->SetActionFrame(layer, frame);
@@ -551,13 +576,26 @@ void KX_GameObject::ActivateGraphicController(bool recurse)
}
}
-void KX_GameObject::SetUserCollisionGroup(short group)
+void KX_GameObject::SetUserCollisionGroup(unsigned short group)
{
m_userCollisionGroup = group;
+ if (m_pPhysicsController)
+ m_pPhysicsController->RefreshCollisions();
}
-void KX_GameObject::SetUserCollisionMask(short mask)
+void KX_GameObject::SetUserCollisionMask(unsigned short mask)
{
m_userCollisionMask = mask;
+ if (m_pPhysicsController)
+ m_pPhysicsController->RefreshCollisions();
+}
+
+unsigned short KX_GameObject::GetUserCollisionGroup()
+{
+ return m_userCollisionGroup;
+}
+unsigned short KX_GameObject::GetUserCollisionMask()
+{
+ return m_userCollisionMask;
}
bool KX_GameObject::CheckCollision(KX_GameObject* other)
@@ -575,6 +613,46 @@ CValue* KX_GameObject::GetReplica()
return replica;
}
+bool KX_GameObject::IsDynamicsSuspended() const
+{
+ if (m_pPhysicsController)
+ return m_pPhysicsController->IsSuspended();
+ return false;
+}
+
+float KX_GameObject::getLinearDamping() const
+{
+ if (m_pPhysicsController)
+ return m_pPhysicsController->GetLinearDamping();
+ return 0;
+}
+
+float KX_GameObject::getAngularDamping() const
+{
+ if (m_pPhysicsController)
+ return m_pPhysicsController->GetAngularDamping();
+ return 0;
+}
+
+void KX_GameObject::setLinearDamping(float damping)
+{
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetLinearDamping(damping);
+}
+
+
+void KX_GameObject::setAngularDamping(float damping)
+{
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetAngularDamping(damping);
+}
+
+
+void KX_GameObject::setDamping(float linear, float angular)
+{
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetDamping(linear, angular);
+}
void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
@@ -741,35 +819,74 @@ void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh)
m_lodmeshes.push_back(mesh);
}
+
+static float calcHysteresis(KX_Scene *kxscene, LodLevel *lod)
+{
+ float hystvariance = 0.0f;
+
+ if (!kxscene->IsActivedLodHysteresis())
+ return hystvariance;
+
+ short hysteresis = 0;
+ // if exists, LoD level hysteresis will override scene hysteresis
+ if (lod->next->flags & OB_LOD_USE_HYST)
+ hysteresis = lod->next->obhysteresis;
+ else
+ hysteresis = kxscene->GetLodHysteresisValue();
+
+ return hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
+}
+
void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
{
// Handle dupligroups
- if (this->m_pInstanceObjects) {
- KX_GameObject * instob;
- int count = this->m_pInstanceObjects->GetCount();
+ if (m_pInstanceObjects) {
+ KX_GameObject *instob;
+ int count = m_pInstanceObjects->GetCount();
for (int i = 0; i < count; i++) {
- instob = (KX_GameObject*)this->m_pInstanceObjects->GetValue(i);
+ instob = (KX_GameObject*)m_pInstanceObjects->GetValue(i);
instob->UpdateLod(cam_pos);
}
}
- if (this->m_lodmeshes.empty()) return;
+ if (m_lodmeshes.empty())
+ return;
- MT_Vector3 delta = this->NodeGetWorldPosition() - cam_pos;
+ MT_Vector3 delta = NodeGetWorldPosition() - cam_pos;
float distance2 = delta.length2();
int level = 0;
- Object *bob = this->GetBlenderObject();
- LodLevel *lod = (LodLevel*) bob->lodlevels.first;
+ float hystvariance = 0.0f;
+ Object *bob = GetBlenderObject();
+ LodLevel *lod = (LodLevel *)bob->lodlevels.first;
+ KX_Scene *kxscene = GetScene();
+
for (; lod; lod = lod->next, level++) {
- if (!lod->source || lod->source->type != OB_MESH) level--;
- if (!lod->next || lod->next->distance * lod->next->distance > distance2) break;
- }
+ if (!lod->source || lod->source->type != OB_MESH)
+ level--;
- RAS_MeshObject *mesh = this->m_lodmeshes[level];
+ if (!lod->next)
+ break;
+
+ if (level == m_previousLodLevel || level == (m_previousLodLevel + 1)) {
+ hystvariance = calcHysteresis(kxscene, lod);
+ float newdistance = lod->next->distance + hystvariance;
+ if (newdistance * newdistance > distance2)
+ break;
+ }
+ else if (level == (m_previousLodLevel - 1)) {
+ hystvariance = calcHysteresis(kxscene, lod);
+ float newdistance = lod->next->distance - hystvariance;
+ if (newdistance * newdistance > distance2)
+ break;
+ }
+ }
- if (mesh != this->m_meshes[0]) {
- this->GetScene()->ReplaceMesh(this, mesh, true, false);
+ RAS_MeshObject *mesh = m_lodmeshes[level];
+ m_currentLodLevel = level;
+ if (mesh != m_meshes[0]) {
+ m_previousLodLevel = level;
+ GetScene()->ReplaceMesh(this, mesh, true, false);
}
}
@@ -930,27 +1047,6 @@ KX_GameObject::SetVisible(
}
}
-bool KX_GameObject::GetCulled()
-{
- // If we're set to not cull, double-check with
- // the mesh slots first. This is kind of nasty, but
- // it allows us to get proper culling information.
- if (!m_bCulled)
- {
- SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
- for (mit.begin(); !mit.end(); ++mit)
- {
- if ((*mit)->m_bCulled)
- {
- m_bCulled = true;
- break;
- }
- }
- }
-
- return m_bCulled;
-}
-
static void setOccluder_recursive(SG_Node* node, bool v)
{
NodeList& children = node->GetSGChildren();
@@ -1486,36 +1582,27 @@ void KX_GameObject::RegisterCollisionCallbacks()
pe->AddSensor(spc);
}
}
-void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
+void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider, const MT_Vector3 &point, const MT_Vector3 &normal)
{
- #ifdef WITH_PYTHON
- Py_ssize_t len;
- PyObject* collision_callbacks = m_collisionCallbacks;
-
- if (collision_callbacks && (len=PyList_GET_SIZE(collision_callbacks)))
- {
- PyObject* args = Py_BuildValue("(O)", collider->GetProxy()); // save python creating each call
- PyObject *func;
- PyObject *ret;
+#ifdef WITH_PYTHON
+ if (!m_collisionCallbacks || PyList_GET_SIZE(m_collisionCallbacks) == 0)
+ return;
- // Iterate the list and run the callbacks
- for (Py_ssize_t pos=0; pos < len; pos++)
- {
- func = PyList_GET_ITEM(collision_callbacks, pos);
- ret = PyObject_Call(func, args, NULL);
+ /** Current logic controller is set by each python logic bricks before run,
+ * but if no python logic brick ran the logic manager can be wrong
+ * (if the user use muti scenes) and it will cause problems with function
+ * ConvertPythonToGameObject which use the current logic manager for object's name.
+ * Note: the scene is already set in logic frame loop.
+ */
+ SCA_ILogicBrick::m_sCurrentLogicManager = GetScene()->GetLogicManager();
- if (ret == NULL) {
- PyErr_Print();
- PyErr_Clear();
- }
- else {
- Py_DECREF(ret);
- }
- }
+ PyObject *args[] = {collider->GetProxy(), PyObjectFrom(point), PyObjectFrom(normal)};
+ RunPythonCallBackList(m_collisionCallbacks, args, 1, ARRAY_SIZE(args));
- Py_DECREF(args);
+ for (unsigned int i = 0; i < ARRAY_SIZE(args); ++i) {
+ Py_DECREF(args[i]);
}
- #endif
+#endif
}
/* Suspend/ resume: for the dynamic behavior, there is a simple
@@ -1529,7 +1616,8 @@ void KX_GameObject::Resume(void)
{
if (m_suspended) {
SCA_IObject::Resume();
- if (GetPhysicsController())
+ // Child objects must be static, so we block changing to dynamic
+ if (GetPhysicsController() && !GetParent())
GetPhysicsController()->RestoreDynamics();
m_suspended = false;
@@ -1587,9 +1675,11 @@ CListValue* KX_GameObject::GetChildrenRecursive()
KX_Scene* KX_GameObject::GetScene()
{
SG_Node* node = this->GetSGNode();
- KX_Scene* scene = static_cast<KX_Scene*>(node->GetSGClientInfo());
-
- return scene;
+ if (node == NULL) {
+ // this happens for object in non active layers, rely on static scene then
+ return KX_GetActiveScene();
+ }
+ return static_cast<KX_Scene*>(node->GetSGClientInfo());
}
/* ---------------------------------------------------------------------
@@ -1823,7 +1913,7 @@ static Mathutils_Callback mathutils_kxgameob_matrix_cb = {
void KX_GameObject_Mathutils_Callback_Init(void)
{
- // register mathutils callbacks, ok to run more then once.
+ // register mathutils callbacks, ok to run more than once.
mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
}
@@ -1842,10 +1932,11 @@ PyMethodDef KX_GameObject::Methods[] = {
{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
{"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
+ {"setDamping", (PyCFunction) KX_GameObject::sPySetDamping, METH_VARARGS},
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
{"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
- {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
+ {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics, METH_VARARGS},
{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
@@ -1873,6 +1964,7 @@ PyMethodDef KX_GameObject::Methods[] = {
KX_PYMETHODTABLE_KEYWORDS(KX_GameObject, playAction),
KX_PYMETHODTABLE(KX_GameObject, stopAction),
KX_PYMETHODTABLE(KX_GameObject, getActionFrame),
+ KX_PYMETHODTABLE(KX_GameObject, getActionName),
KX_PYMETHODTABLE(KX_GameObject, setActionFrame),
KX_PYMETHODTABLE(KX_GameObject, isPlayingAction),
@@ -1883,6 +1975,7 @@ PyMethodDef KX_GameObject::Methods[] = {
};
PyAttributeDef KX_GameObject::Attributes[] = {
+ KX_PYATTRIBUTE_INT_RO("currentLodLevel", KX_GameObject, m_currentLodLevel),
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name),
KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent),
KX_PYATTRIBUTE_RO_FUNCTION("groupMembers", KX_GameObject, pyattr_get_group_members),
@@ -1890,8 +1983,11 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("scene", KX_GameObject, pyattr_get_scene),
KX_PYATTRIBUTE_RO_FUNCTION("life", KX_GameObject, pyattr_get_life),
KX_PYATTRIBUTE_RW_FUNCTION("mass", KX_GameObject, pyattr_get_mass, pyattr_set_mass),
+ KX_PYATTRIBUTE_RO_FUNCTION("isSuspendDynamics", KX_GameObject, pyattr_get_is_suspend_dynamics),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin", KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax", KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
+ KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMin", KX_GameObject, pyattr_get_ang_vel_min, pyattr_set_ang_vel_min),
+ KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMax", KX_GameObject, pyattr_get_ang_vel_max, pyattr_set_ang_vel_max),
KX_PYATTRIBUTE_RW_FUNCTION("visible", KX_GameObject, pyattr_get_visible, pyattr_set_visible),
KX_PYATTRIBUTE_RW_FUNCTION("record_animation", KX_GameObject, pyattr_get_record_animation, pyattr_set_record_animation),
KX_PYATTRIBUTE_BOOL_RW ("occlusion", KX_GameObject, m_bOccluder),
@@ -1901,6 +1997,8 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("scaling", KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
KX_PYATTRIBUTE_RW_FUNCTION("collisionCallbacks", KX_GameObject, pyattr_get_collisionCallbacks, pyattr_set_collisionCallbacks),
+ KX_PYATTRIBUTE_RW_FUNCTION("collisionGroup", KX_GameObject, pyattr_get_collisionGroup, pyattr_set_collisionGroup),
+ KX_PYATTRIBUTE_RW_FUNCTION("collisionMask", KX_GameObject, pyattr_get_collisionMask, pyattr_set_collisionMask),
KX_PYATTRIBUTE_RW_FUNCTION("state", KX_GameObject, pyattr_get_state, pyattr_set_state),
KX_PYATTRIBUTE_RO_FUNCTION("meshes", KX_GameObject, pyattr_get_meshes),
KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
@@ -1917,6 +2015,8 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("angularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_worldAngularVelocity),
KX_PYATTRIBUTE_RW_FUNCTION("localAngularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_localAngularVelocity),
KX_PYATTRIBUTE_RW_FUNCTION("worldAngularVelocity", KX_GameObject, pyattr_get_worldAngularVelocity, pyattr_set_worldAngularVelocity),
+ KX_PYATTRIBUTE_RW_FUNCTION("linearDamping", KX_GameObject, pyattr_get_linearDamping, pyattr_set_linearDamping),
+ KX_PYATTRIBUTE_RW_FUNCTION("angularDamping", KX_GameObject, pyattr_get_angularDamping, pyattr_set_angularDamping),
KX_PYATTRIBUTE_RO_FUNCTION("children", KX_GameObject, pyattr_get_children),
KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
KX_PYATTRIBUTE_RO_FUNCTION("attrDict", KX_GameObject, pyattr_get_attrDict),
@@ -2245,6 +2345,56 @@ int KX_GameObject::pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIB
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_GameObject::pyattr_get_collisionGroup(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ return PyLong_FromLong(self->GetUserCollisionGroup());
+}
+
+int KX_GameObject::pyattr_set_collisionGroup(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ int val = PyLong_AsLong(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_SetString(PyExc_TypeError, "gameOb.collisionGroup = int: KX_GameObject, expected an int bit field");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (val < 0 || val > USHRT_MAX) {
+ PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ self->SetUserCollisionGroup(val);
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_GameObject::pyattr_get_collisionMask(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ return PyLong_FromLong(self->GetUserCollisionMask());
+}
+
+int KX_GameObject::pyattr_set_collisionMask(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ int val = PyLong_AsLong(value);
+
+ if (val == -1 && PyErr_Occurred()) {
+ PyErr_SetString(PyExc_TypeError, "gameOb.collisionMask = int: KX_GameObject, expected an int bit field");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (val < 0 || val > USHRT_MAX) {
+ PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field between 0 and %i", USHRT_MAX);
+ return PY_SET_ATTR_FAIL;
+ }
+
+ self->SetUserCollisionMask(val);
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject* KX_GameObject::pyattr_get_scene(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
@@ -2301,6 +2451,19 @@ int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrd
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_GameObject::pyattr_get_is_suspend_dynamics(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+
+ // Only objects with a physics controller can be suspended
+ if (!self->GetPhysicsController()) {
+ PyErr_SetString(PyExc_AttributeError, "This object has not Physics Controller");
+ return NULL;
+ }
+
+ return PyBool_FromLong(self->IsDynamicsSuspended());
+}
+
PyObject *KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
@@ -2347,6 +2510,54 @@ int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_GameObject::pyattr_get_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMin() : 0.0f);
+}
+
+int KX_GameObject::pyattr_set_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ MT_Scalar val = PyFloat_AsDouble(value);
+ if (val < 0.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError,
+ "gameOb.angularVelocityMin = float: KX_GameObject, expected a nonnegative float");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (spc)
+ spc->SetAngularVelocityMin(val);
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_GameObject::pyattr_get_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMax() : 0.0f);
+}
+
+int KX_GameObject::pyattr_set_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ MT_Scalar val = PyFloat_AsDouble(value);
+ if (val < 0.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError,
+ "gameOb.angularVelocityMax = float: KX_GameObject, expected a nonnegative float");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (spc)
+ spc->SetAngularVelocityMax(val);
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject *KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
@@ -2393,7 +2604,9 @@ int KX_GameObject::pyattr_set_record_animation(void *self_v, const KX_PYATTRIBUT
PyObject *KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetWorldPosition());
@@ -2415,7 +2628,9 @@ int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_D
PyObject *KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetLocalPosition());
@@ -2437,7 +2652,9 @@ int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_D
PyObject *KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
if (self->GetPhysicsController1())
@@ -2449,7 +2666,9 @@ PyObject *KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIB
PyObject *KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Matrix_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
+ return Matrix_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3, 3,
+ mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetWorldOrientation());
@@ -2474,7 +2693,9 @@ int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUT
PyObject *KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Matrix_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
+ return Matrix_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3, 3,
+ mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetLocalOrientation());
@@ -2498,7 +2719,9 @@ int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUT
PyObject *KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetWorldScaling());
@@ -2520,7 +2743,9 @@ int KX_GameObject::pyattr_set_worldScaling(void *self_v, const KX_PYATTRIBUTE_DE
PyObject *KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->NodeGetLocalScaling());
@@ -2622,7 +2847,9 @@ int KX_GameObject::pyattr_set_worldTransform(void *self_v, const KX_PYATTRIBUTE_
PyObject *KX_GameObject::pyattr_get_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_GLOBAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_GLOBAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(GetLinearVelocity(false));
@@ -2644,7 +2871,9 @@ int KX_GameObject::pyattr_set_worldLinearVelocity(void *self_v, const KX_PYATTRI
PyObject *KX_GameObject::pyattr_get_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_LOCAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(GetLinearVelocity(true));
@@ -2666,7 +2895,9 @@ int KX_GameObject::pyattr_set_localLinearVelocity(void *self_v, const KX_PYATTRI
PyObject *KX_GameObject::pyattr_get_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_GLOBAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_GLOBAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(GetAngularVelocity(false));
@@ -2688,7 +2919,9 @@ int KX_GameObject::pyattr_set_worldAngularVelocity(void *self_v, const KX_PYATTR
PyObject *KX_GameObject::pyattr_get_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_LOCAL);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(GetAngularVelocity(true));
@@ -2707,6 +2940,34 @@ int KX_GameObject::pyattr_set_localAngularVelocity(void *self_v, const KX_PYATTR
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_GameObject::pyattr_get_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ return PyFloat_FromDouble(self->getLinearDamping());
+}
+
+int KX_GameObject::pyattr_set_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ float val = PyFloat_AsDouble(value);
+ self->setLinearDamping(val);
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_GameObject::pyattr_get_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ return PyFloat_FromDouble(self->getAngularDamping());
+}
+
+int KX_GameObject::pyattr_set_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
+ float val = PyFloat_AsDouble(value);
+ self->setAngularDamping(val);
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject *KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
@@ -2781,7 +3042,9 @@ PyObject *KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DE
PyObject *KX_GameObject::pyattr_get_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
#ifdef USE_MATHUTILS
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 4, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_OBJECT_COLOR);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 4,
+ mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_OBJECT_COLOR);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
return PyObjectFrom(self->GetObjectColor());
@@ -3003,6 +3266,18 @@ PyObject *KX_GameObject::PySetAngularVelocity(PyObject *args)
return NULL;
}
+PyObject *KX_GameObject::PySetDamping(PyObject *args)
+{
+ float linear;
+ float angular;
+
+ if (!PyArg_ParseTuple(args,"ff|i:setDamping", &linear, &angular))
+ return NULL;
+
+ setDamping(linear, angular);
+ Py_RETURN_NONE;
+}
+
PyObject *KX_GameObject::PySetVisible(PyObject *args)
{
int visible, recursive = 0;
@@ -3147,10 +3422,16 @@ PyObject *KX_GameObject::PyApplyImpulse(PyObject *args)
-PyObject *KX_GameObject::PySuspendDynamics()
+PyObject *KX_GameObject::PySuspendDynamics(PyObject *args)
{
+ bool ghost = false;
+
+ if (!PyArg_ParseTuple(args, "|b", &ghost))
+ return NULL;
+
if (GetPhysicsController())
- GetPhysicsController()->SuspendDynamics();
+ GetPhysicsController()->SuspendDynamics(ghost);
+
Py_RETURN_NONE;
}
@@ -3158,7 +3439,8 @@ PyObject *KX_GameObject::PySuspendDynamics()
PyObject *KX_GameObject::PyRestoreDynamics()
{
- if (GetPhysicsController())
+ // Child objects must be static, so we block changing to dynamic
+ if (GetPhysicsController() && !GetParent())
GetPhysicsController()->RestoreDynamics();
Py_RETURN_NONE;
}
@@ -3200,12 +3482,12 @@ PyObject *KX_GameObject::PyGetAxisVect(PyObject *value)
PyObject *KX_GameObject::PyGetPhysicsId()
{
PHY_IPhysicsController* ctrl = GetPhysicsController();
- uint_ptr physid=0;
+ unsigned long long physid = 0;
if (ctrl)
{
- physid= (uint_ptr)ctrl;
+ physid = (unsigned long long)ctrl;
}
- return PyLong_FromLong((long)physid);
+ return PyLong_FromUnsignedLongLong(physid);
}
PyObject *KX_GameObject::PyGetPropertyNames()
@@ -3648,7 +3930,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, stopAction,
"stopAction(layer=0)\n"
"Stop playing the action on the given layer\n")
{
- short layer=0;
+ short layer = 0;
if (!PyArg_ParseTuple(args, "|h:stopAction", &layer))
return NULL;
@@ -3664,7 +3946,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame,
"getActionFrame(layer=0)\n"
"Gets the current frame of the action playing in the supplied layer\n")
{
- short layer=0;
+ short layer = 0;
if (!PyArg_ParseTuple(args, "|h:getActionFrame", &layer))
return NULL;
@@ -3674,11 +3956,25 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame,
return PyFloat_FromDouble(GetActionFrame(layer));
}
+KX_PYMETHODDEF_DOC(KX_GameObject, getActionName,
+ "getActionName(layer=0)\n"
+ "Gets the name of the current action playing in the supplied layer\n")
+{
+ short layer = 0;
+
+ if (!PyArg_ParseTuple(args, "|h:getActionName", &layer))
+ return NULL;
+
+ layer_check(layer, "getActionName");
+
+ return PyUnicode_FromString(GetActionName(layer));
+}
+
KX_PYMETHODDEF_DOC(KX_GameObject, setActionFrame,
"setActionFrame(frame, layer=0)\n"
"Set the current frame of the action playing in the supplied layer\n")
{
- short layer=0;
+ short layer = 0;
float frame;
if (!PyArg_ParseTuple(args, "f|h:setActionFrame", &frame, &layer))
@@ -3695,7 +3991,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, isPlayingAction,
"isPlayingAction(layer=0)\n"
"Checks to see if there is an action playing in the given layer\n")
{
- short layer=0;
+ short layer = 0;
if (!PyArg_ParseTuple(args, "|h:isPlayingAction", &layer))
return NULL;
@@ -3793,11 +4089,11 @@ bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_
}
}
- if ( PyObject_TypeCheck(value, &KX_GameObject::Type) ||
- PyObject_TypeCheck(value, &KX_LightObject::Type) ||
- PyObject_TypeCheck(value, &KX_Camera::Type) ||
- PyObject_TypeCheck(value, &KX_FontObject::Type) ||
- PyObject_TypeCheck(value, &KX_NavMeshObject::Type))
+ if (PyObject_TypeCheck(value, &KX_GameObject::Type) ||
+ PyObject_TypeCheck(value, &KX_LightObject::Type) ||
+ PyObject_TypeCheck(value, &KX_Camera::Type) ||
+ PyObject_TypeCheck(value, &KX_FontObject::Type) ||
+ PyObject_TypeCheck(value, &KX_NavMeshObject::Type))
{
*object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index d4fa4851696..c10802a83b2 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -40,7 +40,7 @@
#include <stddef.h>
-#include "ListValue.h"
+#include "EXP_ListValue.h"
#include "SCA_IObject.h"
#include "SG_Node.h"
#include "MT_Transform.h"
@@ -49,6 +49,7 @@
#include "CTR_HashedPtr.h"
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
+#include "DNA_constraint_types.h" /* for constraint replication */
#include "DNA_object_types.h"
#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */
@@ -88,18 +89,19 @@ protected:
int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
std::vector<RAS_MeshObject*> m_lodmeshes;
+ int m_currentLodLevel;
+ short m_previousLodLevel;
SG_QList m_meshSlots; // head of mesh slots of this
struct Object* m_pBlenderObject;
struct Object* m_pBlenderGroupObject;
- bool m_bSuspendDynamics;
bool m_bUseObjectColor;
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
// Bit fields for user control over physics collisions
- short m_userCollisionGroup;
- short m_userCollisionMask;
+ unsigned short m_userCollisionGroup;
+ unsigned short m_userCollisionMask;
// visible = user setting
// culled = while rendering, depending on camera
@@ -116,6 +118,7 @@ protected:
SG_Node* m_pSGNode;
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
+ std::vector<bRigidBodyJointConstraint*> m_constraints;
KX_ObstacleSimulation* m_pObstacleSimulation;
@@ -192,6 +195,14 @@ public:
void
UpdateBlenderObjectMatrix(Object* blendobj=NULL);
+ /**
+ * Used for constraint replication for group instances.
+ * The list of constraints is filled during data conversion.
+ */
+ void AddConstraint(bRigidBodyJointConstraint *cons);
+ std::vector<bRigidBodyJointConstraint*> GetConstraints();
+ void ClearConstraints();
+
/**
* Get a pointer to the game object that is the parent of
* this object. Or NULL if there is no parent. The returned
@@ -266,6 +277,11 @@ public:
float GetActionFrame(short layer);
/**
+ * Gets the name of the current action
+ */
+ const char *GetActionName(short layer);
+
+ /**
* Sets the current frame of an action
*/
void SetActionFrame(short layer, float frame);
@@ -291,6 +307,11 @@ public:
void StopAction(short layer);
/**
+ * Remove playing tagged actions.
+ */
+ void RemoveTaggedActions();
+
+ /**
* Check if an action has finished playing
*/
bool IsActionDone(short layer);
@@ -506,8 +527,17 @@ public:
*/
void ActivateGraphicController(bool recurse);
- void SetUserCollisionGroup(short filter);
- void SetUserCollisionMask(short mask);
+ /** Set the object's collison group
+ * \param filter The group bitfield
+ */
+ void SetUserCollisionGroup(unsigned short filter);
+
+ /** Set the object's collison mask
+ * \param filter The mask bitfield
+ */
+ void SetUserCollisionMask(unsigned short mask);
+ unsigned short GetUserCollisionGroup();
+ unsigned short GetUserCollisionMask();
/**
* Extra broadphase check for user controllable collisions
*/
@@ -607,6 +637,8 @@ public:
return m_bDyna;
}
+ bool IsDynamicsSuspended() const;
+
/**
* Should we record animation for this object?
*/
@@ -684,6 +716,12 @@ public:
bool local
);
+ virtual float getLinearDamping() const;
+ virtual float getAngularDamping() const;
+ virtual void setLinearDamping(float damping);
+ virtual void setAngularDamping(float damping);
+ virtual void setDamping(float linear, float angular);
+
/**
* Update the physics object transform based upon the current SG_Node
* position.
@@ -852,10 +890,10 @@ public:
/**
* Was this object culled?
*/
- bool
+ inline bool
GetCulled(
void
- );
+ ) { return m_bCulled; }
/**
* Set culled flag of this object
@@ -886,7 +924,7 @@ public:
* Change the layer of the object (when it is added in another layer
* than the original layer)
*/
- void
+ virtual void
SetLayer(
int l
);
@@ -913,7 +951,7 @@ public:
void RegisterCollisionCallbacks();
void UnregisterCollisionCallbacks();
- void RunCollisionCallbacks(KX_GameObject *collider);
+ void RunCollisionCallbacks(KX_GameObject *collider, const MT_Vector3 &point, const MT_Vector3 &normal);
/**
* Stop making progress
*/
@@ -965,6 +1003,7 @@ public:
KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,SetAngularVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,GetVelocity);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetDamping);
KX_PYMETHOD_NOARGS(KX_GameObject,GetReactionForce);
@@ -976,7 +1015,7 @@ public:
KX_PYMETHOD_O(KX_GameObject,SetState);
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
KX_PYMETHOD_O(KX_GameObject,GetAxisVect);
- KX_PYMETHOD_NOARGS(KX_GameObject,SuspendDynamics);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SuspendDynamics);
KX_PYMETHOD_NOARGS(KX_GameObject,RestoreDynamics);
KX_PYMETHOD_NOARGS(KX_GameObject,EnableRigidBody);
KX_PYMETHOD_NOARGS(KX_GameObject,DisableRigidBody);
@@ -1003,6 +1042,7 @@ public:
KX_PYMETHOD_DOC(KX_GameObject, playAction);
KX_PYMETHOD_DOC(KX_GameObject, stopAction);
KX_PYMETHOD_DOC(KX_GameObject, getActionFrame);
+ KX_PYMETHOD_DOC(KX_GameObject, getActionName);
KX_PYMETHOD_DOC(KX_GameObject, setActionFrame);
KX_PYMETHOD_DOC(KX_GameObject, isPlayingAction);
@@ -1020,10 +1060,15 @@ public:
static PyObject* pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_is_suspend_dynamics(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_record_animation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
@@ -1066,10 +1111,18 @@ public:
static int pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_collisionCallbacks(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_collisionGroup(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_collisionGroup(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_collisionMask(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_collisionMask(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_debug(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_debug(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_debugRecursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_debugRecursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
/* Experimental! */
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index a07d4b2195c..2e1c16c6e32 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -33,7 +33,7 @@
#define __KX_ISCENECONVERTER_H__
#include "STR_String.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
@@ -45,8 +45,8 @@ class KX_ISceneConverter
{
public:
- KX_ISceneConverter() :addInitFromFrame(false) {}//this addInitFromFrame is a back hack, todo remove
- virtual ~KX_ISceneConverter () {};
+ KX_ISceneConverter() {}
+ virtual ~KX_ISceneConverter () {}
/*
* scenename: name of the scene to be converted,
@@ -59,7 +59,7 @@ public:
class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading=false)=0;
-
+
virtual void RemoveScene(class KX_Scene *scene)=0;
// handle any pending merges from asynchronous loads
@@ -69,11 +69,9 @@ public:
virtual void SetNewFileName(const STR_String& filename) = 0;
virtual bool TryAndLoadNewFile() = 0;
- bool addInitFromFrame;//rcruiz
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo) = 0;
-
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber) = 0;
virtual void TestHandlesPhysicsObjectToAnimationIpo() = 0;
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.cpp b/source/gameengine/Ketsji/KX_IpoActuator.cpp
index 1597d7f8809..ec7a4146b7d 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.cpp
+++ b/source/gameengine/Ketsji/KX_IpoActuator.cpp
@@ -36,7 +36,7 @@
#include "KX_IpoActuator.h"
#include "KX_GameObject.h"
-#include "FloatValue.h"
+#include "EXP_FloatValue.h"
#include "KX_KetsjiEngine.h"
diff --git a/source/gameengine/Ketsji/KX_IpoConvert.cpp b/source/gameengine/Ketsji/KX_IpoConvert.cpp
index 57130bf57b2..7b00760ee7b 100644
--- a/source/gameengine/Ketsji/KX_IpoConvert.cpp
+++ b/source/gameengine/Ketsji/KX_IpoConvert.cpp
@@ -269,52 +269,80 @@ SG_Controller *BL_CreateCameraIPO(struct bAction *action, KX_GameObject* camera
return ipocontr;
}
-void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
-{
-
- if (blenderworld->adt) {
- KX_WorldIpoController* ipocontr = new KX_WorldIpoController();
-
-// Erwin, hook up the world ipo controller here
-// Gino: hook it up to what ?
-// is there a userinterface element for that ?
-// for now, we have some new python hooks to access the data, for a work-around
-
- ipocontr->m_mist_start = blenderworld->miststa;
- ipocontr->m_mist_dist = blenderworld->mistdist;
- ipocontr->m_mist_rgb[0] = blenderworld->horr;
- ipocontr->m_mist_rgb[1] = blenderworld->horg;
- ipocontr->m_mist_rgb[2] = blenderworld->horb;
+SG_Controller * BL_CreateWorldIPO( bAction *action, struct World *blenderworld, KX_BlenderSceneConverter *converter )
+{
+ KX_WorldIpoController *ipocontr = NULL;
- BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt->action, converter);
+ if (blenderworld) {
+ BL_InterpolatorList *adtList = GetAdtList(action, converter);
- // For each active channel in the adtList add an
- // interpolator to the game object.
-
+ // For each active channel in the adtList add an interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
-
+
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("ambient_color", i))) {
+ if (!ipocontr) {
+ ipocontr = new KX_WorldIpoController();
+ }
+ interpolator = new KX_ScalarInterpolator(&ipocontr->m_ambi_rgb[i], interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyAmbientColor(true);
+ }
+ }
+
for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) {
- interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp);
+ if (!ipocontr) {
+ ipocontr = new KX_WorldIpoController();
+ }
+ interpolator = new KX_ScalarInterpolator(&ipocontr->m_hori_rgb[i], interp);
ipocontr->AddInterpolator(interpolator);
- ipocontr->SetModifyMistColor(true);
+ ipocontr->SetModifyHorizonColor(true);
}
}
- if ((interp = adtList->GetScalarInterpolator("mist.depth", 0))) {
- interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_dist, interp);
+ if ((interp = adtList->GetScalarInterpolator("mist_settings.start", 0))) {
+ if (!ipocontr) {
+ ipocontr = new KX_WorldIpoController();
+ }
+ interpolator = new KX_ScalarInterpolator(&ipocontr->m_mist_start, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyMistStart(true);
+ }
+
+ if ((interp = adtList->GetScalarInterpolator("mist_settings.depth", 0))) {
+ if (!ipocontr) {
+ ipocontr = new KX_WorldIpoController();
+ }
+ interpolator = new KX_ScalarInterpolator(&ipocontr->m_mist_dist, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistDist(true);
}
- if ((interp = adtList->GetScalarInterpolator("mist.start", 0))) {
- interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_start, interp);
+ if ((interp = adtList->GetScalarInterpolator("mist_settings.intensity", 0))) {
+ if (!ipocontr) {
+ ipocontr = new KX_WorldIpoController();
+ }
+ interpolator = new KX_ScalarInterpolator(&ipocontr->m_mist_intensity, interp);
ipocontr->AddInterpolator(interpolator);
- ipocontr->SetModifyMistStart(true);
+ ipocontr->SetModifyMistIntensity(true);
+ }
+
+ if (ipocontr) {
+ ipocontr->m_mist_start = blenderworld->miststa;
+ ipocontr->m_mist_dist = blenderworld->mistdist;
+ ipocontr->m_mist_intensity = blenderworld->misi;
+ ipocontr->m_hori_rgb[0] = blenderworld->horr;
+ ipocontr->m_hori_rgb[1] = blenderworld->horg;
+ ipocontr->m_hori_rgb[2] = blenderworld->horb;
+ ipocontr->m_ambi_rgb[0] = blenderworld->ambr;
+ ipocontr->m_ambi_rgb[1] = blenderworld->ambg;
+ ipocontr->m_ambi_rgb[2] = blenderworld->ambb;
}
}
+ return ipocontr;
}
SG_Controller *BL_CreateMaterialIpo(
@@ -368,7 +396,7 @@ SG_Controller *BL_CreateMaterialIpo(
ipocontr->AddInterpolator(interpolator);
}
- if ((sinterp = adtList->GetScalarInterpolator("specularity", 0))) {
+ if ((sinterp = adtList->GetScalarInterpolator("specular_intensity", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
}
@@ -376,7 +404,7 @@ SG_Controller *BL_CreateMaterialIpo(
ipocontr->AddInterpolator(interpolator);
}
- if ((sinterp = adtList->GetScalarInterpolator("diffuse_reflection", 0))) {
+ if ((sinterp = adtList->GetScalarInterpolator("diffuse_intensity", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
}
diff --git a/source/gameengine/Ketsji/KX_IpoConvert.h b/source/gameengine/Ketsji/KX_IpoConvert.h
index a653e4e110b..6db43552811 100644
--- a/source/gameengine/Ketsji/KX_IpoConvert.h
+++ b/source/gameengine/Ketsji/KX_IpoConvert.h
@@ -50,7 +50,8 @@ SG_Controller *BL_CreateLampIPO(bAction *action,
KX_GameObject* lightobj,
KX_BlenderSceneConverter *converter);
-void BL_ConvertWorldIpos(struct World* blenderworld,
+SG_Controller *BL_CreateWorldIPO(bAction *action,
+ struct World *blenderworld,
KX_BlenderSceneConverter *converter);
SG_Controller *BL_CreateCameraIPO(bAction *action,
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 14772cda113..72c512589a4 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -41,11 +41,11 @@
#include "KX_KetsjiEngine.h"
-#include "ListValue.h"
-#include "IntValue.h"
-#include "VectorValue.h"
-#include "BoolValue.h"
-#include "FloatValue.h"
+#include "EXP_ListValue.h"
+#include "EXP_IntValue.h"
+#include "EXP_VectorValue.h"
+#include "EXP_BoolValue.h"
+#include "EXP_FloatValue.h"
#include "RAS_BucketManager.h"
#include "RAS_Rect.h"
@@ -62,11 +62,6 @@
#include "KX_PyConstraintBinding.h"
#include "PHY_IPhysicsEnvironment.h"
-#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_I3DDevice.h"
-#endif
-
#include "NG_NetworkScene.h"
#include "NG_NetworkDeviceInterface.h"
@@ -80,9 +75,6 @@
#include "KX_NavMeshObject.h"
-// If define: little test for Nzc: guarded drawing. If the canvas is
-// not valid, skip rendering this frame.
-//#define NZC_GUARDED_OUTPUT
#define DEFAULT_LOGIC_TIC_RATE 60.0
//#define DEFAULT_PHYSICS_TIC_RATE 60.0
@@ -140,6 +132,7 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
m_frameTime(0.f),
m_clockTime(0.f),
m_previousClockTime(0.f),
+ m_previousAnimTime(0.f),
m_exitcode(KX_EXIT_REQUEST_NO_REQUEST),
@@ -314,10 +307,11 @@ void KX_KetsjiEngine::RenderDome()
// for each scene, call the proceed functions
{
scene = *sceneit;
+ KX_SetActiveScene(scene);
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
- SetWorldSettings(scene->GetWorldInfo());
+ scene->GetWorldInfo()->UpdateWorldSettings();
// shadow buffers
if (i == 0) {
@@ -391,8 +385,10 @@ void KX_KetsjiEngine::RenderDome()
);
}
m_dome->Draw();
+
// Draw Callback for the last scene
#ifdef WITH_PYTHON
+ PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
#endif
EndFrame();
@@ -477,7 +473,7 @@ void KX_KetsjiEngine::ClearFrame()
if (doclear) {
KX_Scene* firstscene = *m_scenes.begin();
- SetBackGround(firstscene->GetWorldInfo());
+ firstscene->GetWorldInfo()->UpdateBackGround();
m_canvas->SetViewPort(clearvp.GetLeft(), clearvp.GetBottom(),
clearvp.GetRight(), clearvp.GetTop());
@@ -686,6 +682,9 @@ bool KX_KetsjiEngine::NextFrame()
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
+ // update levels of detail
+ scene->UpdateObjectLods();
+
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->BeginFrame();
@@ -730,64 +729,6 @@ bool KX_KetsjiEngine::NextFrame()
frames--;
}
- bool bUseAsyncLogicBricks= false;//true;
-
- if (bUseAsyncLogicBricks)
- {
- // 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())
- {
- // if the scene was suspended recalcutlate the delta tu "curtime"
- m_suspendedtime = scene->getSuspendedTime();
- if (scene->getSuspendedTime()!=0.0)
- scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
- m_suspendeddelta = scene->getSuspendedDelta();
-
- // set Python hooks for each scene
-#ifdef WITH_PYTHON
- PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
-#endif
- KX_SetActiveScene(scene);
-
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_PHYSICS1);
- scene->UpdateParents(m_clockTime);
-
- // 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()->ProceedDeltaTime(m_clockTime,timestep,timestep);
- // Update scenegraph after physics step. This maps physics calculations
- // into node positions.
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_PHYSICS2);
- scene->UpdateParents(m_clockTime);
-
- // Do some cleanup work for this logic frame
- m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- scene->LogicUpdateFrame(m_clockTime, false);
-
- // Actuators can affect the scenegraph
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_ACTUATOR);
- scene->UpdateParents(m_clockTime);
-
- scene->setSuspendedTime(0.0);
- } // suspended
- else
- if (scene->getSuspendedTime()==0.0)
- scene->setSuspendedTime(m_clockTime);
-
- 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);
@@ -855,7 +796,7 @@ void KX_KetsjiEngine::Render()
KX_Scene* scene = *sceneit;
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
- SetWorldSettings(scene->GetWorldInfo());
+ scene->GetWorldInfo()->UpdateWorldSettings();
// this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
@@ -912,7 +853,7 @@ void KX_KetsjiEngine::Render()
KX_Camera* cam = scene->GetActiveCamera();
// pass the scene's worldsettings to the rasterizer
- SetWorldSettings(scene->GetWorldInfo());
+ scene->GetWorldInfo()->UpdateWorldSettings();
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -992,54 +933,6 @@ const STR_String& KX_KetsjiEngine::GetExitString()
return m_exitstring;
}
-
-void KX_KetsjiEngine::SetBackGround(KX_WorldInfo* wi)
-{
- if (wi->hasWorld())
- {
- if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
- {
- m_rasterizer->SetBackColor(
- wi->getBackColorRed(),
- wi->getBackColorGreen(),
- wi->getBackColorBlue(),
- 0.0
- );
- }
- }
-}
-
-
-
-void KX_KetsjiEngine::SetWorldSettings(KX_WorldInfo* wi)
-{
- if (wi->hasWorld())
- {
- // ...
- m_rasterizer->SetAmbientColor(
- wi->getAmbientColorRed(),
- wi->getAmbientColorGreen(),
- wi->getAmbientColorBlue()
- );
-
- if (m_rasterizer->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
- {
- if (wi->hasMist())
- {
- m_rasterizer->SetFog(
- wi->getMistStart(),
- wi->getMistDistance(),
- wi->getMistColorRed(),
- wi->getMistColorGreen(),
- wi->getMistColorBlue()
- );
- }
- }
- }
-}
-
-
-
void KX_KetsjiEngine::EnableCameraOverride(const STR_String& forscene)
{
m_overrideCam = true;
@@ -1124,6 +1017,23 @@ void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect
}
}
+void KX_KetsjiEngine::UpdateAnimations(KX_Scene *scene)
+{
+ // Handle the animations independently of the logic time step
+ if (GetRestrictAnimationFPS()) {
+ double anim_timestep = 1.0 / KX_GetActiveScene()->GetAnimationFPS();
+ if (m_frameTime - m_previousAnimTime > anim_timestep || m_frameTime == m_previousAnimTime) {
+ // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
+ // printf("Anim fps: %f\n", 1.0/(m_frameTime - m_previousAnimTime));
+ m_previousAnimTime = m_frameTime;
+ for (KX_SceneList::iterator sceneit = m_scenes.begin(); sceneit != m_scenes.end(); ++sceneit)
+ (*sceneit)->UpdateAnimations(m_frameTime);
+ }
+ }
+ else
+ scene->UpdateAnimations(m_frameTime);
+}
+
void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
{
CListValue *lightlist = scene->GetLightList();
@@ -1155,14 +1065,13 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
raslight->BindShadowBuffer(m_canvas, cam, camtrans);
/* update scene */
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
scene->CalculateVisibleMeshes(m_rasterizer, cam, raslight->GetShadowLayer());
m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateAnimations(GetFrameTime());
-
+ SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
+ UpdateAnimations(scene);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
-
+ SG_SetActiveStage(SG_STAGE_RENDER);
/* render */
m_rasterizer->ClearDepthBuffer();
@@ -1187,6 +1096,13 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
if (!cam)
return;
+
+ KX_SetActiveScene(scene);
+
+#ifdef WITH_PYTHON
+ scene->RunDrawingCallbacks(scene->GetPreDrawSetupCB());
+#endif
+
GetSceneViewport(scene, cam, area, viewport);
// store the computed viewport in the scene
@@ -1238,6 +1154,8 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
nearfrust,
farfrust,
cam->GetSensorFit(),
+ cam->GetShiftHorizontal(),
+ cam->GetShiftVertical(),
frustum
);
if (!cam->GetViewport()) {
@@ -1258,6 +1176,8 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
cam->GetSensorWidth(),
cam->GetSensorHeight(),
cam->GetSensorFit(),
+ cam->GetShiftHorizontal(),
+ cam->GetShiftVertical(),
nearfrust,
farfrust,
frustum
@@ -1297,13 +1217,13 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
-
- scene->UpdateAnimations(GetFrameTime());
+ UpdateAnimations(scene);
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_RENDER);
#ifdef WITH_PYTHON
+ PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
// Run any pre-drawing python callbacks
scene->RunDrawingCallbacks(scene->GetPreDrawCB());
#endif
@@ -1322,13 +1242,20 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
*/
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
+ KX_SetActiveScene(scene);
+
// We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
- m_rasterizer->FlushDebugShapes();
+ m_rasterizer->FlushDebugShapes(scene);
scene->Render2DFilters(m_canvas);
+
#ifdef WITH_PYTHON
+ PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
scene->RunDrawingCallbacks(scene->GetPostDrawCB());
+
+ // Python draw callback can also call debug draw functions, so we have to clear debug shapes.
+ m_rasterizer->FlushDebugShapes(scene);
#endif
}
@@ -1734,18 +1661,17 @@ void KX_KetsjiEngine::AddScheduledScenes()
bool KX_KetsjiEngine::ReplaceScene(const STR_String& oldscene,const STR_String& newscene)
{
- // Don't allow replacement if the new scene doesn't exists.
- // Allows smarter game design (used to have no check here).
- // Note that it creates a small backward compatbility issue
- // for a game that did a replace followed by a lib load with the
- // new scene in the lib => it won't work anymore, the lib
- // must be loaded before doing the replace.
- if (m_sceneconverter->GetBlenderSceneForName(newscene) != NULL)
- {
- m_replace_scenes.push_back(std::make_pair(oldscene,newscene));
- return true;
- }
- return false;
+ // Don't allow replacement if the new scene doesn't exists.
+ // Allows smarter game design (used to have no check here).
+ // Note that it creates a small backward compatbility issue
+ // for a game that did a replace followed by a lib load with the
+ // new scene in the lib => it won't work anymore, the lib
+ // must be loaded before doing the replace.
+ if (m_sceneconverter->GetBlenderSceneForName(newscene) != NULL) {
+ m_replace_scenes.push_back(std::make_pair(oldscene,newscene));
+ return true;
+ }
+ return false;
}
// replace scene is not the same as removing and adding because the
@@ -1767,21 +1693,20 @@ void KX_KetsjiEngine::ReplaceScheduledScenes()
int i=0;
/* Scenes are not supposed to be included twice... I think */
KX_SceneList::iterator sceneit;
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
- {
- KX_Scene* scene = *sceneit;
- if (scene->GetName() == oldscenename)
- {
- // avoid crash if the new scene doesn't exist, just do nothing
- Scene *blScene = m_sceneconverter->GetBlenderSceneForName(newscenename);
- if (blScene) {
- m_sceneconverter->RemoveScene(scene);
- KX_Scene* tmpscene = CreateScene(blScene);
- m_scenes[i]=tmpscene;
- PostProcessScene(tmpscene);
- } else {
- printf("warning: scene %s could not be found, not replaced!\n",newscenename.ReadPtr());
- }
+ for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++) {
+ KX_Scene* scene = *sceneit;
+ if (scene->GetName() == oldscenename) {
+ // avoid crash if the new scene doesn't exist, just do nothing
+ Scene *blScene = m_sceneconverter->GetBlenderSceneForName(newscenename);
+ if (blScene) {
+ m_sceneconverter->RemoveScene(scene);
+ KX_Scene* tmpscene = CreateScene(blScene);
+ m_scenes[i]=tmpscene;
+ PostProcessScene(tmpscene);
+ }
+ else {
+ printf("warning: scene %s could not be found, not replaced!\n",newscenename.ReadPtr());
+ }
}
i++;
}
@@ -1825,6 +1750,16 @@ void KX_KetsjiEngine::SetAnimRecordMode(bool animation_record, int startFrame)
m_currentFrame = startFrame;
}
+int KX_KetsjiEngine::getAnimRecordFrame() const
+{
+ return m_currentFrame;
+}
+
+void KX_KetsjiEngine::setAnimRecordFrame(int framenr)
+{
+ m_currentFrame = framenr;
+}
+
bool KX_KetsjiEngine::GetUseFixedTime(void) const
{
return m_bFixedTime;
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index 2b80e3bd69a..04e09c8db15 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -38,7 +38,7 @@
#include "STR_String.h"
#include "KX_ISystem.h"
#include "KX_Scene.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "KX_WorldInfo.h"
#include <vector>
@@ -111,6 +111,7 @@ private:
double m_frameTime;//discrete timestamp of the 'game logic frame'
double m_clockTime;//current time
double m_previousClockTime;//previous clock time
+ double m_previousAnimTime; //the last time animations were updated
double m_remainingTime;
static int m_maxLogicFrame; /* maximum number of consecutive logic frame */
@@ -204,14 +205,12 @@ private:
void PostRenderScene(KX_Scene* scene);
void RenderDebugProperties();
void RenderShadowBuffers(KX_Scene *scene);
- void SetBackGround(KX_WorldInfo* worldinfo);
public:
KX_KetsjiEngine(class KX_ISystem* system);
virtual ~KX_KetsjiEngine();
// set the devices and stuff. the client must take care of creating these
- void SetWorldSettings(KX_WorldInfo* worldinfo);
void SetKeyboardDevice(SCA_IInputDevice* keyboarddevice);
void SetMouseDevice(SCA_IInputDevice* mousedevice);
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
@@ -226,6 +225,9 @@ public:
KX_ISceneConverter* GetSceneConverter() { return m_sceneconverter; }
void SetAnimRecordMode(bool animation_record, int startFrame);
+ int getAnimRecordFrame() const;
+ void setAnimRecordFrame(int framenr);
+
RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
RAS_ICanvas* GetCanvas() { return m_canvas; }
SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
@@ -258,7 +260,7 @@ public:
void ConvertAndAddScene(const STR_String& scenename,bool overlay);
void RemoveScene(const STR_String& scenename);
- bool ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
+ bool ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
void SuspendScene(const STR_String& scenename);
void ResumeScene(const STR_String& scenename);
@@ -273,6 +275,9 @@ public:
void SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat);
void SetCameraOverrideClipping(float near, float far);
void SetCameraOverrideLens(float lens);
+
+ // Update animations for object in this scene
+ void UpdateAnimations(KX_Scene *scene);
/**
* Sets display of all frames.
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index 33cfec57fc0..0dec5715588 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -108,6 +108,7 @@ void KX_LightObject::UpdateScene(KX_Scene *kxscene)
void KX_LightObject::SetLayer(int layer)
{
+ KX_GameObject::SetLayer(layer);
m_lightobj->m_layer = layer;
}
@@ -166,27 +167,31 @@ PyAttributeDef KX_LightObject::Attributes[] = {
PyObject *KX_LightObject::pyattr_get_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
- KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
return PyLong_FromLong(self->m_lightobj->m_layer);
}
int KX_LightObject::pyattr_set_layer(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
- KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
+ KX_LightObject *self = static_cast<KX_LightObject *>(self_v);
+ int layer = PyLong_AsLong(value);
- if (PyLong_Check(value)) {
- int val = PyLong_AsLong(value);
- if (val < 1)
- val = 1;
- else if (val > 20)
- val = 20;
+ if (layer == -1 && PyErr_Occurred()) {
+ PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
- self->m_lightobj->m_layer = val;
- return PY_SET_ATTR_SUCCESS;
+ if (layer < 1) {
+ PyErr_Format(PyExc_TypeError, "expected an integer greater than 1 for attribute \"%s\"", attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
+ }
+ else if(layer > MAX_LIGHT_LAYERS) {
+ PyErr_Format(PyExc_TypeError, "expected an integer less than %i for attribute \"%s\"", MAX_LIGHT_LAYERS, attrdef->m_name);
+ return PY_SET_ATTR_FAIL;
}
- PyErr_Format(PyExc_TypeError, "expected an integer for attribute \"%s\"", attrdef->m_name);
- return PY_SET_ATTR_FAIL;
+ self->SetLayer(layer);
+ return PY_SET_ATTR_SUCCESS;
}
PyObject *KX_LightObject::pyattr_get_energy(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
diff --git a/source/gameengine/Ketsji/KX_Light.h b/source/gameengine/Ketsji/KX_Light.h
index 503ed7411e9..3a58584223d 100644
--- a/source/gameengine/Ketsji/KX_Light.h
+++ b/source/gameengine/Ketsji/KX_Light.h
@@ -34,6 +34,8 @@
#include "KX_GameObject.h"
+#define MAX_LIGHT_LAYERS ((1 << 20) - 1)
+
struct GPULamp;
struct Scene;
struct Base;
@@ -58,7 +60,7 @@ public:
RAS_ILightObject* GetLightData() { return m_lightobj;}
void UpdateScene(class KX_Scene *kxscene);
- void SetLayer(int layer);
+ virtual void SetLayer(int layer);
virtual int GetGameObjectType() { return OBJ_LIGHT; }
diff --git a/source/gameengine/Ketsji/KX_MaterialIpoController.cpp b/source/gameengine/Ketsji/KX_MaterialIpoController.cpp
index a9617aa47b8..1faf8f17d54 100644
--- a/source/gameengine/Ketsji/KX_MaterialIpoController.cpp
+++ b/source/gameengine/Ketsji/KX_MaterialIpoController.cpp
@@ -32,21 +32,6 @@ bool KX_MaterialIpoController::Update(double currentTime)
{
if (m_modified)
{
- m_rgba[0]=0;
- m_rgba[1]=0;
- m_rgba[2]=0;
- m_rgba[3]=0;
-
- m_specrgb[0] =0;
- m_specrgb[1] =0;
- m_specrgb[2] =0;
- m_hard =0;
- m_spec=0;
- m_ref=0;
- m_emit=0;
- m_alpha = 0;
-
-
T_InterpolatorList::iterator i;
for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
(*i)->Execute(m_ipotime);
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index a6f2f728674..c98766c9c81 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -43,7 +43,7 @@
#include "KX_PyMath.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
PyTypeObject KX_MeshProxy::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
diff --git a/source/gameengine/Ketsji/KX_MouseActuator.cpp b/source/gameengine/Ketsji/KX_MouseActuator.cpp
index aae5d18189a..154ad1da3a1 100644
--- a/source/gameengine/Ketsji/KX_MouseActuator.cpp
+++ b/source/gameengine/Ketsji/KX_MouseActuator.cpp
@@ -126,24 +126,33 @@ bool KX_MouseActuator::Update()
float movement[2];
MT_Vector3 rotation;
float setposition[2] = {0.0};
+ float center_x = 0.5, center_y = 0.5;
getMousePosition(position);
movement[0] = position[0];
movement[1] = position[1];
+ //preventing undesired drifting when resolution is odd
+ if ((m_canvas->GetWidth() % 2) != 0) {
+ center_x = ((m_canvas->GetWidth() - 1.0) / 2.0) / (m_canvas->GetWidth());
+ }
+ if ((m_canvas->GetHeight() % 2) != 0) {
+ center_y = ((m_canvas->GetHeight() - 1.0) / 2.0) / (m_canvas->GetHeight());
+ }
+
//preventing initial skipping.
if ((m_oldposition[0] <= -0.9) && (m_oldposition[1] <= -0.9)) {
if (m_reset_x) {
- m_oldposition[0] = 0.5;
+ m_oldposition[0] = center_x;
}
else {
m_oldposition[0] = position[0];
}
if (m_reset_y) {
- m_oldposition[1] = 0.5;
+ m_oldposition[1] = center_y;
}
else {
m_oldposition[1] = position[1];
@@ -156,8 +165,8 @@ bool KX_MouseActuator::Update()
if (m_use_axis_x) {
if (m_reset_x) {
- setposition[0] = 0.5;
- movement[0] -= 0.5;
+ setposition[0] = center_x;
+ movement[0] -= center_x;
}
else {
setposition[0] = position[0];
@@ -166,12 +175,10 @@ bool KX_MouseActuator::Update()
movement[0] *= -1.0;
- /* Don't apply the rotation when width resolution is odd (+ little movement) to
- avoid undesired drifting or when we are under a certain threshold for mouse
+ /* Don't apply the rotation when we are under a certain threshold for mouse
movement */
- if (!((m_canvas->GetWidth() % 2 != 0) && MT_abs(movement[0]) < 0.01) &&
- ((movement[0] > (m_threshold[0] / 10.0)) ||
+ if (((movement[0] > (m_threshold[0] / 10.0)) ||
((movement[0] * (-1.0)) > (m_threshold[0] / 10.0)))) {
movement[0] *= m_sensitivity[0];
@@ -209,15 +216,15 @@ bool KX_MouseActuator::Update()
}
}
else {
- setposition[0] = 0.5;
+ setposition[0] = center_x;
}
//Calculating Y axis.
if (m_use_axis_y) {
if (m_reset_y) {
- setposition[1] = 0.5;
- movement[1] -= 0.5;
+ setposition[1] = center_y;
+ movement[1] -= center_y;
}
else {
setposition[1] = position[1];
@@ -226,12 +233,10 @@ bool KX_MouseActuator::Update()
movement[1] *= -1.0;
- /* Don't apply the rotation when height resolution is odd (+ little movement) to
- avoid undesired drifting or when we are under a certain threshold for mouse
+ /* Don't apply the rotation when we are under a certain threshold for mouse
movement */
- if (!((m_canvas->GetHeight() % 2 != 0) && MT_abs(movement[1]) < 0.01) &&
- ((movement[1] > (m_threshold[1] / 10.0)) ||
+ if (((movement[1] > (m_threshold[1] / 10.0)) ||
((movement[1] * (-1.0)) > (m_threshold[1] / 10.0)))) {
movement[1] *= m_sensitivity[1];
@@ -270,10 +275,13 @@ bool KX_MouseActuator::Update()
}
}
else {
- setposition[1] = 0.5;
+ setposition[1] = center_y;
}
- setMousePosition(setposition[0], setposition[1]);
+ // only trigger mouse event when it is necessary
+ if (m_oldposition[0] != position[0] || m_oldposition[1] != position[1]) {
+ setMousePosition(setposition[0], setposition[1]);
+ }
m_oldposition[0] = position[0];
m_oldposition[1] = position[1];
@@ -311,7 +319,7 @@ void KX_MouseActuator::ProcessReplica()
void KX_MouseActuator::getMousePosition(float* pos)
{
- MT_assert(!m_mouse);
+ MT_assert(m_mouse);
const SCA_InputEvent & xevent = m_mouse->GetEventValue(SCA_IInputDevice::KX_MOUSEX);
const SCA_InputEvent & yevent = m_mouse->GetEventValue(SCA_IInputDevice::KX_MOUSEY);
@@ -329,7 +337,7 @@ void KX_MouseActuator::setMousePosition(float fx, float fy)
m_canvas->SetMousePosition(x, y);
}
-#ifndef DISABLE_PYTHON
+#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
@@ -399,8 +407,8 @@ int KX_MouseActuator::pyattr_set_limit_x(void *self_v, const KX_PYATTRIBUTE_DEF
if (PyList_Size(value) != 2)
return PY_SET_ATTR_FAIL;
- item1 = PyList_GetItem(value, 0);
- item2 = PyList_GetItem(value, 1);
+ item1 = PyList_GET_ITEM(value, 0);
+ item2 = PyList_GET_ITEM(value, 1);
if (!(PyFloat_Check(item1)) || !(PyFloat_Check(item2))) {
return PY_SET_ATTR_FAIL;
@@ -430,8 +438,8 @@ int KX_MouseActuator::pyattr_set_limit_y(void *self_v, const KX_PYATTRIBUTE_DEF
if (PyList_Size(value) != 2)
return PY_SET_ATTR_FAIL;
- item1 = PyList_GetItem(value, 0);
- item2 = PyList_GetItem(value, 1);
+ item1 = PyList_GET_ITEM(value, 0);
+ item2 = PyList_GET_ITEM(value, 1);
if (!(PyFloat_Check(item1)) || !(PyFloat_Check(item2))) {
return PY_SET_ATTR_FAIL;
@@ -461,8 +469,8 @@ int KX_MouseActuator::pyattr_set_angle(void *self_v, const KX_PYATTRIBUTE_DEF *a
if (PyList_Size(value) != 2)
return PY_SET_ATTR_FAIL;
- item1 = PyList_GetItem(value, 0);
- item2 = PyList_GetItem(value, 1);
+ item1 = PyList_GET_ITEM(value, 0);
+ item2 = PyList_GET_ITEM(value, 1);
if (!(PyFloat_Check(item1)) || !(PyFloat_Check(item2))) {
return PY_SET_ATTR_FAIL;
@@ -528,4 +536,4 @@ PyObject* KX_MouseActuator::PyReset()
Py_RETURN_NONE;
}
-#endif
+#endif /* WITH_PYTHON */
diff --git a/source/gameengine/Ketsji/KX_MouseActuator.h b/source/gameengine/Ketsji/KX_MouseActuator.h
index bf90bd21dac..e244e271428 100644
--- a/source/gameengine/Ketsji/KX_MouseActuator.h
+++ b/source/gameengine/Ketsji/KX_MouseActuator.h
@@ -104,6 +104,9 @@ public:
virtual void getMousePosition(float*);
virtual void setMousePosition(float, float);
+
+#ifdef WITH_PYTHON
+
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
@@ -122,6 +125,8 @@ public:
static PyObject* pyattr_get_angle(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_angle(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+#endif /* WITH_PYTHON */
+
};
#endif //__KX_MOUSEACTUATOR_DOC
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index a9f6bb0d2ff..46f27e1a2df 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -36,10 +36,13 @@
# pragma warning(disable:4786)
#endif
+#include <stdio.h>
+
#include "MT_Point3.h"
#include "RAS_FramingManager.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
+#include "RAS_MeshObject.h"
#include "SCA_IScene.h"
#include "KX_Scene.h"
#include "KX_Camera.h"
@@ -163,15 +166,17 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *r
}
else
{
- if (m_bFindMaterial)
- {
- if (client_info->m_auxilary_info)
- {
- bFound = (m_propertyname== ((char*)client_info->m_auxilary_info));
+ if (m_bFindMaterial) {
+ for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (bFound)
+ break;
+ }
}
}
- else
- {
+ else {
bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
}
}
@@ -195,6 +200,8 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo *client_info, KX_RayCast *r
*/
bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
{
+ KX_GameObject *hitKXObj = client->m_gameobject;
+
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// Unknown type of object, skip it.
@@ -206,14 +213,21 @@ bool KX_MouseFocusSensor::NeedRayCast(KX_ClientObjectInfo* client)
{
if (m_bFindMaterial)
{
- // not quite correct: an object may have multiple material
- // should check all the material and not only the first one
- if (!client->m_auxilary_info || (m_propertyname != ((char*)client->m_auxilary_info)))
+ bool found = false;
+ for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (found)
+ break;
+ }
+ }
+ if (!found)
return false;
}
else
{
- if (client->m_gameobject->GetProperty(m_propertyname) == NULL)
+ if (hitKXObj->GetProperty(m_propertyname) == NULL)
return false;
}
}
@@ -269,8 +283,8 @@ bool KX_MouseFocusSensor::ParentObjectHasFocusCamera(KX_Camera *cam)
m_kxengine->GetSceneViewport(m_kxscene, cam, area, viewport);
/* Check if the mouse is in the viewport */
- if (( m_x < viewport.m_x2 && // less then right
- m_x > viewport.m_x1 && // more then then left
+ if (( m_x < viewport.m_x2 && // less than right
+ m_x > viewport.m_x1 && // more than then left
m_y_inv < viewport.m_y2 && // below top
m_y_inv > viewport.m_y1) == 0) // above bottom
{
diff --git a/source/gameengine/Ketsji/KX_NavMeshObject.cpp b/source/gameengine/Ketsji/KX_NavMeshObject.cpp
index 8360681759a..b8907ca5c6b 100644
--- a/source/gameengine/Ketsji/KX_NavMeshObject.cpp
+++ b/source/gameengine/Ketsji/KX_NavMeshObject.cpp
@@ -45,7 +45,7 @@ extern "C" {
#include "KX_PythonInit.h"
#include "KX_PyMath.h"
-#include "Value.h"
+#include "EXP_Value.h"
#include "Recast.h"
#include "DetourStatNavMeshBuilder.h"
#include "KX_ObstacleSimulation.h"
@@ -98,12 +98,14 @@ void KX_NavMeshObject::ProcessReplica()
{
KX_GameObject::ProcessReplica();
m_navMesh = NULL; /* without this, building frees the navmesh we copied from */
- BuildNavMesh();
+ if (!BuildNavMesh()) {
+ std::cout << "Error in " << __func__ << ": unable to build navigation mesh" << std::endl;
+ return;
+ }
KX_Scene* scene = KX_GetActiveScene();
KX_ObstacleSimulation* obssimulation = scene->GetObstacleSimulation();
if (obssimulation)
obssimulation->AddObstaclesForNavMesh(this);
-
}
bool KX_NavMeshObject::BuildVertIndArrays(float *&vertices, int& nverts,
@@ -321,7 +323,11 @@ bool KX_NavMeshObject::BuildNavMesh()
}
}
- buildMeshAdjacency(polys, npolys, nverts, vertsPerPoly);
+ if (!buildMeshAdjacency(polys, npolys, nverts, vertsPerPoly)) {
+ std::cout << __func__ << ": unable to build mesh adjacency information." << std::endl;
+ delete[] vertices;
+ return false;
+ }
float cs = 0.2f;
diff --git a/source/gameengine/Ketsji/KX_NavMeshObject.h b/source/gameengine/Ketsji/KX_NavMeshObject.h
index 1599361b334..af178f9aaee 100644
--- a/source/gameengine/Ketsji/KX_NavMeshObject.h
+++ b/source/gameengine/Ketsji/KX_NavMeshObject.h
@@ -28,7 +28,7 @@
#define __KX_NAVMESHOBJECT_H__
#include "DetourStatNavMesh.h"
#include "KX_GameObject.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <vector>
class RAS_MeshObject;
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 0eec86987be..12abcb250a7 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -75,7 +75,8 @@ KX_ObjectActuator(
m_reference(refobj),
m_active_combined_velocity (false),
m_linear_damping_active(false),
- m_angular_damping_active(false)
+ m_angular_damping_active(false),
+ m_jumping(false)
{
if (m_bitLocalFlag.ServoControl)
{
@@ -140,6 +141,7 @@ bool KX_ObjectActuator::Update()
m_angular_damping_active = false;
m_error_accumulator.setValue(0.0,0.0,0.0);
m_previous_error.setValue(0.0,0.0,0.0);
+ m_jumping = false;
return false;
} else if (parent)
@@ -223,6 +225,11 @@ bool KX_ObjectActuator::Update()
else if (m_bitLocalFlag.CharacterMotion) {
MT_Vector3 dir = m_dloc;
+ if (m_bitLocalFlag.DLoc) {
+ MT_Matrix3x3 basis = parent->GetPhysicsController()->GetOrientation();
+ dir = basis * dir;
+ }
+
if (m_bitLocalFlag.AddOrSetCharLoc) {
MT_Vector3 old_dir = character->GetWalkDirection();
@@ -236,21 +243,20 @@ bool KX_ObjectActuator::Update()
}
// We always want to set the walk direction since a walk direction of (0, 0, 0) should stop the character
- if (m_bitLocalFlag.DLoc)
- {
- MT_Matrix3x3 basis = parent->GetPhysicsController()->GetOrientation();
- dir = basis*dir;
- }
character->SetWalkDirection(dir/parent->GetScene()->GetPhysicsEnvironment()->GetNumTimeSubSteps());
if (!m_bitLocalFlag.ZeroDRot)
{
parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
}
- if (m_bitLocalFlag.CharacterJump)
- {
- character->Jump();
+ if (m_bitLocalFlag.CharacterJump) {
+ if (!m_jumping) {
+ character->Jump();
+ m_jumping = true;
+ }
+ else if (character->OnGround())
+ m_jumping = false;
}
}
else {
@@ -516,7 +522,9 @@ static Mathutils_Callback mathutils_obactu_vector_cb = {
PyObject *KX_ObjectActuator::pyattr_get_linV(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxobactu_vector_cb_index, MATHUTILS_VEC_CB_LINV);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxobactu_vector_cb_index, MATHUTILS_VEC_CB_LINV);
}
int KX_ObjectActuator::pyattr_set_linV(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
@@ -532,7 +540,9 @@ int KX_ObjectActuator::pyattr_set_linV(void *self_v, const KX_PYATTRIBUTE_DEF *a
PyObject *KX_ObjectActuator::pyattr_get_angV(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
- return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxobactu_vector_cb_index, MATHUTILS_VEC_CB_ANGV);
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_kxobactu_vector_cb_index, MATHUTILS_VEC_CB_ANGV);
}
int KX_ObjectActuator::pyattr_set_angV(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.h b/source/gameengine/Ketsji/KX_ObjectActuator.h
index 1f2453e3700..b5622d97611 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.h
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.h
@@ -116,7 +116,8 @@ class KX_ObjectActuator : public SCA_IActuator
bool m_active_combined_velocity;
bool m_linear_damping_active;
bool m_angular_damping_active;
-
+ bool m_jumping;
+
public:
enum KX_OBJECT_ACT_VEC_TYPE {
KX_OBJECT_ACT_NODEF = 0,
diff --git a/source/gameengine/Ketsji/KX_ParentActuator.cpp b/source/gameengine/Ketsji/KX_ParentActuator.cpp
index 6926fdb1d4c..6ffa2593792 100644
--- a/source/gameengine/Ketsji/KX_ParentActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ParentActuator.cpp
@@ -37,7 +37,7 @@
#include "KX_GameObject.h"
#include "KX_PythonInit.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp
index ccc10eb06e3..4454543161b 100644
--- a/source/gameengine/Ketsji/KX_PolyProxy.cpp
+++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp
@@ -140,21 +140,21 @@ PyObject *KX_PolyProxy::pyattr_get_v1(void *self_v, const KX_PYATTRIBUTE_DEF *at
{
KX_PolyProxy* self = static_cast<KX_PolyProxy*>(self_v);
- return PyLong_FromLong(self->m_polygon->GetVertexOffset(0));
+ return PyLong_FromLong(self->m_polygon->GetVertexOffsetAbsolute(0));
}
PyObject *KX_PolyProxy::pyattr_get_v2(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_PolyProxy* self = static_cast<KX_PolyProxy*>(self_v);
- return PyLong_FromLong(self->m_polygon->GetVertexOffset(1));
+ return PyLong_FromLong(self->m_polygon->GetVertexOffsetAbsolute(1));
}
PyObject *KX_PolyProxy::pyattr_get_v3(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_PolyProxy* self = static_cast<KX_PolyProxy*>(self_v);
- return PyLong_FromLong(self->m_polygon->GetVertexOffset(2));
+ return PyLong_FromLong(self->m_polygon->GetVertexOffsetAbsolute(2));
}
PyObject *KX_PolyProxy::pyattr_get_v4(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
@@ -163,7 +163,7 @@ PyObject *KX_PolyProxy::pyattr_get_v4(void *self_v, const KX_PYATTRIBUTE_DEF *at
if (3 < self->m_polygon->VertexCount())
{
- return PyLong_FromLong(self->m_polygon->GetVertexOffset(3));
+ return PyLong_FromLong(self->m_polygon->GetVertexOffsetAbsolute(3));
}
return PyLong_FromLong(0);
}
@@ -243,7 +243,7 @@ KX_PYMETHODDEF_DOC(KX_PolyProxy, getVertexIndex,
}
if (index < m_polygon->VertexCount())
{
- return PyLong_FromLong(m_polygon->GetVertexOffset(index));
+ return PyLong_FromLong(m_polygon->GetVertexOffsetAbsolute(index));
}
return PyLong_FromLong(0);
}
diff --git a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
index ebf1b9ec577..a0084662490 100644
--- a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
+++ b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
@@ -41,7 +41,7 @@
#include "KX_GameObject.h" // ConvertPythonToGameObject()
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#ifdef WITH_BULLET
# include "LinearMath/btIDebugDraw.h"
@@ -56,38 +56,95 @@
// if there is a better way (without global), please do so!
static PHY_IPhysicsEnvironment* g_CurrentActivePhysicsEnvironment = NULL;
-static char PhysicsConstraints_module_documentation[] =
-"This is the Python API for the Physics Constraints";
-
-
-static char gPySetGravity__doc__[] = "setGravity(float x,float y,float z)";
-static char gPySetDebugMode__doc__[] = "setDebugMode(int mode)";
-
-static char gPySetNumIterations__doc__[] = "setNumIterations(int numiter) This sets the number of iterations for an iterative constraint solver";
-static char gPySetNumTimeSubSteps__doc__[] = "setNumTimeSubSteps(int numsubstep) This sets the number of substeps for each physics proceed. Tradeoff quality for performance.";
-
-
-static char gPySetDeactivationTime__doc__[] = "setDeactivationTime(float time) This sets the time after which a resting rigidbody gets deactived";
-static char gPySetDeactivationLinearTreshold__doc__[] = "setDeactivationLinearTreshold(float linearTreshold)";
-static char gPySetDeactivationAngularTreshold__doc__[] = "setDeactivationAngularTreshold(float angularTreshold)";
-static char gPySetContactBreakingTreshold__doc__[] = "setContactBreakingTreshold(float breakingTreshold) Reasonable default is 0.02 (if units are meters)";
-
-static char gPySetCcdMode__doc__[] = "setCcdMode(int ccdMode) Very experimental, not recommended";
-static char gPySetSorConstant__doc__[] = "setSorConstant(float sor) Very experimental, not recommended";
-static char gPySetSolverTau__doc__[] = "setTau(float tau) Very experimental, not recommended";
-static char gPySetSolverDamping__doc__[] = "setDamping(float damping) Very experimental, not recommended";
-static char gPySetLinearAirDamping__doc__[] = "setLinearAirDamping(float damping) Very experimental, not recommended";
-static char gPySetUseEpa__doc__[] = "setUseEpa(int epa) Very experimental, not recommended";
-static char gPySetSolverType__doc__[] = "setSolverType(int solverType) Very experimental, not recommended";
-
-
-static char gPyCreateConstraint__doc__[] = "createConstraint(ob1,ob2,float restLength,float restitution,float damping)";
-static char gPyGetVehicleConstraint__doc__[] = "getVehicleConstraint(int constraintId)";
-static char gPyGetCharacter__doc__[] = "getCharacter(KX_GameObject obj)";
-static char gPyRemoveConstraint__doc__[] = "removeConstraint(int constraintId)";
-static char gPyGetAppliedImpulse__doc__[] = "getAppliedImpulse(int constraintId)";
-
+PyDoc_STRVAR(PhysicsConstraints_module_documentation,
+"This is the Python API for the Physics Constraints"
+);
+
+PyDoc_STRVAR(gPySetGravity__doc__,
+"setGravity(float x,float y,float z)\n"
+""
+);
+PyDoc_STRVAR(gPySetDebugMode__doc__,
+"setDebugMode(int mode)\n"
+""
+);
+
+PyDoc_STRVAR(gPySetNumIterations__doc__,
+"setNumIterations(int numiter)\n"
+"This sets the number of iterations for an iterative constraint solver"
+);
+PyDoc_STRVAR(gPySetNumTimeSubSteps__doc__,
+"setNumTimeSubSteps(int numsubstep)\n"
+"This sets the number of substeps for each physics proceed. Tradeoff quality for performance."
+);
+
+PyDoc_STRVAR(gPySetDeactivationTime__doc__,
+"setDeactivationTime(float time)\n"
+"This sets the time after which a resting rigidbody gets deactived"
+);
+PyDoc_STRVAR(gPySetDeactivationLinearTreshold__doc__,
+"setDeactivationLinearTreshold(float linearTreshold)\n"
+""
+);
+PyDoc_STRVAR(gPySetDeactivationAngularTreshold__doc__,
+"setDeactivationAngularTreshold(float angularTreshold)\n"
+""
+);
+PyDoc_STRVAR(gPySetContactBreakingTreshold__doc__,
+"setContactBreakingTreshold(float breakingTreshold)\n"
+"Reasonable default is 0.02 (if units are meters)"
+);
+
+PyDoc_STRVAR(gPySetCcdMode__doc__,
+"setCcdMode(int ccdMode)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetSorConstant__doc__,
+"setSorConstant(float sor)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetSolverTau__doc__,
+"setTau(float tau)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetSolverDamping__doc__,
+"setDamping(float damping)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetLinearAirDamping__doc__,
+"setLinearAirDamping(float damping)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetUseEpa__doc__,
+"setUseEpa(int epa)\n"
+"Very experimental, not recommended"
+);
+PyDoc_STRVAR(gPySetSolverType__doc__,
+"setSolverType(int solverType)\n"
+"Very experimental, not recommended"
+);
+
+PyDoc_STRVAR(gPyCreateConstraint__doc__,
+"createConstraint(ob1,ob2,float restLength,float restitution,float damping)\n"
+""
+);
+PyDoc_STRVAR(gPyGetVehicleConstraint__doc__,
+"getVehicleConstraint(int constraintId)\n"
+""
+);
+PyDoc_STRVAR(gPyGetCharacter__doc__,
+"getCharacter(KX_GameObject obj)\n"
+""
+);
+PyDoc_STRVAR(gPyRemoveConstraint__doc__,
+"removeConstraint(int constraintId)\n"
+""
+);
+PyDoc_STRVAR(gPyGetAppliedImpulse__doc__,
+"getAppliedImpulse(int constraintId)\n"
+""
+);
@@ -438,113 +495,47 @@ static PyObject *gPyCreateConstraint(PyObject *self,
PyObject *kwds)
{
/* FIXME - physicsid is a long being cast to a pointer, should at least use PyCapsule */
-#if defined(_WIN64)
- __int64 physicsid=0,physicsid2 = 0;
-#else
- long physicsid=0,physicsid2 = 0;
-#endif
- int constrainttype=0, extrainfo=0;
- int len = PyTuple_Size(args);
- int success = 1;
+ unsigned long long physicsid = 0, physicsid2 = 0;
+ int constrainttype = 0;
int flag = 0;
+ float pivotX = 0.0f, pivotY = 0.0f, pivotZ = 0.0f, axisX = 0.0f, axisY = 0.0f, axisZ = 0.0f;
- float pivotX=1,pivotY=1,pivotZ=1,axisX=0,axisY=0,axisZ=1;
- if (len == 3)
- {
-#if defined(_WIN64)
- success = PyArg_ParseTuple(args,"LLi",&physicsid,&physicsid2,&constrainttype);
-#else
- success = PyArg_ParseTuple(args,"lli",&physicsid,&physicsid2,&constrainttype);
-#endif
- }
- else if (len == 6)
- {
-#if defined(_WIN64)
- success = PyArg_ParseTuple(args,"LLifff",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ);
-#else
- success = PyArg_ParseTuple(args,"llifff",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ);
-#endif
- }
- else if (len == 9)
- {
-#if defined(_WIN64)
- success = PyArg_ParseTuple(args,"LLiffffff",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ,&axisX,&axisY,&axisZ);
-#else
- success = PyArg_ParseTuple(args,"lliffffff",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ,&axisX,&axisY,&axisZ);
-#endif
- }
- else if (len == 10)
- {
-#if defined(_WIN64)
- success = PyArg_ParseTuple(args,"LLiffffffi",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ,&axisX,&axisY,&axisZ,&flag);
-#else
- success = PyArg_ParseTuple(args,"lliffffffi",&physicsid,&physicsid2,&constrainttype,
- &pivotX,&pivotY,&pivotZ,&axisX,&axisY,&axisZ,&flag);
-#endif
- }
+ static const char *kwlist[] = {"physicsid_1", "physicsid_2", "constraint_type", "pivot_x", "pivot_y", "pivot_z",
+ "axis_x", "axis_y", "axis_z", "flag", NULL};
- /* XXX extrainfo seems to be nothing implemented. right now it works as a pivot with [X,0,0] */
- else if (len == 4)
+ if (!PyArg_ParseTupleAndKeywords(args, kwds, "KKi|ffffffi:createConstraint", (char **)kwlist,
+ &physicsid, &physicsid2, &constrainttype,
+ &pivotX, &pivotY, &pivotZ, &axisX, &axisY, &axisZ, &flag))
{
-#if defined(_WIN64)
- success = PyArg_ParseTuple(args,"LLii",&physicsid,&physicsid2,&constrainttype,&extrainfo);
-#else
- success = PyArg_ParseTuple(args,"llii",&physicsid,&physicsid2,&constrainttype,&extrainfo);
-#endif
- pivotX=extrainfo;
+ return NULL;
}
- if (success)
- {
- if (PHY_GetActiveEnvironment())
- {
-
- PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) physicsid;
- PHY_IPhysicsController* physctrl2 = (PHY_IPhysicsController*) physicsid2;
- if (physctrl) //TODO:check for existence of this pointer!
- {
- PHY_ConstraintType ct = (PHY_ConstraintType) constrainttype;
- int constraintid =0;
-
- if (ct == PHY_GENERIC_6DOF_CONSTRAINT)
- {
- //convert from euler angle into axis
- float radsPerDeg = 6.283185307179586232f / 360.f;
-
- //we need to pass a full constraint frame, not just axis
- //localConstraintFrameBasis
- MT_Matrix3x3 localCFrame(MT_Vector3(radsPerDeg*axisX,radsPerDeg*axisY,radsPerDeg*axisZ));
- MT_Vector3 axis0 = localCFrame.getColumn(0);
- MT_Vector3 axis1 = localCFrame.getColumn(1);
- MT_Vector3 axis2 = localCFrame.getColumn(2);
-
- constraintid = PHY_GetActiveEnvironment()->CreateConstraint(physctrl,physctrl2,(enum PHY_ConstraintType)constrainttype,
- pivotX,pivotY,pivotZ,
- (float)axis0.x(),(float)axis0.y(),(float)axis0.z(),
- (float)axis1.x(),(float)axis1.y(),(float)axis1.z(),
- (float)axis2.x(),(float)axis2.y(),(float)axis2.z(),flag);
- }
- else {
- constraintid = PHY_GetActiveEnvironment()->CreateConstraint(physctrl,physctrl2,(enum PHY_ConstraintType)constrainttype,pivotX,pivotY,pivotZ,axisX,axisY,axisZ,0);
- }
-
- KX_ConstraintWrapper* wrap = new KX_ConstraintWrapper((enum PHY_ConstraintType)constrainttype,constraintid,PHY_GetActiveEnvironment());
-
- return wrap->NewProxy(true);
- }
-
-
+ if (PHY_GetActiveEnvironment()) {
+ PHY_IPhysicsController *physctrl = (PHY_IPhysicsController*)physicsid;
+ PHY_IPhysicsController *physctrl2 = (PHY_IPhysicsController*)physicsid2;
+ if (physctrl) { //TODO:check for existence of this pointer!
+ //convert from euler angle into axis
+ const float deg2rad = 0.017453292f;
+
+ //we need to pass a full constraint frame, not just axis
+ //localConstraintFrameBasis
+ MT_Matrix3x3 localCFrame(MT_Vector3(deg2rad*axisX, deg2rad*axisY, deg2rad*axisZ));
+ MT_Vector3 axis0 = localCFrame.getColumn(0);
+ MT_Vector3 axis1 = localCFrame.getColumn(1);
+ MT_Vector3 axis2 = localCFrame.getColumn(2);
+
+ int constraintid = PHY_GetActiveEnvironment()->CreateConstraint(
+ physctrl, physctrl2, (enum PHY_ConstraintType)constrainttype, pivotX, pivotY, pivotZ,
+ (float)axis0.x(), (float)axis0.y(), (float)axis0.z(),
+ (float)axis1.x(), (float)axis1.y(), (float)axis1.z(),
+ (float)axis2.x(), (float)axis2.y(), (float)axis2.z(), flag);
+
+ KX_ConstraintWrapper *wrap = new KX_ConstraintWrapper(
+ (enum PHY_ConstraintType)constrainttype, constraintid, PHY_GetActiveEnvironment());
+
+ return wrap->NewProxy(true);
}
}
- else {
- return NULL;
- }
-
Py_RETURN_NONE;
}
@@ -592,7 +583,7 @@ static PyObject *gPyRemoveConstraint(PyObject *self,
{
if (PHY_GetActiveEnvironment())
{
- PHY_GetActiveEnvironment()->RemoveConstraint(constraintid);
+ PHY_GetActiveEnvironment()->RemoveConstraintById(constraintid);
}
}
else {
@@ -657,7 +648,7 @@ static struct PyMethodDef physicsconstraints_methods[] = {
{"createConstraint",(PyCFunction) gPyCreateConstraint,
- METH_VARARGS, (const char *)gPyCreateConstraint__doc__},
+ METH_VARARGS|METH_KEYWORDS, (const char *)gPyCreateConstraint__doc__},
{"getVehicleConstraint",(PyCFunction) gPyGetVehicleConstraint,
METH_VARARGS, (const char *)gPyGetVehicleConstraint__doc__},
@@ -677,7 +668,7 @@ static struct PyMethodDef physicsconstraints_methods[] = {
};
static struct PyModuleDef PhysicsConstraints_module_def = {
- {}, /* m_base */
+ PyModuleDef_HEAD_INIT,
"PhysicsConstraints", /* m_name */
PhysicsConstraints_module_documentation, /* m_doc */
0, /* m_size */
@@ -688,7 +679,7 @@ static struct PyModuleDef PhysicsConstraints_module_def = {
0, /* m_free */
};
-PyObject *initPythonConstraintBinding()
+PyMODINIT_FUNC initConstraintPythonBinding()
{
PyObject *ErrorObject;
@@ -696,19 +687,8 @@ PyObject *initPythonConstraintBinding()
PyObject *d;
PyObject *item;
- /* Use existing module where possible
- * be careful not to init any runtime vars after this */
- m = PyImport_ImportModule( "PhysicsConstraints" );
- if (m) {
- Py_DECREF(m);
- return m;
- }
- else {
- PyErr_Clear();
-
- m = PyModule_Create(&PhysicsConstraints_module_def);
- PyDict_SetItemString(PySys_GetObject("modules"), PhysicsConstraints_module_def.m_name, m);
- }
+ m = PyModule_Create(&PhysicsConstraints_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), PhysicsConstraints_module_def.m_name, m);
// Add some symbolic constants to the module
d = PyModule_GetDict(m);
@@ -747,7 +727,7 @@ PyObject *initPythonConstraintBinding()
Py_FatalError("can't initialize module PhysicsConstraints");
}
- return d;
+ return m;
}
#if 0
diff --git a/source/gameengine/Ketsji/KX_PyConstraintBinding.h b/source/gameengine/Ketsji/KX_PyConstraintBinding.h
index b4a520ce71b..2bf9f7e197d 100644
--- a/source/gameengine/Ketsji/KX_PyConstraintBinding.h
+++ b/source/gameengine/Ketsji/KX_PyConstraintBinding.h
@@ -36,7 +36,8 @@
#include <Python.h>
-PyObject* initPythonConstraintBinding();
+PyMODINIT_FUNC initConstraintPythonBinding();
+
void PHY_SetActiveEnvironment(class PHY_IPhysicsEnvironment* env);
PHY_IPhysicsEnvironment* PHY_GetActiveEnvironment();
#endif /* WITH_PYTHON */
diff --git a/source/gameengine/Ketsji/KX_PyMath.cpp b/source/gameengine/Ketsji/KX_PyMath.cpp
index 804e8de2ad1..ee05fd442ab 100644
--- a/source/gameengine/Ketsji/KX_PyMath.cpp
+++ b/source/gameengine/Ketsji/KX_PyMath.cpp
@@ -42,9 +42,9 @@
#include "MT_Matrix4x4.h"
#include "MT_Point2.h"
-#include "ListValue.h"
+#include "EXP_ListValue.h"
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "KX_PyMath.h"
bool PyOrientationTo(PyObject *pyval, MT_Matrix3x3 &rot, const char *error_prefix)
@@ -100,7 +100,7 @@ PyObject *PyObjectFrom(const MT_Matrix4x4 &mat)
#ifdef USE_MATHUTILS
float fmat[16];
mat.getValue(fmat);
- return Matrix_CreatePyObject(fmat, 4, 4, Py_NEW, NULL);
+ return Matrix_CreatePyObject(fmat, 4, 4, NULL);
#else
PyObject *collist = PyList_New(4);
PyObject *col;
@@ -124,7 +124,7 @@ PyObject *PyObjectFrom(const MT_Matrix3x3 &mat)
#ifdef USE_MATHUTILS
float fmat[9];
mat.getValue3x3(fmat);
- return Matrix_CreatePyObject(fmat, 3, 3, Py_NEW, NULL);
+ return Matrix_CreatePyObject(fmat, 3, 3, NULL);
#else
PyObject *collist = PyList_New(3);
PyObject *col;
@@ -148,7 +148,7 @@ PyObject *PyObjectFrom(const MT_Quaternion &qrot)
/* NOTE, were re-ordering here for Mathutils compat */
float fvec[4];
qrot.getValue(fvec);
- return Quaternion_CreatePyObject(fvec, Py_NEW, NULL);
+ return Quaternion_CreatePyObject(fvec, NULL);
}
#endif
@@ -157,7 +157,7 @@ PyObject *PyObjectFrom(const MT_Tuple4 &vec)
#ifdef USE_MATHUTILS
float fvec[4];
vec.getValue(fvec);
- return Vector_CreatePyObject(fvec, 4, Py_NEW, NULL);
+ return Vector_CreatePyObject(fvec, 4, NULL);
#else
PyObject *list = PyList_New(4);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
@@ -173,7 +173,7 @@ PyObject *PyObjectFrom(const MT_Tuple3 &vec)
#ifdef USE_MATHUTILS
float fvec[3];
vec.getValue(fvec);
- return Vector_CreatePyObject(fvec, 3, Py_NEW, NULL);
+ return Vector_CreatePyObject(fvec, 3, NULL);
#else
PyObject *list = PyList_New(3);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
@@ -188,7 +188,7 @@ PyObject *PyObjectFrom(const MT_Tuple2 &vec)
#ifdef USE_MATHUTILS
float fvec[2];
vec.getValue(fvec);
- return Vector_CreatePyObject(fvec, 2, Py_NEW, NULL);
+ return Vector_CreatePyObject(fvec, 2, NULL);
#else
PyObject *list = PyList_New(2);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
@@ -197,4 +197,19 @@ PyObject *PyObjectFrom(const MT_Tuple2 &vec)
#endif
}
+PyObject *PyColorFromVector(const MT_Vector3 &vec)
+{
+#ifdef USE_MATHUTILS
+ float fvec[3];
+ vec.getValue(fvec);
+ return Color_CreatePyObject(fvec, NULL);
+#else
+ PyObject *list = PyList_New(3);
+ PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
+ PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
+ PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
+ return list;
+#endif
+}
+
#endif // WITH_PYTHON
diff --git a/source/gameengine/Ketsji/KX_PyMath.h b/source/gameengine/Ketsji/KX_PyMath.h
index 159506946e8..917fd0fcda6 100644
--- a/source/gameengine/Ketsji/KX_PyMath.h
+++ b/source/gameengine/Ketsji/KX_PyMath.h
@@ -41,8 +41,8 @@
#include "MT_Matrix3x3.h"
#include "MT_Matrix4x4.h"
-#include "KX_Python.h"
-#include "PyObjectPlus.h"
+#include "EXP_Python.h"
+#include "EXP_PyObjectPlus.h"
#ifdef WITH_PYTHON
#ifdef USE_MATHUTILS
@@ -273,4 +273,9 @@ PyObject *PyObjectFrom(const MT_Tuple4 &pos);
#endif
+/**
+ * Converts an MT_Vector3 to a python color object.
+ */
+PyObject *PyColorFromVector(const MT_Vector3 &vec);
+
#endif /* WITH_PYTHON */
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index da8a0c0844e..2fef74ca33d 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -30,7 +30,7 @@
* \ingroup ketsji
*/
-#include "GL/glew.h"
+#include "glew-mx.h"
#ifdef _MSC_VER
# pragma warning (disable:4786)
@@ -51,6 +51,8 @@
# include <Python.h>
extern "C" {
+ # include "BLI_utildefines.h"
+ # include "python_utildefines.h"
# include "bpy_internal_import.h" /* from the blender python api, but we want to import text too! */
# include "py_capi_utils.h"
# include "mathutils.h" // 'mathutils' module copied here so the blenderlayer can use.
@@ -59,7 +61,7 @@ extern "C" {
# include "marshal.h" /* python header for loading/saving dicts */
}
-#include "AUD_PyInit.h"
+#include "../../../../intern/audaspace/intern/AUD_PyInit.h"
#endif /* WITH_PYTHON */
@@ -110,8 +112,8 @@ extern "C" {
#include "RAS_2DFilterManager.h"
#include "MT_Vector3.h"
#include "MT_Point3.h"
-#include "ListValue.h"
-#include "InputParser.h"
+#include "EXP_ListValue.h"
+#include "EXP_InputParser.h"
#include "KX_Scene.h"
#include "NG_NetworkScene.h" //Needed for sendMessage()
@@ -121,7 +123,7 @@ extern "C" {
#include "KX_PyMath.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "KX_PythonInitTypes.h"
@@ -130,12 +132,17 @@ extern "C" {
#include "DNA_scene_types.h"
#include "PHY_IPhysicsEnvironment.h"
+
+extern "C" {
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_library.h"
+#include "BKE_appdir.h"
+#include "BKE_blender.h"
#include "BLI_blenlib.h"
#include "GPU_material.h"
#include "MEM_guardedalloc.h"
+}
/* for converting new scenes */
#include "KX_BlenderSceneConverter.h"
@@ -179,17 +186,17 @@ class KX_KetsjiEngine* KX_GetActiveEngine()
}
/* why is this in python? */
-void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
+void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
if (gp_Rasterizer)
- gp_Rasterizer->DrawDebugLine(from,to,color);
+ gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
}
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
{
if (gp_Rasterizer)
- gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);
+ gp_Rasterizer->DrawDebugCircle(gp_KetsjiScene, center, radius, color, normal, nsector);
}
#ifdef WITH_PYTHON
@@ -214,13 +221,16 @@ static void KX_MACRO_addTypesToDict_fn(PyObject *dict, const char *name, long va
// temporarily python stuff, will be put in another place later !
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "SCA_PythonController.h"
// List of methods defined in the module
static PyObject *ErrorObject;
-static const char *gPyGetRandomFloat_doc="getRandomFloat returns a random floating point value in the range [0..1]";
+PyDoc_STRVAR(gPyGetRandomFloat_doc,
+"getRandomFloat()\n"
+"returns a random floating point value in the range [0..1]"
+);
static PyObject *gPyGetRandomFloat(PyObject *)
{
return PyFloat_FromDouble(MT_random());
@@ -238,15 +248,15 @@ static PyObject *gPySetGravity(PyObject *, PyObject *value)
Py_RETURN_NONE;
}
-static char gPyExpandPath_doc[] =
-"(path) - Converts a blender internal path into a proper file system path.\n\
-path - the string path to convert.\n\n\
-Use / as directory separator in path\n\
-You can use '//' at the start of the string to define a relative path;\n\
-Blender replaces that string by the directory of the current .blend or runtime\n\
-file to make a full path name.\n\
-The function also converts the directory separator to the local file system format.";
-
+PyDoc_STRVAR(gPyExpandPath_doc,
+"expandPath(path)\n"
+"Converts a blender internal path into a proper file system path.\n"
+" path - the string path to convert.\n"
+"Use / as directory separator in path\n"
+"You can use '//' at the start of the string to define a relative path."
+"Blender replaces that string by the directory of the current .blend or runtime file to make a full path name.\n"
+"The function also converts the directory separator to the local file system format."
+);
static PyObject *gPyExpandPath(PyObject *, PyObject *args)
{
char expanded[FILE_MAX];
@@ -260,10 +270,10 @@ static PyObject *gPyExpandPath(PyObject *, PyObject *args)
return PyC_UnicodeFromByte(expanded);
}
-static char gPyStartGame_doc[] =
-"startGame(blend)\n\
-Loads the blend file";
-
+PyDoc_STRVAR(gPyStartGame_doc,
+"startGame(blend)\n"
+"Loads the blend file"
+);
static PyObject *gPyStartGame(PyObject *, PyObject *args)
{
char* blendfile;
@@ -277,10 +287,10 @@ static PyObject *gPyStartGame(PyObject *, PyObject *args)
Py_RETURN_NONE;
}
-static char gPyEndGame_doc[] =
-"endGame()\n\
-Ends the current game";
-
+PyDoc_STRVAR(gPyEndGame_doc,
+"endGame()\n"
+"Ends the current game"
+);
static PyObject *gPyEndGame(PyObject *)
{
gp_KetsjiEngine->RequestExit(KX_EXIT_REQUEST_QUIT_GAME);
@@ -290,10 +300,10 @@ static PyObject *gPyEndGame(PyObject *)
Py_RETURN_NONE;
}
-static char gPyRestartGame_doc[] =
-"restartGame()\n\
-Restarts the current game by reloading the .blend file";
-
+PyDoc_STRVAR(gPyRestartGame_doc,
+"restartGame()\n"
+"Restarts the current game by reloading the .blend file"
+);
static PyObject *gPyRestartGame(PyObject *)
{
gp_KetsjiEngine->RequestExit(KX_EXIT_REQUEST_RESTART_GAME);
@@ -302,10 +312,10 @@ static PyObject *gPyRestartGame(PyObject *)
Py_RETURN_NONE;
}
-static char gPySaveGlobalDict_doc[] =
- "saveGlobalDict()\n"
- "Saves bge.logic.globalDict to a file";
-
+PyDoc_STRVAR(gPySaveGlobalDict_doc,
+"saveGlobalDict()\n"
+"Saves bge.logic.globalDict to a file"
+);
static PyObject *gPySaveGlobalDict(PyObject *)
{
char marshal_path[512];
@@ -339,15 +349,15 @@ static PyObject *gPySaveGlobalDict(PyObject *)
Py_RETURN_NONE;
}
-static char gPyLoadGlobalDict_doc[] =
- "LoadGlobalDict()\n"
- "Loads bge.logic.globalDict from a file";
-
+PyDoc_STRVAR(gPyLoadGlobalDict_doc,
+"LoadGlobalDict()\n"
+"Loads bge.logic.globalDict from a file"
+);
static PyObject *gPyLoadGlobalDict(PyObject *)
{
char marshal_path[512];
char *marshal_buffer = NULL;
- size_t marshal_length;
+ int marshal_length;
FILE *fp = NULL;
int result;
@@ -358,7 +368,12 @@ static PyObject *gPyLoadGlobalDict(PyObject *)
if (fp) {
// obtain file size:
fseek (fp, 0, SEEK_END);
- marshal_length = (size_t)ftell(fp);
+ marshal_length = ftell(fp);
+ if (marshal_length == -1) {
+ printf("Warning: could not read position of '%s'\n", marshal_path);
+ fclose(fp);
+ Py_RETURN_NONE;
+ }
rewind(fp);
marshal_buffer = (char*)malloc (sizeof(char)*marshal_length);
@@ -380,23 +395,23 @@ static PyObject *gPyLoadGlobalDict(PyObject *)
Py_RETURN_NONE;
}
-static char gPyGetProfileInfo_doc[] =
+PyDoc_STRVAR(gPyGetProfileInfo_doc,
"getProfileInfo()\n"
-"returns a dictionary with profiling information";
-
+"returns a dictionary with profiling information"
+);
static PyObject *gPyGetProfileInfo(PyObject *)
{
return gp_KetsjiEngine->GetPyProfileDict();
}
-static char gPySendMessage_doc[] =
-"sendMessage(subject, [body, to, from])\n\
-sends a message in same manner as a message actuator\
-subject = Subject of the message\
-body = Message body\
-to = Name of object to send the message to\
-from = Name of object to send the string from";
-
+PyDoc_STRVAR(gPySendMessage_doc,
+"sendMessage(subject, [body, to, from])\n"
+"sends a message in same manner as a message actuator"
+" subject = Subject of the message"
+" body = Message body"
+" to = Name of object to send the message to"
+" from = Name of object to send the string from"
+);
static PyObject *gPySendMessage(PyObject *, PyObject *args)
{
char* subject;
@@ -511,6 +526,27 @@ static PyObject *gPyGetPhysicsTicRate(PyObject *)
return PyFloat_FromDouble(PHY_GetActiveEnvironment()->GetFixedTimeStep());
}
+static PyObject *gPySetAnimRecordFrame(PyObject *, PyObject *args)
+{
+ int anim_record_frame;
+
+ if (!PyArg_ParseTuple(args, "i:setAnimRecordFrame", &anim_record_frame))
+ return NULL;
+
+ if (anim_record_frame < 0 && (U.flag & USER_NONEGFRAMES)) {
+ PyErr_Format(PyExc_ValueError, "Frame number must be non-negative (was %i).", anim_record_frame);
+ return NULL;
+ }
+
+ gp_KetsjiEngine->setAnimRecordFrame(anim_record_frame);
+ Py_RETURN_NONE;
+}
+
+static PyObject *gPyGetAnimRecordFrame(PyObject *)
+{
+ return PyLong_FromLong(gp_KetsjiEngine->getAnimRecordFrame());
+}
+
static PyObject *gPyGetAverageFrameRate(PyObject *)
{
return PyFloat_FromDouble(KX_KetsjiEngine::GetAverageFrameRate());
@@ -556,11 +592,12 @@ static PyObject *gPyGetBlendFileList(PyObject *, PyObject *args)
return list;
}
-static char gPyAddScene_doc[] =
-"addScene(name, [overlay])\n\
-adds a scene to the game engine\n\
-name = Name of the scene\n\
-overlay = Overlay or underlay";
+PyDoc_STRVAR(gPyAddScene_doc,
+"addScene(name, [overlay])\n"
+"Adds a scene to the game engine.\n"
+" name = Name of the scene\n"
+" overlay = Overlay or underlay"
+);
static PyObject *gPyAddScene(PyObject *, PyObject *args)
{
char* name;
@@ -574,17 +611,19 @@ static PyObject *gPyAddScene(PyObject *, PyObject *args)
Py_RETURN_NONE;
}
-static const char *gPyGetCurrentScene_doc =
+PyDoc_STRVAR(gPyGetCurrentScene_doc,
"getCurrentScene()\n"
-"Gets a reference to the current scene.\n";
+"Gets a reference to the current scene."
+);
static PyObject *gPyGetCurrentScene(PyObject *self)
{
return gp_KetsjiScene->GetProxy();
}
-static const char *gPyGetSceneList_doc =
+PyDoc_STRVAR(gPyGetSceneList_doc,
"getSceneList()\n"
-"Return a list of converted scenes.\n";
+"Return a list of converted scenes."
+);
static PyObject *gPyGetSceneList(PyObject *self)
{
KX_KetsjiEngine* m_engine = KX_GetActiveEngine();
@@ -869,6 +908,8 @@ static struct PyMethodDef game_methods[] = {
{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, (const char *)"Sets the logic tic rate"},
{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, (const char *)"Gets the physics tic rate"},
{"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, (const char *)"Sets the physics tic rate"},
+ {"getAnimRecordFrame", (PyCFunction) gPyGetAnimRecordFrame, METH_NOARGS, (const char *)"Gets the current frame number used for animation recording"},
+ {"setAnimRecordFrame", (PyCFunction) gPySetAnimRecordFrame, METH_VARARGS, (const char *)"Sets the current frame number used for animation recording"},
{"getExitKey", (PyCFunction) gPyGetExitKey, METH_NOARGS, (const char *)"Gets the key used to exit the game engine"},
{"setExitKey", (PyCFunction) gPySetExitKey, METH_VARARGS, (const char *)"Sets the key used to exit the game engine"},
{"getAverageFrameRate", (PyCFunction) gPyGetAverageFrameRate, METH_NOARGS, (const char *)"Gets the estimated average frame rate"},
@@ -1002,111 +1043,39 @@ static PyObject *gPyGetFocalLength(PyObject *, PyObject *, PyObject *)
Py_RETURN_NONE;
}
-static PyObject *gPySetBackgroundColor(PyObject *, PyObject *value)
+static PyObject *gPyGetStereoEye(PyObject *, PyObject *, PyObject *)
{
-
- MT_Vector4 vec;
- if (!PyVecTo(value, vec))
- return NULL;
-
- if (gp_Canvas)
- {
- gp_Rasterizer->SetBackColor((float)vec[0], (float)vec[1], (float)vec[2], (float)vec[3]);
- }
-
- KX_WorldInfo *wi = gp_KetsjiScene->GetWorldInfo();
- if (wi->hasWorld())
- wi->setBackColor((float)vec[0], (float)vec[1], (float)vec[2]);
+ int flag = RAS_IRasterizer::RAS_STEREO_LEFTEYE;
- Py_RETURN_NONE;
-}
-
-
-
-static PyObject *gPySetMistColor(PyObject *, PyObject *value)
-{
-
- MT_Vector3 vec;
- if (!PyVecTo(value, vec))
- return NULL;
-
if (!gp_Rasterizer) {
- PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setMistColor(color), Rasterizer not available");
+ PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getStereoEye(), Rasterizer not available");
return NULL;
}
- gp_Rasterizer->SetFogColor((float)vec[0], (float)vec[1], (float)vec[2]);
-
- Py_RETURN_NONE;
-}
-static PyObject *gPyDisableMist(PyObject *)
-{
-
- if (!gp_Rasterizer) {
- PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setMistColor(color), Rasterizer not available");
- return NULL;
- }
- gp_Rasterizer->DisableFog();
-
- Py_RETURN_NONE;
-}
+ if (gp_Rasterizer->Stereo())
+ flag = gp_Rasterizer->GetEye();
-static PyObject *gPySetMistStart(PyObject *, PyObject *args)
-{
-
- float miststart;
- if (!PyArg_ParseTuple(args,"f:setMistStart",&miststart))
- return NULL;
-
- if (!gp_Rasterizer) {
- PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setMistStart(float), Rasterizer not available");
- return NULL;
- }
-
- gp_Rasterizer->SetFogStart(miststart);
-
- Py_RETURN_NONE;
+ return PyLong_FromLong(flag);
}
-
-
-static PyObject *gPySetMistEnd(PyObject *, PyObject *args)
+static PyObject *gPySetBackgroundColor(PyObject *, PyObject *value)
{
-
- float mistend;
- if (!PyArg_ParseTuple(args,"f:setMistEnd",&mistend))
+ MT_Vector4 vec;
+ if (!PyVecTo(value, vec))
return NULL;
-
- if (!gp_Rasterizer) {
- PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setMistEnd(float), Rasterizer not available");
+
+ KX_WorldInfo *wi = gp_KetsjiScene->GetWorldInfo();
+ if (!wi->hasWorld()) {
+ PyErr_SetString(PyExc_RuntimeError, "bge.render.SetBackgroundColor(color), World not available");
return NULL;
}
-
- gp_Rasterizer->SetFogEnd(mistend);
-
- Py_RETURN_NONE;
-}
+ ShowDeprecationWarning("setBackgroundColor()", "KX_WorldInfo.background_color");
+ wi->setBackColor((float)vec[0], (float)vec[1], (float)vec[2]);
-static PyObject *gPySetAmbientColor(PyObject *, PyObject *value)
-{
-
- MT_Vector3 vec;
- if (!PyVecTo(value, vec))
- return NULL;
-
- if (!gp_Rasterizer) {
- PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setAmbientColor(color), Rasterizer not available");
- return NULL;
- }
- gp_Rasterizer->SetAmbientColor((float)vec[0], (float)vec[1], (float)vec[2]);
-
Py_RETURN_NONE;
}
-
-
-
static PyObject *gPyMakeScreenshot(PyObject *, PyObject *args)
{
char* filename;
@@ -1192,10 +1161,6 @@ static PyObject *gPySetGLSLMaterialSetting(PyObject *,
else
gs->glslflag |= flag;
- /* temporarily store the glsl settings in the scene for the GLSL materials */
- GameData *gm= &(gp_KetsjiScene->GetBlenderScene()->gm);
- gm->flag = gs->glslflag;
-
/* display lists and GLSL materials need to be remade */
if (sceneflag != gs->glslflag) {
GPU_materials_free();
@@ -1203,11 +1168,14 @@ static PyObject *gPySetGLSLMaterialSetting(PyObject *,
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
KX_SceneList::iterator it;
- for (it=scenes->begin(); it!=scenes->end(); it++)
+ for (it=scenes->begin(); it!=scenes->end(); it++) {
+ // temporarily store the glsl settings in the scene for the GLSL materials
+ (*it)->GetBlenderScene()->gm.flag = gs->glslflag;
if ((*it)->GetBucketManager()) {
(*it)->GetBucketManager()->ReleaseDisplayLists();
(*it)->GetBucketManager()->ReleaseMaterials();
}
+ }
}
}
@@ -1320,7 +1288,7 @@ static PyObject *gPyDrawLine(PyObject *, PyObject *args)
if (!PyVecTo(ob_color, color))
return NULL;
- gp_Rasterizer->DrawDebugLine(from,to,color);
+ gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
Py_RETURN_NONE;
}
@@ -1396,7 +1364,9 @@ static PyObject *gPySetVsync(PyObject *, PyObject *args)
static PyObject *gPyGetVsync(PyObject *)
{
- return PyLong_FromLong(gp_Canvas->GetSwapInterval());
+ int interval = 0;
+ gp_Canvas->GetSwapInterval(interval);
+ return PyLong_FromLong(interval);
}
static PyObject *gPyShowFramerate(PyObject *, PyObject *args)
@@ -1463,6 +1433,24 @@ static PyObject *gPyClearDebugList(PyObject *)
Py_RETURN_NONE;
}
+static PyObject *gPyGetDisplayDimensions(PyObject *)
+{
+ PyObject *result;
+ int width, height;
+
+ gp_Canvas->GetDisplayDimensions(width, height);
+
+ result = PyTuple_New(2);
+ PyTuple_SET_ITEMS(result,
+ PyLong_FromLong(width),
+ PyLong_FromLong(height));
+
+ return result;
+}
+
+PyDoc_STRVAR(Rasterizer_module_documentation,
+"This is the Python API for the game engine of Rasterizer"
+);
static struct PyMethodDef rasterizer_methods[] = {
{"getWindowWidth",(PyCFunction) gPyGetWindowWidth,
@@ -1478,11 +1466,6 @@ static struct PyMethodDef rasterizer_methods[] = {
{"setMousePosition",(PyCFunction) gPySetMousePosition,
METH_VARARGS, "setMousePosition(int x,int y)"},
{"setBackgroundColor",(PyCFunction)gPySetBackgroundColor,METH_O,"set Background Color (rgb)"},
- {"setAmbientColor",(PyCFunction)gPySetAmbientColor,METH_O,"set Ambient Color (rgb)"},
- {"disableMist",(PyCFunction)gPyDisableMist,METH_NOARGS,"turn off mist"},
- {"setMistColor",(PyCFunction)gPySetMistColor,METH_O,"set Mist Color (rgb)"},
- {"setMistStart",(PyCFunction)gPySetMistStart,METH_VARARGS,"set Mist Start(rgb)"},
- {"setMistEnd",(PyCFunction)gPySetMistEnd,METH_VARARGS,"set Mist End(rgb)"},
{"enableMotionBlur",(PyCFunction)gPyEnableMotionBlur,METH_VARARGS,"enable motion blur"},
{"disableMotionBlur",(PyCFunction)gPyDisableMotionBlur,METH_NOARGS,"disable motion blur"},
@@ -1490,6 +1473,7 @@ static struct PyMethodDef rasterizer_methods[] = {
{"getEyeSeparation", (PyCFunction) gPyGetEyeSeparation, METH_NOARGS, "get the eye separation for stereo mode"},
{"setFocalLength", (PyCFunction) gPySetFocalLength, METH_VARARGS, "set the focal length for stereo mode"},
{"getFocalLength", (PyCFunction) gPyGetFocalLength, METH_VARARGS, "get the focal length for stereo mode"},
+ {"getStereoEye", (PyCFunction) gPyGetStereoEye, METH_VARARGS, "get the current stereoscopy eye being rendered"},
{"setMaterialMode",(PyCFunction) gPySetMaterialType,
METH_VARARGS, "set the material mode to use for OpenGL rendering"},
{"getMaterialMode",(PyCFunction) gPyGetMaterialType,
@@ -1507,6 +1491,8 @@ static struct PyMethodDef rasterizer_methods[] = {
{"setWindowSize", (PyCFunction) gPySetWindowSize, METH_VARARGS, ""},
{"setFullScreen", (PyCFunction) gPySetFullScreen, METH_O, ""},
{"getFullScreen", (PyCFunction) gPyGetFullScreen, METH_NOARGS, ""},
+ {"getDisplayDimensions", (PyCFunction) gPyGetDisplayDimensions, METH_NOARGS,
+ "Get the actual dimensions, in pixels, of the physical display (e.g., the monitor)."},
{"setMipmapping", (PyCFunction) gPySetMipmapping, METH_VARARGS, ""},
{"getMipmapping", (PyCFunction) gPyGetMipmapping, METH_NOARGS, ""},
{"setVsync", (PyCFunction) gPySetVsync, METH_VARARGS, ""},
@@ -1519,15 +1505,11 @@ static struct PyMethodDef rasterizer_methods[] = {
{ NULL, (PyCFunction) NULL, 0, NULL }
};
-// Initialization function for the module (*must* be called initGameLogic)
-static char GameLogic_module_documentation[] =
-"This is the Python API for the game engine of bge.logic"
-;
-static char Rasterizer_module_documentation[] =
-"This is the Python API for the game engine of Rasterizer"
-;
+PyDoc_STRVAR(GameLogic_module_documentation,
+"This is the Python API for the game engine of bge.logic"
+);
static struct PyModuleDef GameLogic_module_def = {
{}, /* m_base */
@@ -1541,33 +1523,20 @@ static struct PyModuleDef GameLogic_module_def = {
0, /* m_free */
};
-PyObject *initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack to get gravity hook
+PyMODINIT_FUNC initGameLogicPythonBinding()
{
PyObject *m;
PyObject *d;
PyObject *item; /* temp PyObject *storage */
-
- gp_KetsjiEngine = engine;
- gp_KetsjiScene = scene;
gUseVisibilityTemp=false;
-
+
PyObjectPlus::ClearDeprecationWarning(); /* Not that nice to call here but makes sure warnings are reset between loading scenes */
-
- /* Use existing module where possible
- * be careful not to init any runtime vars after this */
- m = PyImport_ImportModule( "GameLogic" );
- if (m) {
- Py_DECREF(m);
- return m;
- }
- else {
- PyErr_Clear();
- // Create the module and add the functions
- m = PyModule_Create(&GameLogic_module_def);
- PyDict_SetItemString(PySys_GetObject("modules"), GameLogic_module_def.m_name, m);
- }
-
+
+ m = PyModule_Create(&GameLogic_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), GameLogic_module_def.m_name, m);
+
+
// Add some symbolic constants to the module
d = PyModule_GetDict(m);
@@ -1587,17 +1556,22 @@ PyObject *initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
PyObject* joylist = PyList_New(JOYINDEX_MAX);
for (int i=0; i<JOYINDEX_MAX; ++i) {
- SCA_Joystick* joy = SCA_Joystick::GetInstance(i);
+ SCA_Joystick *joy = SCA_Joystick::GetInstance(i);
+ PyObject *item;
+
if (joy && joy->Connected()) {
gp_PythonJoysticks[i] = new SCA_PythonJoystick(joy);
- PyObject* tmp = gp_PythonJoysticks[i]->NewProxy(true);
- Py_INCREF(tmp);
- PyList_SET_ITEM(joylist, i, tmp);
- } else {
- joy->ReleaseInstance();
- Py_INCREF(Py_None);
- PyList_SET_ITEM(joylist, i, Py_None);
+ item = gp_PythonJoysticks[i]->NewProxy(true);
}
+ else {
+ if (joy) {
+ joy->ReleaseInstance();
+ }
+ item = Py_None;
+ }
+
+ Py_INCREF(item);
+ PyList_SET_ITEM(joylist, i, item);
}
PyDict_SetItemString(d, "joysticks", joylist);
@@ -2047,7 +2021,77 @@ void removeImportMain(struct Main *maggie)
bpy_import_main_extra_remove(maggie);
}
-// Copied from bpy_interface.c
+
+PyDoc_STRVAR(BGE_module_documentation,
+ "This module contains submodules for the Blender Game Engine.\n"
+);
+
+static struct PyModuleDef BGE_module_def = {
+ PyModuleDef_HEAD_INIT,
+ "bge", /* m_name */
+ BGE_module_documentation, /* m_doc */
+ 0, /* m_size */
+ NULL, /* m_methods */
+ NULL, /* m_reload */
+ NULL, /* m_traverse */
+ NULL, /* m_clear */
+ NULL, /* m_free */
+};
+
+PyMODINIT_FUNC initBGE(void)
+{
+ PyObject *mod;
+ PyObject *submodule;
+ PyObject *sys_modules = PyThreadState_GET()->interp->modules;
+ const char *mod_full;
+
+ mod = PyModule_Create(&BGE_module_def);
+
+ /* skip "bge." */
+#define SUBMOD (mod_full + 4)
+
+ mod_full = "bge.app";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initApplicationPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.constraints";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initConstraintPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.events";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initGameKeysPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.logic";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initGameLogicPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.render";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initRasterizerPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.texture";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initVideoTexturePythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+ mod_full = "bge.types";
+ PyModule_AddObject(mod, SUBMOD, (submodule = initGameTypesPythonBinding()));
+ PyDict_SetItemString(sys_modules, mod_full, submodule);
+ Py_INCREF(submodule);
+
+#undef SUBMOD
+
+ return mod;
+}
+
+
+/* minimal required blender modules to run blenderplayer */
static struct _inittab bge_internal_modules[] = {
{"mathutils", PyInit_mathutils},
{"bgl", BPyInit_bgl},
@@ -2060,7 +2104,7 @@ static struct _inittab bge_internal_modules[] = {
* Python is not initialized.
* see bpy_interface.c's BPY_python_start() which shares the same functionality in blender.
*/
-PyObject *initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie, int argc, char** argv)
+PyObject *initGamePlayerPythonScripting(Main *maggie, int argc, char** argv)
{
/* Yet another gotcha in the py api
* Cant run PySys_SetArgv more than once because this adds the
@@ -2069,16 +2113,22 @@ PyObject *initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
* somehow it remembers the sys.path - Campbell
*/
static bool first_time = true;
- const char * const py_path_bundle = BLI_get_folder(BLENDER_SYSTEM_PYTHON, NULL);
-
-#if 0 // TODO - py3
- STR_String pname = progname;
- Py_SetProgramName(pname.Ptr());
-#endif
-
+ const char * const py_path_bundle = BKE_appdir_folder_id(BLENDER_SYSTEM_PYTHON, NULL);
+
+ /* not essential but nice to set our name */
+ static wchar_t program_path_wchar[FILE_MAX]; /* python holds a reference */
+ BLI_strncpy_wchar_from_utf8(program_path_wchar, BKE_appdir_program_path(), ARRAY_SIZE(program_path_wchar));
+ Py_SetProgramName(program_path_wchar);
+
+ /* Update, Py3.3 resolves attempting to parse non-existing header */
+#if 0
+ /* Python 3.2 now looks for '2.xx/python/include/python3.2d/pyconfig.h' to
+ * parse from the 'sysconfig' module which is used by 'site',
+ * so for now disable site. alternatively we could copy the file. */
if (py_path_bundle != NULL) {
- Py_NoSiteFlag = 1;
+ Py_NoSiteFlag = 1; /* inhibits the automatic importing of 'site' */
}
+#endif
Py_FrozenFlag = 1;
@@ -2102,12 +2152,16 @@ PyObject *initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
PySys_SetObject("argv", py_argv);
Py_DECREF(py_argv);
}
-
+
/* Initialize thread support (also acquires lock) */
PyEval_InitThreads();
bpy_import_init(PyEval_GetBuiltins());
+ bpy_import_main_set(maggie);
+
+ initPySysObjects(maggie);
+
/* mathutils types are used by the BGE even if we don't import them */
{
PyObject *mod = PyImport_ImportModuleLevel("mathutils", NULL, NULL, NULL, 0);
@@ -2122,12 +2176,8 @@ PyObject *initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
}
#endif
- initPyTypes();
-
- bpy_import_main_set(maggie);
-
- initPySysObjects(maggie);
-
+ PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
+
first_time = false;
PyObjectPlus::ClearDeprecationWarning();
@@ -2164,12 +2214,13 @@ void exitGamePlayerPythonScripting()
/**
* Python is already initialized.
*/
-PyObject *initGamePythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie)
+PyObject *initGamePythonScripting(Main *maggie)
{
-#if 0 // XXX TODO Py3
- STR_String pname = progname;
- Py_SetProgramName(pname.Ptr());
-#endif
+ /* no need to Py_SetProgramName, it was already taken care of in BPY_python_start */
+
+ bpy_import_main_set(maggie);
+
+ initPySysObjects(maggie);
#ifdef WITH_AUDASPACE
/* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
@@ -2179,11 +2230,7 @@ PyObject *initGamePythonScripting(const STR_String& progname, TPythonSecurityLev
}
#endif
- initPyTypes();
-
- bpy_import_main_set(maggie);
-
- initPySysObjects(maggie);
+ PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
PyObjectPlus::NullDeprecationWarning();
@@ -2216,51 +2263,32 @@ void exitGamePythonScripting()
void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene *startscene, Main *blenderdata,
PyObject *pyGlobalDict, PyObject **gameLogic, PyObject **gameLogic_keys, int argc, char** argv)
{
- PyObject *dictionaryobject;
+ PyObject *modules, *dictionaryobject;
+
+ gp_Canvas = ketsjiengine->GetCanvas();
+ gp_Rasterizer = ketsjiengine->GetRasterizer();
+ gp_KetsjiEngine = ketsjiengine;
+ gp_KetsjiScene = startscene;
if (argv) /* player only */
- dictionaryobject= initGamePlayerPythonScripting("Ketsji", psl_Lowest, blenderdata, argc, argv);
+ dictionaryobject= initGamePlayerPythonScripting(blenderdata, argc, argv);
else
- dictionaryobject= initGamePythonScripting("Ketsji", psl_Lowest, blenderdata);
+ dictionaryobject= initGamePythonScripting(blenderdata);
ketsjiengine->SetPyNamespace(dictionaryobject);
- initRasterizer(ketsjiengine->GetRasterizer(), ketsjiengine->GetCanvas());
- *gameLogic = initGameLogic(ketsjiengine, startscene);
- /* is set in initGameLogic so only set here if we want it to persist between scenes */
+ modules = PyImport_GetModuleDict();
+
+ *gameLogic = PyDict_GetItemString(modules, "GameLogic");
+ /* is set in initGameLogicPythonBinding so only set here if we want it to persist between scenes */
if (pyGlobalDict)
PyDict_SetItemString(PyModule_GetDict(*gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
*gameLogic_keys = PyDict_Keys(PyModule_GetDict(*gameLogic));
-
- initGameKeys();
- initPythonConstraintBinding();
- initVideoTexture();
-
- /* could be done a lot more nicely, but for now a quick way to get bge.* working */
- PyRun_SimpleString("sys = __import__('sys');"
- "bge = type(sys)('bge');"
- "bge.__dict__.update({'logic':__import__('GameLogic'), "
- "'render':__import__('Rasterizer'), "
- "'events':__import__('GameKeys'), "
- "'constraints':__import__('PhysicsConstraints'), "
- "'physics':__import__('PhysicsConstraints'),"
- "'types':__import__('GameTypes'), "
- "'texture':__import__('VideoTexture')});"
- /* so we can do 'import bge.foo as bar' */
- "sys.modules.update({'bge': bge, "
- "'bge.logic':bge.logic, "
- "'bge.render':bge.render, "
- "'bge.events':bge.events, "
- "'bge.constraints':bge.constraints, "
- "'bge.physics':bge.physics,"
- "'bge.types':bge.types, "
- "'bge.texture':bge.texture})"
- );
}
static struct PyModuleDef Rasterizer_module_def = {
- {}, /* m_base */
+ PyModuleDef_HEAD_INIT,
"Rasterizer", /* m_name */
Rasterizer_module_documentation, /* m_doc */
0, /* m_size */
@@ -2271,29 +2299,14 @@ static struct PyModuleDef Rasterizer_module_def = {
0, /* m_free */
};
-PyObject *initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
+PyMODINIT_FUNC initRasterizerPythonBinding()
{
- gp_Canvas = canvas;
- gp_Rasterizer = rasty;
-
-
PyObject *m;
PyObject *d;
- /* Use existing module where possible
- * be careful not to init any runtime vars after this */
- m = PyImport_ImportModule( "Rasterizer" );
- if (m) {
- Py_DECREF(m);
- return m;
- }
- else {
- PyErr_Clear();
+ m = PyModule_Create(&Rasterizer_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), Rasterizer_module_def.m_name, m);
- // Create the module and add the functions
- m = PyModule_Create(&Rasterizer_module_def);
- PyDict_SetItemString(PySys_GetObject("modules"), Rasterizer_module_def.m_name, m);
- }
// Add some symbolic constants to the module
d = PyModule_GetDict(m);
@@ -2314,6 +2327,10 @@ PyObject *initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
KX_MACRO_addTypesToDict(d, VSYNC_ON, VSYNC_ON);
KX_MACRO_addTypesToDict(d, VSYNC_ADAPTIVE, VSYNC_ADAPTIVE);
+ /* stereoscopy */
+ KX_MACRO_addTypesToDict(d, LEFT_EYE, RAS_IRasterizer::RAS_STEREO_LEFTEYE);
+ KX_MACRO_addTypesToDict(d, RIGHT_EYE, RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
+
// XXXX Add constants here
// Check for errors
@@ -2322,7 +2339,7 @@ PyObject *initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
Py_FatalError("can't initialize module Rasterizer");
}
- return d;
+ return m;
}
@@ -2331,13 +2348,14 @@ PyObject *initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
/* GameKeys: symbolic constants for key mapping */
/* ------------------------------------------------------------------------- */
-static char GameKeys_module_documentation[] =
+PyDoc_STRVAR(GameKeys_module_documentation,
"This modules provides defines for key-codes"
-;
+);
-static char gPyEventToString_doc[] =
-"EventToString(event) - Take a valid event from the GameKeys module or Keyboard Sensor and return a name"
-;
+PyDoc_STRVAR(gPyEventToString_doc,
+"EventToString(event)\n"
+"Take a valid event from the GameKeys module or Keyboard Sensor and return a name"
+);
static PyObject *gPyEventToString(PyObject *, PyObject *value)
{
@@ -2365,9 +2383,11 @@ static PyObject *gPyEventToString(PyObject *, PyObject *value)
return ret;
}
-static char gPyEventToCharacter_doc[] =
-"EventToCharacter(event, is_shift) - Take a valid event from the GameKeys module or Keyboard Sensor and return a character"
-;
+
+PyDoc_STRVAR(gPyEventToCharacter_doc,
+"EventToCharacter(event, is_shift)\n"
+"Take a valid event from the GameKeys module or Keyboard Sensor and return a character"
+);
static PyObject *gPyEventToCharacter(PyObject *, PyObject *args)
{
@@ -2393,7 +2413,7 @@ static struct PyMethodDef gamekeys_methods[] = {
};
static struct PyModuleDef GameKeys_module_def = {
- {}, /* m_base */
+ PyModuleDef_HEAD_INIT,
"GameKeys", /* m_name */
GameKeys_module_documentation, /* m_doc */
0, /* m_size */
@@ -2404,24 +2424,13 @@ static struct PyModuleDef GameKeys_module_def = {
0, /* m_free */
};
-PyObject *initGameKeys()
+PyMODINIT_FUNC initGameKeysPythonBinding()
{
PyObject *m;
PyObject *d;
-
- /* Use existing module where possible */
- m = PyImport_ImportModule( "GameKeys" );
- if (m) {
- Py_DECREF(m);
- return m;
- }
- else {
- PyErr_Clear();
-
- // Create the module and add the functions
- m = PyModule_Create(&GameKeys_module_def);
- PyDict_SetItemString(PySys_GetObject("modules"), GameKeys_module_def.m_name, m);
- }
+
+ m = PyModule_Create(&GameKeys_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), GameKeys_module_def.m_name, m);
// Add some symbolic constants to the module
d = PyModule_GetDict(m);
@@ -2566,9 +2575,80 @@ PyObject *initGameKeys()
Py_FatalError("can't initialize module GameKeys");
}
- return d;
+ return m;
+}
+
+
+
+/* ------------------------------------------------------------------------- */
+/* Application: application values that remain unchanged during runtime */
+/* ------------------------------------------------------------------------- */
+
+PyDoc_STRVAR(Application_module_documentation,
+ "This module contains application values that remain unchanged during runtime."
+ );
+
+static struct PyModuleDef Application_module_def = {
+ PyModuleDef_HEAD_INIT,
+ "bge.app", /* m_name */
+ Application_module_documentation, /* m_doc */
+ 0, /* m_size */
+ NULL, /* m_methods */
+ 0, /* m_reload */
+ 0, /* m_traverse */
+ 0, /* m_clear */
+ 0, /* m_free */
+};
+
+PyMODINIT_FUNC initApplicationPythonBinding()
+{
+ PyObject *m;
+ PyObject *d;
+
+ m = PyModule_Create(&Application_module_def);
+
+ // Add some symbolic constants to the module
+ d = PyModule_GetDict(m);
+
+ PyDict_SetItemString(d, "version", Py_BuildValue("(iii)",
+ BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION));
+ PyDict_SetItemString(d, "version_string", PyUnicode_FromFormat("%d.%02d (sub %d)",
+ BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION));
+ PyDict_SetItemString(d, "version_char", PyUnicode_FromString(
+ STRINGIFY(BLENDER_VERSION_CHAR)));
+
+ PyDict_SetItemString(d, "has_texture_ffmpeg",
+#ifdef WITH_FFMPEG
+ Py_True
+#else
+ Py_False
+#endif
+ );
+ PyDict_SetItemString(d, "has_joystick",
+#ifdef WITH_SDL
+ Py_True
+#else
+ Py_False
+#endif
+ );
+ PyDict_SetItemString(d, "has_physics",
+#ifdef WITH_BULLET
+ Py_True
+#else
+ Py_False
+#endif
+ );
+
+ // Check for errors
+ if (PyErr_Occurred()) {
+ PyErr_Print();
+ PyErr_Clear();
+ }
+
+ return m;
}
+
// utility function for loading and saving the globalDict
int saveGamePythonConfig( char **marshal_buffer)
{
diff --git a/source/gameengine/Ketsji/KX_PythonInit.h b/source/gameengine/Ketsji/KX_PythonInit.h
index 719a74ee219..6550934a916 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.h
+++ b/source/gameengine/Ketsji/KX_PythonInit.h
@@ -32,10 +32,13 @@
#ifndef __KX_PYTHONINIT_H__
#define __KX_PYTHONINIT_H__
-#include "KX_Python.h"
+#include "EXP_Python.h"
#include "STR_String.h"
#include "MT_Vector3.h"
+class KX_KetsjiEngine;
+class KX_Scene;
+
typedef enum {
psl_Lowest = 0,
psl_Highest,
@@ -44,13 +47,14 @@ typedef enum {
extern bool gUseVisibilityTemp;
#ifdef WITH_PYTHON
-PyObject *initGameLogic(class KX_KetsjiEngine *engine, class KX_Scene *ketsjiscene);
-PyObject *initGameKeys();
-PyObject *initRasterizer(class RAS_IRasterizer *rasty,class RAS_ICanvas *canvas);
-PyObject *initGamePlayerPythonScripting(const STR_String &progname, TPythonSecurityLevel level,
- struct Main *maggie, int argc, char **argv);
-PyObject *initVideoTexture(void);
-PyObject *initGamePythonScripting(const STR_String &progname, TPythonSecurityLevel level, struct Main *maggie);
+PyMODINIT_FUNC initBGE(void);
+PyMODINIT_FUNC initApplicationPythonBinding(void);
+PyMODINIT_FUNC initGameLogicPythonBinding(void);
+PyMODINIT_FUNC initGameKeysPythonBinding(void);
+PyMODINIT_FUNC initRasterizerPythonBinding(void);
+PyMODINIT_FUNC initVideoTexturePythonBinding(void);
+PyObject *initGamePlayerPythonScripting(struct Main *maggie, int argc, char **argv);
+PyObject *initGamePythonScripting(struct Main *maggie);
void exitGamePlayerPythonScripting();
void exitGamePythonScripting();
@@ -69,9 +73,9 @@ void removeImportMain(struct Main *maggie);
class KX_KetsjiEngine;
class KX_Scene;
-void KX_SetActiveScene(class KX_Scene *scene);
-class KX_Scene *KX_GetActiveScene();
-class KX_KetsjiEngine *KX_GetActiveEngine();
+void KX_SetActiveScene(KX_Scene *scene);
+KX_Scene *KX_GetActiveScene();
+KX_KetsjiEngine *KX_GetActiveEngine();
typedef int (*PyNextFrameFunc)(void *);
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
index 7d38ce58eee..ef6ad4712a5 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
@@ -40,6 +40,7 @@
#include "BL_ArmatureConstraint.h"
#include "BL_ArmatureObject.h"
#include "BL_ArmatureChannel.h"
+#include "KX_WorldInfo.h"
#include "KX_ArmatureSensor.h"
#include "KX_BlenderMaterial.h"
#include "KX_CameraActuator.h"
@@ -163,21 +164,34 @@ static void PyType_Ready_ADD(PyObject *dict, PyTypeObject *tp, PyAttributeDef *a
#define PyType_Ready_Attr(d, n, i) PyType_Ready_ADD(d, &n::Type, n::Attributes, NULL, i)
#define PyType_Ready_AttrPtr(d, n, i) PyType_Ready_ADD(d, &n::Type, n::Attributes, n::AttributesPtr, i)
-void initPyTypes(void)
+
+
+PyDoc_STRVAR(GameTypes_module_documentation,
+"This module provides access to the game engine data types."
+);
+static struct PyModuleDef GameTypes_module_def = {
+ PyModuleDef_HEAD_INIT,
+ "GameTypes", /* m_name */
+ GameTypes_module_documentation, /* m_doc */
+ 0, /* m_size */
+ NULL, /* m_methods */
+ NULL, /* m_reload */
+ NULL, /* m_traverse */
+ NULL, /* m_clear */
+ NULL, /* m_free */
+};
+
+
+PyMODINIT_FUNC initGameTypesPythonBinding(void)
{
+ PyObject *m;
+ PyObject *dict;
-/*
- * initPyObjectPlusType(BL_ActionActuator::Parents);
- * .....
- */
+ m = PyModule_Create(&GameTypes_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), GameTypes_module_def.m_name, m);
+
+ dict = PyModule_GetDict(m);
- /* For now just do PyType_Ready */
- PyObject *mod = PyModule_New("GameTypes");
- PyObject *dict = PyModule_GetDict(mod);
- PyDict_SetItemString(PySys_GetObject("modules"), "GameTypes", mod);
- Py_DECREF(mod);
-
-
for (int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */
PyType_Ready_Attr(dict, BL_ActionActuator, init_getset);
PyType_Ready_Attr(dict, BL_Shader, init_getset);
@@ -218,6 +232,7 @@ void initPyTypes(void)
PyType_Ready_Attr(dict, KX_SCA_EndObjectActuator, init_getset);
PyType_Ready_Attr(dict, KX_SCA_ReplaceMeshActuator, init_getset);
PyType_Ready_Attr(dict, KX_Scene, init_getset);
+ PyType_Ready_Attr(dict, KX_WorldInfo, init_getset);
PyType_Ready_Attr(dict, KX_NavMeshObject, init_getset);
PyType_Ready_Attr(dict, KX_SceneActuator, init_getset);
PyType_Ready_Attr(dict, KX_SoundActuator, init_getset);
@@ -266,7 +281,11 @@ void initPyTypes(void)
/* Init mathutils callbacks */
KX_GameObject_Mathutils_Callback_Init();
KX_ObjectActuator_Mathutils_Callback_Init();
+ KX_WorldInfo_Mathutils_Callback_Init();
+ KX_BlenderMaterial_Mathutils_Callback_Init();
#endif
+
+ return m;
}
#endif // WITH_PYTHON
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.h b/source/gameengine/Ketsji/KX_PythonInitTypes.h
index d8ee4f75fdd..cfc49a1dc93 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.h
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.h
@@ -33,7 +33,8 @@
#define __KX_PYTHON_INIT_TYPES__
#ifdef WITH_PYTHON
-void initPyTypes(void);
+#include <Python.h>
+PyMODINIT_FUNC initGameTypesPythonBinding(void);
#endif
#endif /* __KX_PYTHON_INIT_TYPES__ */
diff --git a/source/gameengine/Ketsji/KX_PythonSeq.h b/source/gameengine/Ketsji/KX_PythonSeq.h
index 568d59119c0..33b5335ddf4 100644
--- a/source/gameengine/Ketsji/KX_PythonSeq.h
+++ b/source/gameengine/Ketsji/KX_PythonSeq.h
@@ -35,7 +35,7 @@
#ifdef WITH_PYTHON
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
// -------------------------
enum KX_PYGENSEQ_TYPE {
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index 0f47dfd922b..c97d233a67b 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -46,6 +46,7 @@
#include "PHY_IPhysicsEnvironment.h"
#include "PHY_IPhysicsController.h"
#include "DNA_sensor_types.h"
+#include "RAS_MeshObject.h"
#include <stdio.h>
@@ -111,6 +112,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
KX_GameObject* hitKXObj = client->m_gameobject;
bool bFound = false;
+ bool hitMaterial = false;
if (m_propertyname.Length() == 0)
{
@@ -118,15 +120,19 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
}
else
{
- if (m_bFindMaterial)
- {
- if (client->m_auxilary_info)
- {
- bFound = (m_propertyname== ((char*)client->m_auxilary_info));
+ if (m_bFindMaterial) {
+ for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ bFound = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (bFound) {
+ hitMaterial = true;
+ break;
+ }
+ }
}
}
- else
- {
+ else {
bFound = hitKXObj->GetProperty(m_propertyname) != NULL;
}
}
@@ -143,7 +149,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
m_hitNormal[1] = result->m_hitNormal[1];
m_hitNormal[2] = result->m_hitNormal[2];
- m_hitMaterial = (client->m_auxilary_info ? (char*)client->m_auxilary_info : "");
+ m_hitMaterial = hitMaterial;
}
// no multi-hit search yet
return true;
@@ -154,6 +160,8 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void
*/
bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo *client)
{
+ KX_GameObject *hitKXObj = client->m_gameobject;
+
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// Unknown type of object, skip it.
@@ -163,16 +171,21 @@ bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo *client)
}
if (m_bXRay && m_propertyname.Length() != 0)
{
- if (m_bFindMaterial)
- {
- // not quite correct: an object may have multiple material
- // should check all the material and not only the first one
- if (!client->m_auxilary_info || (m_propertyname != ((char*)client->m_auxilary_info)))
+ if (m_bFindMaterial) {
+ bool found = false;
+ for (unsigned int i = 0; i < hitKXObj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = hitKXObj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ found = strcmp(m_propertyname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (found)
+ break;
+ }
+ }
+ if (!found)
return false;
}
- else
- {
- if (client->m_gameobject->GetProperty(m_propertyname) == NULL)
+ else {
+ if (hitKXObj->GetProperty(m_propertyname) == NULL)
return false;
}
}
diff --git a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
index f8f79269eaa..fdcfd22270b 100644
--- a/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
@@ -38,7 +38,7 @@
#include "KX_SCA_AddObjectActuator.h"
#include "SCA_IScene.h"
#include "KX_GameObject.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
index e02eca3db63..96e1cc29de3 100644
--- a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
@@ -121,7 +121,9 @@ bool KX_SCA_DynamicActuator::Update()
switch (m_dyn_operation)
{
case 0:
- controller->RestoreDynamics();
+ // Child objects must be static, so we block changing to dynamic
+ if (!obj->GetParent())
+ controller->RestoreDynamics();
break;
case 1:
controller->SuspendDynamics();
diff --git a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
index b105256836b..6b6b090c1c4 100644
--- a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
@@ -43,7 +43,7 @@
#include "KX_SCA_ReplaceMeshActuator.h"
#include "KX_MeshProxy.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#ifdef WITH_PYTHON
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index d0eab9de1c1..723736906a9 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -35,6 +35,8 @@
# pragma warning (disable:4786)
#endif
+#include <stdio.h>
+
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "MT_assert.h"
@@ -42,7 +44,7 @@
#include "KX_BlenderMaterial.h"
#include "KX_FontObject.h"
#include "RAS_IPolygonMaterial.h"
-#include "ListValue.h"
+#include "EXP_ListValue.h"
#include "SCA_LogicManager.h"
#include "SCA_TimeEventManager.h"
//#include "SCA_AlwaysEventManager.h"
@@ -66,7 +68,7 @@
#include "RAS_ICanvas.h"
#include "RAS_BucketManager.h"
-#include "FloatValue.h"
+#include "EXP_FloatValue.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SG_Node.h"
@@ -94,12 +96,14 @@
#include "KX_ObstacleSimulation.h"
#ifdef WITH_BULLET
-#include "KX_SoftBodyDeformer.h"
+# include "KX_SoftBodyDeformer.h"
#endif
-#include "KX_Light.h"
+#ifdef WITH_PYTHON
+# include "EXP_PythonCallBack.h"
+#endif
-#include <stdio.h>
+#include "KX_Light.h"
#include "BLI_task.h"
@@ -156,7 +160,9 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
- m_blenderScene(scene)
+ m_blenderScene(scene),
+ m_isActivedHysteresis(false),
+ m_lodHysteresisValue(0)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
@@ -218,7 +224,7 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_bucketmanager=new RAS_BucketManager();
- bool showObstacleSimulation = scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION;
+ bool showObstacleSimulation = (scene->gm.flag & GAME_SHOW_OBSTACLE_SIMULATION) != 0;
switch (scene->gm.obstacleSimulation)
{
case OBSTSIMULATION_TOI_rays:
@@ -235,6 +241,7 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_attr_dict = NULL;
m_draw_call_pre = NULL;
m_draw_call_post = NULL;
+ m_draw_setup_call_pre = NULL;
#endif
}
@@ -532,6 +539,8 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
m_objectlist->Add(newobj->AddRef());
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
m_lightlist->Add(newobj->AddRef());
+ else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_TEXT)
+ AddFont((KX_FontObject*)newobj);
newobj->AddMeshUser();
// logic cannot be replicated, until the whole hierarchy is replicated.
@@ -575,6 +584,10 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal
newctrl->SetNewClientInfo(newobj->getClientInfo());
newobj->SetPhysicsController(newctrl, newobj->IsDynamic());
newctrl->PostProcessReplica(motionstate, parentctrl);
+
+ // Child objects must be static
+ if (parent)
+ newctrl->SuspendDynamics();
}
return newobj;
@@ -803,13 +816,6 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
// we can now add the graphic controller to the physic engine
replica->ActivateGraphicController(true);
- // set references for dupli-group
- // groupobj holds a list of all objects, that belongs to this group
- groupobj->AddInstanceObjects(replica);
-
- // every object gets the reference to its dupli-group object
- replica->SetDupliGroupObject(groupobj);
-
// done with replica
replica->Release();
}
@@ -829,12 +835,6 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(groupobj->GetLayer());
- // If the object was a light, we need to update it's RAS_LightObject as well
- if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
- {
- KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
- lightobj->SetLayer(groupobj->GetLayer());
- }
}
// replicate crosslinks etc. between logic bricks
@@ -846,9 +846,24 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
// now look if object in the hierarchy have dupli group and recurse
for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
{
+ /* Replicate all constraints. */
+ if ((*git)->GetPhysicsController()) {
+ (*git)->GetPhysicsController()->ReplicateConstraints((*git), m_logicHierarchicalGameObjects);
+ (*git)->ClearConstraints();
+ }
+
if ((*git) != groupobj && (*git)->IsDupliGroup())
// can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
duplilist.push_back((*git));
+
+ if ((*git)->GetBlenderGroupObject() == blgroupobj) {
+ // set references for dupli-group
+ // groupobj holds a list of all objects, that belongs to this group
+ groupobj->AddInstanceObjects((*git));
+
+ // every object gets the reference to its dupli-group object
+ (*git)->SetDupliGroupObject(groupobj);
+ }
}
for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
@@ -859,7 +874,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
- class CValue* parentobject,
+ class CValue* referenceobject,
int lifespan)
{
@@ -867,19 +882,18 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
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'
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
- KX_GameObject* parentobj = (KX_GameObject*) parentobject;
+ KX_GameObject* referenceobj = (KX_GameObject*) referenceobject;
m_ueberExecutionPriority++;
// lets create a replica
KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
+ // add a timebomb to this object
+ // lifespan of zero means 'this object lives forever'
if (lifespan > 0)
{
- // add a timebomb to this object
// for now, convert between so called frames and realtime
m_tempObjectList->Add(replica->AddRef());
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
@@ -905,19 +919,20 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
replica->GetSGNode()->AddChild(childreplicanode);
}
- // At this stage all the objects in the hierarchy have been duplicated,
- // we can update the scenegraph, we need it for the duplication of logic
- MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
- replica->NodeSetLocalPosition(newpos);
+ if (referenceobj) {
+ // At this stage all the objects in the hierarchy have been duplicated,
+ // we can update the scenegraph, we need it for the duplication of logic
+ MT_Point3 newpos = referenceobj->NodeGetWorldPosition();
+ replica->NodeSetLocalPosition(newpos);
- MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
- replica->NodeSetLocalOrientation(newori);
-
- // get the rootnode's scale
- MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
+ MT_Matrix3x3 newori = referenceobj->NodeGetWorldOrientation();
+ replica->NodeSetLocalOrientation(newori);
- // set the replica's relative scale with the rootnode's scale
- replica->NodeSetRelativeScale(newscale);
+ // get the rootnode's scale
+ MT_Vector3 newscale = referenceobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
+ // set the replica's relative scale with the rootnode's scale
+ replica->NodeSetRelativeScale(newscale);
+ }
replica->GetSGNode()->UpdateWorldData(0);
replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
@@ -937,13 +952,13 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
{
// 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());
- // If the object was a light, we need to update it's RAS_LightObject as well
- if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
- {
- KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
- lightobj->SetLayer(parentobj->GetLayer());
+ if (referenceobj) {
+ // add the object in the layer of the reference object
+ (*git)->SetLayer(referenceobj->GetLayer());
+ }
+ else {
+ // We don't know what layer set, so we set all visible layers in the blender scene.
+ (*git)->SetLayer(m_blenderScene->lay);
}
}
@@ -1078,6 +1093,16 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
group->RemoveInstanceObject(newobj);
newobj->RemoveMeshes();
+
+ switch (newobj->GetGameObjectType()) {
+ case SCA_IObject::OBJ_CAMERA:
+ m_cameras.remove((KX_Camera *)newobj);
+ break;
+ case SCA_IObject::OBJ_TEXT:
+ m_fonts.remove((KX_FontObject *)newobj);
+ break;
+ }
+
ret = 1;
if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
ret = newobj->Release();
@@ -1093,7 +1118,10 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
ret = newobj->Release();
if (m_animatedlist->RemoveValue(newobj))
ret = newobj->Release();
-
+
+ /* Warning 'newobj' maye be freed now, only compare, don't access */
+
+
if (newobj == m_active_camera)
{
//no AddRef done on m_active_camera so no Release
@@ -1101,12 +1129,6 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
m_active_camera = NULL;
}
- // in case this is a camera
- m_cameras.remove((KX_Camera*)newobj);
-
- // in case this is a font
- m_fonts.remove((KX_FontObject*)newobj);
-
/* currently does nothing, keep in case we need to Unregister something */
#if 0
if (m_sceneConverter)
@@ -1502,6 +1524,15 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
bool dbvt_culling = false;
if (m_dbvt_culling)
{
+ /* Reset KX_GameObject m_bCulled to true before doing culling
+ * since DBVT culling will only set it to false.
+ * This is similar to what RAS_BucketManager does for RAS_MeshSlot culling.
+ */
+ for (int i = 0; i < m_objectlist->GetCount(); i++) {
+ KX_GameObject *gameobj = static_cast<KX_GameObject*>(m_objectlist->GetValue(i));
+ gameobj->SetCulled(true);
+ }
+
// test culling through Bullet
MT_Vector4 planes[6];
// get the clip planes
@@ -1531,9 +1562,6 @@ void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int
MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
}
}
-
- // Now that we know visible meshes, update LoDs
- UpdateObjectLods();
}
// logic stuff
@@ -1642,20 +1670,6 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
void KX_Scene::UpdateAnimations(double curtime)
{
- KX_KetsjiEngine *engine = KX_GetActiveEngine();
-
- if (engine->GetRestrictAnimationFPS())
- {
- // Handle the animations independently of the logic time step
- double anim_timestep = 1.0 / GetAnimationFPS();
- if (curtime - m_previousAnimTime < anim_timestep)
- return;
-
- // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
- // printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
- m_previousAnimTime = curtime;
- }
-
TaskPool *pool = BLI_task_pool_create(KX_GetActiveEngine()->GetTaskScheduler(), &curtime);
for (int i=0; i<m_animatedlist->GetCount(); ++i) {
@@ -1755,6 +1769,10 @@ void KX_Scene::RenderFonts()
void KX_Scene::UpdateObjectLods(void)
{
KX_GameObject* gameobj;
+
+ if (!this->m_active_camera)
+ return;
+
MT_Vector3 cam_pos = this->m_active_camera->NodeGetWorldPosition();
for (int i = 0; i < this->GetObjectList()->GetCount(); i++) {
@@ -1765,6 +1783,26 @@ void KX_Scene::UpdateObjectLods(void)
}
}
+void KX_Scene::SetLodHysteresis(bool active)
+{
+ m_isActivedHysteresis = active;
+}
+
+bool KX_Scene::IsActivedLodHysteresis(void)
+{
+ return m_isActivedHysteresis;
+}
+
+void KX_Scene::SetLodHysteresisValue(int hysteresisvalue)
+{
+ m_lodHysteresisValue = hysteresisvalue;
+}
+
+int KX_Scene::GetLodHysteresisValue(void)
+{
+ return m_lodHysteresisValue;
+}
+
void KX_Scene::UpdateObjectActivity(void)
{
if (m_activity_culling) {
@@ -1881,15 +1919,6 @@ static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *from, KX_Sce
brick->Replace_IScene(to);
brick->Replace_NetworkScene(to->GetNetworkScene());
- /* near sensors have physics controllers */
- KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
- if (touch_sensor) {
- KX_TouchEventManager *tmgr = (KX_TouchEventManager*)from->GetLogicManager()->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
- touch_sensor->UnregisterSumo(tmgr);
- touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
- touch_sensor->RegisterSumo(tmgr);
- }
-
// If we end up replacing a KX_TouchEventManager, we need to make sure
// physics controllers are properly in place. In other words, do this
// after merging physics controllers!
@@ -1948,17 +1977,6 @@ static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene
{
SCA_IController *cont= *itc;
MergeScene_LogicBrick(cont, from, to);
-
- vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
- vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
-
- for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
- MergeScene_LogicBrick(*ita, from, to);
- }
-
- for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
- MergeScene_LogicBrick(*its, from, to);
- }
}
}
@@ -1993,12 +2011,20 @@ static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
to->AddCamera((KX_Camera*)gameobj);
+ // All armatures should be in the animated object list to be umpdated.
+ if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
+ to->AddAnimatedObject(gameobj);
+
/* Add the object to the scene's logic manager */
to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
- for (int i=0; i<gameobj->GetMeshCount(); ++i)
- to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
+ for (int i = 0; i < gameobj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshobj = gameobj->GetMesh(i);
+ // Register the mesh object by name and blender object.
+ to->GetLogicManager()->RegisterGameMeshName(meshobj->GetName(), gameobj->GetBlenderObject());
+ to->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
+ }
}
bool KX_Scene::MergeScene(KX_Scene *other)
@@ -2042,6 +2068,28 @@ bool KX_Scene::MergeScene(KX_Scene *other)
MergeScene_GameObject(gameobj, this, other);
}
+ if (env) {
+ env->MergeEnvironment(env_other);
+ CListValue *otherObjects = other->GetObjectList();
+
+ // List of all physics objects to merge (needed by ReplicateConstraints).
+ std::vector<KX_GameObject *> physicsObjects;
+ for (unsigned int i = 0; i < otherObjects->GetCount(); ++i) {
+ KX_GameObject *gameobj = (KX_GameObject *)otherObjects->GetValue(i);
+ if (gameobj->GetPhysicsController()) {
+ physicsObjects.push_back(gameobj);
+ }
+ }
+
+ for (unsigned int i = 0; i < physicsObjects.size(); ++i) {
+ KX_GameObject *gameobj = physicsObjects[i];
+ // Replicate all constraints in the right physics environment.
+ gameobj->GetPhysicsController()->ReplicateConstraints(gameobj, physicsObjects);
+ gameobj->ClearConstraints();
+ }
+ }
+
+
GetTempObjectList()->MergeList(other->GetTempObjectList());
other->GetTempObjectList()->ReleaseAndRemoveAll();
@@ -2057,9 +2105,6 @@ bool KX_Scene::MergeScene(KX_Scene *other)
GetLightList()->MergeList(other->GetLightList());
other->GetLightList()->ReleaseAndRemoveAll();
- if (env)
- env->MergeEnvironment(env_other);
-
/* move materials across, assume they both use the same scene-converters
* Do this after lights are merged so materials can use the lights in shaders
*/
@@ -2112,30 +2157,10 @@ void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
void KX_Scene::RunDrawingCallbacks(PyObject *cb_list)
{
- Py_ssize_t len;
-
- if (cb_list && (len=PyList_GET_SIZE(cb_list)))
- {
- PyObject *args = PyTuple_New(0); // save python creating each call
- PyObject *func;
- PyObject *ret;
-
- // Iterate the list and run the callbacks
- for (Py_ssize_t pos=0; pos < len; pos++)
- {
- func= PyList_GET_ITEM(cb_list, pos);
- ret= PyObject_Call(func, args, NULL);
- if (ret==NULL) {
- PyErr_Print();
- PyErr_Clear();
- }
- else {
- Py_DECREF(ret);
- }
- }
+ if (!cb_list || PyList_GET_SIZE(cb_list) == 0)
+ return;
- Py_DECREF(args);
- }
+ RunPythonCallBackList(cb_list, NULL, 0, 0);
}
//----------------------------------------------------------------------------
@@ -2321,6 +2346,19 @@ PyObject *KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *at
return self->GetLightList()->GetProxy();
}
+PyObject *KX_Scene::pyattr_get_world(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_Scene* self = static_cast<KX_Scene*>(self_v);
+ KX_WorldInfo *world = self->GetWorldInfo();
+
+ if (world->GetName() != "") {
+ return world->GetProxy();
+ }
+ else {
+ Py_RETURN_NONE;
+ }
+}
+
PyObject *KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
/* With refcounts in this case...
@@ -2385,6 +2423,17 @@ PyObject *KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYAT
return self->m_draw_call_post;
}
+PyObject *KX_Scene::pyattr_get_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_Scene* self = static_cast<KX_Scene*>(self_v);
+
+ if (self->m_draw_setup_call_pre == NULL)
+ self->m_draw_setup_call_pre = PyList_New(0);
+
+ Py_INCREF(self->m_draw_setup_call_pre);
+ return self->m_draw_setup_call_pre;
+}
+
int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
@@ -2419,6 +2468,22 @@ int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUT
return PY_SET_ATTR_SUCCESS;
}
+int KX_Scene::pyattr_set_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_Scene* self = static_cast<KX_Scene*>(self_v);
+
+ if (!PyList_CheckExact(value)) {
+ PyErr_SetString(PyExc_ValueError, "Expected a list");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ Py_XDECREF(self->m_draw_setup_call_pre);
+ Py_INCREF(value);
+
+ self->m_draw_setup_call_pre = value;
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject *KX_Scene::pyattr_get_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
@@ -2444,9 +2509,11 @@ PyAttributeDef KX_Scene::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive", KX_Scene, pyattr_get_objects_inactive),
KX_PYATTRIBUTE_RO_FUNCTION("lights", KX_Scene, pyattr_get_lights),
KX_PYATTRIBUTE_RO_FUNCTION("cameras", KX_Scene, pyattr_get_cameras),
+ KX_PYATTRIBUTE_RO_FUNCTION("world", KX_Scene, pyattr_get_world),
KX_PYATTRIBUTE_RW_FUNCTION("active_camera", KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
KX_PYATTRIBUTE_RW_FUNCTION("pre_draw", KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
KX_PYATTRIBUTE_RW_FUNCTION("post_draw", KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
+ KX_PYATTRIBUTE_RW_FUNCTION("pre_draw_setup", KX_Scene, pyattr_get_drawing_setup_callback_pre, pyattr_set_drawing_setup_callback_pre),
KX_PYATTRIBUTE_RW_FUNCTION("gravity", KX_Scene, pyattr_get_gravity, pyattr_set_gravity),
KX_PYATTRIBUTE_BOOL_RO("suspended", KX_Scene, m_suspend),
KX_PYATTRIBUTE_BOOL_RO("activity_culling", KX_Scene, m_activity_culling),
@@ -2459,23 +2526,23 @@ KX_PYMETHODDEF_DOC(KX_Scene, addObject,
"addObject(object, other, time=0)\n"
"Returns the added object.\n")
{
- PyObject *pyob, *pyother;
- KX_GameObject *ob, *other;
+ PyObject *pyob, *pyreference = Py_None;
+ KX_GameObject *ob, *reference;
int time = 0;
- if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
+ if (!PyArg_ParseTuple(args, "O|Oi:addObject", &pyob, &pyreference, &time))
return NULL;
- if ( !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
- !ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
+ if (!ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, reference, time): KX_Scene (first argument)") ||
+ !ConvertPythonToGameObject(pyreference, &reference, true, "scene.addObject(object, reference, time): KX_Scene (second argument)"))
return NULL;
if (!m_inactivelist->SearchValue(ob)) {
- PyErr_Format(PyExc_ValueError, "scene.addObject(object, other, time): KX_Scene (first argument): object must be in an inactive layer");
+ PyErr_Format(PyExc_ValueError, "scene.addObject(object, reference, time): KX_Scene (first argument): object must be in an inactive layer");
return NULL;
}
- SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
+ SCA_IObject *replica = AddReplicaObject((SCA_IObject*)ob, reference, time);
// release here because AddReplicaObject AddRef's
// the object is added to the scene so we don't want python to own a reference
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index c5840c28041..4f7ad98f30d 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -49,7 +49,7 @@
#include "RAS_Rect.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "RAS_2DFilterManager.h"
/**
@@ -107,6 +107,7 @@ class KX_Scene : public PyObjectPlus, public SCA_IScene
PyObject* m_attr_dict;
PyObject* m_draw_call_pre;
PyObject* m_draw_call_post;
+ PyObject* m_draw_setup_call_pre;
#endif
struct CullingInfo {
@@ -289,14 +290,18 @@ protected:
double m_suspendedtime;
double m_suspendeddelta;
- double m_previousAnimTime; //the last time animations were updated
-
struct Scene* m_blenderScene;
RAS_2DFilterManager m_filtermanager;
KX_ObstacleSimulation* m_obstacleSimulation;
+ /**
+ * LOD Hysteresis settings
+ */
+ bool m_isActivedHysteresis;
+ int m_lodHysteresisValue;
+
public:
KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
@@ -548,6 +553,12 @@ public:
// Update the mesh for objects based on level of detail settings
void UpdateObjectLods(void);
+
+ // LoD Hysteresis functions
+ void SetLodHysteresis(bool active);
+ bool IsActivedLodHysteresis();
+ void SetLodHysteresisValue(int hysteresisvalue);
+ int GetLodHysteresisValue();
// Update the activity box settings for objects in this scene, if needed.
void UpdateObjectActivity(void);
@@ -614,12 +625,15 @@ public:
static PyObject* pyattr_get_objects_inactive(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_lights(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_cameras(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject* pyattr_get_world(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_active_camera(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_drawing_callback_pre(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_drawing_callback_post(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_drawing_setup_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_drawing_setup_callback_pre(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_gravity(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_gravity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
@@ -636,6 +650,7 @@ public:
PyObject *GetPreDrawCB() { return m_draw_call_pre; }
PyObject *GetPostDrawCB() { return m_draw_call_post; }
+ PyObject *GetPreDrawSetupCB() { return m_draw_setup_call_pre; }
#endif
/**
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 4e5cd0ac5e1..02b1071e267 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -37,10 +37,14 @@
#include "KX_SoundActuator.h"
#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_PingPongFactory.h"
-# include "AUD_IDevice.h"
-# include "AUD_I3DHandle.h"
+# ifdef WITH_SYSTEM_AUDASPACE
+typedef float sample_t;
+# include AUD_PYTHON_H
+# endif
+# include AUD_SOUND_H
+# include AUD_SPECIAL_H
+# include AUD_DEVICE_H
+# include AUD_HANDLE_H
#endif
#include "KX_GameObject.h"
@@ -53,7 +57,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
- boost::shared_ptr<AUD_IFactory> sound,
+ AUD_Sound* sound,
float volume,
float pitch,
bool is3d,
@@ -61,7 +65,8 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
KX_SOUNDACT_TYPE type)//,
: SCA_IActuator(gameobj, KX_ACT_SOUND)
{
- m_sound = sound;
+ m_sound = AUD_Sound_copy(sound);
+ m_handle = NULL;
m_volume = volume;
m_pitch = pitch;
m_is3d = is3d;
@@ -74,20 +79,30 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
KX_SoundActuator::~KX_SoundActuator()
{
- if (m_handle.get())
- m_handle->stop();
+ if(m_handle)
+ {
+ AUD_Handle_stop(m_handle);
+ }
+
+ if(m_sound)
+ {
+ AUD_Sound_free(m_sound);
+ }
}
void KX_SoundActuator::play()
{
- if (m_handle.get())
- m_handle->stop();
+ if(m_handle)
+ {
+ AUD_Handle_stop(m_handle);
+ m_handle = NULL;
+ }
- if (!m_sound.get())
+ if (!m_sound)
return;
// this is the sound that will be played and not deleted afterwards
- boost::shared_ptr<AUD_IFactory> sound = m_sound;
+ AUD_Sound* sound = m_sound;
bool loop = false;
@@ -95,7 +110,7 @@ void KX_SoundActuator::play()
{
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
- sound = boost::shared_ptr<AUD_IFactory>(new AUD_PingPongFactory(sound));
+ sound = AUD_Sound_pingpong(sound);
// fall through
case KX_SOUNDACT_LOOPEND:
case KX_SOUNDACT_LOOPSTOP:
@@ -107,36 +122,33 @@ void KX_SoundActuator::play()
break;
}
- try
- {
- m_handle = AUD_getDevice()->play(sound);
- }
- catch(AUD_Exception&)
- {
- // cannot play back, ignore
- return;
- }
+ AUD_Device* device = AUD_Device_getCurrent();
+ m_handle = AUD_Device_play(device, sound, false);
+ AUD_Device_free(device);
- boost::shared_ptr<AUD_I3DHandle> handle3d = boost::dynamic_pointer_cast<AUD_I3DHandle>(m_handle);
+ // in case of pingpong, we have to free the sound
+ if(sound != m_sound)
+ AUD_Sound_free(sound);
- if (m_is3d && handle3d.get())
+ if (m_handle != NULL)
{
- handle3d->setRelative(true);
- handle3d->setVolumeMaximum(m_3d.max_gain);
- handle3d->setVolumeMinimum(m_3d.min_gain);
- handle3d->setDistanceReference(m_3d.reference_distance);
- handle3d->setDistanceMaximum(m_3d.max_distance);
- handle3d->setAttenuation(m_3d.rolloff_factor);
- handle3d->setConeAngleInner(m_3d.cone_inner_angle);
- handle3d->setConeAngleOuter(m_3d.cone_outer_angle);
- handle3d->setConeVolumeOuter(m_3d.cone_outer_gain);
- }
+ if (m_is3d)
+ {
+ AUD_Handle_setRelative(m_handle, true);
+ AUD_Handle_setVolumeMaximum(m_handle, m_3d.max_gain);
+ AUD_Handle_setVolumeMinimum(m_handle, m_3d.min_gain);
+ AUD_Handle_setDistanceReference(m_handle, m_3d.reference_distance);
+ AUD_Handle_setDistanceMaximum(m_handle, m_3d.max_distance);
+ AUD_Handle_setAttenuation(m_handle, m_3d.rolloff_factor);
+ AUD_Handle_setConeAngleInner(m_handle, m_3d.cone_inner_angle);
+ AUD_Handle_setConeAngleOuter(m_handle, m_3d.cone_outer_angle);
+ AUD_Handle_setConeVolumeOuter(m_handle, m_3d.cone_outer_gain);
+ }
- if (m_handle.get()) {
if (loop)
- m_handle->setLoopCount(-1);
- m_handle->setPitch(m_pitch);
- m_handle->setVolume(m_volume);
+ AUD_Handle_setLoopCount(m_handle, -1);
+ AUD_Handle_setPitch(m_handle, m_pitch);
+ AUD_Handle_setVolume(m_handle, m_volume);
}
m_isplaying = true;
@@ -152,7 +164,8 @@ CValue* KX_SoundActuator::GetReplica()
void KX_SoundActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
- m_handle = boost::shared_ptr<AUD_IHandle>();
+ m_handle = NULL;
+ m_sound = AUD_Sound_copy(m_sound);
}
bool KX_SoundActuator::Update(double curtime, bool frame)
@@ -167,11 +180,11 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
RemoveAllEvents();
- if (!m_sound.get())
+ if (!m_sound)
return false;
// actual audio device playing state
- bool isplaying = m_handle.get() ? (m_handle->getStatus() == AUD_STATUS_PLAYING) : false;
+ bool isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
if (bNegativeEvent)
{
@@ -185,9 +198,11 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
// stop immediately
- if (m_handle.get())
- m_handle->stop();
- m_handle = boost::shared_ptr<AUD_IHandle>();
+ if (m_handle)
+ {
+ AUD_Handle_stop(m_handle);
+ m_handle = NULL;
+ }
break;
}
case KX_SOUNDACT_PLAYEND:
@@ -199,8 +214,8 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
// stop the looping so that the sound stops when it finished
- if (m_handle.get())
- m_handle->setLoopCount(0);
+ if (m_handle)
+ AUD_Handle_setLoopCount(m_handle, 0);
break;
}
default:
@@ -227,13 +242,11 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
play();
}
// verify that the sound is still playing
- isplaying = m_handle.get() ? (m_handle->getStatus() == AUD_STATUS_PLAYING) : false;
+ isplaying = m_handle ? (AUD_Handle_getStatus(m_handle) == AUD_STATUS_PLAYING) : false;
if (isplaying)
{
- boost::shared_ptr<AUD_I3DHandle> handle3d = boost::dynamic_pointer_cast<AUD_I3DHandle>(m_handle);
-
- if (m_is3d && handle3d.get())
+ if (m_is3d)
{
KX_Camera* cam = KX_GetActiveScene()->GetActiveCamera();
if (cam)
@@ -241,20 +254,19 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
KX_GameObject* obj = (KX_GameObject*)this->GetParent();
MT_Point3 p;
MT_Matrix3x3 Mo;
- AUD_Vector3 v;
- float q[4];
+ float data[4];
Mo = cam->NodeGetWorldOrientation().inverse();
p = (obj->NodeGetWorldPosition() - cam->NodeGetWorldPosition());
p = Mo * p;
- p.getValue(v.get());
- handle3d->setSourceLocation(v);
+ p.getValue(data);
+ AUD_Handle_setLocation(m_handle, data);
p = (obj->GetLinearVelocity() - cam->GetLinearVelocity());
p = Mo * p;
- p.getValue(v.get());
- handle3d->setSourceVelocity(v);
- (Mo * obj->NodeGetWorldOrientation()).getRotation().getValue(q);
- handle3d->setSourceOrientation(AUD_Quaternion(q[3], q[0], q[1], q[2]));
+ p.getValue(data);
+ AUD_Handle_setVelocity(m_handle, data);
+ (Mo * obj->NodeGetWorldOrientation()).getRotation().getValue(data);
+ AUD_Handle_setOrientation(m_handle, data);
}
}
result = true;
@@ -329,11 +341,11 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, startSound,
"startSound()\n"
"\tStarts the sound.\n")
{
- switch (m_handle.get() ? m_handle->getStatus() : AUD_STATUS_INVALID) {
+ switch (m_handle ? AUD_Handle_getStatus(m_handle) : AUD_STATUS_INVALID) {
case AUD_STATUS_PLAYING:
break;
case AUD_STATUS_PAUSED:
- m_handle->resume();
+ AUD_Handle_resume(m_handle);
break;
default:
play();
@@ -345,8 +357,8 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
"pauseSound()\n"
"\tPauses the sound.\n")
{
- if (m_handle.get())
- m_handle->pause();
+ if (m_handle)
+ AUD_Handle_pause(m_handle);
Py_RETURN_NONE;
}
@@ -354,9 +366,11 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
"stopSound()\n"
"\tStops the sound.\n")
{
- if (m_handle.get())
- m_handle->stop();
- m_handle = boost::shared_ptr<AUD_IHandle>();
+ if (m_handle)
+ {
+ AUD_Handle_stop(m_handle);
+ m_handle = NULL;
+ }
Py_RETURN_NONE;
}
@@ -404,8 +418,8 @@ PyObject *KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_P
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float position = 0.0;
- if (actuator->m_handle.get())
- position = actuator->m_handle->getPosition();
+ if (actuator->m_handle)
+ position = AUD_Handle_getPosition(actuator->m_handle);
PyObject *result = PyFloat_FromDouble(position);
@@ -435,8 +449,8 @@ PyObject *KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRI
PyObject *KX_SoundActuator::pyattr_get_sound(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
- if (actuator->m_sound.get())
- return (PyObject *)AUD_getPythonFactory(&actuator->m_sound);
+ if (actuator->m_sound)
+ return (PyObject *)AUD_getPythonSound(actuator->m_sound);
else
Py_RETURN_NONE;
}
@@ -450,50 +464,49 @@ int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRI
if (!PyArg_Parse(value, "f", &prop_value))
return PY_SET_ATTR_FAIL;
- boost::shared_ptr<AUD_I3DHandle> handle3d = boost::dynamic_pointer_cast<AUD_I3DHandle>(actuator->m_handle);
// if sound is working and 3D, set the new setting
if (!actuator->m_is3d)
return PY_SET_ATTR_FAIL;
if (!strcmp(prop, "volume_maximum")) {
actuator->m_3d.max_gain = prop_value;
- if (handle3d.get())
- handle3d->setVolumeMaximum(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setVolumeMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "volume_minimum")) {
actuator->m_3d.min_gain = prop_value;
- if (handle3d.get())
- handle3d->setVolumeMinimum(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setVolumeMinimum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_reference")) {
actuator->m_3d.reference_distance = prop_value;
- if (handle3d.get())
- handle3d->setDistanceReference(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setDistanceReference(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "distance_maximum")) {
actuator->m_3d.max_distance = prop_value;
- if (handle3d.get())
- handle3d->setDistanceMaximum(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setDistanceMaximum(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "attenuation")) {
actuator->m_3d.rolloff_factor = prop_value;
- if (handle3d.get())
- handle3d->setAttenuation(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setAttenuation(actuator->m_handle, prop_value);
} else if (!!strcmp(prop, "cone_angle_inner")) {
actuator->m_3d.cone_inner_angle = prop_value;
- if (handle3d.get())
- handle3d->setConeAngleInner(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setConeAngleInner(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_angle_outer")) {
actuator->m_3d.cone_outer_angle = prop_value;
- if (handle3d.get())
- handle3d->setConeAngleOuter(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setConeAngleOuter(actuator->m_handle, prop_value);
} else if (!strcmp(prop, "cone_volume_outer")) {
actuator->m_3d.cone_outer_gain = prop_value;
- if (handle3d.get())
- handle3d->setConeVolumeOuter(prop_value);
+ if (actuator->m_handle)
+ AUD_Handle_setConeVolumeOuter(actuator->m_handle, prop_value);
} else {
return PY_SET_ATTR_FAIL;
@@ -510,8 +523,8 @@ int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRI
if (!PyArg_Parse(value, "f", &position))
return PY_SET_ATTR_FAIL;
- if (actuator->m_handle.get())
- actuator->m_handle->seek(position);
+ if (actuator->m_handle)
+ AUD_Handle_setPosition(actuator->m_handle, position);
return PY_SET_ATTR_SUCCESS;
}
@@ -523,8 +536,8 @@ int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DE
return PY_SET_ATTR_FAIL;
actuator->m_volume = gain;
- if (actuator->m_handle.get())
- actuator->m_handle->setVolume(gain);
+ if (actuator->m_handle)
+ AUD_Handle_setVolume(actuator->m_handle, gain);
return PY_SET_ATTR_SUCCESS;
}
@@ -537,8 +550,8 @@ int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_D
return PY_SET_ATTR_FAIL;
actuator->m_pitch = pitch;
- if (actuator->m_handle.get())
- actuator->m_handle->setPitch(pitch);
+ if (actuator->m_handle)
+ AUD_Handle_setPitch(actuator->m_handle, pitch);
return PY_SET_ATTR_SUCCESS;
}
@@ -550,11 +563,12 @@ int KX_SoundActuator::pyattr_set_sound(void *self, const struct KX_PYATTRIBUTE_D
if (!PyArg_Parse(value, "O", &sound))
return PY_SET_ATTR_FAIL;
- boost::shared_ptr<AUD_IFactory>* snd = reinterpret_cast<boost::shared_ptr<AUD_IFactory>*>(AUD_getPythonSound((void *)sound));
+ AUD_Sound *snd = AUD_getSoundFromPython(sound);
+
if (snd)
{
- actuator->m_sound = *snd;
- delete snd;
+ AUD_Sound_free(actuator->m_sound);
+ actuator->m_sound = snd;
return PY_SET_ATTR_SUCCESS;
}
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.h b/source/gameengine/Ketsji/KX_SoundActuator.h
index 68eff56797b..5ec2fda722f 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.h
+++ b/source/gameengine/Ketsji/KX_SoundActuator.h
@@ -35,10 +35,8 @@
#include "SCA_IActuator.h"
#ifdef WITH_AUDASPACE
-# include "AUD_C-API.h"
-# include "AUD_IFactory.h"
-# include "AUD_IHandle.h"
-# include <boost/shared_ptr.hpp>
+# include AUD_SOUND_H
+# include AUD_HANDLE_H
#endif
#include "BKE_sound.h"
@@ -58,12 +56,12 @@ class KX_SoundActuator : public SCA_IActuator
{
Py_Header
bool m_isplaying;
- boost::shared_ptr<AUD_IFactory> m_sound;
+ AUD_Sound* m_sound;
float m_volume;
float m_pitch;
bool m_is3d;
KX_3DSoundSettings m_3d;
- boost::shared_ptr<AUD_IHandle> m_handle;
+ AUD_Handle* m_handle;
void play();
@@ -84,7 +82,7 @@ public:
KX_SOUNDACT_TYPE m_type;
KX_SoundActuator(SCA_IObject* gameobj,
- boost::shared_ptr<AUD_IFactory> sound,
+ AUD_Sound *sound,
float volume,
float pitch,
bool is3d,
diff --git a/source/gameengine/Ketsji/KX_SteeringActuator.cpp b/source/gameengine/Ketsji/KX_SteeringActuator.cpp
index ff192299702..cd2cd2bae0b 100644
--- a/source/gameengine/Ketsji/KX_SteeringActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SteeringActuator.cpp
@@ -41,7 +41,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
-KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
+KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
int mode,
KX_GameObject *target,
KX_GameObject *navmesh,
@@ -54,7 +54,8 @@ KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
KX_ObstacleSimulation* simulation,
short facingmode,
bool normalup,
- bool enableVisualization)
+ bool enableVisualization,
+ bool lockzvel)
: SCA_IActuator(gameobj, KX_ACT_STEERING),
m_target(target),
m_mode(mode),
@@ -72,6 +73,7 @@ KX_SteeringActuator::KX_SteeringActuator(SCA_IObject *gameobj,
m_normalUp(normalup),
m_pathLen(0),
m_pathUpdatePeriod(pathUpdatePeriod),
+ m_lockzvel(lockzvel),
m_wayPointIdx(-1),
m_steerVec(MT_Vector3(0, 0, 0))
{
@@ -266,14 +268,14 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
m_steerVec.z() = 0;
if (!m_steerVec.fuzzyZero())
m_steerVec.normalize();
- MT_Vector3 newvel = m_velocity*m_steerVec;
+ MT_Vector3 newvel = m_velocity * m_steerVec;
//adjust velocity to avoid obstacles
if (m_simulation && m_obstacle /*&& !newvel.fuzzyZero()*/)
{
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector3(1.0, 0.0, 0.0));
- m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
+ m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
newvel, m_acceleration*delta, m_turnspeed/180.0f*M_PI*delta);
if (m_enableVisualization)
KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector3(0.0, 1.0, 0.0));
@@ -285,7 +287,12 @@ bool KX_SteeringActuator::Update(double curtime, bool frame)
//temporary solution: set 2D steering velocity directly to obj
//correct way is to apply physical force
MT_Vector3 curvel = obj->GetLinearVelocity();
- newvel.z() = curvel.z();
+
+ if (m_lockzvel)
+ newvel.z() = 0.0f;
+ else
+ newvel.z() = curvel.z();
+
obj->setLinearVelocity(newvel, false);
}
else
@@ -554,6 +561,7 @@ PyAttributeDef KX_SteeringActuator::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("steeringVec", KX_SteeringActuator, pyattr_get_steeringVec),
KX_PYATTRIBUTE_SHORT_RW("facingMode", 0, 6, true, KX_SteeringActuator, m_facingMode),
KX_PYATTRIBUTE_INT_RW("pathUpdatePeriod", -1, 100000, true, KX_SteeringActuator, m_pathUpdatePeriod),
+ KX_PYATTRIBUTE_BOOL_RW("lockZVelocity", KX_SteeringActuator, m_lockzvel),
{ NULL } //Sentinel
};
@@ -602,8 +610,7 @@ int KX_SteeringActuator::pyattr_set_navmesh(void *self, const struct KX_PYATTRIB
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SteeringActuator"))
return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
- if (dynamic_cast<KX_NavMeshObject *>(gameobj) == NULL)
- {
+ if (dynamic_cast<KX_NavMeshObject *>(gameobj) == NULL) {
PyErr_Format(PyExc_TypeError, "KX_NavMeshObject is expected");
return PY_SET_ATTR_FAIL;
}
diff --git a/source/gameengine/Ketsji/KX_SteeringActuator.h b/source/gameengine/Ketsji/KX_SteeringActuator.h
index 1e8ac9a54f0..3273471c166 100644
--- a/source/gameengine/Ketsji/KX_SteeringActuator.h
+++ b/source/gameengine/Ketsji/KX_SteeringActuator.h
@@ -62,6 +62,7 @@ class KX_SteeringActuator : public SCA_IActuator
int m_pathLen;
int m_pathUpdatePeriod;
double m_pathUpdateTime;
+ bool m_lockzvel;
int m_wayPointIdx;
MT_Matrix3x3 m_parentlocalmat;
MT_Vector3 m_steerVec;
@@ -89,7 +90,8 @@ public:
KX_ObstacleSimulation* simulation,
short facingmode,
bool normalup,
- bool enableVisualization);
+ bool enableVisualization,
+ bool lockzvel);
virtual ~KX_SteeringActuator();
virtual bool Update(double curtime, bool frame);
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 7ec379eec26..eb774960d41 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -60,7 +60,7 @@ bool KX_TouchEventManager::NewHandleCollision(void* object1, void* object2, cons
PHY_IPhysicsController* obj1 = static_cast<PHY_IPhysicsController*>(object1);
PHY_IPhysicsController* obj2 = static_cast<PHY_IPhysicsController*>(object2);
- m_newCollisions.insert(std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*>(obj1, obj2));
+ m_newCollisions.insert(NewCollision(obj1, obj2, coll_data));
return false;
}
@@ -209,9 +209,11 @@ void KX_TouchEventManager::NextFrame()
}
}
// Run python callbacks
- kxObj1->RunCollisionCallbacks(kxObj2);
- kxObj2->RunCollisionCallbacks(kxObj1);
+ PHY_CollData *colldata = cit->colldata;
+ kxObj1->RunCollisionCallbacks(kxObj2, colldata->m_point1, colldata->m_normal);
+ kxObj2->RunCollisionCallbacks(kxObj1, colldata->m_point2, -colldata->m_normal);
+ delete cit->colldata;
}
m_newCollisions.clear();
@@ -219,3 +221,19 @@ void KX_TouchEventManager::NextFrame()
for (it.begin();!it.end();++it)
(*it)->Activate(m_logicmgr);
}
+
+
+KX_TouchEventManager::NewCollision::NewCollision(PHY_IPhysicsController *first,
+ PHY_IPhysicsController *second,
+ const PHY_CollData *colldata)
+ : first(first), second(second), colldata(new PHY_CollData(*colldata))
+{}
+
+KX_TouchEventManager::NewCollision::NewCollision(const NewCollision &to_copy)
+ : first(to_copy.first), second(to_copy.second), colldata(to_copy.colldata)
+{}
+
+bool KX_TouchEventManager::NewCollision::operator<(const NewCollision &other) const
+{
+ return first < other.first || second < other.second || colldata < other.colldata;
+}
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.h b/source/gameengine/Ketsji/KX_TouchEventManager.h
index bd4903c1545..d9c6fdad307 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.h
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.h
@@ -45,7 +45,29 @@ class PHY_IPhysicsEnvironment;
class KX_TouchEventManager : public SCA_EventManager
{
- typedef std::pair<PHY_IPhysicsController*, PHY_IPhysicsController*> NewCollision;
+ /**
+ * Contains two colliding objects and the first contact point.
+ */
+ class NewCollision {
+ public:
+ PHY_IPhysicsController *first;
+ PHY_IPhysicsController *second;
+ PHY_CollData *colldata;
+
+ /**
+ * Creates a copy of the given PHY_CollData; freeing that copy should be done by the owner of
+ * the NewCollision object.
+ *
+ * This allows us to efficiently store NewCollision objects in a std::set without creating more
+ * copies of colldata, as the NewCollision copy constructor reuses the pointer and doesn't clone
+ * it again. */
+ NewCollision(PHY_IPhysicsController *first,
+ PHY_IPhysicsController *second,
+ const PHY_CollData *colldata);
+ NewCollision(const NewCollision &to_copy);
+ bool operator<(const NewCollision &other) const;
+ };
+
PHY_IPhysicsEnvironment* m_physEnv;
std::set<NewCollision> m_newCollisions;
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index 5cb1d5f3620..593d3e844e8 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -41,6 +41,8 @@
#include "PHY_IPhysicsController.h"
+#include "RAS_MeshObject.h"
+
#include <iostream>
#include "PHY_IPhysicsEnvironment.h"
@@ -219,14 +221,17 @@ bool KX_TouchSensor::BroadPhaseSensorFilterCollision(void*obj1,void*obj2)
bool found = m_touchedpropname.IsEmpty();
if (!found)
{
- if (m_bFindMaterial)
- {
- if (client_info->m_auxilary_info)
- {
- found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
+ if (m_bFindMaterial) {
+ for (unsigned int i = 0; i < otherobj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = otherobj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (found)
+ break;
+ }
}
- } else
- {
+ }
+ else {
found = (otherobj->GetProperty(m_touchedpropname) != NULL);
}
}
@@ -255,16 +260,22 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
{
bool found = m_touchedpropname.IsEmpty();
+ bool hitMaterial = false;
if (!found)
{
- if (m_bFindMaterial)
- {
- if (client_info->m_auxilary_info)
- {
- found = (!strcmp(m_touchedpropname.Ptr(), (char*)client_info->m_auxilary_info));
+ if (m_bFindMaterial) {
+ for (unsigned int i = 0; i < gameobj->GetMeshCount(); ++i) {
+ RAS_MeshObject *meshObj = gameobj->GetMesh(i);
+ for (unsigned int j = 0; j < meshObj->NumMaterials(); ++j) {
+ found = strcmp(m_touchedpropname.ReadPtr(), meshObj->GetMaterialName(j).ReadPtr() + 2) == 0;
+ if (found) {
+ hitMaterial = true;
+ break;
+ }
+ }
}
- } else
- {
+ }
+ else {
found = (gameobj->GetProperty(m_touchedpropname) != NULL);
}
}
@@ -278,7 +289,7 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
}
m_bTriggered = true;
m_hitObject = gameobj;
- m_hitMaterial = (client_info->m_auxilary_info ? (char*)client_info->m_auxilary_info : "");
+ m_hitMaterial = hitMaterial;
//printf("KX_TouchSensor::HandleCollision\n");
}
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.h b/source/gameengine/Ketsji/KX_TouchSensor.h
index 0edca44296a..e1b5725a32b 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.h
+++ b/source/gameengine/Ketsji/KX_TouchSensor.h
@@ -34,7 +34,7 @@
#define __KX_TOUCHSENSOR_H__
#include "SCA_ISensor.h"
-#include "ListValue.h"
+#include "EXP_ListValue.h"
struct PHY_CollData;
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index 75baf5fac1d..3ed8eba759f 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -44,7 +44,7 @@
#include <iostream>
#include "KX_GameObject.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/* ------------------------------------------------------------------------- */
/* Native functions */
diff --git a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp
index 535ed5ed39a..ee791a44782 100644
--- a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp
+++ b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp
@@ -22,7 +22,7 @@
* \ingroup ketsji
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "KX_VehicleWrapper.h"
#include "PHY_IPhysicsEnvironment.h"
@@ -53,6 +53,23 @@ KX_VehicleWrapper::~KX_VehicleWrapper()
#ifdef WITH_PYTHON
+
+static bool raise_exc_wheel(PHY_IVehicle *vehicle, int i, const char *method)
+{
+ if (i < 0 || i >= vehicle->GetNumWheels()) {
+ PyErr_Format(PyExc_ValueError,
+ "%s(...): wheel index %d out of range (0 to %d).", method, i, vehicle->GetNumWheels() - 1);
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+#define WHEEL_INDEX_CHECK_OR_RETURN(i, method) \
+ if (raise_exc_wheel(m_vehicle, i, method)) {return NULL;} (void)0
+
+
PyObject *KX_VehicleWrapper::PyAddWheel(PyObject *args)
{
@@ -67,22 +84,36 @@ PyObject *KX_VehicleWrapper::PyAddWheel(PyObject *args)
KX_GameObject *gameOb;
if (!ConvertPythonToGameObject(wheelGameObject, &gameOb, false, "vehicle.addWheel(...): KX_VehicleWrapper (first argument)"))
return NULL;
-
if (gameOb->GetSGNode())
{
- PHY_IMotionState* motionState = new KX_MotionState(gameOb->GetSGNode());
-
- /* TODO - no error checking here! - bad juju */
MT_Vector3 attachPos,attachDir,attachAxle;
- PyVecTo(pylistPos,attachPos);
- PyVecTo(pylistDir,attachDir);
- PyVecTo(pylistAxleDir,attachAxle);
+ if(!PyVecTo(pylistPos,attachPos)) {
+ PyErr_SetString(PyExc_AttributeError,
+ "addWheel(...) Unable to add wheel. attachPos must be a vector with 3 elements.");
+ return NULL;
+ }
+ if(!PyVecTo(pylistDir,attachDir)) {
+ PyErr_SetString(PyExc_AttributeError,
+ "addWheel(...) Unable to add wheel. downDir must be a vector with 3 elements.");
+ return NULL;
+ }
+ if(!PyVecTo(pylistAxleDir,attachAxle)) {
+ PyErr_SetString(PyExc_AttributeError,
+ "addWheel(...) Unable to add wheel. axleDir must be a vector with 3 elements.");
+ return NULL;
+ }
//someone reverse some conventions inside Bullet (axle winding)
attachAxle = -attachAxle;
- printf("attempt for addWheel: suspensionRestLength%f wheelRadius %f, hasSteering:%d\n",suspensionRestLength,wheelRadius,hasSteering);
+ if(wheelRadius<=0) {
+ PyErr_SetString(PyExc_AttributeError,
+ "addWheel(...) Unable to add wheel. wheelRadius must be positive.");
+ return NULL;
+ }
+
+ PHY_IMotionState *motionState = new KX_MotionState(gameOb->GetSGNode());
m_vehicle->AddWheel(motionState,attachPos,attachDir,attachAxle,suspensionRestLength,wheelRadius,hasSteering);
}
@@ -93,8 +124,6 @@ PyObject *KX_VehicleWrapper::PyAddWheel(PyObject *args)
}
-
-
PyObject *KX_VehicleWrapper::PyGetWheelPosition(PyObject *args)
{
@@ -103,6 +132,8 @@ PyObject *KX_VehicleWrapper::PyGetWheelPosition(PyObject *args)
if (PyArg_ParseTuple(args,"i:getWheelPosition",&wheelIndex))
{
float position[3];
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "getWheelPosition");
+
m_vehicle->GetWheelPosition(wheelIndex,position[0],position[1],position[2]);
MT_Vector3 pos(position[0],position[1],position[2]);
return PyObjectFrom(pos);
@@ -115,6 +146,8 @@ PyObject *KX_VehicleWrapper::PyGetWheelRotation(PyObject *args)
int wheelIndex;
if (PyArg_ParseTuple(args,"i:getWheelRotation",&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "getWheelRotation");
+
return PyFloat_FromDouble(m_vehicle->GetWheelRotation(wheelIndex));
}
return NULL;
@@ -126,6 +159,8 @@ PyObject *KX_VehicleWrapper::PyGetWheelOrientationQuaternion(PyObject *args)
if (PyArg_ParseTuple(args,"i:getWheelOrientationQuaternion",&wheelIndex))
{
float orn[4];
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "getWheelOrientationQuaternion");
+
m_vehicle->GetWheelOrientationQuaternion(wheelIndex,orn[0],orn[1],orn[2],orn[3]);
MT_Quaternion quatorn(orn[0],orn[1],orn[2],orn[3]);
MT_Matrix3x3 ornmat(quatorn);
@@ -148,7 +183,6 @@ PyObject *KX_VehicleWrapper::PyGetConstraintId(PyObject *args)
}
-
PyObject *KX_VehicleWrapper::PyApplyEngineForce(PyObject *args)
{
float force;
@@ -156,6 +190,8 @@ PyObject *KX_VehicleWrapper::PyApplyEngineForce(PyObject *args)
if (PyArg_ParseTuple(args,"fi:applyEngineForce",&force,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "applyEngineForce");
+
force *= -1.f;//someone reverse some conventions inside Bullet (axle winding)
m_vehicle->ApplyEngineForce(force,wheelIndex);
}
@@ -172,6 +208,8 @@ PyObject *KX_VehicleWrapper::PySetTyreFriction(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setTyreFriction",&wheelFriction,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setTyreFriction");
+
m_vehicle->SetWheelFriction(wheelFriction,wheelIndex);
}
else {
@@ -187,6 +225,8 @@ PyObject *KX_VehicleWrapper::PySetSuspensionStiffness(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setSuspensionStiffness",&suspensionStiffness,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setSuspensionStiffness");
+
m_vehicle->SetSuspensionStiffness(suspensionStiffness,wheelIndex);
}
else {
@@ -202,6 +242,8 @@ PyObject *KX_VehicleWrapper::PySetSuspensionDamping(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setSuspensionDamping",&suspensionDamping,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setSuspensionDamping");
+
m_vehicle->SetSuspensionDamping(suspensionDamping,wheelIndex);
} else {
return NULL;
@@ -216,6 +258,8 @@ PyObject *KX_VehicleWrapper::PySetSuspensionCompression(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setSuspensionCompression",&suspensionCompression,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setSuspensionCompression");
+
m_vehicle->SetSuspensionCompression(suspensionCompression,wheelIndex);
} else {
return NULL;
@@ -230,6 +274,8 @@ PyObject *KX_VehicleWrapper::PySetRollInfluence(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setRollInfluence",&rollInfluence,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setRollInfluence");
+
m_vehicle->SetRollInfluence(rollInfluence,wheelIndex);
}
else {
@@ -246,6 +292,8 @@ PyObject *KX_VehicleWrapper::PyApplyBraking(PyObject *args)
if (PyArg_ParseTuple(args,"fi:applyBraking",&braking,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "applyBraking");
+
m_vehicle->ApplyBraking(braking,wheelIndex);
}
else {
@@ -255,8 +303,6 @@ PyObject *KX_VehicleWrapper::PyApplyBraking(PyObject *args)
}
-
-
PyObject *KX_VehicleWrapper::PySetSteeringValue(PyObject *args)
{
float steeringValue;
@@ -264,6 +310,8 @@ PyObject *KX_VehicleWrapper::PySetSteeringValue(PyObject *args)
if (PyArg_ParseTuple(args,"fi:setSteeringValue",&steeringValue,&wheelIndex))
{
+ WHEEL_INDEX_CHECK_OR_RETURN(wheelIndex, "setSteeringValue");
+
m_vehicle->SetSteeringValue(steeringValue,wheelIndex);
}
else {
@@ -316,17 +364,11 @@ PyMethodDef KX_VehicleWrapper::Methods[] = {
{"setSteeringValue",(PyCFunction) KX_VehicleWrapper::sPySetSteeringValue, METH_VARARGS},
{"applyEngineForce",(PyCFunction) KX_VehicleWrapper::sPyApplyEngineForce, METH_VARARGS},
{"applyBraking",(PyCFunction) KX_VehicleWrapper::sPyApplyBraking, METH_VARARGS},
-
{"setTyreFriction",(PyCFunction) KX_VehicleWrapper::sPySetTyreFriction, METH_VARARGS},
-
{"setSuspensionStiffness",(PyCFunction) KX_VehicleWrapper::sPySetSuspensionStiffness, METH_VARARGS},
-
{"setSuspensionDamping",(PyCFunction) KX_VehicleWrapper::sPySetSuspensionDamping, METH_VARARGS},
-
{"setSuspensionCompression",(PyCFunction) KX_VehicleWrapper::sPySetSuspensionCompression, METH_VARARGS},
-
{"setRollInfluence",(PyCFunction) KX_VehicleWrapper::sPySetRollInfluence, METH_VARARGS},
-
{NULL,NULL} //Sentinel
};
diff --git a/source/gameengine/Ketsji/KX_VehicleWrapper.h b/source/gameengine/Ketsji/KX_VehicleWrapper.h
index c38f57d8b9f..22b9591f48b 100644
--- a/source/gameengine/Ketsji/KX_VehicleWrapper.h
+++ b/source/gameengine/Ketsji/KX_VehicleWrapper.h
@@ -6,7 +6,7 @@
#ifndef __KX_VEHICLEWRAPPER_H__
#define __KX_VEHICLEWRAPPER_H__
-#include "Value.h"
+#include "EXP_Value.h"
class PHY_IVehicle;
class PHY_IMotionState;
diff --git a/source/gameengine/Ketsji/KX_WorldInfo.cpp b/source/gameengine/Ketsji/KX_WorldInfo.cpp
index 444d6b0771b..111d81cad2e 100644
--- a/source/gameengine/Ketsji/KX_WorldInfo.cpp
+++ b/source/gameengine/Ketsji/KX_WorldInfo.cpp
@@ -31,8 +31,464 @@
#include "KX_WorldInfo.h"
+#include "KX_PythonInit.h"
+#include "KX_PyMath.h"
+#include "RAS_IRasterizer.h"
+#include "GPU_material.h"
+
+/* This little block needed for linking to Blender... */
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+
+/* This list includes only data type definitions */
+#include "DNA_scene_types.h"
+#include "DNA_world_types.h"
+
+#include "BLI_math.h"
+
+#include "BKE_global.h"
+#include "BKE_scene.h"
+/* end of blender include block */
+
+
+KX_WorldInfo::KX_WorldInfo(Scene *blenderscene, World *blenderworld)
+{
+ if (blenderworld) {
+ m_name = blenderworld->id.name + 2;
+ m_do_color_management = BKE_scene_check_color_management_enabled(blenderscene);
+ m_hasworld = true;
+ m_hasmist = ((blenderworld->mode) & WO_MIST ? true : false);
+ m_misttype = blenderworld->mistype;
+ m_miststart = blenderworld->miststa;
+ m_mistdistance = blenderworld->mistdist;
+ m_mistintensity = blenderworld->misi;
+ setMistColor(blenderworld->horr, blenderworld->horg, blenderworld->horb);
+ setBackColor(blenderworld->horr, blenderworld->horg, blenderworld->horb);
+ setAmbientColor(blenderworld->ambr, blenderworld->ambg, blenderworld->ambb);
+ }
+ else {
+ m_hasworld = false;
+ }
+}
KX_WorldInfo::~KX_WorldInfo()
{
}
+const STR_String& KX_WorldInfo::GetName()
+{
+ return m_name;
+}
+
+bool KX_WorldInfo::hasWorld()
+{
+ return m_hasworld;
+}
+
+void KX_WorldInfo::setBackColor(float r, float g, float b)
+{
+ m_backgroundcolor[0] = r;
+ m_backgroundcolor[1] = g;
+ m_backgroundcolor[2] = b;
+
+ if (m_do_color_management) {
+ linearrgb_to_srgb_v3_v3(m_con_backgroundcolor, m_backgroundcolor);
+ }
+ else {
+ copy_v3_v3(m_con_backgroundcolor, m_backgroundcolor);
+ }
+}
+
+const float *KX_WorldInfo::getBackColorConverted() const
+{
+ return m_con_backgroundcolor;
+}
+
+void KX_WorldInfo::setMistType(short type)
+{
+ m_misttype = type;
+}
+
+void KX_WorldInfo::setUseMist(bool enable)
+{
+ m_hasmist = enable;
+}
+
+void KX_WorldInfo::setMistStart(float d)
+{
+ m_miststart = d;
+}
+
+void KX_WorldInfo::setMistDistance(float d)
+{
+ m_mistdistance = d;
+}
+
+void KX_WorldInfo::setMistIntensity(float intensity)
+{
+ m_mistintensity = intensity;
+}
+void KX_WorldInfo::setMistColor(float r, float g, float b)
+{
+ m_mistcolor[0] = r;
+ m_mistcolor[1] = g;
+ m_mistcolor[2] = b;
+
+ if (m_do_color_management) {
+ linearrgb_to_srgb_v3_v3(m_con_mistcolor, m_mistcolor);
+ }
+ else {
+ copy_v3_v3(m_con_mistcolor, m_mistcolor);
+ }
+}
+
+void KX_WorldInfo::setAmbientColor(float r, float g, float b)
+{
+ m_ambientcolor[0] = r;
+ m_ambientcolor[1] = g;
+ m_ambientcolor[2] = b;
+
+ if (m_do_color_management) {
+ linearrgb_to_srgb_v3_v3(m_con_ambientcolor, m_ambientcolor);
+ }
+ else {
+ copy_v3_v3(m_con_ambientcolor, m_ambientcolor);
+ }
+}
+
+void KX_WorldInfo::UpdateBackGround()
+{
+ if (m_hasworld) {
+ RAS_IRasterizer *m_rasterizer = KX_GetActiveEngine()->GetRasterizer();
+
+ if (m_rasterizer->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) {
+ m_rasterizer->SetBackColor(m_con_backgroundcolor);
+ GPU_horizon_update_color(m_backgroundcolor);
+ }
+ }
+}
+
+void KX_WorldInfo::UpdateWorldSettings()
+{
+ if (m_hasworld) {
+ RAS_IRasterizer *m_rasterizer = KX_GetActiveEngine()->GetRasterizer();
+
+ if (m_rasterizer->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) {
+ m_rasterizer->SetAmbientColor(m_con_ambientcolor);
+ GPU_ambient_update_color(m_ambientcolor);
+
+ if (m_hasmist) {
+ m_rasterizer->SetFog(m_misttype, m_miststart, m_mistdistance, m_mistintensity, m_con_mistcolor);
+ GPU_mist_update_values(m_misttype, m_miststart, m_mistdistance, m_mistintensity, m_mistcolor);
+ m_rasterizer->EnableFog(true);
+ GPU_mist_update_enable(true);
+ }
+ else {
+ m_rasterizer->EnableFog(false);
+ GPU_mist_update_enable(false);
+ }
+ }
+ }
+}
+
+#ifdef WITH_PYTHON
+
+/* -------------------------------------------------------------------------
+ * Python functions
+ * ------------------------------------------------------------------------- */
+PyObject *KX_WorldInfo::py_repr(void)
+{
+ return PyUnicode_From_STR_String(GetName());
+}
+
+/* -------------------------------------------------------------------------
+ * Python Integration Hooks
+ * ------------------------------------------------------------------------- */
+PyTypeObject KX_WorldInfo::Type = {
+ PyVarObject_HEAD_INIT(NULL, 0)
+ "KX_WorldInfo",
+ sizeof(PyObjectPlus_Proxy),
+ 0,
+ py_base_dealloc,
+ 0,
+ 0,
+ 0,
+ 0,
+ py_base_repr,
+ 0,0,0,0,0,0,0,0,0,
+ Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
+ 0,0,0,0,0,0,0,
+ Methods,
+ 0,
+ 0,
+ &PyObjectPlus::Type,
+ 0,0,0,0,0,0,
+ py_base_new
+};
+
+PyMethodDef KX_WorldInfo::Methods[] = {
+ {NULL,NULL} /* Sentinel */
+};
+
+PyAttributeDef KX_WorldInfo::Attributes[] = {
+ KX_PYATTRIBUTE_BOOL_RW("mistEnable", KX_WorldInfo, m_hasmist),
+ KX_PYATTRIBUTE_FLOAT_RW("mistStart", 0.0f, 10000.0f, KX_WorldInfo, m_miststart),
+ KX_PYATTRIBUTE_FLOAT_RW("mistDistance", 0.001f, 10000.0f, KX_WorldInfo, m_mistdistance),
+ KX_PYATTRIBUTE_FLOAT_RW("mistIntensity", 0.0f, 1.0f, KX_WorldInfo, m_mistintensity),
+ KX_PYATTRIBUTE_SHORT_RW("mistType", 0, 2, true, KX_WorldInfo, m_misttype),
+ KX_PYATTRIBUTE_RO_FUNCTION("KX_MIST_QUADRATIC", KX_WorldInfo, pyattr_get_mist_typeconst),
+ KX_PYATTRIBUTE_RO_FUNCTION("KX_MIST_LINEAR", KX_WorldInfo, pyattr_get_mist_typeconst),
+ KX_PYATTRIBUTE_RO_FUNCTION("KX_MIST_INV_QUADRATIC", KX_WorldInfo, pyattr_get_mist_typeconst),
+ KX_PYATTRIBUTE_RW_FUNCTION("mistColor", KX_WorldInfo, pyattr_get_mist_color, pyattr_set_mist_color),
+ KX_PYATTRIBUTE_RW_FUNCTION("backgroundColor", KX_WorldInfo, pyattr_get_back_color, pyattr_set_back_color),
+ KX_PYATTRIBUTE_RW_FUNCTION("ambientColor", KX_WorldInfo, pyattr_get_ambient_color, pyattr_set_ambient_color),
+ { NULL } /* Sentinel */
+};
+
+/* Attribute get/set functions */
+
+#ifdef USE_MATHUTILS
+
+/*----------------------mathutils callbacks ----------------------------*/
+
+/* subtype */
+#define MATHUTILS_VEC_CB_MIST_COLOR 1
+#define MATHUTILS_VEC_CB_BACK_COLOR 2
+#define MATHUTILS_VEC_CB_AMBIENT_COLOR 3
+
+static unsigned char mathutils_world_vector_cb_index = -1; /* index for our callbacks */
+
+static int mathutils_world_generic_check(BaseMathObject *bmo)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>BGE_PROXY_REF(bmo->cb_user);
+ if (self == NULL)
+ return -1;
+
+ return 0;
+}
+
+static int mathutils_world_vector_get(BaseMathObject *bmo, int subtype)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>BGE_PROXY_REF(bmo->cb_user);
+ if (self == NULL)
+ return -1;
+
+ switch (subtype) {
+ case MATHUTILS_VEC_CB_MIST_COLOR:
+ copy_v3_v3(bmo->data, self->m_mistcolor);
+ break;
+ case MATHUTILS_VEC_CB_BACK_COLOR:
+ copy_v3_v3(bmo->data, self->m_backgroundcolor);
+ break;
+ case MATHUTILS_VEC_CB_AMBIENT_COLOR:
+ copy_v3_v3(bmo->data, self->m_ambientcolor);
+ break;
+ default:
+ return -1;
+ }
+ return 0;
+}
+
+static int mathutils_world_vector_set(BaseMathObject *bmo, int subtype)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>BGE_PROXY_REF(bmo->cb_user);
+
+ if (self == NULL)
+ return -1;
+
+ switch (subtype) {
+ case MATHUTILS_VEC_CB_MIST_COLOR:
+ self->setMistColor(bmo->data[0], bmo->data[1], bmo->data[2]);
+ break;
+ case MATHUTILS_VEC_CB_BACK_COLOR:
+ self->setBackColor(bmo->data[0], bmo->data[1], bmo->data[2]);
+ break;
+ case MATHUTILS_VEC_CB_AMBIENT_COLOR:
+ self->setAmbientColor(bmo->data[0], bmo->data[1], bmo->data[2]);
+ break;
+ default:
+ return -1;
+ }
+ return 0;
+}
+
+static int mathutils_world_vector_get_index(BaseMathObject *bmo, int subtype, int index)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>BGE_PROXY_REF(bmo->cb_user);
+
+ if (self == NULL)
+ return -1;
+
+ switch (subtype) {
+ case MATHUTILS_VEC_CB_MIST_COLOR:
+ {
+ const float *color = self->m_mistcolor;
+ bmo->data[index] = color[index];
+ }
+ break;
+ case MATHUTILS_VEC_CB_BACK_COLOR:
+ {
+ const float *color = self->m_backgroundcolor;
+ bmo->data[index] = color[index];
+ }
+ break;
+ case MATHUTILS_VEC_CB_AMBIENT_COLOR:
+ {
+ const float *color = self->m_ambientcolor;
+ bmo->data[index] = color[index];
+ }
+ break;
+ default:
+ return -1;
+ }
+ return 0;
+}
+
+static int mathutils_world_vector_set_index(BaseMathObject *bmo, int subtype, int index)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>BGE_PROXY_REF(bmo->cb_user);
+
+ if (self == NULL)
+ return -1;
+
+ float color[4];
+ switch (subtype) {
+ case MATHUTILS_VEC_CB_MIST_COLOR:
+ copy_v3_v3(color, self->m_mistcolor);
+ color[index] = bmo->data[index];
+ self->setMistColor(color[0], color[1], color[2]);
+ break;
+ case MATHUTILS_VEC_CB_BACK_COLOR:
+ copy_v3_v3(color, self->m_backgroundcolor);
+ color[index] = bmo->data[index];
+ self->setBackColor(color[0], color[1], color[2]);
+ break;
+ case MATHUTILS_VEC_CB_AMBIENT_COLOR:
+ copy_v3_v3(color, self->m_ambientcolor);
+ color[index] = bmo->data[index];
+ self->setAmbientColor(color[0], color[1], color[2]);
+ break;
+ default:
+ return -1;
+ }
+ return 0;
+}
+
+static Mathutils_Callback mathutils_world_vector_cb = {
+ mathutils_world_generic_check,
+ mathutils_world_vector_get,
+ mathutils_world_vector_set,
+ mathutils_world_vector_get_index,
+ mathutils_world_vector_set_index
+};
+
+void KX_WorldInfo_Mathutils_Callback_Init()
+{
+ // register mathutils callbacks, ok to run more than once.
+ mathutils_world_vector_cb_index = Mathutils_RegisterCallback(&mathutils_world_vector_cb);
+}
+#endif // USE_MATHUTILS
+
+
+PyObject *KX_WorldInfo::pyattr_get_mist_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ PyObject *retvalue;
+
+ const char* type = attrdef->m_name;
+
+ if (!strcmp(type, "KX_MIST_QUADRATIC")) {
+ retvalue = PyLong_FromLong(KX_MIST_QUADRATIC);
+ }
+ else if (!strcmp(type, "KX_MIST_LINEAR")) {
+ retvalue = PyLong_FromLong(KX_MIST_LINEAR);
+ }
+ else if (!strcmp(type, "KX_MIST_INV_QUADRATIC")) {
+ retvalue = PyLong_FromLong(KX_MIST_INV_QUADRATIC);
+ }
+ else {
+ /* should never happen */
+ PyErr_SetString(PyExc_TypeError, "invalid mist type");
+ retvalue = NULL;
+ }
+
+ return retvalue;
+}
+
+PyObject *KX_WorldInfo::pyattr_get_mist_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+#ifdef USE_MATHUTILS
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_world_vector_cb_index, MATHUTILS_VEC_CB_MIST_COLOR);
+#else
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+ return PyObjectFrom(MT_Vector3(self->m_mistcolor));
+#endif
+}
+
+int KX_WorldInfo::pyattr_set_mist_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+
+ MT_Vector3 color;
+ if (PyVecTo(value, color))
+ {
+ self->setMistColor(color[0], color[1], color[2]);
+ return PY_SET_ATTR_SUCCESS;
+ }
+ return PY_SET_ATTR_FAIL;
+}
+
+PyObject *KX_WorldInfo::pyattr_get_back_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+
+#ifdef USE_MATHUTILS
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_world_vector_cb_index, MATHUTILS_VEC_CB_BACK_COLOR);
+#else
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+ return PyObjectFrom(MT_Vector3(self->m_backgroundcolor));
+#endif
+}
+
+int KX_WorldInfo::pyattr_set_back_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+
+ MT_Vector3 color;
+ if (PyVecTo(value, color))
+ {
+ self->setBackColor(color[0], color[1], color[2]);
+ return PY_SET_ATTR_SUCCESS;
+ }
+ return PY_SET_ATTR_FAIL;
+}
+
+PyObject *KX_WorldInfo::pyattr_get_ambient_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+#ifdef USE_MATHUTILS
+ return Vector_CreatePyObject_cb(
+ BGE_PROXY_FROM_REF_BORROW(self_v), 3,
+ mathutils_world_vector_cb_index, MATHUTILS_VEC_CB_AMBIENT_COLOR);
+#else
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+ return PyObjectFrom(MT_Vector3(self->m_ambientcolor));
+#endif
+}
+
+int KX_WorldInfo::pyattr_set_ambient_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_WorldInfo *self = static_cast<KX_WorldInfo*>(self_v);
+
+ MT_Vector3 color;
+ if (PyVecTo(value, color))
+ {
+ self->setAmbientColor(color[0], color[1], color[2]);
+ return PY_SET_ATTR_SUCCESS;
+ }
+ return PY_SET_ATTR_FAIL;
+}
+
+#endif /* WITH_PYTHON */
diff --git a/source/gameengine/Ketsji/KX_WorldInfo.h b/source/gameengine/Ketsji/KX_WorldInfo.h
index 90b16fe1242..b155faf2837 100644
--- a/source/gameengine/Ketsji/KX_WorldInfo.h
+++ b/source/gameengine/Ketsji/KX_WorldInfo.h
@@ -33,44 +33,72 @@
#define __KX_WORLDINFO_H__
#include "MT_Scalar.h"
+#include "KX_KetsjiEngine.h"
+#include "EXP_PyObjectPlus.h"
-#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
+#ifdef USE_MATHUTILS
+void KX_WorldInfo_Mathutils_Callback_Init(void);
#endif
-class MT_CmMatrix4x4;
+struct Scene;
+struct World;
-class KX_WorldInfo
+class KX_WorldInfo : public PyObjectPlus
{
-public:
- KX_WorldInfo() {}
- virtual ~KX_WorldInfo();
+ Py_Header
- virtual bool hasWorld() = 0;
- virtual bool hasMist() = 0;
- virtual float getBackColorRed() = 0;
- virtual float getBackColorGreen() = 0;
- virtual float getBackColorBlue() = 0;
- virtual float getMistStart() = 0;
- virtual float getMistDistance() = 0;
- virtual float getMistColorRed() = 0;
- virtual float getMistColorGreen() = 0;
- virtual float getMistColorBlue() = 0;
+ STR_String m_name;
+ bool m_do_color_management;
+ bool m_hasworld;
+ bool m_hasmist;
+ short m_misttype;
+ float m_miststart;
+ float m_mistdistance;
+ float m_mistintensity;
+ float m_mistcolor[3];
+ float m_backgroundcolor[3];
+ float m_ambientcolor[3];
+ float m_con_mistcolor[3];
+ float m_con_backgroundcolor[3];
+ float m_con_ambientcolor[3];
- virtual float getAmbientColorRed() = 0;
- virtual float getAmbientColorGreen() = 0;
- virtual float getAmbientColorBlue() = 0;
+public:
+ /**
+ * Mist options
+ */
+ enum MistType {
+ KX_MIST_QUADRATIC,
+ KX_MIST_LINEAR,
+ KX_MIST_INV_QUADRATIC,
+ };
- virtual void setBackColor(float, float, float) = 0;
- virtual void setMistStart(float) = 0;
- virtual void setMistDistance(float) = 0;
- virtual void setMistColorRed(float) = 0;
- virtual void setMistColorGreen(float) = 0;
- virtual void setMistColorBlue(float) = 0;
+ KX_WorldInfo(Scene *blenderscene, World *blenderworld);
+ ~KX_WorldInfo();
+ const STR_String &GetName();
+ bool hasWorld();
+ void setUseMist(bool enable);
+ void setMistType(short type);
+ void setMistStart(float d);
+ void setMistDistance(float d);
+ void setMistIntensity(float intensity);
+ void setMistColor(float r, float g, float b);
+ void setBackColor(float r, float g, float b);
+ const float *getBackColorConverted() const;
+ void setAmbientColor(float r, float g, float b);
+ void UpdateBackGround();
+ void UpdateWorldSettings();
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_WorldInfo")
+#ifdef WITH_PYTHON
+ /* attributes */
+ static PyObject *pyattr_get_mist_typeconst(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static PyObject *pyattr_get_mist_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_mist_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_back_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_back_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject *pyattr_get_ambient_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_ambient_color(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ virtual PyObject *py_repr(void);
#endif
};
diff --git a/source/gameengine/Ketsji/KX_WorldIpoController.cpp b/source/gameengine/Ketsji/KX_WorldIpoController.cpp
index 7f83a155643..1123e07ebcc 100644
--- a/source/gameengine/Ketsji/KX_WorldIpoController.cpp
+++ b/source/gameengine/Ketsji/KX_WorldIpoController.cpp
@@ -33,6 +33,8 @@
#include "KX_WorldIpoController.h"
#include "KX_ScalarInterpolator.h"
#include "KX_WorldInfo.h"
+#include "KX_PythonInit.h"
+#include "KX_Scene.h"
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
@@ -42,31 +44,36 @@ typedef unsigned long uint_ptr;
bool KX_WorldIpoController::Update(double currentTime)
{
- if (m_modified)
- {
+ if (m_modified) {
T_InterpolatorList::iterator i;
for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
- (*i)->Execute(m_ipotime);//currentTime);
+ (*i)->Execute(m_ipotime);
}
- /* TODO, this will crash! */
- KX_WorldInfo *world = NULL;
+ KX_WorldInfo *world = KX_GetActiveScene()->GetWorldInfo();
if (m_modify_mist_start) {
world->setMistStart(m_mist_start);
}
- if (m_modify_mist_color) {
- world->setMistColorRed(m_mist_rgb[0]);
- world->setMistColorGreen(m_mist_rgb[1]);
- world->setMistColorBlue(m_mist_rgb[2]);
- }
-
if (m_modify_mist_dist) {
world->setMistDistance(m_mist_dist);
}
- m_modified=false;
+ if (m_modify_mist_intensity) {
+ world->setMistIntensity(m_mist_intensity);
+ }
+
+ if (m_modify_horizon_color) {
+ world->setBackColor(m_hori_rgb[0], m_hori_rgb[1], m_hori_rgb[2]);
+ world->setMistColor(m_hori_rgb[0], m_hori_rgb[1], m_hori_rgb[2]);
+ }
+
+ if (m_modify_ambient_color) {
+ world->setAmbientColor(m_ambi_rgb[0], m_ambi_rgb[1], m_ambi_rgb[2]);
+ }
+
+ m_modified = false;
}
return false;
}
diff --git a/source/gameengine/Ketsji/KX_WorldIpoController.h b/source/gameengine/Ketsji/KX_WorldIpoController.h
index 63983b3129b..704f421573e 100644
--- a/source/gameengine/Ketsji/KX_WorldIpoController.h
+++ b/source/gameengine/Ketsji/KX_WorldIpoController.h
@@ -39,24 +39,30 @@
class KX_WorldIpoController : public SG_Controller
{
public:
- MT_Scalar m_mist_rgb[3];
MT_Scalar m_mist_start;
MT_Scalar m_mist_dist;
+ MT_Scalar m_mist_intensity;
+ MT_Scalar m_hori_rgb[3];
+ MT_Scalar m_ambi_rgb[3];
private:
T_InterpolatorList m_interpolators;
- unsigned short m_modify_mist_color : 1;
unsigned short m_modify_mist_start : 1;
unsigned short m_modify_mist_dist : 1;
+ unsigned short m_modify_mist_intensity : 1;
+ unsigned short m_modify_horizon_color : 1;
+ unsigned short m_modify_ambient_color : 1;
bool m_modified;
double m_ipotime;
public:
KX_WorldIpoController() :
- m_modify_mist_color(false),
m_modify_mist_start(false),
m_modify_mist_dist(false),
+ m_modify_mist_intensity(false),
+ m_modify_horizon_color(false),
+ m_modify_ambient_color(false),
m_modified(true),
m_ipotime(0.0)
{}
@@ -76,14 +82,22 @@ public:
m_modify_mist_start = modify;
}
- void SetModifyMistColor(bool modify) {
- m_modify_mist_color = modify;
- }
-
void SetModifyMistDist(bool modify) {
m_modify_mist_dist = modify;
}
+ void SetModifyMistIntensity(bool modify) {
+ m_modify_mist_intensity = modify;
+ }
+
+ void SetModifyHorizonColor(bool modify) {
+ m_modify_horizon_color = modify;
+ }
+
+ void SetModifyAmbientColor(bool modify) {
+ m_modify_ambient_color = modify;
+ }
+
void
SetOption(
int option,
diff --git a/source/gameengine/Ketsji/SConscript b/source/gameengine/Ketsji/SConscript
index db5474cf2d7..d8dfd3d9bca 100644
--- a/source/gameengine/Ketsji/SConscript
+++ b/source/gameengine/Ketsji/SConscript
@@ -30,7 +30,8 @@ import sys
Import ('env')
sources = env.Glob('*.cpp')
-defs = [ 'GLEW_STATIC' ]
+defs = []
+defs += env['BF_GL_DEFINITIONS']
incs = [
'.',
@@ -38,9 +39,8 @@ incs = [
'#intern/guardedalloc',
'#intern/string',
'#source/blender',
- '#extern/glew/include',
- '#intern/audaspace/FX',
- '#intern/audaspace/intern',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#intern/moto/include',
'#source/blender/blenfont',
'#source/blender/blenkernel',
@@ -85,6 +85,11 @@ if env['WITH_BF_PYTHON']:
incs += ' ' + env['BF_PYTHON_INC']
defs.append('WITH_PYTHON')
+if env['WITH_BF_AUDASPACE']:
+ defs += env['BF_AUDASPACE_DEF']
+ incs += ' ' + env['BF_AUDASPACE_C_INC']
+ incs += ' ' + env['BF_AUDASPACE_PY_INC']
+
if env['WITH_BF_FFMPEG']:
defs.append('WITH_FFMPEG')
diff --git a/source/gameengine/Network/CMakeLists.txt b/source/gameengine/Network/CMakeLists.txt
index bae00c464f2..019fc3e6032 100644
--- a/source/gameengine/Network/CMakeLists.txt
+++ b/source/gameengine/Network/CMakeLists.txt
@@ -27,6 +27,7 @@ set(INC
.
../../../intern/container
../../../intern/string
+ ../../blender/blenlib
)
set(INC_SYS
diff --git a/source/gameengine/Network/SConscript b/source/gameengine/Network/SConscript
index 1d78cdba174..feb14e29552 100644
--- a/source/gameengine/Network/SConscript
+++ b/source/gameengine/Network/SConscript
@@ -31,6 +31,7 @@ sources = env.Glob('*.cpp') #'NG_NetworkMessage.cpp NG_NetworkObject.cpp NG_Netw
incs = [
'.',
+ '../../blender/blenlib',
'#intern/container',
'#intern/string',
'#intern/moto/include',
diff --git a/source/gameengine/Physics/Bullet/CMakeLists.txt b/source/gameengine/Physics/Bullet/CMakeLists.txt
index fbaa7bb59ba..e52dc1ba052 100644
--- a/source/gameengine/Physics/Bullet/CMakeLists.txt
+++ b/source/gameengine/Physics/Bullet/CMakeLists.txt
@@ -40,6 +40,7 @@ set(INC
../../../blender/makesdna
../../../../intern/container
../../../../intern/guardedalloc
+ ../../../../intern/glew-mx
../../../../intern/string
)
@@ -66,4 +67,6 @@ if(WITH_BULLET)
add_definitions(-DWITH_BULLET)
endif()
+add_definitions(${GL_DEFINITIONS})
+
blender_add_lib(ge_phys_bullet "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 72c3b13e301..dbaa925db08 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -39,7 +39,6 @@ subject to the following restrictions:
#include "LinearMath/btConvexHull.h"
#include "BulletCollision/Gimpact/btGImpactShape.h"
-
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "DNA_mesh_types.h"
@@ -65,7 +64,6 @@ extern bool gDisableDeactivation;
float gLinearSleepingTreshold;
float gAngularSleepingTreshold;
-
BlenderBulletCharacterController::BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
: btKinematicCharacterController(ghost,shape,stepHeight,2),
m_motionState(motionState),
@@ -118,6 +116,18 @@ const btVector3& BlenderBulletCharacterController::getWalkDirection()
return m_walkDirection;
}
+bool CleanPairCallback::processOverlap(btBroadphasePair &pair)
+{
+ if ((pair.m_pProxy0 == m_cleanProxy) || (pair.m_pProxy1 == m_cleanProxy)) {
+ m_pairCache->cleanOverlappingPair(pair, m_dispatcher);
+ CcdPhysicsController *ctrl0 = (CcdPhysicsController*)(((btCollisionObject*)pair.m_pProxy0->m_clientObject)->getUserPointer());
+ CcdPhysicsController *ctrl1 = (CcdPhysicsController*)(((btCollisionObject*)pair.m_pProxy1->m_clientObject)->getUserPointer());
+ ctrl0->GetCollisionObject()->activate(false);
+ ctrl1->GetCollisionObject()->activate(false);
+ }
+ return false;
+}
+
CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
:m_cci(ci)
{
@@ -148,11 +158,34 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
m_savedCollisionFilterGroup = 0;
m_savedCollisionFilterMask = 0;
m_savedMass = 0.0;
+ m_savedDyna = false;
m_suspended = false;
CreateRigidbody();
}
+void CcdPhysicsController::addCcdConstraintRef(btTypedConstraint* c)
+{
+ int index = m_ccdConstraintRefs.findLinearSearch(c);
+ if (index == m_ccdConstraintRefs.size())
+ m_ccdConstraintRefs.push_back(c);
+}
+
+void CcdPhysicsController::removeCcdConstraintRef(btTypedConstraint* c)
+{
+ m_ccdConstraintRefs.remove(c);
+}
+
+btTypedConstraint* CcdPhysicsController::getCcdConstraintRef(int index)
+{
+ return m_ccdConstraintRefs[index];
+}
+
+int CcdPhysicsController::getNumCcdConstraintRefs() const
+{
+ return m_ccdConstraintRefs.size();
+}
+
btTransform& CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
{
static btTransform trans;
@@ -207,6 +240,11 @@ btRigidBody* CcdPhysicsController::GetRigidBody()
{
return btRigidBody::upcast(m_object);
}
+const btRigidBody* CcdPhysicsController::GetRigidBody() const
+{
+ return btRigidBody::upcast(m_object);
+}
+
btCollisionObject* CcdPhysicsController::GetCollisionObject()
{
return m_object;
@@ -560,20 +598,13 @@ void CcdPhysicsController::CreateRigidbody()
static void DeleteBulletShape(btCollisionShape* shape, bool free)
{
- if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
- {
- // shapes based on meshes use an interface that contains the vertices.
- btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
- btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
- if (meshInterface)
- delete meshInterface;
- }
- else if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
- {
- btGImpactMeshShape* meshShape = static_cast<btGImpactMeshShape*>(shape);
- btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
- if (meshInterface)
- delete meshInterface;
+ if (shape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
+ /* If we use Bullet scaled shape (btScaledBvhTriangleMeshShape) we have to
+ * free the child of the unscaled shape (btTriangleMeshShape) here.
+ */
+ btTriangleMeshShape *meshShape = ((btScaledBvhTriangleMeshShape *)shape)->getChildShape();
+ if (meshShape)
+ delete meshShape;
}
if (free) {
delete shape;
@@ -606,48 +637,41 @@ bool CcdPhysicsController::DeleteControllerShape( )
bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape)
{
-
- /* Note, deleting the previous collision shape must be done already */
- /* if (m_collisionShape) DeleteControllerShape(); */
+ if (m_collisionShape)
+ DeleteControllerShape();
+
+ // If newShape is NULL it means to create a new Bullet shape.
+ if (!newShape)
+ newShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
m_object->setCollisionShape(newShape);
- m_collisionShape= newShape;
- m_cci.m_collisionShape= newShape;
-
- if (GetSoftBody()) {
+ m_collisionShape = newShape;
+ m_cci.m_collisionShape = newShape;
+
+ btSoftBody *softBody = GetSoftBody();
+ if (softBody) {
+ btSoftRigidDynamicsWorld *world = GetPhysicsEnvironment()->GetDynamicsWorld();
+ // remove the old softBody
+ world->removeSoftBody(softBody);
+
// soft body must be recreated
- m_cci.m_physicsEnv->RemoveCcdPhysicsController(this);
delete m_object;
m_object = NULL;
// force complete reinitialization
m_softbodyMappingDone = false;
m_prototypeTransformInitialized = false;
m_softBodyTransformInitialized = false;
+
CreateSoftbody();
assert(m_object);
- // reinsert the new body
- m_cci.m_physicsEnv->AddCcdPhysicsController(this);
- }
-
- /* Copied from CcdPhysicsEnvironment::addCcdPhysicsController() */
-
- /* without this, an object can rest on the old physics mesh
- * and not move to account for the physics mesh, even with 'nosleep' */
- btSoftRigidDynamicsWorld* dw= GetPhysicsEnvironment()->GetDynamicsWorld();
- btCollisionObjectArray &obarr= dw->getCollisionObjectArray();
- btCollisionObject *ob;
- btBroadphaseProxy* proxy;
-
- for (int i= 0; i < obarr.size(); i++) {
- ob= obarr[i];
- if (ob->getCollisionShape() == newShape) {
- proxy = ob->getBroadphaseHandle();
-
- if (proxy)
- dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher());
- }
+
+ btSoftBody *newSoftBody = GetSoftBody();
+ // set the user
+ newSoftBody->setUserPointer(this);
+ // add the new softbody
+ world->addSoftBody(newSoftBody);
}
-
+
return true;
}
@@ -673,6 +697,35 @@ CcdPhysicsController::~CcdPhysicsController()
}
}
+void CcdPhysicsController::SimulationTick(float timestep)
+{
+ btRigidBody *body = GetRigidBody();
+ if (!body || body->isStaticObject())
+ return;
+
+ // Clamp linear velocity
+ if (m_cci.m_clamp_vel_max > 0.0f || m_cci.m_clamp_vel_min > 0.0f) {
+ const btVector3 &linvel = body->getLinearVelocity();
+ btScalar len = linvel.length();
+
+ if (m_cci.m_clamp_vel_max > 0.0f && len > m_cci.m_clamp_vel_max)
+ body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len));
+ else if (m_cci.m_clamp_vel_min > 0.0f && !btFuzzyZero(len) && len < m_cci.m_clamp_vel_min)
+ body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
+ }
+
+ // Clamp angular velocity
+ if (m_cci.m_clamp_angvel_max > 0.0f || m_cci.m_clamp_angvel_min > 0.0f) {
+ const btVector3 &angvel = body->getAngularVelocity();
+ btScalar len = angvel.length();
+
+ if (m_cci.m_clamp_angvel_max > 0.0f && len > m_cci.m_clamp_angvel_max)
+ body->setAngularVelocity(angvel * (m_cci.m_clamp_angvel_max / len));
+ else if (m_cci.m_clamp_angvel_min > 0.0f && !btFuzzyZero(len) && len < m_cci.m_clamp_angvel_min)
+ body->setAngularVelocity(angvel * (m_cci.m_clamp_angvel_min / len));
+ }
+}
+
/**
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
@@ -708,19 +761,6 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
if (body && !body->isStaticObject())
{
-
- if ((m_cci.m_clamp_vel_max>0.0) || (m_cci.m_clamp_vel_min>0.0))
- {
- const btVector3& linvel = body->getLinearVelocity();
- float len= linvel.length();
-
- if ((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max))
- body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len));
-
- else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min))
- body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
- }
-
const btTransform& xform = body->getCenterOfMassTransform();
const btMatrix3x3& worldOri = xform.getBasis();
const btVector3& worldPos = xform.getOrigin();
@@ -780,6 +820,9 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
m_registerCount = 0;
m_collisionShape = NULL;
+ // Clear all old constraints.
+ m_ccdConstraintRefs.clear();
+
// always create a new shape to avoid scaling bug
if (m_shapeInfo)
{
@@ -822,36 +865,6 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
m_cci.m_physicsEnv->AddCcdPhysicsController(this);
-/* SM_Object* dynaparent=0;
- SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
-
- if (sumoparentctrl)
- {
- dynaparent = sumoparentctrl->GetSumoObject();
- }
-
- SM_Object* orgsumoobject = m_sumoObj;
-
-
- m_sumoObj = new SM_Object(
- orgsumoobject->getShapeHandle(),
- orgsumoobject->getMaterialProps(),
- orgsumoobject->getShapeProps(),
- dynaparent);
-
- m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
-
- m_sumoObj->setMargin(orgsumoobject->getMargin());
- m_sumoObj->setPosition(orgsumoobject->getPosition());
- m_sumoObj->setOrientation(orgsumoobject->getOrientation());
- //if it is a dyna, register for a callback
- m_sumoObj->registerCallback(*this);
-
- m_sumoScene->add(* (m_sumoObj));
- */
-
-
-
}
void CcdPhysicsController::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)
@@ -899,12 +912,6 @@ void CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
{
m_object->setInterpolationWorldTransform(xform);
}
- if (body)
- {
- body->setInterpolationLinearVelocity(body->getLinearVelocity());
- body->setInterpolationAngularVelocity(body->getAngularVelocity());
- body->updateInertiaTensor();
- }
m_object->setWorldTransform(xform);
}
}
@@ -1054,15 +1061,35 @@ void CcdPhysicsController::ResolveCombinedVelocities(float linvelX,float linvel
{
}
+void CcdPhysicsController::RefreshCollisions()
+{
+ // the object is in an inactive layer so it's useless to update it and can cause problems
+ if (!GetPhysicsEnvironment()->IsActiveCcdPhysicsController(this))
+ return;
+
+ btSoftRigidDynamicsWorld *dw = GetPhysicsEnvironment()->GetDynamicsWorld();
+ btBroadphaseProxy *proxy = m_object->getBroadphaseHandle();
+ btDispatcher *dispatcher = dw->getDispatcher();
+ btOverlappingPairCache *pairCache = dw->getPairCache();
+
+ CleanPairCallback cleanPairs(proxy, pairCache, dispatcher);
+ pairCache->processAllOverlappingPairs(&cleanPairs, dispatcher);
+
+ // Forcibly recreate the physics object
+ btBroadphaseProxy* handle = m_object->getBroadphaseHandle();
+ GetPhysicsEnvironment()->UpdateCcdPhysicsController(this, GetMass(), m_object->getCollisionFlags(), handle->m_collisionFilterGroup, handle->m_collisionFilterMask);
+}
+
void CcdPhysicsController::SuspendDynamics(bool ghost)
{
btRigidBody *body = GetRigidBody();
- if (body && !m_suspended && !GetConstructionInfo().m_bSensor)
+ if (body && !m_suspended && !GetConstructionInfo().m_bSensor && GetPhysicsEnvironment()->IsActiveCcdPhysicsController(this))
{
btBroadphaseProxy* handle = body->getBroadphaseHandle();
m_savedCollisionFlags = body->getCollisionFlags();
m_savedMass = GetMass();
+ m_savedDyna = m_cci.m_bDyna;
m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
m_savedCollisionFilterMask = handle->m_collisionFilterMask;
m_suspended = true;
@@ -1071,13 +1098,14 @@ void CcdPhysicsController::SuspendDynamics(bool ghost)
btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
btBroadphaseProxy::StaticFilter,
btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
+ m_cci.m_bDyna = false;
}
}
void CcdPhysicsController::RestoreDynamics()
{
btRigidBody *body = GetRigidBody();
- if (body && m_suspended)
+ if (body && m_suspended && GetPhysicsEnvironment()->IsActiveCcdPhysicsController(this))
{
// before make sure any position change that was done in this logic frame are accounted for
SetTransform();
@@ -1087,6 +1115,7 @@ void CcdPhysicsController::RestoreDynamics()
m_savedCollisionFilterGroup,
m_savedCollisionFilterMask);
body->activate();
+ m_cci.m_bDyna = m_savedDyna;
m_suspended = false;
}
}
@@ -1354,6 +1383,42 @@ void CcdPhysicsController::Jump()
void CcdPhysicsController::SetActive(bool active)
{
}
+
+float CcdPhysicsController::GetLinearDamping() const
+{
+ const btRigidBody* body = GetRigidBody();
+ if (body)
+ return body->getLinearDamping();
+ return 0;
+}
+
+float CcdPhysicsController::GetAngularDamping() const
+{
+ const btRigidBody* body = GetRigidBody();
+ if (body)
+ return body->getAngularDamping();
+ return 0;
+}
+
+void CcdPhysicsController::SetLinearDamping(float damping)
+{
+ SetDamping(damping, GetAngularDamping());
+}
+
+void CcdPhysicsController::SetAngularDamping(float damping)
+{
+ SetDamping(GetLinearDamping(), damping);
+}
+
+void CcdPhysicsController::SetDamping(float linear, float angular)
+{
+ btRigidBody* body = GetRigidBody();
+ if (!body) return;
+
+ body->setDamping(linear, angular);
+}
+
+
// reading out information from physics
MT_Vector3 CcdPhysicsController::GetLinearVelocity()
{
@@ -1479,8 +1544,7 @@ void CcdPhysicsController::AddCompoundChild(PHY_IPhysicsController* child)
const btCollisionShape* childShape = childBody->getCollisionShape();
if (!rootShape ||
!childShape ||
- rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE ||
- childShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE)
+ rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE)
return;
btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
// compute relative transformation between parent and child
@@ -1530,7 +1594,7 @@ void CcdPhysicsController::AddCompoundChild(PHY_IPhysicsController* child)
// must update the broadphase cache,
GetPhysicsEnvironment()->RefreshCcdPhysicsController(this);
// remove the children
- GetPhysicsEnvironment()->DisableCcdPhysicsController(childCtrl);
+ GetPhysicsEnvironment()->RemoveCcdPhysicsController(childCtrl);
}
/* Reverse function of the above, it will remove a shape from a compound shape
@@ -1586,7 +1650,7 @@ void CcdPhysicsController::RemoveCompoundChild(PHY_IPhysicsController* child)
// must update the broadphase cache,
GetPhysicsEnvironment()->RefreshCcdPhysicsController(this);
// reactivate the children
- GetPhysicsEnvironment()->EnableCcdPhysicsController(childCtrl);
+ GetPhysicsEnvironment()->AddCcdPhysicsController(childCtrl);
}
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
@@ -1646,33 +1710,50 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplicaForSensors()
* 2) from_gameobj - creates the phys mesh from the DerivedMesh where possible, else the RAS_MeshObject
* 3) this - update the phys mesh from DerivedMesh or RAS_MeshObject
*
- * Most of the logic behind this is in shapeInfo->UpdateMesh(...)
+ * Most of the logic behind this is in m_shapeInfo->UpdateMesh(...)
*/
bool CcdPhysicsController::ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject *from_meshobj)
{
- CcdShapeConstructionInfo *shapeInfo;
-
- shapeInfo = this->GetShapeInfo();
-
- if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/)
+ if (m_shapeInfo->m_shapeType != PHY_SHAPE_MESH)
return false;
- this->DeleteControllerShape();
-
- if (from_gameobj==NULL && from_meshobj==NULL)
- from_gameobj = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)this->GetNewClientInfo());
+ if (!from_gameobj && !from_meshobj)
+ from_gameobj = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)GetNewClientInfo());
/* updates the arrays used for making the new bullet mesh */
- shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
+ m_shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
/* create the new bullet mesh */
- CcdConstructionInfo& cci = this->GetConstructionInfo();
- btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft);
+ GetPhysicsEnvironment()->UpdateCcdPhysicsControllerShape(m_shapeInfo);
- this->ReplaceControllerShape(bm);
return true;
}
+void CcdPhysicsController::ReplicateConstraints(KX_GameObject *replica, std::vector<KX_GameObject*> constobj)
+{
+ if (replica->GetConstraints().size() == 0 || !replica->GetPhysicsController())
+ return;
+
+ PHY_IPhysicsEnvironment *physEnv = GetPhysicsEnvironment();
+
+ vector<bRigidBodyJointConstraint*> constraints = replica->GetConstraints();
+ vector<bRigidBodyJointConstraint*>::iterator consit;
+
+ /* Object could have some constraints, iterate over all of theme to ensure that every constraint is recreated. */
+ for (consit = constraints.begin(); consit != constraints.end(); ++consit) {
+ /* Try to find the constraint targets in the list of group objects. */
+ bRigidBodyJointConstraint *dat = (*consit);
+ vector<KX_GameObject*>::iterator memit;
+ for (memit = constobj.begin(); memit != constobj.end(); ++memit) {
+ KX_GameObject *member = (*memit);
+ /* If the group member is the actual target for the constraint. */
+ if (dat->tar->id.name + 2 == member->GetName() && member->GetPhysicsController())
+ physEnv->SetupObjectConstraints(replica, member, dat);
+ }
+ }
+
+}
+
///////////////////////////////////////////////////////////
///A small utility class, DefaultMotionState
///
@@ -1754,7 +1835,7 @@ CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mes
return NULL;
}
-bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope)
+bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject *meshobj, DerivedMesh *dm, bool polytope)
{
int numpolys, numverts;
@@ -1766,7 +1847,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
bool free_dm = false;
// No mesh object or mesh has no polys
- if (!meshobj || meshobj->HasColliderPolygon()==false) {
+ if (!meshobj || !meshobj->HasColliderPolygon()) {
m_vertexArray.clear();
m_polygonIndexArray.clear();
m_triFaceArray.clear();
@@ -1789,80 +1870,83 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
/* double lookup */
const int *index_mf_to_mpoly = (const int *)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
const int *index_mp_to_orig = (const int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
- if (index_mf_to_mpoly == NULL) {
+ if (!index_mf_to_mpoly) {
index_mp_to_orig = NULL;
}
m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
/* Convert blender geometry into bullet mesh, need these vars for mapping */
- vector<bool> vert_tag_array(numverts, false);
- unsigned int tot_bt_verts= 0;
+ std::vector<bool> vert_tag_array(numverts, false);
+ unsigned int tot_bt_verts = 0;
- if (polytope)
- {
+ if (polytope) {
// Tag verts we're using
- for (int p2=0; p2<numpolys; p2++)
- {
- MFace* mf = &mface[p2];
+ for (int p2 = 0; p2 < numpolys; p2++) {
+ MFace *mf = &mface[p2];
const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
- RAS_Polygon* poly = meshobj->GetPolygon(origi);
+ RAS_Polygon *poly = meshobj->GetPolygon(origi);
// only add polygons that have the collision flag set
- if (poly->IsCollider())
- {
- if (vert_tag_array[mf->v1] == false) {vert_tag_array[mf->v1] = true; tot_bt_verts++;}
- if (vert_tag_array[mf->v2] == false) {vert_tag_array[mf->v2] = true; tot_bt_verts++;}
- if (vert_tag_array[mf->v3] == false) {vert_tag_array[mf->v3] = true; tot_bt_verts++;}
- if (mf->v4 && vert_tag_array[mf->v4] == false) {vert_tag_array[mf->v4] = true; tot_bt_verts++;}
+ if (poly->IsCollider()) {
+ if (!vert_tag_array[mf->v1]) {
+ vert_tag_array[mf->v1] = true;
+ tot_bt_verts++;
+ }
+ if (!vert_tag_array[mf->v2]) {
+ vert_tag_array[mf->v2] = true;
+ tot_bt_verts++;
+ }
+ if (!vert_tag_array[mf->v3]) {
+ vert_tag_array[mf->v3] = true;
+ tot_bt_verts++;
+ }
+ if (mf->v4 && !vert_tag_array[mf->v4]) {
+ vert_tag_array[mf->v4] = true;
+ tot_bt_verts++;
+ }
}
}
-
+
/* Can happen with ngons */
if (!tot_bt_verts) {
goto cleanup_empty_mesh;
}
- m_vertexArray.resize(tot_bt_verts*3);
+ m_vertexArray.resize(tot_bt_verts * 3);
- btScalar *bt= &m_vertexArray[0];
+ btScalar *bt = &m_vertexArray[0];
- for (int p2=0; p2<numpolys; p2++)
- {
- MFace* mf = &mface[p2];
+ for (int p2 = 0; p2 < numpolys; p2++) {
+ MFace *mf = &mface[p2];
const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
- RAS_Polygon* poly= meshobj->GetPolygon(origi);
+ RAS_Polygon *poly = meshobj->GetPolygon(origi);
// only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- if (vert_tag_array[mf->v1]==true)
- {
- const float* vtx = mvert[mf->v1].co;
+ if (poly->IsCollider()) {
+ if (vert_tag_array[mf->v1]) {
+ const float *vtx = mvert[mf->v1].co;
vert_tag_array[mf->v1] = false;
*bt++ = vtx[0];
*bt++ = vtx[1];
*bt++ = vtx[2];
}
- if (vert_tag_array[mf->v2]==true)
- {
- const float* vtx = mvert[mf->v2].co;
+ if (vert_tag_array[mf->v2]) {
+ const float *vtx = mvert[mf->v2].co;
vert_tag_array[mf->v2] = false;
*bt++ = vtx[0];
*bt++ = vtx[1];
*bt++ = vtx[2];
}
- if (vert_tag_array[mf->v3]==true)
- {
- const float* vtx = mvert[mf->v3].co;
+ if (vert_tag_array[mf->v3]) {
+ const float *vtx = mvert[mf->v3].co;
vert_tag_array[mf->v3] = false;
*bt++ = vtx[0];
*bt++ = vtx[1];
*bt++ = vtx[2];
}
- if (mf->v4 && vert_tag_array[mf->v4]==true)
- {
- const float* vtx = mvert[mf->v4].co;
+ if (mf->v4 && vert_tag_array[mf->v4]) {
+ const float *vtx = mvert[mf->v4].co;
vert_tag_array[mf->v4] = false;
*bt++ = vtx[0];
*bt++ = vtx[1];
@@ -1872,28 +1956,38 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
}
}
else {
- unsigned int tot_bt_tris= 0;
- vector<int> vert_remap_array(numverts, 0);
-
+ unsigned int tot_bt_tris = 0;
+ std::vector<int> vert_remap_array(numverts, 0);
+
// Tag verts we're using
- for (int p2=0; p2<numpolys; p2++)
- {
- MFace* mf = &mface[p2];
+ for (int p2 = 0; p2 < numpolys; p2++) {
+ MFace *mf = &mface[p2];
const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
- RAS_Polygon* poly= meshobj->GetPolygon(origi);
+ RAS_Polygon *poly = meshobj->GetPolygon(origi);
// only add polygons that have the collision flag set
- if (poly->IsCollider())
- {
- if (vert_tag_array[mf->v1]==false)
- {vert_tag_array[mf->v1] = true;vert_remap_array[mf->v1] = tot_bt_verts;tot_bt_verts++;}
- if (vert_tag_array[mf->v2]==false)
- {vert_tag_array[mf->v2] = true;vert_remap_array[mf->v2] = tot_bt_verts;tot_bt_verts++;}
- if (vert_tag_array[mf->v3]==false)
- {vert_tag_array[mf->v3] = true;vert_remap_array[mf->v3] = tot_bt_verts;tot_bt_verts++;}
- if (mf->v4 && vert_tag_array[mf->v4]==false)
- {vert_tag_array[mf->v4] = true;vert_remap_array[mf->v4] = tot_bt_verts;tot_bt_verts++;}
- tot_bt_tris += (mf->v4 ? 2:1); /* a quad or a tri */
+ if (poly->IsCollider()) {
+ if (!vert_tag_array[mf->v1]) {
+ vert_tag_array[mf->v1] = true;
+ vert_remap_array[mf->v1] = tot_bt_verts;
+ tot_bt_verts++;
+ }
+ if (!vert_tag_array[mf->v2]) {
+ vert_tag_array[mf->v2] = true;
+ vert_remap_array[mf->v2] = tot_bt_verts;
+ tot_bt_verts++;
+ }
+ if (!vert_tag_array[mf->v3]) {
+ vert_tag_array[mf->v3] = true;
+ vert_remap_array[mf->v3] = tot_bt_verts;
+ tot_bt_verts++;
+ }
+ if (mf->v4 && !vert_tag_array[mf->v4]) {
+ vert_tag_array[mf->v4] = true;
+ vert_remap_array[mf->v4] = tot_bt_verts;
+ tot_bt_verts++;
+ }
+ tot_bt_tris += (mf->v4 ? 2 : 1); /* a quad or a tri */
}
}
@@ -1902,43 +1996,39 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
goto cleanup_empty_mesh;
}
- m_vertexArray.resize(tot_bt_verts*3);
+ m_vertexArray.resize(tot_bt_verts * 3);
m_polygonIndexArray.resize(tot_bt_tris);
- m_triFaceArray.resize(tot_bt_tris*3);
- btScalar *bt= &m_vertexArray[0];
- int *poly_index_pt= &m_polygonIndexArray[0];
- int *tri_pt= &m_triFaceArray[0];
+ m_triFaceArray.resize(tot_bt_tris * 3);
+ btScalar *bt = &m_vertexArray[0];
+ int *poly_index_pt = &m_polygonIndexArray[0];
+ int *tri_pt = &m_triFaceArray[0];
UVco *uv_pt = NULL;
- if (tface)
- {
- m_triFaceUVcoArray.resize(tot_bt_tris*3);
+ if (tface) {
+ m_triFaceUVcoArray.resize(tot_bt_tris * 3);
uv_pt = &m_triFaceUVcoArray[0];
- }
- else
+ }
+ else
m_triFaceUVcoArray.clear();
- for (int p2=0; p2<numpolys; p2++)
- {
- MFace* mf = &mface[p2];
- MTFace* tf = (tface) ? &tface[p2] : NULL;
+ for (int p2 = 0; p2 < numpolys; p2++) {
+ MFace *mf = &mface[p2];
+ MTFace *tf = (tface) ? &tface[p2] : NULL;
const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
- RAS_Polygon* poly= meshobj->GetPolygon(origi);
+ RAS_Polygon *poly = meshobj->GetPolygon(origi);
// only add polygons that have the collisionflag set
- if (poly->IsCollider())
- {
- MVert *v1= &mvert[mf->v1];
- MVert *v2= &mvert[mf->v2];
- MVert *v3= &mvert[mf->v3];
+ if (poly->IsCollider()) {
+ MVert *v1 = &mvert[mf->v1];
+ MVert *v2 = &mvert[mf->v2];
+ MVert *v3 = &mvert[mf->v3];
// the face indices
tri_pt[0] = vert_remap_array[mf->v1];
tri_pt[1] = vert_remap_array[mf->v2];
tri_pt[2] = vert_remap_array[mf->v3];
- tri_pt= tri_pt+3;
- if (tf)
- {
+ tri_pt = tri_pt + 3;
+ if (tf) {
uv_pt[0].uv[0] = tf->uv[0][0];
uv_pt[0].uv[1] = tf->uv[0][1];
uv_pt[1].uv[0] = tf->uv[1][0];
@@ -1953,19 +2043,19 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
poly_index_pt++;
// the vertex location
- if (vert_tag_array[mf->v1]==true) { /* *** v1 *** */
+ if (vert_tag_array[mf->v1]) { /* *** v1 *** */
vert_tag_array[mf->v1] = false;
*bt++ = v1->co[0];
*bt++ = v1->co[1];
*bt++ = v1->co[2];
}
- if (vert_tag_array[mf->v2]==true) { /* *** v2 *** */
+ if (vert_tag_array[mf->v2]) { /* *** v2 *** */
vert_tag_array[mf->v2] = false;
*bt++ = v2->co[0];
*bt++ = v2->co[1];
*bt++ = v2->co[2];
}
- if (vert_tag_array[mf->v3]==true) { /* *** v3 *** */
+ if (vert_tag_array[mf->v3]) { /* *** v3 *** */
vert_tag_array[mf->v3] = false;
*bt++ = v3->co[0];
*bt++ = v3->co[1];
@@ -1974,12 +2064,12 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
if (mf->v4)
{
- MVert *v4= &mvert[mf->v4];
+ MVert *v4 = &mvert[mf->v4];
tri_pt[0] = vert_remap_array[mf->v1];
tri_pt[1] = vert_remap_array[mf->v3];
tri_pt[2] = vert_remap_array[mf->v4];
- tri_pt= tri_pt+3;
+ tri_pt = tri_pt + 3;
if (tf)
{
uv_pt[0].uv[0] = tf->uv[0][0];
@@ -1996,7 +2086,7 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
poly_index_pt++;
// the vertex location
- if (vert_tag_array[mf->v4] == true) { /* *** v4 *** */
+ if (vert_tag_array[mf->v4]) { /* *** v4 *** */
vert_tag_array[mf->v4] = false;
*bt++ = v4->co[0];
*bt++ = v4->co[1];
@@ -2010,27 +2100,27 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
/* If this ever gets confusing, print out an OBJ file for debugging */
#if 0
printf("# vert count %d\n", m_vertexArray.size());
- for (i=0; i<m_vertexArray.size(); i+=1) {
+ for (i = 0; i < m_vertexArray.size(); i += 1) {
printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z());
}
printf("# face count %d\n", m_triFaceArray.size());
- for (i=0; i<m_triFaceArray.size(); i+=3) {
- printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
+ for (i = 0; i < m_triFaceArray.size(); i += 3) {
+ printf("f %d %d %d\n", m_triFaceArray[i] + 1, m_triFaceArray[i + 1] + 1, m_triFaceArray[i + 2] + 1);
}
#endif
}
#if 0
- if (validpolys==false)
+ if (validpolys == false)
{
// should not happen
m_shapeType = PHY_SHAPE_NONE;
return false;
}
#endif
-
+
m_meshObject = meshobj;
if (free_dm) {
dm->release(dm);
@@ -2038,10 +2128,9 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm,
}
// sharing only on static mesh at present, if you change that, you must also change in FindMesh
- if (!polytope && !dm)
- {
+ if (!polytope && !dm) {
// triangle shape can be shared, store the mesh object in the map
- m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
+ m_meshShapeMap.insert(std::pair<RAS_MeshObject *, CcdShapeConstructionInfo *>(meshobj, this));
}
return true;
@@ -2064,51 +2153,50 @@ cleanup_empty_mesh:
/* Updates the arrays used by CreateBulletShape(),
* take care that recalcLocalAabb() runs after CreateBulletShape is called.
* */
-bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RAS_MeshObject* meshobj)
+bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RAS_MeshObject *meshobj)
{
int numpolys;
int numverts;
- unsigned int tot_bt_tris= 0;
- unsigned int tot_bt_verts= 0;
+ unsigned int tot_bt_tris = 0;
+ unsigned int tot_bt_verts = 0;
int i, j;
int v_orig;
/* Use for looping over verts in a face as a try or 2 tris */
- const int quad_verts[7]= {0,1,2, 0,2,3, -1};
- const int tri_verts[4]= {0,1,2, -1};
+ const int quad_verts[7] = {0, 1, 2, 0, 2, 3, -1};
+ const int tri_verts[4] = {0, 1, 2, -1};
const int *fv_pt;
- if (gameobj==NULL && meshobj==NULL)
+ if (!gameobj && !meshobj)
return false;
-
+
if (m_shapeType != PHY_SHAPE_MESH)
return false;
- RAS_Deformer *deformer= gameobj ? gameobj->GetDeformer():NULL;
- DerivedMesh* dm = NULL;
+ RAS_Deformer *deformer = gameobj ? gameobj->GetDeformer() : NULL;
+ DerivedMesh *dm = NULL;
if (deformer)
dm = deformer->GetPhysicsMesh();
-
+
/* get the mesh from the object if not defined */
- if (meshobj==NULL) {
-
+ if (!meshobj) {
/* modifier mesh */
if (dm)
- meshobj= deformer->GetRasMesh();
-
+ meshobj = deformer->GetRasMesh();
+
/* game object first mesh */
- if (meshobj==NULL) {
+ if (!meshobj) {
if (gameobj->GetMeshCount() > 0) {
- meshobj= gameobj->GetMesh(0);
+ meshobj = gameobj->GetMesh(0);
}
}
}
-
- if (dm && deformer->GetRasMesh() == meshobj)
- { /*
+
+ if (dm && deformer->GetRasMesh() == meshobj) {
+ /*
* Derived Mesh Update
*
* */
@@ -2120,41 +2208,38 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
/* double lookup */
const int *index_mf_to_mpoly = (const int *)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
- const int *index_mp_to_orig = (const int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
- if (index_mf_to_mpoly == NULL) {
+ const int *index_mp_to_orig = (const int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
+ if (!index_mf_to_mpoly) {
index_mp_to_orig = NULL;
}
MFace *mf;
MVert *mv;
- int flen;
-
- if (CustomData_has_layer(&dm->faceData, CD_MTFACE))
- {
+ if (CustomData_has_layer(&dm->faceData, CD_MTFACE)) {
MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE);
MTFace *tf;
- vector<bool> vert_tag_array(numverts, false);
- vector<int> vert_remap_array(numverts, 0);
+ std::vector<bool> vert_tag_array(numverts, false);
+ std::vector<int> vert_remap_array(numverts, 0);
+
+ for (mf = mface, tf = tface, i = 0; i < numpolys; mf++, tf++, i++) {
+ if (tf->mode & TF_DYNAMIC) {
+ int flen;
- for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) {
- if (tf->mode & TF_DYNAMIC)
- {
if (mf->v4) {
- tot_bt_tris+= 2;
- flen= 4;
- } else {
+ tot_bt_tris += 2;
+ flen = 4;
+ }
+ else {
tot_bt_tris++;
- flen= 3;
+ flen = 3;
}
- for (j=0; j<flen; j++)
- {
+ for (j = 0; j < flen; j++) {
v_orig = (*(&mf->v1 + j));
- if (vert_tag_array[v_orig]==false)
- {
+ if (!vert_tag_array[v_orig]) {
vert_tag_array[v_orig] = true;
vert_remap_array[v_orig] = tot_bt_verts;
tot_bt_verts++;
@@ -2163,42 +2248,38 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
}
}
- m_vertexArray.resize(tot_bt_verts*3);
- btScalar *bt= &m_vertexArray[0];
+ m_vertexArray.resize(tot_bt_verts * 3);
+ btScalar *bt = &m_vertexArray[0];
- m_triFaceArray.resize(tot_bt_tris*3);
- int *tri_pt= &m_triFaceArray[0];
+ m_triFaceArray.resize(tot_bt_tris * 3);
+ int *tri_pt = &m_triFaceArray[0];
- m_triFaceUVcoArray.resize(tot_bt_tris*3);
- UVco *uv_pt= &m_triFaceUVcoArray[0];
+ m_triFaceUVcoArray.resize(tot_bt_tris * 3);
+ UVco *uv_pt = &m_triFaceUVcoArray[0];
m_polygonIndexArray.resize(tot_bt_tris);
- int *poly_index_pt= &m_polygonIndexArray[0];
+ int *poly_index_pt = &m_polygonIndexArray[0];
- for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++)
- {
- if (tf->mode & TF_DYNAMIC)
- {
+ for (mf = mface, tf = tface, i = 0; i < numpolys; mf++, tf++, i++) {
+ if (tf->mode & TF_DYNAMIC) {
int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
if (mf->v4) {
- fv_pt= quad_verts;
+ fv_pt = quad_verts;
*poly_index_pt++ = origi;
*poly_index_pt++ = origi;
- flen= 4;
- } else {
- fv_pt= tri_verts;
+ }
+ else {
+ fv_pt = tri_verts;
*poly_index_pt++ = origi;
- flen= 3;
}
- for (; *fv_pt > -1; fv_pt++)
- {
+ for (; *fv_pt > -1; fv_pt++) {
v_orig = (*(&mf->v1 + (*fv_pt)));
if (vert_tag_array[v_orig])
{
- mv= mvert + v_orig;
+ mv = mvert + v_orig;
*bt++ = mv->co[0];
*bt++ = mv->co[1];
*bt++ = mv->co[2];
@@ -2216,37 +2297,37 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
else {
/* no need for a vertex mapping. simple/fast */
- tot_bt_verts= numverts;
+ tot_bt_verts = numverts;
- for (mf= mface, i=0; i < numpolys; mf++, i++) {
- tot_bt_tris += (mf->v4 ? 2:1);
+ for (mf = mface, i = 0; i < numpolys; mf++, i++) {
+ tot_bt_tris += (mf->v4 ? 2 : 1);
}
- m_vertexArray.resize(tot_bt_verts*3);
- btScalar *bt= &m_vertexArray[0];
+ m_vertexArray.resize(tot_bt_verts * 3);
+ btScalar *bt = &m_vertexArray[0];
- m_triFaceArray.resize(tot_bt_tris*3);
- int *tri_pt= &m_triFaceArray[0];
+ m_triFaceArray.resize(tot_bt_tris * 3);
+ int *tri_pt = &m_triFaceArray[0];
m_polygonIndexArray.resize(tot_bt_tris);
- int *poly_index_pt= &m_polygonIndexArray[0];
+ int *poly_index_pt = &m_polygonIndexArray[0];
m_triFaceUVcoArray.clear();
- for (mv= mvert, i=0; i < numverts; mv++, i++) {
+ for (mv = mvert, i = 0; i < numverts; mv++, i++) {
*bt++ = mv->co[0]; *bt++ = mv->co[1]; *bt++ = mv->co[2];
}
- for (mf= mface, i=0; i < numpolys; mf++, i++) {
+ for (mf = mface, i = 0; i < numpolys; mf++, i++) {
int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
if (mf->v4) {
- fv_pt= quad_verts;
+ fv_pt = quad_verts;
*poly_index_pt++ = origi;
*poly_index_pt++ = origi;
}
else {
- fv_pt= tri_verts;
+ fv_pt = tri_verts;
*poly_index_pt++ = origi;
}
@@ -2255,51 +2336,46 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
}
}
}
- else { /*
- * RAS Mesh Update
- *
- * */
-
+ else { /*
+ * RAS Mesh Update
+ *
+ * */
/* Note!, gameobj can be NULL here */
/* transverts are only used for deformed RAS_Meshes, the RAS_TexVert data
* is too hard to get at, see below for details */
- float (*transverts)[3] = NULL;
- int transverts_tot= 0; /* with deformed meshes - should always be greater then the max orginal index, or we get crashes */
+ float(*transverts)[3] = NULL;
+ int transverts_tot = 0; /* with deformed meshes - should always be greater than the max orginal index, or we get crashes */
if (deformer) {
/* map locations from the deformed array
*
* Could call deformer->Update(); but rely on redraw updating.
* */
- transverts= deformer->GetTransVerts(&transverts_tot);
+ transverts = deformer->GetTransVerts(&transverts_tot);
}
// Tag verts we're using
- numpolys= meshobj->NumPolygons();
- numverts= meshobj->m_sharedvertex_map.size();
+ numpolys = meshobj->NumPolygons();
+ numverts = meshobj->m_sharedvertex_map.size();
const float *xyz;
- vector<bool> vert_tag_array(numverts, false);
- vector<int> vert_remap_array(numverts, 0);
+ std::vector<bool> vert_tag_array(numverts, false);
+ std::vector<int> vert_remap_array(numverts, 0);
- for (int p=0; p<numpolys; p++)
- {
- RAS_Polygon* poly= meshobj->GetPolygon(p);
- if (poly->IsCollider())
- {
- for (i=0; i < poly->VertexCount(); i++)
- {
- v_orig= poly->GetVertex(i)->getOrigIndex();
- if (vert_tag_array[v_orig]==false)
- {
+ for (int p = 0; p < numpolys; p++) {
+ RAS_Polygon *poly = meshobj->GetPolygon(p);
+ if (poly->IsCollider()) {
+ for (i = 0; i < poly->VertexCount(); i++) {
+ v_orig = poly->GetVertex(i)->getOrigIndex();
+ if (!vert_tag_array[v_orig]) {
vert_tag_array[v_orig] = true;
vert_remap_array[v_orig] = tot_bt_verts;
tot_bt_verts++;
}
}
- tot_bt_tris += (poly->VertexCount()==4 ? 2:1);
+ tot_bt_tris += (poly->VertexCount() == 4 ? 2 : 1);
}
}
@@ -2307,32 +2383,29 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
if (tot_bt_tris == 0 || tot_bt_verts == 0)
return false;
- m_vertexArray.resize(tot_bt_verts*3);
- btScalar *bt= &m_vertexArray[0];
+ m_vertexArray.resize(tot_bt_verts * 3);
+ btScalar *bt = &m_vertexArray[0];
- m_triFaceArray.resize(tot_bt_tris*3);
- int *tri_pt= &m_triFaceArray[0];
+ m_triFaceArray.resize(tot_bt_tris * 3);
+ int *tri_pt = &m_triFaceArray[0];
/* cant be used for anything useful in this case, since we don't rely on the original mesh
* will just be an array like pythons range(tot_bt_tris) */
m_polygonIndexArray.resize(tot_bt_tris);
- for (int p=0; p<numpolys; p++)
- {
- RAS_Polygon* poly= meshobj->GetPolygon(p);
+ int p = 0;
+ int t = 0;
+ while (t < tot_bt_tris) {
+ RAS_Polygon *poly = meshobj->GetPolygon(p);
- if (poly->IsCollider())
- {
+ if (poly->IsCollider()) {
/* quad or tri loop */
- fv_pt= (poly->VertexCount()==3 ? tri_verts:quad_verts);
-
- for (; *fv_pt > -1; fv_pt++)
- {
- v_orig= poly->GetVertex(*fv_pt)->getOrigIndex();
+ fv_pt = (poly->VertexCount() == 3 ? tri_verts : quad_verts);
- if (vert_tag_array[v_orig])
- {
+ for (; *fv_pt > -1; fv_pt++) {
+ v_orig = poly->GetVertex(*fv_pt)->getOrigIndex();
+ if (vert_tag_array[v_orig]) {
if (transverts) {
/* deformed mesh, using RAS_TexVert locations would be too troublesome
* because they are use the gameob as a hash in the material slot */
@@ -2342,55 +2415,60 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
}
else {
/* static mesh python may have modified */
- xyz= meshobj->GetVertexLocation( v_orig );
+ xyz = meshobj->GetVertexLocation(v_orig);
*bt++ = xyz[0];
*bt++ = xyz[1];
*bt++ = xyz[2];
}
-
vert_tag_array[v_orig] = false;
}
-
*tri_pt++ = vert_remap_array[v_orig];
}
}
-
- m_polygonIndexArray[p] = p; /* dumb counting */
+ // first triangle
+ m_polygonIndexArray[t] = p;
+
+ // if the poly is a quad we transform it in two triangles
+ if (poly->VertexCount() == 4) {
+ t++;
+ // second triangle
+ m_polygonIndexArray[t] = p;
+ }
+ t++;
+ p++;
}
}
-
+
#if 0
/* needs #include <cstdio> */
printf("# vert count %d\n", m_vertexArray.size());
- for (int i=0; i<m_vertexArray.size(); i+=3) {
- printf("v %.6f %.6f %.6f\n", m_vertexArray[i], m_vertexArray[i+1], m_vertexArray[i+2]);
+ for (int i = 0; i < m_vertexArray.size(); i += 3) {
+ printf("v %.6f %.6f %.6f\n", m_vertexArray[i], m_vertexArray[i + 1], m_vertexArray[i + 2]);
}
printf("# face count %d\n", m_triFaceArray.size());
- for (int i=0; i<m_triFaceArray.size(); i+=3) {
- printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
+ for (int i = 0; i < m_triFaceArray.size(); i += 3) {
+ printf("f %d %d %d\n", m_triFaceArray[i] + 1, m_triFaceArray[i + 1] + 1, m_triFaceArray[i + 2] + 1);
}
#endif
- /* force recreation of the m_unscaledShape.
+ /* force recreation of the m_triangleIndexVertexArray.
* If this has multiple users we cant delete */
- if (m_unscaledShape) {
- // don't free now so it can re-allocate under the same location and not break pointers.
- // DeleteBulletShape(m_unscaledShape);
- m_forceReInstance= true;
+ if (m_triangleIndexVertexArray) {
+ m_forceReInstance = true;
}
// Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free.
// Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace
// them all?
- std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
+ std::map<RAS_MeshObject *, CcdShapeConstructionInfo *>::iterator mit = m_meshShapeMap.find(m_meshObject);
if (mit != m_meshShapeMap.end()) {
m_meshShapeMap.erase(mit);
m_meshShapeMap[meshobj] = this;
}
- m_meshObject= meshobj;
-
+ m_meshObject = meshobj;
+
if (dm) {
dm->needsFree = 1;
dm->release(dm);
@@ -2398,8 +2476,6 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
return true;
}
-
-
bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo)
{
if (shapeInfo == NULL)
@@ -2462,74 +2538,61 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, b
// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
// and btScaledBvhTriangleMeshShape otherwise.
- if (useGimpact)
- {
- btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
+ if (useGimpact) {
+ if (!m_triangleIndexVertexArray || m_forceReInstance) {
+ if (m_triangleIndexVertexArray)
+ delete m_triangleIndexVertexArray;
+
+ m_triangleIndexVertexArray = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
- &m_triFaceArray[0],
- 3*sizeof(int),
- m_vertexArray.size()/3,
+ m_triFaceArray.data(),
+ 3 * sizeof(int),
+ m_vertexArray.size() / 3,
&m_vertexArray[0],
- 3*sizeof(btScalar)
- );
- btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
- gimpactShape->setMargin(margin);
- gimpactShape->updateBound();
- collisionShape = gimpactShape;
-
-
- } else
- {
- if (!m_unscaledShape || m_forceReInstance)
- {
-
- btTriangleIndexVertexArray* indexVertexArrays = 0;
+ 3 * sizeof(btScalar));
+ m_forceReInstance = false;
+ }
+ btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(m_triangleIndexVertexArray);
+ gimpactShape->setMargin(margin);
+ gimpactShape->updateBound();
+ collisionShape = gimpactShape;
+ }
+ else {
+ if (!m_triangleIndexVertexArray || m_forceReInstance) {
///enable welding, only for the objects that need it (such as soft bodies)
- if (0.f != m_weldingThreshold1)
- {
- btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
+ if (0.0f != m_weldingThreshold1) {
+ btTriangleMesh *collisionMeshData = new btTriangleMesh(true, false);
collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
- bool removeDuplicateVertices=true;
+ bool removeDuplicateVertices = true;
// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
- for (unsigned int i=0; i<m_triFaceArray.size(); i+=3) {
- btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]];
+ for (unsigned int i = 0; i < m_triFaceArray.size(); i += 3) {
+ btScalar *bt = &m_vertexArray[3 * m_triFaceArray[i]];
btVector3 v1(bt[0], bt[1], bt[2]);
- bt = &m_vertexArray[3*m_triFaceArray[i+1]];
+ bt = &m_vertexArray[3 * m_triFaceArray[i + 1]];
btVector3 v2(bt[0], bt[1], bt[2]);
- bt = &m_vertexArray[3*m_triFaceArray[i+2]];
+ bt = &m_vertexArray[3 * m_triFaceArray[i + 2]];
btVector3 v3(bt[0], bt[1], bt[2]);
collisionMeshData->addTriangle(v1, v2, v3, removeDuplicateVertices);
}
- indexVertexArrays = collisionMeshData;
-
- } else
- {
- indexVertexArrays = new btTriangleIndexVertexArray(
+ m_triangleIndexVertexArray = collisionMeshData;
+ }
+ else {
+ m_triangleIndexVertexArray = new btTriangleIndexVertexArray(
m_polygonIndexArray.size(),
- &m_triFaceArray[0],
- 3*sizeof(int),
- m_vertexArray.size()/3,
+ m_triFaceArray.data(),
+ 3 * sizeof(int),
+ m_vertexArray.size() / 3,
&m_vertexArray[0],
- 3*sizeof(btScalar));
+ 3 * sizeof(btScalar));
}
-
- // this shape will be shared and not deleted until shapeInfo is deleted
-
- // for UpdateMesh, reuse the last memory location so instancing wont crash.
- if (m_unscaledShape) {
- DeleteBulletShape(m_unscaledShape, false);
- m_unscaledShape->~btBvhTriangleMeshShape();
- m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
- } else {
- m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
- }
- m_forceReInstance= false;
- } else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
- // the existing unscaledShape was not build with Bvh, do it now
- m_unscaledShape->buildOptimizedBvh();
+
+ m_forceReInstance = false;
}
- collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
+
+ btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(m_triangleIndexVertexArray, true, useBvh);
+ unscaledShape->setMargin(margin);
+ collisionShape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
collisionShape->setMargin(margin);
}
break;
@@ -2571,10 +2634,9 @@ CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
(*sit)->Release();
}
m_shapeArray.clear();
- if (m_unscaledShape)
- {
- DeleteBulletShape(m_unscaledShape, true);
- }
+
+ if (m_triangleIndexVertexArray)
+ delete m_triangleIndexVertexArray;
m_vertexArray.clear();
if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 4d0d96e07c6..c49ae8d20e1 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -79,7 +79,7 @@ public:
m_userData(NULL),
m_refCount(1),
m_meshObject(NULL),
- m_unscaledShape(NULL),
+ m_triangleIndexVertexArray(NULL),
m_forceReInstance(false),
m_weldingThreshold1(0.f),
m_shapeProxy(NULL)
@@ -110,10 +110,11 @@ public:
void AddShape(CcdShapeConstructionInfo* shapeInfo);
- btTriangleMeshShape* GetMeshShape(void)
+ btStridingMeshInterface *GetMeshInterface()
{
- return (m_unscaledShape);
+ return m_triangleIndexVertexArray;
}
+
CcdShapeConstructionInfo* GetChildShape(int i)
{
if (i < 0 || i >= (int)m_shapeArray.size())
@@ -195,8 +196,8 @@ protected:
int m_refCount; // this class is shared between replicas
// keep track of users so that we can release it
RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
- btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
- // the actual shape is of type btScaledBvhTriangleMeshShape
+ // The list of vertexes and indexes for the triangle mesh, shared between Bullet shape.
+ btTriangleIndexVertexArray *m_triangleIndexVertexArray;
std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
bool m_forceReInstance; //use gimpact for concave dynamic/moving collision detection
float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc.
@@ -235,6 +236,8 @@ struct CcdConstructionInfo
m_mass(0.f),
m_clamp_vel_min(-1.f),
m_clamp_vel_max(-1.f),
+ m_clamp_angvel_min(0.0f),
+ m_clamp_angvel_max(0.0f),
m_restitution(0.1f),
m_friction(0.5f),
m_linearDamping(0.1f),
@@ -301,6 +304,8 @@ struct CcdConstructionInfo
btScalar m_mass;
btScalar m_clamp_vel_min;
btScalar m_clamp_vel_max;
+ btScalar m_clamp_angvel_min; // Minimum angular velocity, in radians/sec.
+ btScalar m_clamp_angvel_max; // Maximum angular velocity, in radians/sec.
btScalar m_restitution;
btScalar m_friction;
btScalar m_linearDamping;
@@ -447,6 +452,23 @@ public:
#endif
};
+class CleanPairCallback : public btOverlapCallback
+{
+ btBroadphaseProxy *m_cleanProxy;
+ btOverlappingPairCache *m_pairCache;
+ btDispatcher *m_dispatcher;
+
+public:
+ CleanPairCallback(btBroadphaseProxy *cleanProxy, btOverlappingPairCache *pairCache, btDispatcher *dispatcher)
+ :m_cleanProxy(cleanProxy),
+ m_pairCache(pairCache),
+ m_dispatcher(dispatcher)
+ {
+ }
+
+ virtual bool processOverlap(btBroadphasePair &pair);
+};
+
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
class CcdPhysicsController : public PHY_IPhysicsController
{
@@ -461,6 +483,7 @@ protected:
class CcdShapeConstructionInfo* m_shapeInfo;
btCollisionShape* m_bulletChildShape;
+ btAlignedObjectArray<btTypedConstraint*> m_ccdConstraintRefs; // keep track of typed constraints referencing this rigid body
friend class CcdPhysicsEnvironment; // needed when updating the controller
//some book keeping for replication
@@ -480,6 +503,7 @@ protected:
short m_savedCollisionFilterGroup;
short m_savedCollisionFilterMask;
MT_Scalar m_savedMass;
+ bool m_savedDyna;
bool m_suspended;
@@ -496,6 +520,16 @@ protected:
return (--m_registerCount == 0) ? true : false;
}
+ bool Registered() const
+ {
+ return (m_registerCount != 0);
+ }
+
+ void addCcdConstraintRef(btTypedConstraint* c);
+ void removeCcdConstraintRef(btTypedConstraint* c);
+ btTypedConstraint* getCcdConstraintRef(int index);
+ int getNumCcdConstraintRefs() const;
+
void SetWorldOrientation(const btMatrix3x3& mat);
void ForceWorldTransform(const btMatrix3x3& mat, const btVector3& pos);
@@ -506,7 +540,15 @@ protected:
CcdPhysicsController (const CcdConstructionInfo& ci);
+ /**
+ * Delete the current Bullet shape used in the rigid body.
+ */
bool DeleteControllerShape();
+
+ /**
+ * Delete the old Bullet shape and set the new Bullet shape : newShape
+ * \param newShape The new Bullet shape to set, if is NULL we create a new Bullet shape
+ */
bool ReplaceControllerShape(btCollisionShape *newShape);
virtual ~CcdPhysicsController();
@@ -522,6 +564,7 @@ protected:
btRigidBody* GetRigidBody();
+ const btRigidBody* GetRigidBody() const;
btCollisionObject* GetCollisionObject();
btSoftBody* GetSoftBody();
btKinematicCharacterController* GetCharacterController();
@@ -540,6 +583,13 @@ protected:
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SynchronizeMotionStates(float time);
+
+ /**
+ * Called for every physics simulation step. Use this method for
+ * things like limiting linear and angular velocity.
+ */
+ void SimulationTick(float timestep);
+
/**
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
@@ -573,6 +623,12 @@ protected:
virtual void Jump();
virtual void SetActive(bool active);
+ virtual float GetLinearDamping() const;
+ virtual float GetAngularDamping() const;
+ virtual void SetLinearDamping(float damping);
+ virtual void SetAngularDamping(float damping);
+ virtual void SetDamping(float linear, float angular);
+
// reading out information from physics
virtual MT_Vector3 GetLinearVelocity();
virtual MT_Vector3 GetAngularVelocity();
@@ -584,7 +640,7 @@ protected:
virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
-
+ virtual void RefreshCollisions();
virtual void SuspendDynamics(bool ghost);
virtual void RestoreDynamics();
@@ -612,8 +668,12 @@ protected:
virtual void CalcXform() {}
virtual void SetMargin(float margin)
{
- if (m_collisionShape)
- m_collisionShape->setMargin(btScalar(margin));
+ if (m_collisionShape) {
+ m_collisionShape->setMargin(margin);
+ // if the shape use a unscaled shape we have also to set the correct margin in it
+ if (m_collisionShape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
+ ((btScaledBvhTriangleMeshShape *)m_collisionShape)->getChildShape()->setMargin(margin);
+ }
}
virtual float GetMargin() const
{
@@ -652,6 +712,23 @@ protected:
return m_cci.m_clamp_vel_max;
}
+ virtual void SetAngularVelocityMin(float val)
+ {
+ m_cci.m_clamp_angvel_min = val;
+ }
+ virtual float GetAngularVelocityMin() const
+ {
+ return m_cci.m_clamp_angvel_min;
+ }
+ virtual void SetAngularVelocityMax(float val)
+ {
+ m_cci.m_clamp_angvel_max = val;
+ }
+ virtual float GetAngularVelocityMax() const
+ {
+ return m_cci.m_clamp_angvel_max;
+ }
+
bool WantsSleeping();
void UpdateDeactivation(float timeStep);
@@ -698,6 +775,11 @@ protected:
return GetConstructionInfo().m_bDyna;
}
+ virtual bool IsSuspended() const
+ {
+ return m_suspended;
+ }
+
virtual bool IsCompound()
{
return GetConstructionInfo().m_shapeInfo->m_shapeType == PHY_SHAPE_COMPOUND;
@@ -705,6 +787,9 @@ protected:
virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj);
+ /* Method to replicate rigid body joint contraints for group instances. */
+ virtual void ReplicateConstraints(KX_GameObject *gameobj, std::vector<KX_GameObject*> constobj);
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:CcdPhysicsController")
#endif
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index e17d4402556..eec579158cc 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -174,26 +174,27 @@ public:
virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const
{
- btTransform trans = m_vehicle->getWheelTransformWS(wheelIndex);
- posX = trans.getOrigin().x();
- posY = trans.getOrigin().y();
- posZ = trans.getOrigin().z();
+ if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
+ {
+ btVector3 origin = m_vehicle->getWheelTransformWS(wheelIndex).getOrigin();
+
+ posX = origin.x();
+ posY = origin.y();
+ posZ = origin.z();
+ }
}
+
virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const
{
- btTransform trans = m_vehicle->getWheelTransformWS(wheelIndex);
- btQuaternion quat = trans.getRotation();
- btMatrix3x3 orn2(quat);
-
- quatX = trans.getRotation().x();
- quatY = trans.getRotation().y();
- quatZ = trans.getRotation().z();
- quatW = trans.getRotation()[3];
-
-
- //printf("test");
-
+ if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
+ {
+ btQuaternion quat = m_vehicle->getWheelTransformWS(wheelIndex).getRotation();
+ quatX = quat.x();
+ quatY = quat.y();
+ quatZ = quat.z();
+ quatW = quat.w();
+ }
}
virtual float GetWheelRotation(int wheelIndex) const
@@ -205,8 +206,8 @@ public:
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
rotation = info.m_rotation;
}
- return rotation;
+ return rotation;
}
@@ -223,12 +224,16 @@ public:
virtual void SetSteeringValue(float steering,int wheelIndex)
{
- m_vehicle->setSteeringValue(steering,wheelIndex);
+ if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels())) {
+ m_vehicle->setSteeringValue(steering,wheelIndex);
+ }
}
virtual void ApplyEngineForce(float force,int wheelIndex)
{
- m_vehicle->applyEngineForce(force,wheelIndex);
+ if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels())) {
+ m_vehicle->applyEngineForce(force,wheelIndex);
+ }
}
virtual void ApplyBraking(float braking,int wheelIndex)
@@ -405,6 +410,10 @@ m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
m_enableSatCollisionDetection(false),
+m_deactivationTime(2.0f),
+m_linearDeactivationThreshold(0.8f),
+m_angularDeactivationThreshold(1.0f),
+m_contactBreakingThreshold(0.02f),
m_solver(NULL),
m_ownPairCache(NULL),
m_filterCallback(NULL),
@@ -447,6 +456,7 @@ m_scalingPropagated(false)
SetSolverType(1);//issues with quickstep and memory allocations
// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
m_dynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
+ m_dynamicsWorld->setInternalTickCallback(&CcdPhysicsEnvironment::StaticSimulationSubtickCallback, this);
//m_dynamicsWorld->getSolverInfo().m_linearSlop = 0.01f;
//m_dynamicsWorld->getSolverInfo().m_solverMode= SOLVER_USE_WARMSTARTING + SOLVER_USE_2_FRICTION_DIRECTIONS + SOLVER_RANDMIZE_ORDER + SOLVER_USE_FRICTION_WARMSTARTING;
@@ -456,15 +466,20 @@ m_scalingPropagated(false)
void CcdPhysicsEnvironment::AddCcdPhysicsController(CcdPhysicsController* ctrl)
{
+ // the controller is already added we do nothing
+ if (!m_controllers.insert(ctrl).second) {
+ return;
+ }
+
btRigidBody* body = ctrl->GetRigidBody();
btCollisionObject* obj = ctrl->GetCollisionObject();
//this m_userPointer is just used for triggers, see CallbackTriggers
obj->setUserPointer(ctrl);
- if (body)
- body->setGravity( m_gravity );
-
- m_controllers.insert(ctrl);
+ if (body) {
+ body->setGravity(m_gravity);
+ body->setSleepingThresholds(m_linearDeactivationThreshold, m_angularDeactivationThreshold);
+ }
if (body)
{
@@ -496,20 +511,49 @@ void CcdPhysicsEnvironment::AddCcdPhysicsController(CcdPhysicsController* ctrl)
assert(obj->getBroadphaseHandle());
}
-
+void CcdPhysicsEnvironment::RemoveConstraint(btTypedConstraint *con)
+{
+ btRigidBody rbA = con->getRigidBodyA();
+ btRigidBody rbB = con->getRigidBodyB();
+ rbA.activate();
+ rbB.activate();
+ m_dynamicsWorld->removeConstraint(con);
+
+ if (rbA.getUserPointer()) {
+ ((CcdPhysicsController *)rbA.getUserPointer())->removeCcdConstraintRef(con);
+ }
+
+ if (rbB.getUserPointer()) {
+ ((CcdPhysicsController *)rbB.getUserPointer())->removeCcdConstraintRef(con);
+ }
+
+ /* Since we remove the constraint in the onwer and the target, we can delete it,
+ * KX_ConstraintWrapper keep the constraint id not the pointer, so no problems. */
+ delete con;
+}
bool CcdPhysicsEnvironment::RemoveCcdPhysicsController(CcdPhysicsController* ctrl)
{
+ // if the physics controller is already removed we do nothing
+ if (!m_controllers.erase(ctrl)) {
+ return false;
+ }
+
//also remove constraint
btRigidBody* body = ctrl->GetRigidBody();
if (body)
{
- for (int i=body->getNumConstraintRefs()-1;i>=0;i--)
+ btBroadphaseProxy *proxy = ctrl->GetCollisionObject()->getBroadphaseHandle();
+ btDispatcher *dispatcher = m_dynamicsWorld->getDispatcher();
+ btOverlappingPairCache *pairCache = m_dynamicsWorld->getPairCache();
+
+ CleanPairCallback cleanPairs(proxy, pairCache, dispatcher);
+ pairCache->processAllOverlappingPairs(&cleanPairs, dispatcher);
+
+ for (int i = ctrl->getNumCcdConstraintRefs() - 1; i >= 0; i--)
{
- btTypedConstraint* con = body->getConstraintRef(i);
- m_dynamicsWorld->removeConstraint(con);
- body->removeConstraintRef(con);
- //delete con; //might be kept by python KX_ConstraintWrapper
+ btTypedConstraint* con = ctrl->getCcdConstraintRef(i);
+ RemoveConstraint(con);
}
m_dynamicsWorld->removeRigidBody(ctrl->GetRigidBody());
@@ -524,7 +568,7 @@ bool CcdPhysicsEnvironment::RemoveCcdPhysicsController(CcdPhysicsController* ctr
}
if (vehicle_constraint > 0)
- RemoveConstraint(vehicle_constraint);
+ RemoveConstraintById(vehicle_constraint);
} else
{
//if a softbody
@@ -541,13 +585,8 @@ bool CcdPhysicsEnvironment::RemoveCcdPhysicsController(CcdPhysicsController* ctr
}
}
}
- if (ctrl->m_registerCount != 0)
- printf("Warning: removing controller with non-zero m_registerCount: %d\n", ctrl->m_registerCount);
- //remove it from the triggers
- m_triggerControllers.erase(ctrl);
-
- return (m_controllers.erase(ctrl) != 0);
+ return true;
}
void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
@@ -555,6 +594,7 @@ void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctr
// this function is used when the collisionning group of a controller is changed
// remove and add the collistioning object
btRigidBody* body = ctrl->GetRigidBody();
+ btSoftBody *softBody = ctrl->GetSoftBody();
btCollisionObject* obj = ctrl->GetCollisionObject();
if (obj)
{
@@ -568,6 +608,9 @@ void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctr
body->setMassProps(newMass, inertia);
m_dynamicsWorld->addRigidBody(body, newCollisionGroup, newCollisionMask);
}
+ else if (softBody) {
+ m_dynamicsWorld->addSoftBody(softBody);
+ }
else {
m_dynamicsWorld->addCollisionObject(obj, newCollisionGroup, newCollisionMask);
}
@@ -579,43 +622,6 @@ void CcdPhysicsEnvironment::UpdateCcdPhysicsController(CcdPhysicsController* ctr
ctrl->m_cci.m_collisionFlags = newCollisionFlags;
}
-void CcdPhysicsEnvironment::EnableCcdPhysicsController(CcdPhysicsController* ctrl)
-{
- if (m_controllers.insert(ctrl).second)
- {
- btCollisionObject* obj = ctrl->GetCollisionObject();
- obj->setUserPointer(ctrl);
- // update the position of the object from the user
- if (ctrl->GetMotionState())
- {
- btTransform xform = CcdPhysicsController::GetTransformFromMotionState(ctrl->GetMotionState());
- ctrl->SetCenterOfMassTransform(xform);
- }
- m_dynamicsWorld->addCollisionObject(obj,
- ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
- }
-}
-
-void CcdPhysicsEnvironment::DisableCcdPhysicsController(CcdPhysicsController* ctrl)
-{
- if (m_controllers.erase(ctrl))
- {
- btRigidBody* body = ctrl->GetRigidBody();
- if (body)
- {
- m_dynamicsWorld->removeRigidBody(body);
- } else
- {
- if (ctrl->GetSoftBody())
- {
- } else
- {
- m_dynamicsWorld->removeCollisionObject(ctrl->GetCollisionObject());
- }
- }
- }
-}
-
void CcdPhysicsEnvironment::RefreshCcdPhysicsController(CcdPhysicsController* ctrl)
{
btCollisionObject* obj = ctrl->GetCollisionObject();
@@ -629,6 +635,11 @@ void CcdPhysicsEnvironment::RefreshCcdPhysicsController(CcdPhysicsController* ct
}
}
+bool CcdPhysicsEnvironment::IsActiveCcdPhysicsController(CcdPhysicsController *ctrl)
+{
+ return (m_controllers.find(ctrl) != m_controllers.end());
+}
+
void CcdPhysicsEnvironment::AddCcdGraphicController(CcdGraphicController* ctrl)
{
if (m_cullingTree && !ctrl->GetBroadphaseHandle())
@@ -664,6 +675,19 @@ void CcdPhysicsEnvironment::RemoveCcdGraphicController(CcdGraphicController* ctr
}
}
+void CcdPhysicsEnvironment::UpdateCcdPhysicsControllerShape(CcdShapeConstructionInfo *shapeInfo)
+{
+ for (std::set<CcdPhysicsController *>::iterator it = m_controllers.begin(); it != m_controllers.end(); ++it) {
+ CcdPhysicsController *ctrl = *it;
+
+ if (ctrl->GetShapeInfo() != shapeInfo)
+ continue;
+
+ ctrl->ReplaceControllerShape(NULL);
+ RefreshCcdPhysicsController(ctrl);
+ }
+}
+
void CcdPhysicsEnvironment::BeginFrame()
{
@@ -675,11 +699,31 @@ void CcdPhysicsEnvironment::DebugDrawWorld()
m_dynamicsWorld->debugDrawWorld();
}
+void CcdPhysicsEnvironment::StaticSimulationSubtickCallback(btDynamicsWorld *world, btScalar timeStep)
+{
+ // Get the pointer to the CcdPhysicsEnvironment associated with this Bullet world.
+ CcdPhysicsEnvironment *this_ = static_cast<CcdPhysicsEnvironment*>(world->getWorldUserInfo());
+ this_->SimulationSubtickCallback(timeStep);
+}
+
+void CcdPhysicsEnvironment::SimulationSubtickCallback(btScalar timeStep)
+{
+ std::set<CcdPhysicsController*>::iterator it;
+
+ for (it = m_controllers.begin(); it != m_controllers.end(); it++) {
+ (*it)->SimulationTick(timeStep);
+ }
+}
+
bool CcdPhysicsEnvironment::ProceedDeltaTime(double curTime,float timeStep,float interval)
{
std::set<CcdPhysicsController*>::iterator it;
int i;
+ // Update Bullet global variables.
+ gDeactivationTime = m_deactivationTime;
+ gContactBreakingThreshold = m_contactBreakingThreshold;
+
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
(*it)->SynchronizeMotionStates(timeStep);
@@ -745,8 +789,8 @@ public:
void CcdPhysicsEnvironment::ProcessFhSprings(double curTime,float interval)
{
std::set<CcdPhysicsController*>::iterator it;
- // dynamic of Fh spring is based on a timestep of 1/60
- int numIter = (int)(interval*60.0001f);
+ // Add epsilon to the tick rate for numerical stability
+ int numIter = (int)(interval*(KX_KetsjiEngine::GetTicRate() + 0.001f));
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
@@ -899,21 +943,32 @@ void CcdPhysicsEnvironment::SetNumIterations(int numIter)
}
void CcdPhysicsEnvironment::SetDeactivationTime(float dTime)
{
- gDeactivationTime = dTime;
+ m_deactivationTime = dTime;
}
void CcdPhysicsEnvironment::SetDeactivationLinearTreshold(float linTresh)
{
- gLinearSleepingTreshold = linTresh;
+ m_linearDeactivationThreshold = linTresh;
+
+ // Update from all controllers.
+ for (std::set<CcdPhysicsController*>::iterator it = m_controllers.begin(); it != m_controllers.end(); it++) {
+ if ((*it)->GetRigidBody())
+ (*it)->GetRigidBody()->setSleepingThresholds(m_linearDeactivationThreshold, m_angularDeactivationThreshold);
+ }
}
void CcdPhysicsEnvironment::SetDeactivationAngularTreshold(float angTresh)
{
- gAngularSleepingTreshold = angTresh;
+ m_angularDeactivationThreshold = angTresh;
+
+ // Update from all controllers.
+ for (std::set<CcdPhysicsController*>::iterator it = m_controllers.begin(); it != m_controllers.end(); it++) {
+ if ((*it)->GetRigidBody())
+ (*it)->GetRigidBody()->setSleepingThresholds(m_linearDeactivationThreshold, m_angularDeactivationThreshold);
+ }
}
void CcdPhysicsEnvironment::SetContactBreakingTreshold(float contactBreakingTreshold)
{
- gContactBreakingThreshold = contactBreakingTreshold;
-
+ m_contactBreakingThreshold = contactBreakingTreshold;
}
@@ -1059,11 +1114,12 @@ int CcdPhysicsEnvironment::CreateUniversalD6Constraint(
return 0;
}
-
-
-void CcdPhysicsEnvironment::RemoveConstraint(int constraintId)
+void CcdPhysicsEnvironment::RemoveConstraintById(int constraintId)
{
-
+ // For soft body constraints
+ if (constraintId == 0)
+ return;
+
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
@@ -1071,9 +1127,7 @@ void CcdPhysicsEnvironment::RemoveConstraint(int constraintId)
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintId)
{
- constraint->getRigidBodyA().activate();
- constraint->getRigidBodyB().activate();
- m_dynamicsWorld->removeConstraint(constraint);
+ RemoveConstraint(constraint);
break;
}
}
@@ -1149,17 +1203,8 @@ static bool GetHitTriangle(btCollisionShape* shape, CcdShapeConstructionInfo* sh
int indexstride;
int numfaces;
PHY_ScalarType indicestype;
- btStridingMeshInterface* meshInterface = NULL;
- btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
+ btStridingMeshInterface* meshInterface = shapeInfo->GetMeshInterface();
- if (triangleShape)
- meshInterface = triangleShape->getMeshInterface();
- else
- {
- // other possibility is gImpact
- if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
- meshInterface = (static_cast<btGImpactMeshShape*>(shape))->getMeshInterface();
- }
if (!meshInterface)
return false;
@@ -2016,6 +2061,9 @@ CcdPhysicsEnvironment::~CcdPhysicsEnvironment()
float CcdPhysicsEnvironment::GetConstraintParam(int constraintId,int param)
{
btTypedConstraint* typedConstraint = GetConstraintById(constraintId);
+ if (!typedConstraint)
+ return 0.0f;
+
switch (typedConstraint->getUserConstraintType())
{
case PHY_GENERIC_6DOF_CONSTRAINT:
@@ -2055,6 +2103,9 @@ float CcdPhysicsEnvironment::GetConstraintParam(int constraintId,int param)
void CcdPhysicsEnvironment::SetConstraintParam(int constraintId,int param,float value0,float value1)
{
btTypedConstraint* typedConstraint = GetConstraintById(constraintId);
+ if (!typedConstraint)
+ return;
+
switch (typedConstraint->getUserConstraintType())
{
case PHY_GENERIC_6DOF_CONSTRAINT:
@@ -2164,6 +2215,9 @@ void CcdPhysicsEnvironment::SetConstraintParam(int constraintId,int param,float
btTypedConstraint* CcdPhysicsEnvironment::GetConstraintById(int constraintId)
{
+ // For soft body constraints
+ if (constraintId == 0)
+ return NULL;
int numConstraints = m_dynamicsWorld->getNumConstraints();
int i;
@@ -2181,30 +2235,20 @@ btTypedConstraint* CcdPhysicsEnvironment::GetConstraintById(int constraintId)
void CcdPhysicsEnvironment::AddSensor(PHY_IPhysicsController* ctrl)
{
-
CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
- // addSensor() is a "light" function for bullet because it is used
- // dynamically when the sensor is activated. Use enableCcdPhysicsController() instead
- //if (m_controllers.insert(ctrl1).second)
- //{
- // addCcdPhysicsController(ctrl1);
- //}
- EnableCcdPhysicsController(ctrl1);
+ AddCcdPhysicsController(ctrl1);
}
bool CcdPhysicsEnvironment::RemoveCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = (CcdPhysicsController*)ctrl;
- if (!ccdCtrl->Unregister())
- return false;
- m_triggerControllers.erase(ccdCtrl);
- return true;
+ return ccdCtrl->Unregister();
}
void CcdPhysicsEnvironment::RemoveSensor(PHY_IPhysicsController* ctrl)
{
- DisableCcdPhysicsController((CcdPhysicsController*)ctrl);
+ RemoveCcdPhysicsController((CcdPhysicsController*)ctrl);
}
void CcdPhysicsEnvironment::AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
@@ -2242,73 +2286,83 @@ void CcdPhysicsEnvironment::AddTouchCallback(int response_class, PHY_ResponseCal
bool CcdPhysicsEnvironment::RequestCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = static_cast<CcdPhysicsController*>(ctrl);
-
- if (!ccdCtrl->Register())
- return false;
- m_triggerControllers.insert(ccdCtrl);
- return true;
+ return ccdCtrl->Register();
}
void CcdPhysicsEnvironment::CallbackTriggers()
{
- if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints)))
- {
- //walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
- btDispatcher* dispatcher = m_dynamicsWorld->getDispatcher();
- int numManifolds = dispatcher->getNumManifolds();
- for (int i=0;i<numManifolds;i++)
- {
- btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
- int numContacts = manifold->getNumContacts();
- if (numContacts)
- {
- const btRigidBody* rb0 = static_cast<const btRigidBody*>(manifold->getBody0());
- const btRigidBody* rb1 = static_cast<const btRigidBody*>(manifold->getBody1());
- if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints))
- {
- for (int j=0;j<numContacts;j++)
- {
- btVector3 color(1,0,0);
- const btManifoldPoint& cp = manifold->getContactPoint(j);
- if (m_debugDrawer)
- m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
- }
- }
- const btRigidBody* obj0 = rb0;
- const btRigidBody* obj1 = rb1;
+ bool draw_contact_points = m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints);
- //m_internalOwner is set in 'addPhysicsController'
- CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->getUserPointer());
- CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->getUserPointer());
+ if (!m_triggerCallbacks[PHY_OBJECT_RESPONSE] && !draw_contact_points)
+ return;
- std::set<CcdPhysicsController*>::const_iterator i = m_triggerControllers.find(ctrl0);
- if (i == m_triggerControllers.end())
- {
- i = m_triggerControllers.find(ctrl1);
- }
+ //walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
+ btDispatcher* dispatcher = m_dynamicsWorld->getDispatcher();
+ int numManifolds = dispatcher->getNumManifolds();
+ for (int i=0;i<numManifolds;i++)
+ {
+ bool colliding_ctrl0 = true;
+ btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
+ int numContacts = manifold->getNumContacts();
+ if (!numContacts) continue;
- if (!(i == m_triggerControllers.end()))
- {
- m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
- ctrl0,ctrl1,0);
- }
- // Bullet does not refresh the manifold contact point for object without contact response
- // may need to remove this when a newer Bullet version is integrated
- if (!dispatcher->needsResponse(rb0, rb1))
- {
- // Refresh algorithm fails sometimes when there is penetration
- // (usuall the case with ghost and sensor objects)
- // Let's just clear the manifold, in any case, it is recomputed on each frame.
- manifold->clearManifold(); //refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
- }
+ const btRigidBody* rb0 = static_cast<const btRigidBody*>(manifold->getBody0());
+ const btRigidBody* rb1 = static_cast<const btRigidBody*>(manifold->getBody1());
+ if (draw_contact_points)
+ {
+ for (int j=0;j<numContacts;j++)
+ {
+ btVector3 color(1,1,0);
+ const btManifoldPoint& cp = manifold->getContactPoint(j);
+ m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,
+ cp.m_normalWorldOnB,
+ cp.getDistance(),
+ cp.getLifeTime(),
+ color);
}
}
+ //m_internalOwner is set in 'addPhysicsController'
+ CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(rb0->getUserPointer());
+ CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(rb1->getUserPointer());
+ bool usecallback = false;
+ // Test if one of the controller is registered and use collision callback.
+ if (ctrl0->Registered())
+ usecallback = true;
+ else if (ctrl1->Registered()) {
+ colliding_ctrl0 = false;
+ usecallback = true;
+ }
- }
+ if (usecallback) {
+ static PHY_CollData coll_data;
+ const btManifoldPoint &cp = manifold->getContactPoint(0);
+
+ /* Make sure that "point1" is always on the object we report on, and
+ * "point2" on the other object. Also ensure the normal is oriented
+ * correctly. */
+ btVector3 point1 = colliding_ctrl0 ? cp.m_positionWorldOnA : cp.m_positionWorldOnB;
+ btVector3 point2 = colliding_ctrl0 ? cp.m_positionWorldOnB : cp.m_positionWorldOnA;
+ btVector3 normal = colliding_ctrl0 ? -cp.m_normalWorldOnB : cp.m_normalWorldOnB;
+ coll_data.m_point1 = MT_Vector3(point1.m_floats);
+ coll_data.m_point2 = MT_Vector3(point2.m_floats);
+ coll_data.m_normal = MT_Vector3(normal.m_floats);
+ m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
+ ctrl0, ctrl1, &coll_data);
+ }
+ // Bullet does not refresh the manifold contact point for object without contact response
+ // may need to remove this when a newer Bullet version is integrated
+ if (!dispatcher->needsResponse(rb0, rb1))
+ {
+ // Refresh algorithm fails sometimes when there is penetration
+ // (usuall the case with ghost and sensor objects)
+ // Let's just clear the manifold, in any case, it is recomputed on each frame.
+ manifold->clearManifold(); //refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
+ }
+ }
}
// This call back is called before a pair is added in the cache
@@ -2624,7 +2678,6 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
if (!rb0)
return 0;
-
btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) :
rb0->getCenterOfMassTransform() * pivotInA;
btVector3 axisInA(axisX,axisY,axisZ);
@@ -2636,6 +2689,8 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
{
case PHY_POINT2POINT_CONSTRAINT:
{
+ // If either of the controllers is missing, we can't do anything.
+ if (!c0 || !c1) return 0;
btPoint2PointConstraint* p2p = 0;
@@ -2649,6 +2704,8 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
pivotInA);
}
+ c0->addCcdConstraintRef(p2p);
+ c1->addCcdConstraintRef(p2p);
m_dynamicsWorld->addConstraint(p2p,disableCollisionBetweenLinkedBodies);
// m_constraints.push_back(p2p);
@@ -2662,6 +2719,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
case PHY_GENERIC_6DOF_CONSTRAINT:
{
+ // If either of the controllers is missing, we can't do anything.
+ if (!c0 || !c1) return 0;
+
btGeneric6DofConstraint* genericConstraint = 0;
if (rb1)
@@ -2715,10 +2775,12 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
*rb0,s_fixedObject2,
frameInA,frameInB,useReferenceFrameA);
}
-
+
if (genericConstraint)
{
//m_constraints.push_back(genericConstraint);
+ c0->addCcdConstraintRef(genericConstraint);
+ c1->addCcdConstraintRef(genericConstraint);
m_dynamicsWorld->addConstraint(genericConstraint,disableCollisionBetweenLinkedBodies);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(type);
@@ -2730,6 +2792,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
}
case PHY_CONE_TWIST_CONSTRAINT:
{
+ // If either of the controllers is missing, we can't do anything.
+ if (!c0 || !c1) return 0;
+
btConeTwistConstraint* coneTwistContraint = 0;
@@ -2781,10 +2846,12 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
*rb0,s_fixedObject2,
frameInA,frameInB);
}
-
+
if (coneTwistContraint)
{
//m_constraints.push_back(genericConstraint);
+ c0->addCcdConstraintRef(coneTwistContraint);
+ c1->addCcdConstraintRef(coneTwistContraint);
m_dynamicsWorld->addConstraint(coneTwistContraint,disableCollisionBetweenLinkedBodies);
coneTwistContraint->setUserConstraintId(gConstraintUid++);
coneTwistContraint->setUserConstraintType(type);
@@ -2802,6 +2869,9 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
case PHY_LINEHINGE_CONSTRAINT:
{
+ // If either of the controllers is missing, we can't do anything.
+ if (!c0 || !c1) return 0;
+
btHingeConstraint* hinge = 0;
if (rb1)
@@ -2858,6 +2928,8 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
hinge->setAngularOnly(angularOnly);
//m_constraints.push_back(hinge);
+ c0->addCcdConstraintRef(hinge);
+ c1->addCcdConstraintRef(hinge);
m_dynamicsWorld->addConstraint(hinge,disableCollisionBetweenLinkedBodies);
hinge->setUserConstraintId(gConstraintUid++);
hinge->setUserConstraintType(type);
@@ -2926,6 +2998,10 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float conera
float CcdPhysicsEnvironment::getAppliedImpulse(int constraintid)
{
+ // For soft body constraints
+ if (constraintid == 0)
+ return 0.0f;
+
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
@@ -2999,7 +3075,8 @@ struct BlenderDebugDraw : public btIDebugDraw
virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
{
- //not yet
+ drawLine(PointOnB, PointOnB + normalOnB, color);
+ drawSphere(PointOnB, 0.1, color);
}
virtual void setDebugMode(int debugMode)
@@ -3036,7 +3113,7 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
{
Object* blenderobject = gameobj->GetBlenderObject();
- bool isbulletdyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;;
+ bool isbulletdyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
bool isbulletsensor = (blenderobject->gameflag & OB_SENSOR) != 0;
bool isbulletchar = (blenderobject->gameflag & OB_CHARACTER) != 0;
bool isbulletsoftbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
@@ -3056,9 +3133,7 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
{
KX_BlenderSceneConverter *converter = (KX_BlenderSceneConverter*)KX_GetActiveEngine()->GetSceneConverter();
parent = converter->FindGameObject(blenderparent);
- isbulletdyna = false;
isbulletsoftbody = false;
- shapeprops->m_mass = 0.f;
}
if (!isbulletdyna)
@@ -3082,6 +3157,8 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
ci.m_mass = isbulletdyna ? shapeprops->m_mass : 0.f;
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
+ ci.m_clamp_angvel_min = shapeprops->m_clamp_angvel_min;
+ ci.m_clamp_angvel_max = shapeprops->m_clamp_angvel_max;
ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f;
ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f;
ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f;
@@ -3339,46 +3416,50 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
//take relative transform into account!
CcdPhysicsController* parentCtrl = (CcdPhysicsController*)parent->GetPhysicsController();
assert(parentCtrl);
- CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
- btRigidBody* rigidbody = parentCtrl->GetRigidBody();
- btCollisionShape* colShape = rigidbody->getCollisionShape();
- assert(colShape->isCompound());
- btCompoundShape* compoundShape = (btCompoundShape*)colShape;
-
- // compute the local transform from parent, this may include several node in the chain
- SG_Node* gameNode = gameobj->GetSGNode();
- SG_Node* parentNode = parent->GetSGNode();
- // relative transform
- MT_Vector3 parentScale = parentNode->GetWorldScaling();
- parentScale[0] = MT_Scalar(1.0)/parentScale[0];
- parentScale[1] = MT_Scalar(1.0)/parentScale[1];
- parentScale[2] = MT_Scalar(1.0)/parentScale[2];
- MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
- MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
- MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
- MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
-
- shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
- bm->setLocalScaling(shapeInfo->m_childScale);
- shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
- float rot[12];
- relativeRot.getValue(rot);
- shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
-
- parentShapeInfo->AddShape(shapeInfo);
- compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
- //do some recalc?
- //recalc inertia for rigidbody
- if (!rigidbody->isStaticOrKinematicObject())
- {
- btVector3 localInertia;
- float mass = 1.f/rigidbody->getInvMass();
- compoundShape->calculateLocalInertia(mass,localInertia);
- rigidbody->setMassProps(mass,localInertia);
+
+ // only makes compound shape if parent has a physics controller (i.e not an empty, etc)
+ if (parentCtrl) {
+ CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
+ btRigidBody* rigidbody = parentCtrl->GetRigidBody();
+ btCollisionShape* colShape = rigidbody->getCollisionShape();
+ assert(colShape->isCompound());
+ btCompoundShape* compoundShape = (btCompoundShape*)colShape;
+
+ // compute the local transform from parent, this may include several node in the chain
+ SG_Node* gameNode = gameobj->GetSGNode();
+ SG_Node* parentNode = parent->GetSGNode();
+ // relative transform
+ MT_Vector3 parentScale = parentNode->GetWorldScaling();
+ parentScale[0] = MT_Scalar(1.0)/parentScale[0];
+ parentScale[1] = MT_Scalar(1.0)/parentScale[1];
+ parentScale[2] = MT_Scalar(1.0)/parentScale[2];
+ MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
+ MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
+ MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
+ MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
+
+ shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
+ bm->setLocalScaling(shapeInfo->m_childScale);
+ shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
+ float rot[12];
+ relativeRot.getValue(rot);
+ shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
+
+ parentShapeInfo->AddShape(shapeInfo);
+ compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
+ //do some recalc?
+ //recalc inertia for rigidbody
+ if (!rigidbody->isStaticOrKinematicObject())
+ {
+ btVector3 localInertia;
+ float mass = 1.f/rigidbody->getInvMass();
+ compoundShape->calculateLocalInertia(mass,localInertia);
+ rigidbody->setMassProps(mass,localInertia);
+ }
+ shapeInfo->Release();
+ // delete motionstate as it's not used
+ delete motionstate;
}
- shapeInfo->Release();
- // delete motionstate as it's not used
- delete motionstate;
return;
}
@@ -3482,20 +3563,23 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
if (isbulletdyna)
gameobj->SetRecordAnimation(true);
+ physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
+
// don't add automatically sensor object, they are added when a collision sensor is registered
if (!isbulletsensor && (blenderobject->lay & activeLayerBitInfo) != 0)
{
this->AddCcdPhysicsController( physicscontroller);
}
- physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
+
{
btRigidBody* rbody = physicscontroller->GetRigidBody();
if (rbody)
{
+ rbody->setLinearFactor(ci.m_linearFactor);
+
if (isbulletrigidbody)
{
- rbody->setLinearFactor(ci.m_linearFactor);
rbody->setAngularFactor(ci.m_angularFactor);
}
@@ -3506,6 +3590,9 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
}
}
+ if (parent)
+ physicscontroller->SuspendDynamics(false);
+
CcdPhysicsController* parentCtrl = parent ? (CcdPhysicsController*)parent->GetPhysicsController() : 0;
physicscontroller->SetParentCtrl(parentCtrl);
@@ -3556,3 +3643,79 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
}
#endif
}
+
+
+void CcdPhysicsEnvironment::SetupObjectConstraints(KX_GameObject *obj_src, KX_GameObject *obj_dest,
+ bRigidBodyJointConstraint *dat)
+{
+ PHY_IPhysicsController *phy_src = obj_src->GetPhysicsController();
+ PHY_IPhysicsController *phy_dest = obj_dest->GetPhysicsController();
+ PHY_IPhysicsEnvironment *phys_env = obj_src->GetScene()->GetPhysicsEnvironment();
+
+ /* We need to pass a full constraint frame, not just axis. */
+ MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ));
+ MT_Vector3 axis0 = localCFrame.getColumn(0);
+ MT_Vector3 axis1 = localCFrame.getColumn(1);
+ MT_Vector3 axis2 = localCFrame.getColumn(2);
+ MT_Vector3 scale = obj_src->NodeGetWorldScaling();
+
+ /* Apply not only the pivot and axis values, but also take scale into count
+ * this is not working well, if only one or two axis are scaled, but works ok on
+ * homogeneous scaling. */
+ int constraintId = phys_env->CreateConstraint(
+ phy_src, phy_dest, (PHY_ConstraintType)dat->type,
+ (float)(dat->pivX * scale.x()), (float)(dat->pivY * scale.y()), (float)(dat->pivZ * scale.z()),
+ (float)(axis0.x() * scale.x()), (float)(axis0.y() * scale.y()), (float)(axis0.z() * scale.z()),
+ (float)(axis1.x() * scale.x()), (float)(axis1.y() * scale.y()), (float)(axis1.z() * scale.z()),
+ (float)(axis2.x() * scale.x()), (float)(axis2.y() * scale.y()), (float)(axis2.z() * scale.z()),
+ dat->flag);
+
+ /* PHY_POINT2POINT_CONSTRAINT = 1,
+ * PHY_LINEHINGE_CONSTRAINT = 2,
+ * PHY_ANGULAR_CONSTRAINT = 3,
+ * PHY_CONE_TWIST_CONSTRAINT = 4,
+ * PHY_VEHICLE_CONSTRAINT = 11,
+ * PHY_GENERIC_6DOF_CONSTRAINT = 12 */
+
+ if (!constraintId)
+ return;
+
+ int dof = 0;
+ int dof_max = 0;
+ int dofbit = 0;
+
+ switch (dat->type) {
+ /* Set all the limits for generic 6DOF constraint. */
+ case PHY_GENERIC_6DOF_CONSTRAINT:
+ dof_max = 6;
+ dofbit = 1;
+ break;
+ /* Set XYZ angular limits for cone twist constraint. */
+ case PHY_CONE_TWIST_CONSTRAINT:
+ dof = 3;
+ dof_max = 6;
+ dofbit = 1 << 3;
+ break;
+ /* Set only X angular limits for line hinge and angular constraint. */
+ case PHY_LINEHINGE_CONSTRAINT:
+ case PHY_ANGULAR_CONSTRAINT:
+ dof = 3;
+ dof_max = 4;
+ dofbit = 1 << 3;
+ break;
+ default:
+ break;
+ }
+
+ for (; dof < dof_max; dof++) {
+ if (dat->flag & dofbit) {
+ phys_env->SetConstraintParam(constraintId, dof, dat->minLimit[dof], dat->maxLimit[dof]);
+ }
+ else {
+ /* minLimit > maxLimit means free (no limit) for this degree of freedom. */
+ phys_env->SetConstraintParam(constraintId, dof, 1.0f, -1.0f);
+ }
+ dofbit <<= 1;
+ }
+
+}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index ff8a3f4f9f9..86f663959f1 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -22,6 +22,8 @@ subject to the following restrictions:
#define __CCDPHYSICSENVIRONMENT_H__
#include "PHY_IPhysicsEnvironment.h"
+#include "KX_KetsjiEngine.h"
+
#include <vector>
#include <set>
#include <map>
@@ -50,8 +52,10 @@ class btBroadphaseInterface;
struct btDbvtBroadphase;
class btOverlappingPairCache;
class btIDebugDraw;
+class btDynamicsWorld;
class PHY_IVehicle;
class CcdOverlapFilterCallBack;
+class CcdShapeConstructionInfo;
/** CcdPhysicsEnvironment is an experimental mainloop for physics simulation using optional continuous collision detection.
* Physics Environment takes care of stepping the simulation and is a container for physics entities.
@@ -63,6 +67,9 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
friend class CcdOverlapFilterCallBack;
btVector3 m_gravity;
+ // Removes the constraint and his references from the owner and the target.
+ void RemoveConstraint(btTypedConstraint *con);
+
protected:
btIDebugDraw* m_debugDrawer;
@@ -84,6 +91,11 @@ protected:
int m_profileTimings;
bool m_enableSatCollisionDetection;
+ float m_deactivationTime;
+ float m_linearDeactivationThreshold;
+ float m_angularDeactivationThreshold;
+ float m_contactBreakingThreshold;
+
void ProcessFhSprings(double curTime,float timeStep);
public:
@@ -126,13 +138,20 @@ protected:
/// Perform an integration step of duration 'timeStep'.
virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval);
+ /**
+ * Called by Bullet for every physical simulation (sub)tick.
+ * Our constructor registers this callback to Bullet, which stores a pointer to 'this' in
+ * the btDynamicsWorld::getWorldUserInfo() pointer.
+ */
+ static void StaticSimulationSubtickCallback(btDynamicsWorld *world, btScalar timeStep);
+ void SimulationSubtickCallback(btScalar timeStep);
+
virtual void DebugDrawWorld();
// virtual bool proceedDeltaTimeOneStep(float timeStep);
virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
{
- //based on DEFAULT_PHYSICS_TIC_RATE of 60 hertz
- SetNumTimeSubSteps((int)(fixedTimeStep / 60.f));
+ SetNumTimeSubSteps((int)(fixedTimeStep / KX_KetsjiEngine::GetTicRate()));
}
//returns 0.f if no fixed timestep is used
@@ -169,7 +188,7 @@ protected:
virtual float GetConstraintParam(int constraintId,int param);
- virtual void RemoveConstraint(int constraintid);
+ virtual void RemoveConstraintById(int constraintid);
virtual float getAppliedImpulse(int constraintid);
@@ -220,16 +239,22 @@ protected:
void UpdateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
- void DisableCcdPhysicsController(CcdPhysicsController* ctrl);
-
- void EnableCcdPhysicsController(CcdPhysicsController* ctrl);
-
void RefreshCcdPhysicsController(CcdPhysicsController* ctrl);
+ bool IsActiveCcdPhysicsController(CcdPhysicsController *ctrl);
+
void AddCcdGraphicController(CcdGraphicController* ctrl);
void RemoveCcdGraphicController(CcdGraphicController* ctrl);
+ /**
+ * Update all physics controllers shape which use the same shape construction info.
+ * Call RecreateControllerShape on controllers which use the same shape
+ * construction info that argument shapeInfo.
+ * You need to call this function when the shape construction info changed.
+ */
+ void UpdateCcdPhysicsControllerShape(CcdShapeConstructionInfo *shapeInfo);
+
btBroadphaseInterface* GetBroadphase();
btDbvtBroadphase* GetCullingTree() { return m_cullingTree; }
@@ -274,12 +299,15 @@ protected:
bool isCompoundChild,
bool hasCompoundChildren);
+ /* Set the rigid body joints constraints values for converted objects and replicated group instances. */
+ virtual void SetupObjectConstraints(KX_GameObject *obj_src, KX_GameObject *obj_dest,
+ bRigidBodyJointConstraint *dat);
+
protected:
std::set<CcdPhysicsController*> m_controllers;
- std::set<CcdPhysicsController*> m_triggerControllers;
PHY_ResponseCallback m_triggerCallbacks[PHY_NUM_RESPONSE];
void* m_triggerCallbacksUserPtrs[PHY_NUM_RESPONSE];
diff --git a/source/gameengine/Physics/Bullet/SConscript b/source/gameengine/Physics/Bullet/SConscript
index 2a8249b9558..5c5b1fe6ea6 100644
--- a/source/gameengine/Physics/Bullet/SConscript
+++ b/source/gameengine/Physics/Bullet/SConscript
@@ -34,7 +34,8 @@ incs = [
'#intern/container',
'#intern/guardedalloc',
'#intern/string',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#intern/moto/include',
'#source/blender/blenkernel',
'#source/blender/blenlib',
@@ -52,6 +53,7 @@ incs = ' '.join(incs)
incs += ' ' + env['BF_BULLET_INC']
defs = []
+defs += env['BF_GL_DEFINITIONS']
if env['WITH_BF_PYTHON']:
incs += ' ' + env['BF_PYTHON_INC']
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
index 979128370ee..99db56bfcef 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
@@ -106,7 +106,7 @@ int DummyPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ct
}
-void DummyPhysicsEnvironment::RemoveConstraint(int constraintid)
+void DummyPhysicsEnvironment::RemoveConstraintById(int constraintid)
{
if (constraintid)
{
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index cfc8841cac2..929345d7161 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -68,7 +68,7 @@ public:
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
);
- virtual void RemoveConstraint(int constraintid);
+ virtual void RemoveConstraintById(int constraintid);
//complex constraint for vehicles
virtual PHY_IVehicle* GetVehicleConstraint(int constraintId)
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index f9975484fa7..62b163536dd 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -32,6 +32,7 @@
#ifndef __PHY_IPHYSICSCONTROLLER_H__
#define __PHY_IPHYSICSCONTROLLER_H__
+#include <vector>
#include "PHY_IController.h"
class PHY_IMotionState;
@@ -89,6 +90,13 @@ class PHY_IPhysicsController : public PHY_IController
virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local)=0;
virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0;
+ virtual float GetLinearDamping() const=0;
+ virtual float GetAngularDamping() const=0;
+ virtual void SetLinearDamping(float damping)=0;
+ virtual void SetAngularDamping(float damping)=0;
+ virtual void SetDamping(float linear, float angular)=0;
+
+ virtual void RefreshCollisions() = 0;
virtual void SuspendDynamics(bool ghost=false)=0;
virtual void RestoreDynamics()=0;
@@ -117,6 +125,11 @@ class PHY_IPhysicsController : public PHY_IController
virtual float GetLinVelocityMax() const=0;
virtual void SetLinVelocityMax(float val) = 0;
+ virtual void SetAngularVelocityMin(float val) = 0;
+ virtual float GetAngularVelocityMin() const = 0;
+ virtual void SetAngularVelocityMax(float val) = 0;
+ virtual float GetAngularVelocityMax() const = 0;
+
MT_Vector3 GetWorldPosition(MT_Vector3& localpos);
// Shape control
@@ -126,9 +139,12 @@ class PHY_IPhysicsController : public PHY_IController
virtual bool IsDynamic() = 0;
virtual bool IsCompound() = 0;
+ virtual bool IsSuspended() const = 0;
virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) = 0;
+ /* Method to replicate rigid body joint contraints for group instances. */
+ virtual void ReplicateConstraints(KX_GameObject *gameobj, std::vector<KX_GameObject*> constobj) = 0;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsController")
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index dd762b02b4e..4b8d36285be 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -55,6 +55,7 @@ class KX_Scene;
struct PHY_ShapeProps;
struct PHY_MaterialProps;
class PHY_IMotionState;
+struct bRigidBodyJointConstraint;
/**
* pass back information from rayTest
@@ -167,7 +168,7 @@ class PHY_IPhysicsEnvironment
float axis1X=0,float axis1Y=0,float axis1Z=0,
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
- virtual void RemoveConstraint(int constraintid)=0;
+ virtual void RemoveConstraintById(int constraintid) = 0;
virtual float GetAppliedImpulse(int constraintid) { return 0.0f; }
@@ -213,6 +214,9 @@ class PHY_IPhysicsEnvironment
bool isCompoundChild,
bool hasCompoundChildren) = 0;
+ /* Set the rigid body joints constraints values for converted objects and replicated group instances. */
+ virtual void SetupObjectConstraints(KX_GameObject *obj_src, KX_GameObject *obj_dest,
+ bRigidBodyJointConstraint *dat) {}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsEnvironment")
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index 7c5d9c9638e..c9b91b06a3c 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -43,6 +43,8 @@ struct PHY_ShapeProps {
MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
+ MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity.
+ MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity.
bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
diff --git a/source/gameengine/Rasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/CMakeLists.txt
index e254bf9b1c5..5bc3f22e327 100644
--- a/source/gameengine/Rasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/CMakeLists.txt
@@ -32,6 +32,7 @@ set(INC
../../blender/blenlib
../../blender/blenkernel
../../../intern/container
+ ../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/string
)
@@ -81,6 +82,6 @@ set(SRC
RAS_OpenGLFilters/RAS_Sobel2DFilter.h
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
blender_add_lib(ge_rasterizer "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index abbe65738d4..cedc27c3b92 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -43,11 +43,11 @@
#include "RAS_2DFilterManager.h"
#include <iostream>
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <stdio.h>
-#include "Value.h"
+#include "EXP_Value.h"
RAS_2DFilterManager::RAS_2DFilterManager():
texturewidth(-1), textureheight(-1),
@@ -75,6 +75,12 @@ texturewidth(-1), textureheight(-1),
RAS_2DFilterManager::~RAS_2DFilterManager()
{
FreeTextures();
+
+ for (int passindex = 0; passindex < MAX_RENDER_PASS; passindex++) {
+ if (m_filters[passindex]) {
+ glDeleteObjectARB(m_filters[passindex]);
+ }
+ }
}
void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *task, const char *code)
@@ -119,11 +125,10 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
+ if (!success) {
/*Shader Comile Error*/
PrintShaderErrors(fShader, "compile", shadersource);
- return 0;
+ goto fail;
}
program = glCreateProgramObjectARB();
@@ -131,23 +136,37 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
glLinkProgramARB(program);
glGetObjectParameterivARB(program, GL_LINK_STATUS, &success);
- if (!success)
- {
+ if (!success) {
/*Program Link Error*/
PrintShaderErrors(fShader, "link", shadersource);
- return 0;
+ goto fail;
}
glValidateProgramARB(program);
glGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success);
- if (!success)
- {
+ if (!success) {
/*Program Validation Error*/
PrintShaderErrors(fShader, "validate", shadersource);
- return 0;
+ goto fail;
+ }
+
+ /* owned by 'program' */
+ if (fShader) {
+ glDeleteObjectARB(fShader);
}
return program;
+
+
+fail:
+ if (fShader) {
+ glDeleteObjectARB(fShader);
+ }
+
+ if (program) {
+ glDeleteObjectARB(program);
+ }
+ return 0;
}
unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
@@ -257,10 +276,24 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
for (i=0; i<objProperties; i++)
{
uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]);
- if (uniformLoc != -1)
- {
- float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0);
- glUniform1fARB(uniformLoc,value);
+
+ if (uniformLoc == -1)
+ continue;
+
+ CValue *property = ((CValue *)m_gameObjects[passindex])->GetProperty(m_properties[passindex][i]);
+
+ if (!property)
+ continue;
+
+ switch (property->GetValueType()) {
+ case VALUE_INT_TYPE:
+ glUniform1iARB(uniformLoc, property->GetNumber());
+ break;
+ case VALUE_FLOAT_TYPE:
+ glUniform1fARB(uniformLoc, property->GetNumber());
+ break;
+ default:
+ break;
}
}
}
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index 7a6bb541a1a..e2024a4a55d 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -39,6 +39,8 @@ struct RAS_CameraData
float m_sensor_x;
float m_sensor_y;
short m_sensor_fit;
+ float m_shift_x;
+ float m_shift_y;
float m_clipstart;
float m_clipend;
bool m_perspective;
@@ -50,6 +52,7 @@ struct RAS_CameraData
float m_focallength;
RAS_CameraData(float lens = 35.0, float scale = 6.0, float sensor_x = 32.0, float sensor_y = 18.0, short sensor_fit = 0,
+ float shift_x = 0.0, float shift_y = 0.0,
float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
float focallength = 3.0, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
@@ -58,6 +61,8 @@ struct RAS_CameraData
m_sensor_x(sensor_x),
m_sensor_y(sensor_y),
m_sensor_fit(sensor_fit),
+ m_shift_x(shift_x),
+ m_shift_y(shift_y),
m_clipstart(clipstart),
m_clipend(clipend),
m_perspective(perspective),
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index d1a801c52f8..c5f15c9ad21 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -41,15 +41,21 @@ ComputeDefaultFrustum(
const float lens,
const float sensor_x, const float sensor_y,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
const float design_aspect_ratio,
RAS_FrameFrustum & frustum
) {
+ float size;
float halfSize;
float sizeX;
float sizeY;
+ float offsetX;
+ float offsetY;
if (sensor_fit==RAS_SENSORFIT_AUTO) {
- halfSize = (sensor_x / 2.f) * camnear / lens;
+ size = sensor_x * camnear / lens;
+ halfSize = size * 0.5f;
if (design_aspect_ratio > 1.f) {
// halfsize defines the width
@@ -62,20 +68,25 @@ ComputeDefaultFrustum(
}
}
else if (sensor_fit==RAS_SENSORFIT_HOR) {
- halfSize = (sensor_x / 2.f) * camnear / lens;
+ size = sensor_x * camnear / lens;
+ halfSize = size * 0.5f;
sizeX = halfSize;
sizeY = halfSize/design_aspect_ratio;
}
else {
- halfSize = (sensor_y / 2.f) * camnear / lens;
+ size = sensor_y * camnear / lens;
+ halfSize = size * 0.5f;
sizeX = halfSize * design_aspect_ratio;
sizeY = halfSize;
}
-
- frustum.x2 = sizeX;
- frustum.x1 = -frustum.x2;
- frustum.y2 = sizeY;
- frustum.y1 = -frustum.y2;
+
+ offsetX = size * shift_x;
+ offsetY = size * shift_y;
+
+ frustum.x2 = sizeX + offsetX;
+ frustum.x1 = -sizeX + offsetX;
+ frustum.y2 = sizeY + offsetY;
+ frustum.y1 = -sizeY + offsetY;
frustum.camnear = camnear;
frustum.camfar = camfar;
}
@@ -88,12 +99,16 @@ ComputeDefaultOrtho(
const float scale,
const float design_aspect_ratio,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
RAS_FrameFrustum & frustum
)
{
float halfSize = scale*0.5f;
float sizeX;
float sizeY;
+ float offsetX;
+ float offsetY;
if (sensor_fit==RAS_SENSORFIT_AUTO) {
if (design_aspect_ratio > 1.f) {
@@ -114,11 +129,14 @@ ComputeDefaultOrtho(
sizeX = halfSize * design_aspect_ratio;
sizeY = halfSize;
}
-
- frustum.x2 = sizeX;
- frustum.x1 = -frustum.x2;
- frustum.y2 = sizeY;
- frustum.y1 = -frustum.y2;
+
+ offsetX = scale * shift_x;
+ offsetY = scale * shift_y;
+
+ frustum.x2 = sizeX + offsetX;
+ frustum.x1 = -sizeX + offsetX;
+ frustum.y2 = sizeY + offsetY;
+ frustum.y1 = -sizeY + offsetY;
frustum.camnear = camnear;
frustum.camfar = camfar;
}
@@ -221,6 +239,8 @@ ComputeFrustum(
const RAS_Rect &viewport,
const float lens,
const float sensor_x, const float sensor_y, const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
const float camnear,
const float camfar,
RAS_FrameFrustum &frustum
@@ -249,6 +269,8 @@ ComputeFrustum(
sensor_x,
sensor_y,
sensor_fit,
+ shift_x,
+ shift_y,
design_aspect_ratio,
frustum
);
@@ -315,6 +337,8 @@ RAS_FramingManager::
const float camnear,
const float camfar,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
RAS_FrameFrustum &frustum
)
{
@@ -340,6 +364,8 @@ RAS_FramingManager::
scale,
design_aspect_ratio,
sensor_fit,
+ shift_x,
+ shift_y,
frustum
);
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h
index 122f0ca46ec..5741a91939e 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.h
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.h
@@ -236,6 +236,8 @@ public :
const float camnear,
const float camfar,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
RAS_FrameFrustum &frustum
);
@@ -247,6 +249,8 @@ public :
const RAS_Rect &viewport,
const float lens,
const float sensor_x, const float sensor_y, const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
const float camnear,
const float camfar,
RAS_FrameFrustum &frustum
@@ -260,6 +264,8 @@ public :
const float lens,
const float sensor_x, const float sensor_y,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
const float design_aspect_ratio,
RAS_FrameFrustum & frustum
);
@@ -272,6 +278,8 @@ public :
const float scale,
const float design_aspect_ratio,
const short sensor_fit,
+ const float shift_x,
+ const float shift_y,
RAS_FrameFrustum & frustum
);
diff --git a/source/gameengine/Rasterizer/RAS_ICanvas.h b/source/gameengine/Rasterizer/RAS_ICanvas.h
index 9e8a6e8ccf6..471c2c97fa1 100644
--- a/source/gameengine/Rasterizer/RAS_ICanvas.h
+++ b/source/gameengine/Rasterizer/RAS_ICanvas.h
@@ -113,8 +113,9 @@ public:
)=0;
virtual
- int
+ bool
GetSwapInterval(
+ int& intervalOut
)=0;
virtual
@@ -236,6 +237,8 @@ public:
const char* filename
)=0;
+ virtual void GetDisplayDimensions(int &width, int &height) = 0;
+
virtual
void
ResizeWindow(
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 03f6e567771..d07b4910968 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -233,7 +233,7 @@ Image *RAS_IPolyMaterial::GetBlenderImage() const
{
return NULL;
}
-MTFace *RAS_IPolyMaterial::GetMTFace() const
+MTexPoly *RAS_IPolyMaterial::GetMTexPoly() const
{
return NULL;
}
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index 14223fc59bd..a34f7a9b390 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -41,7 +41,7 @@
#endif
class RAS_IRasterizer;
-struct MTFace;
+struct MTexPoly;
struct Material;
struct Image;
struct Scene;
@@ -167,7 +167,7 @@ public:
virtual Material* GetBlenderMaterial() const;
virtual Image* GetBlenderImage() const;
- virtual MTFace* GetMTFace() const;
+ virtual MTexPoly* GetMTexPoly() const;
virtual unsigned int* GetMCol() const;
virtual Scene* GetBlenderScene() const;
virtual void ReleaseMaterial();
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index d7b52213191..7fbaf076d25 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -54,6 +54,7 @@ class RAS_ICanvas;
class RAS_IPolyMaterial;
class RAS_MeshSlot;
class RAS_ILightObject;
+class SCA_IScene;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
@@ -297,15 +298,11 @@ public:
/**
* Fog
*/
- virtual void SetFog(float start, float dist, float r, float g, float b) = 0;
- virtual void SetFogColor(float r, float g,float b) = 0;
- virtual void SetFogStart(float start) = 0;
- virtual void SetFogEnd(float end) = 0;
+ virtual void SetFog(short type, float start, float dist, float intensity, float color[3]) = 0;
virtual void DisplayFog() = 0;
- virtual void DisableFog() = 0;
- virtual bool IsFogEnabled() = 0;
+ virtual void EnableFog(bool enable) = 0;
- virtual void SetBackColor(float red, float green, float blue, float alpha) = 0;
+ virtual void SetBackColor(float color[3]) = 0;
/**
* \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
@@ -380,7 +377,7 @@ public:
*/
virtual void SetEmissive(float eX, float eY, float eZ, float e) = 0;
- virtual void SetAmbientColor(float red, float green, float blue) = 0;
+ virtual void SetAmbientColor(float color[3]) = 0;
virtual void SetAmbient(float factor) = 0;
/**
@@ -388,10 +385,10 @@ public:
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
- virtual void DrawDebugLine(const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
- virtual void DrawDebugCircle(const MT_Vector3 &center, const MT_Scalar radius, const MT_Vector3 &color,
- const MT_Vector3 &normal, int nsector) = 0;
- virtual void FlushDebugShapes() = 0;
+ virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
+ virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
+ const MT_Vector3 &color, const MT_Vector3 &normal, int nsector) = 0;
+ virtual void FlushDebugShapes(SCA_IScene *scene) = 0;
virtual void SetTexCoordNum(int num) = 0;
virtual void SetAttribNum(int num) = 0;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 4b5fc6510e0..2078fc99f2e 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -287,6 +287,16 @@ void RAS_MeshSlot::AddPolygonVertex(int offset)
m_endindex++;
}
+void RAS_MeshSlot::UpdateDisplayArraysOffset()
+{
+ unsigned int offset = 0;
+ for (unsigned short i = 0; i < m_displayArrays.size(); ++i) {
+ RAS_DisplayArray *darray = m_displayArrays[i];
+ darray->m_offset = offset;
+ offset += darray->m_vertex.size();
+ }
+}
+
void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
{
if (deformer && m_pDeformer != deformer) {
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.h b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
index 007fdf240c4..1eee99f896b 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.h
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.h
@@ -80,6 +80,13 @@ public:
class RAS_DisplayArray
{
public:
+ /** The offset relation to the previous RAS_DisplayArray.
+ * For the user vertex are one big list but in C++ source
+ * it's two different lists if we use quads and triangles.
+ * So to fix that we add an offset.
+ * This value is set in UpdateDisplayArraysOffset().
+ */
+ unsigned int m_offset;
vector<RAS_TexVert> m_vertex;
vector<unsigned short> m_index;
/* LINE currently isn't used */
@@ -165,6 +172,9 @@ public:
int AddVertex(const RAS_TexVert& tv);
void AddPolygonVertex(int offset);
+ /// Update offset of each display array
+ void UpdateDisplayArraysOffset();
+
/* optimization */
bool Split(bool force=false);
bool Join(RAS_MeshSlot *target, MT_Scalar distance);
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 54b15f07896..4360464ed32 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -465,6 +465,23 @@ void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
}
}
+void RAS_MeshObject::EndConversion()
+{
+#if 0
+ m_sharedvertex_map.clear(); // SharedVertex
+ vector<vector<SharedVertex> > shared_null(0);
+ shared_null.swap( m_sharedvertex_map ); /* really free the memory */
+#endif
+
+ for (std::list<RAS_MeshMaterial>::iterator it = m_materials.begin();
+ it != m_materials.end();
+ ++it)
+ {
+ RAS_MeshSlot *ms = it->m_baseslot;
+ ms->UpdateDisplayArraysOffset();
+ }
+}
+
//void RAS_MeshObject::Transform(const MT_Transform& trans)
//{
//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index 4f352379d39..a6f1a1cafc6 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -132,13 +132,7 @@ public:
virtual void AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer);
void RemoveFromBuckets(void *clientobj);
- void EndConversion() {
-#if 0
- m_sharedvertex_map.clear(); // SharedVertex
- vector<vector<SharedVertex> > shared_null(0);
- shared_null.swap( m_sharedvertex_map ); /* really free the memory */
-#endif
- }
+ void EndConversion();
/* colors */
void DebugColor(unsigned int abgr);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
index f0410ba891d..888a7114f50 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
@@ -39,6 +39,7 @@ set(INC
../../../blender/gpu
../../../blender/makesdna
../../../../intern/container
+ ../../../../intern/glew-mx
../../../../intern/string
)
@@ -66,6 +67,6 @@ set(SRC
RAS_StorageVBO.h
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
blender_add_lib(ge_oglrasterizer "${SRC}" "${INC}" "${INC_SYS}")
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
index 32cc4ba9fea..bc22d68e218 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
@@ -32,7 +32,7 @@
#include <iostream>
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "RAS_GLExtensionManager.h"
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index e1dbd6f0a7f..34184f73953 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -30,7 +30,7 @@
#include <windows.h>
#endif // WIN32
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "RAS_MaterialBucket.h"
#include "RAS_TexVert.h"
@@ -79,10 +79,6 @@ void RAS_ListSlot::RemoveList()
void RAS_ListSlot::DrawList()
{
- if (m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
- RemoveList();
- return;
- }
if (m_flag &LIST_MODIFY) {
if (m_flag &LIST_CREATE) {
if (m_list == 0) {
@@ -115,7 +111,7 @@ void RAS_ListSlot::SetModified(bool mod)
if (mod && !(m_flag & LIST_MODIFY)) {
spit("Modifying list (" << m_list << ")");
m_flag = m_flag &~ LIST_END;
- m_flag |= LIST_STREAM;
+ m_flag |= LIST_MODIFY;
}
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
index d394c72b2a2..5e1c662bc17 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.h
@@ -35,12 +35,9 @@ public:
enum RAS_ListSlotFlags {
LIST_CREATE =1,
LIST_MODIFY =2,
- LIST_STREAM =4,
- LIST_NOCREATE =8,
- LIST_BEGIN =16,
- LIST_END =32,
- LIST_REGEN =64,
- LIST_DERIVEDMESH=128,
+ LIST_BEGIN =4,
+ LIST_END =8,
+ LIST_DERIVEDMESH=16,
};
struct DerivedMesh;
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index e1b7a2151c5..4ac1c9c4ebb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -25,9 +25,10 @@
* ***** END GPL LICENSE BLOCK *****
*/
+#include "glew-mx.h"
+
#include <stdio.h>
-#include "GL/glew.h"
#include "RAS_OpenGLLight.h"
#include "RAS_OpenGLRasterizer.h"
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 0960fdaab4f..1758b7abf9f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -35,7 +35,7 @@
#include "RAS_OpenGLRasterizer.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
@@ -60,7 +60,7 @@ extern "C"{
// XXX Clean these up <<<
-#include "Value.h"
+#include "EXP_Value.h"
#include "KX_Scene.h"
#include "KX_RayCast.h"
#include "KX_GameObject.h"
@@ -99,9 +99,9 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
m_motionblur(0),
m_motionblurvalue(-1.0),
m_usingoverrideshader(false),
- m_clientobject(NULL),
- m_auxilaryClientInfo(NULL),
- m_drawingmode(KX_TEXTURED),
+ m_clientobject(NULL),
+ m_auxilaryClientInfo(NULL),
+ m_drawingmode(KX_TEXTURED),
m_texco_num(0),
m_attrib_num(0),
//m_last_alphablend(GPU_BLEND_SOLID),
@@ -194,113 +194,52 @@ bool RAS_OpenGLRasterizer::Init()
}
-void RAS_OpenGLRasterizer::SetAmbientColor(float red, float green, float blue)
+void RAS_OpenGLRasterizer::SetAmbientColor(float color[3])
{
- m_ambr = red;
- m_ambg = green;
- m_ambb = blue;
+ m_ambr = color[0];
+ m_ambg = color[1];
+ m_ambb = color[2];
}
-
void RAS_OpenGLRasterizer::SetAmbient(float factor)
{
- float ambient[] = { m_ambr*factor, m_ambg*factor, m_ambb*factor, 1.0f };
+ float ambient[] = {m_ambr * factor, m_ambg * factor, m_ambb * factor, 1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
}
-
-void RAS_OpenGLRasterizer::SetBackColor(float red,
- float green,
- float blue,
- float alpha)
-{
- m_redback = red;
- m_greenback = green;
- m_blueback = blue;
- m_alphaback = alpha;
-}
-
-
-
-void RAS_OpenGLRasterizer::SetFogColor(float r,
- float g,
- float b)
+void RAS_OpenGLRasterizer::SetBackColor(float color[3])
{
- m_fogr = r;
- m_fogg = g;
- m_fogb = b;
- m_fogenabled = true;
+ m_redback = color[0];
+ m_greenback = color[1];
+ m_blueback = color[2];
+ m_alphaback = 1.0f;
}
-
-
-void RAS_OpenGLRasterizer::SetFogStart(float start)
+void RAS_OpenGLRasterizer::SetFog(short type, float start, float dist, float intensity, float color[3])
{
- m_fogstart = start;
- m_fogenabled = true;
+ float params[4] = {color[0], color[1], color[2], 1.0f};
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ glFogf(GL_FOG_DENSITY, intensity / 10.0f);
+ glFogf(GL_FOG_START, start);
+ glFogf(GL_FOG_END, start + dist);
+ glFogfv(GL_FOG_COLOR, params);
}
-
-
-void RAS_OpenGLRasterizer::SetFogEnd(float fogend)
+void RAS_OpenGLRasterizer::EnableFog(bool enable)
{
- m_fogdist = fogend;
- m_fogenabled = true;
+ m_fogenabled = enable;
}
-
-
-void RAS_OpenGLRasterizer::SetFog(float start,
- float dist,
- float r,
- float g,
- float b)
-{
- m_fogstart = start;
- m_fogdist = dist;
- m_fogr = r;
- m_fogg = g;
- m_fogb = b;
- m_fogenabled = true;
-}
-
-
-
-void RAS_OpenGLRasterizer::DisableFog()
-{
- m_fogenabled = false;
-}
-
-bool RAS_OpenGLRasterizer::IsFogEnabled()
-{
- return m_fogenabled;
-}
-
-
void RAS_OpenGLRasterizer::DisplayFog()
{
- if ((m_drawingmode >= KX_SOLID) && m_fogenabled)
- {
- float params[5];
- glFogi(GL_FOG_MODE, GL_LINEAR);
- glFogf(GL_FOG_DENSITY, 0.1f);
- glFogf(GL_FOG_START, m_fogstart);
- glFogf(GL_FOG_END, m_fogstart + m_fogdist);
- params[0] = m_fogr;
- params[1] = m_fogg;
- params[2] = m_fogb;
- params[3] = 0.0;
- glFogfv(GL_FOG_COLOR, params);
+ if ((m_drawingmode >= KX_SOLID) && m_fogenabled) {
glEnable(GL_FOG);
- }
- else
- {
+ }
+ else {
glDisable(GL_FOG);
}
}
-
-
bool RAS_OpenGLRasterizer::SetMaterial(const RAS_IPolyMaterial& mat)
{
return mat.Activate(this, m_materialCachingInfo);
@@ -417,9 +356,10 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
m_materialCachingInfo = 0;
}
-void RAS_OpenGLRasterizer::FlushDebugShapes()
+void RAS_OpenGLRasterizer::FlushDebugShapes(SCA_IScene *scene)
{
- if (m_debugShapes.empty())
+ std::vector<OglDebugShape> &debugShapes = m_debugShapes[scene];
+ if (debugShapes.empty())
return;
// DrawDebugLines
@@ -433,28 +373,26 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
//draw lines
glBegin(GL_LINES);
- for (unsigned int i=0;i<m_debugShapes.size();i++)
- {
- if (m_debugShapes[i].m_type != OglDebugShape::LINE)
+ for (unsigned int i = 0; i < debugShapes.size(); i++) {
+ if (debugShapes[i].m_type != OglDebugShape::LINE)
continue;
- glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
- const MT_Scalar* fromPtr = &m_debugShapes[i].m_pos.x();
- const MT_Scalar* toPtr= &m_debugShapes[i].m_param.x();
+ glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
+ const MT_Scalar *fromPtr = &debugShapes[i].m_pos.x();
+ const MT_Scalar *toPtr= &debugShapes[i].m_param.x();
glVertex3dv(fromPtr);
glVertex3dv(toPtr);
}
glEnd();
//draw circles
- for (unsigned int i=0;i<m_debugShapes.size();i++)
- {
- if (m_debugShapes[i].m_type != OglDebugShape::CIRCLE)
+ for (unsigned int i = 0; i < debugShapes.size(); i++) {
+ if (debugShapes[i].m_type != OglDebugShape::CIRCLE)
continue;
glBegin(GL_LINE_LOOP);
- glColor4f(m_debugShapes[i].m_color[0],m_debugShapes[i].m_color[1],m_debugShapes[i].m_color[2],1.f);
+ glColor4f(debugShapes[i].m_color[0], debugShapes[i].m_color[1], debugShapes[i].m_color[2], 1.0f);
static const MT_Vector3 worldUp(0.0, 0.0, 1.0);
- MT_Vector3 norm = m_debugShapes[i].m_param;
+ MT_Vector3 norm = debugShapes[i].m_param;
MT_Matrix3x3 tr;
if (norm.fuzzyZero() || norm == worldUp)
{
@@ -469,14 +407,14 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
yaxis.x(), yaxis.y(), yaxis.z(),
norm.x(), norm.y(), norm.z());
}
- MT_Scalar rad = m_debugShapes[i].m_param2.x();
- int n = (int) m_debugShapes[i].m_param2.y();
+ MT_Scalar rad = debugShapes[i].m_param2.x();
+ int n = (int)debugShapes[i].m_param2.y();
for (int j = 0; j<n; j++)
{
MT_Scalar theta = j*M_PI*2/n;
MT_Vector3 pos(cos(theta) * rad, sin(theta) * rad, 0.0);
pos = pos*tr;
- pos += m_debugShapes[i].m_pos;
+ pos += debugShapes[i].m_pos;
const MT_Scalar* posPtr = &pos.x();
glVertex3dv(posPtr);
}
@@ -486,13 +424,11 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
if (light) glEnable(GL_LIGHTING);
if (tex) glEnable(GL_TEXTURE_2D);
- m_debugShapes.clear();
+ debugShapes.clear();
}
void RAS_OpenGLRasterizer::EndFrame()
{
- FlushDebugShapes();
-
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_MULTISAMPLE_ARB);
@@ -731,7 +667,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
// triangle and quad text drawing
for (i=0; i<it.totindex; i+=numvert)
{
- float v[4][3];
+ float v[4][3];
+ const float *v_ptr[4] = {NULL};
+ const float *uv_ptr[4] = {NULL};
int glattrib, unit;
for (j=0; j<numvert; j++) {
@@ -740,6 +678,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
v[j][0] = vertex->getXYZ()[0];
v[j][1] = vertex->getXYZ()[1];
v[j][2] = vertex->getXYZ()[2];
+ v_ptr[j] = v[j];
+
+ uv_ptr[j] = vertex->getUV(0);
}
// find the right opengl attribute
@@ -749,7 +690,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
if (m_attrib[unit] == RAS_TEXCO_UV)
glattrib = unit;
- GPU_render_text(polymat->GetMTFace(), polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(), v[0], v[1], v[2], v[3], glattrib);
+ GPU_render_text(
+ polymat->GetMTexPoly(), polymat->GetDrawingMode(), mytext, mytext.Length(), polymat->GetMCol(),
+ v_ptr, uv_ptr, glattrib);
ClearCachingInfo();
}
@@ -1135,12 +1078,17 @@ void RAS_OpenGLRasterizer::SetMipmapping(MipmapOption val)
RAS_IRasterizer::MipmapOption RAS_OpenGLRasterizer::GetMipmapping()
{
- if (GPU_get_linear_mipmap())
- return RAS_IRasterizer::RAS_MIPMAP_LINEAR;
- else if (GPU_get_mipmap())
- return RAS_IRasterizer::RAS_MIPMAP_NEAREST;
- else
+ if (GPU_get_mipmap()) {
+ if (GPU_get_linear_mipmap()) {
+ return RAS_IRasterizer::RAS_MIPMAP_LINEAR;
+ }
+ else {
+ return RAS_IRasterizer::RAS_MIPMAP_NEAREST;
+ }
+ }
+ else {
return RAS_IRasterizer::RAS_MIPMAP_NONE;
+ }
}
void RAS_OpenGLRasterizer::SetUsingOverrideShader(bool val)
@@ -1269,28 +1217,32 @@ void RAS_OpenGLRasterizer::RemoveLight(RAS_ILightObject* lightobject)
bool RAS_OpenGLRasterizer::RayHit(struct KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
{
- double* const oglmatrix = (double* const) data;
+ if (result->m_hitMesh) {
+ double* const oglmatrix = (double* const) data;
- RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
- if (!poly->IsVisible())
- return false;
+ RAS_Polygon* poly = result->m_hitMesh->GetPolygon(result->m_hitPolygon);
+ if (!poly->IsVisible())
+ return false;
- MT_Point3 resultpoint(result->m_hitPoint);
- MT_Vector3 resultnormal(result->m_hitNormal);
- MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
- MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
- left = (dir.cross(resultnormal)).safe_normalized();
- // for the up vector, we take the 'resultnormal' returned by the physics
-
- double maat[16] = {left[0], left[1], left[2], 0,
- dir[0], dir[1], dir[2], 0,
- resultnormal[0], resultnormal[1], resultnormal[2], 0,
- 0, 0, 0, 1};
-
- glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]);
- //glMultMatrixd(oglmatrix);
- glMultMatrixd(maat);
- return true;
+ MT_Vector3 resultnormal(result->m_hitNormal);
+ MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
+ MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
+ left = (dir.cross(resultnormal)).safe_normalized();
+ // for the up vector, we take the 'resultnormal' returned by the physics
+
+ double maat[16] = {left[0], left[1], left[2], 0,
+ dir[0], dir[1], dir[2], 0,
+ resultnormal[0], resultnormal[1], resultnormal[2], 0,
+ 0, 0, 0, 1};
+
+ glTranslated(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
+ //glMultMatrixd(oglmatrix);
+ glMultMatrixd(maat);
+ return true;
+ }
+ else {
+ return false;
+ }
}
void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
@@ -1351,7 +1303,7 @@ void RAS_OpenGLRasterizer::applyTransform(double* oglmatrix,int objectdrawmode )
up[0], up[1], up[2], 0,
0, 0, 0, 1};
- glTranslated(objpos[0],objpos[1],objpos[2]);
+ glTranslatef(objpos[0],objpos[1],objpos[2]);
glMultMatrixd(maat);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 1334ddb2a26..ad49ebe5179 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -38,6 +38,7 @@
#include "MT_CmMatrix4x4.h"
#include <vector>
+#include <map>
using namespace std;
#include "RAS_IRasterizer.h"
@@ -80,12 +81,7 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer
/* fogging vars */
bool m_fogenabled;
- float m_fogstart;
- float m_fogdist;
- float m_fogr;
- float m_fogg;
- float m_fogb;
-
+
float m_redback;
float m_greenback;
float m_blueback;
@@ -198,16 +194,12 @@ public:
virtual const MT_Point3& GetCameraPosition();
virtual bool GetCameraOrtho();
- virtual void SetFog(float start, float dist, float r, float g, float b);
- virtual void SetFogColor(float r, float g, float b);
- virtual void SetFogStart(float fogstart);
- virtual void SetFogEnd(float fogend);
- void DisableFog();
+ virtual void SetFog(short type, float start, float dist, float intensity, float color[3]);
+ virtual void EnableFog(bool enable);
virtual void DisplayFog();
- virtual bool IsFogEnabled();
- virtual void SetBackColor(float red, float green, float blue, float alpha);
-
+ virtual void SetBackColor(float color[3]);
+
virtual void SetDrawingMode(int drawingmode);
virtual int GetDrawingMode();
@@ -227,25 +219,25 @@ public:
virtual void SetDiffuse(float difX, float difY, float difZ, float diffuse);
virtual void SetEmissive(float eX, float eY, float eZ, float e);
- virtual void SetAmbientColor(float red, float green, float blue);
+ virtual void SetAmbientColor(float color[3]);
virtual void SetAmbient(float factor);
virtual void SetPolygonOffset(float mult, float add);
- virtual void FlushDebugShapes();
+ virtual void FlushDebugShapes(SCA_IScene *scene);
- virtual void DrawDebugLine(const MT_Vector3 &from,const MT_Vector3 &to, const MT_Vector3 &color)
+ virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from,const MT_Vector3 &to, const MT_Vector3 &color)
{
OglDebugShape line;
line.m_type = OglDebugShape::LINE;
line.m_pos= from;
line.m_param = to;
line.m_color = color;
- m_debugShapes.push_back(line);
+ m_debugShapes[scene].push_back(line);
}
- virtual void DrawDebugCircle(const MT_Vector3 &center, const MT_Scalar radius, const MT_Vector3 &color,
- const MT_Vector3 &normal, int nsector)
+ virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
+ const MT_Vector3 &color, const MT_Vector3 &normal, int nsector)
{
OglDebugShape line;
line.m_type = OglDebugShape::CIRCLE;
@@ -254,10 +246,11 @@ public:
line.m_color = color;
line.m_param2.x() = radius;
line.m_param2.y() = (float) nsector;
- m_debugShapes.push_back(line);
+ m_debugShapes[scene].push_back(line);
}
- std::vector <OglDebugShape> m_debugShapes;
+ // We store each debug shape by scene.
+ std::map<SCA_IScene *, std::vector<OglDebugShape> > m_debugShapes;
virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
index c8975c245cb..2cf6088629a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -29,7 +29,7 @@
#include "RAS_MaterialBucket.h"
#include "RAS_IPolygonMaterial.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
@@ -179,12 +179,12 @@ static int CheckTexfaceDM(void *mcol, int index)
}
*/
-static DMDrawOption CheckTexDM(MTFace *tface, const bool has_mcol, int matnr)
+static DMDrawOption CheckTexDM(MTexPoly *mtexpoly, const bool has_mcol, int matnr)
{
// index is the original face index, retrieve the polygon
if (matnr == current_blmat_nr &&
- (tface == NULL || tface->tpage == current_image)) {
+ (mtexpoly == NULL || mtexpoly->tpage == current_image)) {
// must handle color.
if (current_wireframe)
return DM_DRAW_OPTION_NO_MCOL;
@@ -236,7 +236,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
Material* blmat = current_polymat->GetBlenderMaterial();
Scene* blscene = current_polymat->GetBlenderScene();
if (!wireframe && blscene && blmat)
- GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), &current_gpu_attribs);
else
memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
index 006c07b0491..c2980a6c15f 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
@@ -27,7 +27,7 @@
#include "RAS_StorageVA.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
RAS_StorageVA::RAS_StorageVA(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib, int *attrib_layer) :
m_drawingmode(RAS_IRasterizer::KX_TEXTURED),
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp
index 6aa90fbd6ef..58f3d4c05da 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.cpp
@@ -28,7 +28,7 @@
#include "RAS_StorageVBO.h"
#include "RAS_MeshObject.h"
-#include "GL/glew.h"
+#include "glew-mx.h"
VBO::VBO(RAS_DisplayArray *data, unsigned int indices)
{
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
index 2fe0c32f399..f156722247c 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVBO.h
@@ -29,7 +29,7 @@
#define __KX_VERTEXBUFFEROBJECTSTORAGE
#include <map>
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "RAS_IStorage.h"
#include "RAS_IRasterizer.h"
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
index 0a7417656c6..ce520df2a21 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/SConscript
@@ -3,14 +3,16 @@ Import ('env')
sources = env.Glob('*.cpp')
-defs = [ 'GLEW_STATIC' ]
+defs = []
+defs += env['BF_GL_DEFINITIONS']
incs = [
'.',
'#intern/container',
'#intern/guardedalloc',
'#intern/string',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#intern/moto/include',
'#source/blender/blenkernel',
'#source/blender/blenfont',
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp
index 1f23df90753..3274ded4406 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.cpp
+++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp
@@ -62,9 +62,9 @@ RAS_TexVert *RAS_Polygon::GetVertex(int i)
return &m_darray->m_vertex[m_offset[i]];
}
-int RAS_Polygon::GetVertexOffset(int i)
+unsigned int RAS_Polygon::GetVertexOffsetAbsolute(unsigned short i)
{
- return m_offset[i];
+ return m_offset[i] + m_darray->m_offset;
}
/*
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.h b/source/gameengine/Rasterizer/RAS_Polygon.h
index b18477a72d2..597e80ffdfb 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.h
+++ b/source/gameengine/Rasterizer/RAS_Polygon.h
@@ -72,8 +72,8 @@ public:
RAS_TexVert* GetVertex(int i);
void SetVertexOffset(int i, unsigned short offset);
- int GetVertexOffset(int i);
-
+ unsigned int GetVertexOffsetAbsolute(unsigned short i);
+
// each bit is for a visible edge, starting with bit 1 for the first edge, bit 2 for second etc.
// - Not used yet!
/* int GetEdgeCode();
diff --git a/source/gameengine/Rasterizer/RAS_texmatrix.cpp b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
index 3203fcf9d6b..d30a3d3a75d 100644
--- a/source/gameengine/Rasterizer/RAS_texmatrix.cpp
+++ b/source/gameengine/Rasterizer/RAS_texmatrix.cpp
@@ -34,7 +34,7 @@
void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Vector3& vdir)
{
-// precondition: 3 vertices are non-colinear
+// precondition: 3 vertices are non-collinear
MT_Vector3 vec1 = p[1].xyz()-p[0].xyz();
MT_Vector3 vec2 = p[2].xyz()-p[0].xyz();
diff --git a/source/gameengine/Rasterizer/SConscript b/source/gameengine/Rasterizer/SConscript
index 5c68ce63a3b..a643f46e39a 100644
--- a/source/gameengine/Rasterizer/SConscript
+++ b/source/gameengine/Rasterizer/SConscript
@@ -36,15 +36,18 @@ incs = [
'#intern/moto/include',
'#intern/container',
'#source/gameengine/BlenderRoutines',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#source/gameengine/Expressions',
'#source/gameengine/SceneGraph',
'#source/blender/blenlib',
'#source/blender/blenkernel',
+ '#source/blender/gpu',
'#source/blender/makesdna',
]
-defs = ['GLEW_STATIC']
+defs = []
+defs += env['BF_GL_DEFINITIONS']
if env['WITH_BF_PYTHON']:
incs.extend(Split(env['BF_PYTHON_INC']))
diff --git a/source/gameengine/VideoTexture/CMakeLists.txt b/source/gameengine/VideoTexture/CMakeLists.txt
index 3ca3917cf6d..4be9a9abe5c 100644
--- a/source/gameengine/VideoTexture/CMakeLists.txt
+++ b/source/gameengine/VideoTexture/CMakeLists.txt
@@ -42,6 +42,7 @@ set(INC
../../blender/python/generic
../../../intern/container
../../../intern/ffmpeg
+ ../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/string
)
@@ -51,7 +52,7 @@ set(INC_SYS
${GLEW_INCLUDE_PATH}
)
-add_definitions(-DGLEW_STATIC)
+add_definitions(${GL_DEFINITIONS})
set(SRC
Exception.cpp
diff --git a/source/gameengine/VideoTexture/Exception.cpp b/source/gameengine/VideoTexture/Exception.cpp
index 804834af4cd..08616e0c41c 100644
--- a/source/gameengine/VideoTexture/Exception.cpp
+++ b/source/gameengine/VideoTexture/Exception.cpp
@@ -31,7 +31,7 @@
#include <sstream>
#include <fstream>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "Exception.h"
diff --git a/source/gameengine/VideoTexture/FilterBase.cpp b/source/gameengine/VideoTexture/FilterBase.cpp
index 97abe36bb81..5717a1edbcb 100644
--- a/source/gameengine/VideoTexture/FilterBase.cpp
+++ b/source/gameengine/VideoTexture/FilterBase.cpp
@@ -31,7 +31,7 @@
#include "FilterBase.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
diff --git a/source/gameengine/VideoTexture/FilterBase.h b/source/gameengine/VideoTexture/FilterBase.h
index a1d199b1851..498917e2375 100644
--- a/source/gameengine/VideoTexture/FilterBase.h
+++ b/source/gameengine/VideoTexture/FilterBase.h
@@ -33,7 +33,7 @@
#include "Common.h"
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "PyTypeList.h"
@@ -116,6 +116,10 @@ protected:
// otherwise return converted pixel
return m_previous->m_filter->convert(src, x, y, size, pixSize);
}
+
+#ifdef WITH_CXX_GUARDEDALLOC
+ MEM_CXX_CLASS_ALLOC_FUNCS("GE:FilterBase")
+#endif
};
diff --git a/source/gameengine/VideoTexture/FilterBlueScreen.cpp b/source/gameengine/VideoTexture/FilterBlueScreen.cpp
index 857da12c28d..a25d09e1eee 100644
--- a/source/gameengine/VideoTexture/FilterBlueScreen.cpp
+++ b/source/gameengine/VideoTexture/FilterBlueScreen.cpp
@@ -28,7 +28,7 @@
* \ingroup bgevideotex
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "FilterBlueScreen.h"
diff --git a/source/gameengine/VideoTexture/FilterColor.cpp b/source/gameengine/VideoTexture/FilterColor.cpp
index 26b5303e365..eed84a8580c 100644
--- a/source/gameengine/VideoTexture/FilterColor.cpp
+++ b/source/gameengine/VideoTexture/FilterColor.cpp
@@ -28,7 +28,7 @@
* \ingroup bgevideotex
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "FilterColor.h"
diff --git a/source/gameengine/VideoTexture/FilterNormal.cpp b/source/gameengine/VideoTexture/FilterNormal.cpp
index 78a09f8afac..3a5333710fd 100644
--- a/source/gameengine/VideoTexture/FilterNormal.cpp
+++ b/source/gameengine/VideoTexture/FilterNormal.cpp
@@ -28,7 +28,7 @@
* \ingroup bgevideotex
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "FilterNormal.h"
diff --git a/source/gameengine/VideoTexture/FilterSource.cpp b/source/gameengine/VideoTexture/FilterSource.cpp
index 1fac87f2b04..c8faa1f9f07 100644
--- a/source/gameengine/VideoTexture/FilterSource.cpp
+++ b/source/gameengine/VideoTexture/FilterSource.cpp
@@ -30,7 +30,7 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "FilterSource.h"
diff --git a/source/gameengine/VideoTexture/ImageBase.cpp b/source/gameengine/VideoTexture/ImageBase.cpp
index 4109981a98c..8be152c7b8e 100644
--- a/source/gameengine/VideoTexture/ImageBase.cpp
+++ b/source/gameengine/VideoTexture/ImageBase.cpp
@@ -32,12 +32,12 @@
extern "C" {
#include "bgl.h"
}
-#include "GL/glew.h"
+#include "glew-mx.h"
#include <vector>
#include <string.h>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "FilterBase.h"
@@ -713,25 +713,18 @@ static int Image_getbuffer(PyImage *self, Py_buffer *view, int flags)
unsigned int * image;
int ret;
- try
- {
+ try {
// can throw in case of resize
image = self->m_image->getImage();
}
- catch (Exception & exp)
- {
- // cannot return -1, this creates a crash in Python, for now we will just return an empty buffer
+ catch (Exception & exp) {
exp.report();
- //return -1;
- goto error;
+ return -1;
}
- if (!image)
- {
- // same remark, see above
- //PyErr_SetString(PyExc_BufferError, "Image buffer is not available");
- //return -1;
- goto error;
+ if (!image) {
+ PyErr_SetString(PyExc_BufferError, "Image buffer is not available");
+ return -1;
}
if (view == NULL)
{
@@ -742,17 +735,6 @@ static int Image_getbuffer(PyImage *self, Py_buffer *view, int flags)
if (ret >= 0)
self->m_image->m_exports++;
return ret;
-
-error:
- // Return a empty buffer to avoid a crash in Python 3.1
- // The bug is fixed in Python SVN 77916, as soon as the python revision used by Blender is
- // updated, you can simply return -1 and set the error
- static char* buf = (char *)"";
- ret = PyBuffer_FillInfo(view, (PyObject *)self, buf, 0, 0, flags);
- if (ret >= 0)
- self->m_image->m_exports++;
- return ret;
-
}
static void Image_releaseBuffer(PyImage *self, Py_buffer *buffer)
diff --git a/source/gameengine/VideoTexture/ImageBase.h b/source/gameengine/VideoTexture/ImageBase.h
index 50dc8c10ec6..f646d145365 100644
--- a/source/gameengine/VideoTexture/ImageBase.h
+++ b/source/gameengine/VideoTexture/ImageBase.h
@@ -34,7 +34,7 @@
#include "Common.h"
#include <vector>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "PyTypeList.h"
diff --git a/source/gameengine/VideoTexture/ImageBuff.cpp b/source/gameengine/VideoTexture/ImageBuff.cpp
index 705d9136cbe..77270865b17 100644
--- a/source/gameengine/VideoTexture/ImageBuff.cpp
+++ b/source/gameengine/VideoTexture/ImageBuff.cpp
@@ -30,7 +30,7 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "ImageBuff.h"
diff --git a/source/gameengine/VideoTexture/ImageMix.cpp b/source/gameengine/VideoTexture/ImageMix.cpp
index dc93bf03423..973be52e0fc 100644
--- a/source/gameengine/VideoTexture/ImageMix.cpp
+++ b/source/gameengine/VideoTexture/ImageMix.cpp
@@ -31,7 +31,7 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "ImageMix.h"
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 8c6dcf45d6f..9086b042537 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -30,13 +30,13 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include <float.h>
#include <math.h>
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "KX_PythonInit.h"
#include "DNA_scene_types.h"
@@ -75,8 +75,8 @@ ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera) :
m_mirrorHalfWidth(0.f),
m_mirrorHalfHeight(0.f)
{
- // initialize background color
- setBackground(0, 0, 255, 255);
+ // initialize background color to scene background color as default
+ setBackgroundFromScene(m_scene);
// retrieve rendering objects
m_engine = KX_GetActiveEngine();
m_rasterizer = m_engine->GetRasterizer();
@@ -90,14 +90,33 @@ ImageRender::~ImageRender (void)
m_camera->Release();
}
+// get background color
+float ImageRender::getBackground (int idx)
+{
+ return (idx < 0 || idx > 3) ? 0.0f : m_background[idx] * 255.0f;
+}
// set background color
-void ImageRender::setBackground (int red, int green, int blue, int alpha)
+void ImageRender::setBackground (float red, float green, float blue, float alpha)
+{
+ m_background[0] = (red < 0.0f) ? 0.0f : (red > 255.0f) ? 1.0f : red / 255.0f;
+ m_background[1] = (green < 0.0f) ? 0.0f : (green > 255.0f) ? 1.0f : green / 255.0f;
+ m_background[2] = (blue < 0.0f) ? 0.0f : (blue > 255.0f) ? 1.0f : blue / 255.0f;
+ m_background[3] = (alpha < 0.0f) ? 0.0f : (alpha > 255.0f) ? 1.0f : alpha / 255.0f;
+}
+
+// set background color from scene
+void ImageRender::setBackgroundFromScene (KX_Scene *scene)
{
- m_background[0] = (red < 0) ? 0.f : (red > 255) ? 1.f : float(red)/255.f;
- m_background[1] = (green < 0) ? 0.f : (green > 255) ? 1.f : float(green)/255.f;
- m_background[2] = (blue < 0) ? 0.f : (blue > 255) ? 1.f : float(blue)/255.f;
- m_background[3] = (alpha < 0) ? 0.f : (alpha > 255) ? 1.f : float(alpha)/255.f;
+ if (scene) {
+ const float *background_color = scene->GetWorldInfo()->getBackColorConverted();
+ copy_v3_v3(m_background, background_color);
+ m_background[3] = 1.0f;
+ }
+ else {
+ const float blue_color[] = {0.0f, 0.0f, 1.0f, 1.0f};
+ copy_v4_v4(m_background, blue_color);
+ }
}
@@ -200,7 +219,7 @@ void ImageRender::Render()
m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
m_rasterizer->BeginFrame(m_engine->GetClockTime());
- m_engine->SetWorldSettings(m_scene->GetWorldInfo());
+ m_scene->GetWorldInfo()->UpdateWorldSettings();
m_rasterizer->SetAuxilaryClientInfo(m_scene);
m_rasterizer->DisplayFog();
// matrix calculation, don't apply any of the stereo mode
@@ -221,6 +240,8 @@ void ImageRender::Render()
float lens = m_camera->GetLens();
float sensor_x = m_camera->GetSensorWidth();
float sensor_y = m_camera->GetSensorHeight();
+ float shift_x = m_camera->GetShiftHorizontal();
+ float shift_y = m_camera->GetShiftVertical();
bool orthographic = !m_camera->GetCameraData()->m_perspective;
float nearfrust = m_camera->GetCameraNear();
float farfrust = m_camera->GetCameraFar();
@@ -241,6 +262,8 @@ void ImageRender::Render()
m_camera->GetScale(),
aspect_ratio,
m_camera->GetSensorFit(),
+ shift_x,
+ shift_y,
frustrum
);
@@ -255,6 +278,8 @@ void ImageRender::Render()
sensor_x,
sensor_y,
RAS_SENSORFIT_AUTO,
+ shift_x,
+ shift_y,
aspect_ratio,
frustrum);
@@ -272,9 +297,16 @@ void ImageRender::Render()
// restore the stereo mode now that the matrix is computed
m_rasterizer->SetStereoMode(stereomode);
+ if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) {
+ // In QUAD buffer stereo mode, the GE render pass ends with the right eye on the right buffer
+ // but we need to draw on the left buffer to capture the render
+ // TODO: implement an explicit function in rasterizer to restore the left buffer.
+ m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
+ }
+
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
- m_scene->UpdateAnimations(m_engine->GetFrameTime());
+ m_engine->UpdateAnimations(m_scene);
m_scene->RenderBuckets(camtrans, m_rasterizer);
@@ -344,7 +376,7 @@ static int ImageRender_init(PyObject *pySelf, PyObject *args, PyObject *kwds)
// get background color
static PyObject *getBackground (PyImage *self, void *closure)
{
- return Py_BuildValue("[BBBB]",
+ return Py_BuildValue("[ffff]",
getImageRender(self)->getBackground(0),
getImageRender(self)->getBackground(1),
getImageRender(self)->getBackground(2),
@@ -356,20 +388,20 @@ static int setBackground(PyImage *self, PyObject *value, void *closure)
{
// check validity of parameter
if (value == NULL || !PySequence_Check(value) || PySequence_Size(value) != 4
- || !PyLong_Check(PySequence_Fast_GET_ITEM(value, 0))
- || !PyLong_Check(PySequence_Fast_GET_ITEM(value, 1))
- || !PyLong_Check(PySequence_Fast_GET_ITEM(value, 2))
- || !PyLong_Check(PySequence_Fast_GET_ITEM(value, 3)))
- {
- PyErr_SetString(PyExc_TypeError, "The value must be a sequence of 4 integer between 0 and 255");
+ || (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 0)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 0)))
+ || (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 1)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 1)))
+ || (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 2)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 2)))
+ || (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 3)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 3)))) {
+
+ PyErr_SetString(PyExc_TypeError, "The value must be a sequence of 4 floats or ints between 0.0 and 255.0");
return -1;
}
// set background color
getImageRender(self)->setBackground(
- (unsigned char)(PyLong_AsLong(PySequence_Fast_GET_ITEM(value, 0))),
- (unsigned char)(PyLong_AsLong(PySequence_Fast_GET_ITEM(value, 1))),
- (unsigned char)(PyLong_AsLong(PySequence_Fast_GET_ITEM(value, 2))),
- (unsigned char)(PyLong_AsLong(PySequence_Fast_GET_ITEM(value, 3))));
+ PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 0)),
+ PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 1)),
+ PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 2)),
+ PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 3)));
// success
return 0;
}
@@ -729,7 +761,8 @@ ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObjec
m_mirrorX = m_mirrorY.cross(m_mirrorZ);
m_render = true;
- setBackground(0, 0, 255, 255);
+ // set mirror background color to scene background color as default
+ setBackgroundFromScene(m_scene);
}
diff --git a/source/gameengine/VideoTexture/ImageRender.h b/source/gameengine/VideoTexture/ImageRender.h
index 98dceeaafe1..ef55e4dea84 100644
--- a/source/gameengine/VideoTexture/ImageRender.h
+++ b/source/gameengine/VideoTexture/ImageRender.h
@@ -55,9 +55,9 @@ public:
virtual ~ImageRender (void);
/// get background color
- int getBackground (int idx) { return (idx < 0 || idx > 3) ? 0 : int(m_background[idx]*255.f); }
+ float getBackground (int idx);
/// set background color
- void setBackground (int red, int green, int blue, int alpha);
+ void setBackground (float red, float green, float blue, float alpha);
/// clipping distance
float getClip (void) { return m_clip; }
@@ -100,7 +100,7 @@ protected:
void Render();
void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
- void SetBackGround(KX_WorldInfo* wi);
+ void setBackgroundFromScene(KX_Scene *scene);
void SetWorldSettings(KX_WorldInfo* wi);
};
diff --git a/source/gameengine/VideoTexture/ImageViewport.cpp b/source/gameengine/VideoTexture/ImageViewport.cpp
index 789b6006f99..820a019832e 100644
--- a/source/gameengine/VideoTexture/ImageViewport.cpp
+++ b/source/gameengine/VideoTexture/ImageViewport.cpp
@@ -30,10 +30,10 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
-#include "GL/glew.h"
+#include "glew-mx.h"
#include "KX_PythonInit.h"
#include "RAS_ICanvas.h"
diff --git a/source/gameengine/VideoTexture/PyTypeList.cpp b/source/gameengine/VideoTexture/PyTypeList.cpp
index 588a1257d6a..18f477f6178 100644
--- a/source/gameengine/VideoTexture/PyTypeList.cpp
+++ b/source/gameengine/VideoTexture/PyTypeList.cpp
@@ -33,7 +33,7 @@
#include <memory>
#include <vector>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
/// destructor
PyTypeList::~PyTypeList()
diff --git a/source/gameengine/VideoTexture/PyTypeList.h b/source/gameengine/VideoTexture/PyTypeList.h
index b36f11ed75a..a8716e72e14 100644
--- a/source/gameengine/VideoTexture/PyTypeList.h
+++ b/source/gameengine/VideoTexture/PyTypeList.h
@@ -36,7 +36,7 @@
#include <memory>
#include <vector>
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
// forward declaration
class PyTypeListItem;
diff --git a/source/gameengine/VideoTexture/SConscript b/source/gameengine/VideoTexture/SConscript
index f7bf6bd93c1..dc708904309 100644
--- a/source/gameengine/VideoTexture/SConscript
+++ b/source/gameengine/VideoTexture/SConscript
@@ -37,7 +37,8 @@ incs = [
'#intern/ffmpeg',
'#intern/guardedalloc',
'#intern/string',
- '#extern/glew/include',
+ env['BF_GLEW_INC'],
+ '#/intern/glew-mx',
'#intern/moto/include',
'#source/blender/blenkernel',
'#source/blender/blenlib',
@@ -57,7 +58,9 @@ incs = [
]
incs = ' '.join(incs)
-defs = ['GLEW_STATIC']
+defs = []
+defs += env['BF_GL_DEFINITIONS']
+
if env['OURPLATFORM'] in ('win32-vc', 'win64-vc','win32-mingw', 'win64-mingw'):
if env['BF_DEBUG']:
defs.append('_DEBUG')
diff --git a/source/gameengine/VideoTexture/Texture.cpp b/source/gameengine/VideoTexture/Texture.cpp
index 35a73193a24..cc010f08b17 100644
--- a/source/gameengine/VideoTexture/Texture.cpp
+++ b/source/gameengine/VideoTexture/Texture.cpp
@@ -30,7 +30,7 @@
// implementation
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "KX_GameObject.h"
@@ -41,6 +41,7 @@
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "IMB_imbuf_types.h"
+#include "BKE_image.h"
#include "MEM_guardedalloc.h"
@@ -54,8 +55,11 @@
#include "Exception.h"
#include <memory.h>
-#include "GL/glew.h"
+#include "glew-mx.h"
+extern "C" {
+ #include "IMB_imbuf.h"
+}
// macro for exception handling and logging
#define CATCH_EXCP catch (Exception & exp) \
@@ -75,9 +79,21 @@ void loadTexture(unsigned int texId, unsigned int *texture, short *size,
glBindTexture(GL_TEXTURE_2D, texId);
if (mipmap)
{
+ int i;
+ ImBuf *ibuf;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, texture);
+
+ ibuf = IMB_allocFromBuffer(texture, NULL, size[0], size[1]);
+
+ IMB_makemipmap(ibuf, true);
+
+ for (i = 0; i < ibuf->miptot; i++) {
+ ImBuf *mip = IMB_getmipmap(ibuf, i);
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, mip->x, mip->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip->rect);
+ }
+ IMB_freeImBuf(ibuf);
}
else
{
@@ -158,11 +174,11 @@ static PyObject *Texture_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
// initialize object structure
self->m_actTex = 0;
self->m_orgSaved = false;
+ self->m_imgBuf = NULL;
self->m_imgTexture = NULL;
self->m_matTexture = NULL;
self->m_mipmap = false;
- self->m_scaledImg = NULL;
- self->m_scaledImgSize = 0;
+ self->m_scaledImBuf = NULL;
self->m_source = NULL;
self->m_lastClock = 0.0;
// return allocated object
@@ -184,7 +200,7 @@ static void Texture_dealloc(Texture *self)
PyObject *ret = Texture_close(self);
Py_DECREF(ret);
// release scaled image buffer
- delete [] self->m_scaledImg;
+ IMB_freeImBuf(self->m_scaledImBuf);
// release object
Py_TYPE((PyObject *)self)->tp_free((PyObject *)self);
}
@@ -282,7 +298,11 @@ PyObject *Texture_close(Texture * self)
if (self->m_useMatTexture)
self->m_matTexture->swapTexture(self->m_orgTex);
else
+ {
self->m_imgTexture->bindcode = self->m_orgTex;
+ BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
+ self->m_imgBuf = NULL;
+ }
// drop actual texture
if (self->m_actTex != 0)
{
@@ -331,6 +351,12 @@ static PyObject *Texture_refresh(Texture *self, PyObject *args)
self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex);
else
{
+ // Swapping will work only if the GPU has already loaded the image.
+ // If not, it will delete and overwrite our texture on next render.
+ // To avoid that, we acquire the image buffer now.
+ // WARNING: GPU has a ImageUser to pass, we don't. Using NULL
+ // works on image file, not necessarily on other type of image.
+ self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL);
self->m_orgTex = self->m_imgTexture->bindcode;
self->m_imgTexture->bindcode = self->m_actTex;
}
@@ -358,20 +384,12 @@ static PyObject *Texture_refresh(Texture *self, PyObject *args)
// scale texture if needed
if (size[0] != orgSize[0] || size[1] != orgSize[1])
{
- // if scaled image buffer is smaller than needed
- if (self->m_scaledImgSize < (unsigned int)(size[0] * size[1]))
- {
- // new size
- self->m_scaledImgSize = size[0] * size[1];
- // allocate scaling image
- delete [] self->m_scaledImg;
- self->m_scaledImg = new unsigned int[self->m_scaledImgSize];
- }
- // scale texture
- gluScaleImage(GL_RGBA, orgSize[0], orgSize[1], GL_UNSIGNED_BYTE, texture,
- size[0], size[1], GL_UNSIGNED_BYTE, self->m_scaledImg);
+ IMB_freeImBuf(self->m_scaledImBuf);
+ self->m_scaledImBuf = IMB_allocFromBuffer(texture, NULL, orgSize[0], orgSize[1]);
+ IMB_scaleImBuf(self->m_scaledImBuf, size[0], size[1]);
+
// use scaled image instead original
- texture = self->m_scaledImg;
+ texture = self->m_scaledImBuf->rect;
}
// load texture for rendering
loadTexture(self->m_actTex, texture, size, self->m_mipmap);
diff --git a/source/gameengine/VideoTexture/Texture.h b/source/gameengine/VideoTexture/Texture.h
index c85b1228864..dc38b4181bb 100644
--- a/source/gameengine/VideoTexture/Texture.h
+++ b/source/gameengine/VideoTexture/Texture.h
@@ -31,7 +31,7 @@
#ifndef __TEXTURE_H__
#define __TEXTURE_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include "DNA_image_types.h"
@@ -43,6 +43,8 @@
#include "Exception.h"
+struct ImBuf;
+
// type Texture declaration
struct Texture
{
@@ -58,6 +60,8 @@ struct Texture
// original texture saved
bool m_orgSaved;
+ // kernel image buffer, to make sure the image is loaded before we swap the bindcode
+ struct ImBuf *m_imgBuf;
// texture image for game materials
Image * m_imgTexture;
// texture for blender materials
@@ -67,9 +71,7 @@ struct Texture
bool m_mipmap;
// scaled image buffer
- unsigned int * m_scaledImg;
- // scaled image buffer size
- unsigned int m_scaledImgSize;
+ ImBuf * m_scaledImBuf;
// last refresh
double m_lastClock;
diff --git a/source/gameengine/VideoTexture/VideoBase.h b/source/gameengine/VideoTexture/VideoBase.h
index 51f025909fd..6f35c474300 100644
--- a/source/gameengine/VideoTexture/VideoBase.h
+++ b/source/gameengine/VideoTexture/VideoBase.h
@@ -32,7 +32,7 @@
#define __VIDEOBASE_H__
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "ImageBase.h"
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
index edf3c58bcbe..ffe06cff100 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
@@ -86,6 +86,13 @@ VideoFFmpeg::~VideoFFmpeg ()
{
}
+void VideoFFmpeg::refresh(void)
+{
+ // a fixed image will not refresh because it is loaded only once at creation
+ if (m_isImage)
+ return;
+ m_avail = false;
+}
// release components
bool VideoFFmpeg::release()
@@ -1016,19 +1023,14 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
{
if (packet.stream_index == m_videoStream)
{
- if (m_isImage)
- {
- // If we're an image, we're probably not going to be here often,
- // so we don't want to deal with delayed frames from threading.
- // There might be a better way to handle this, but I'll leave that
- // for people more knowledgeable with ffmpeg than myself. We don't
- // need threading for a single image anyways.
- m_codecCtx->thread_count = 1;
- }
+ AVFrame *input = m_frame;
+ short counter = 0;
- avcodec_decode_video2(m_codecCtx,
- m_frame, &frameFinished,
- &packet);
+ /* While the data is not read properly (png, tiffs, etc formats may need several pass)*/
+ while ((input->data[0] == 0 && input->data[1] == 0 && input->data[2] == 0 && input->data[3] == 0) && counter < 10) {
+ avcodec_decode_video2(m_codecCtx, m_frame, &frameFinished, &packet);
+ counter++;
+ }
// remember dts to compute exact frame number
dts = packet.dts;
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.h b/source/gameengine/VideoTexture/VideoFFmpeg.h
index 4a948fe61de..0a49a0b19bb 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.h
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.h
@@ -85,7 +85,8 @@ public:
/// release video source
virtual bool release (void);
-
+ /// overwrite base refresh to handle fixed image
+ virtual void refresh(void);
/// play video
virtual bool play (void);
/// pause video
diff --git a/source/gameengine/VideoTexture/blendVideoTex.cpp b/source/gameengine/VideoTexture/blendVideoTex.cpp
index ab6dca0958f..30a8107b558 100644
--- a/source/gameengine/VideoTexture/blendVideoTex.cpp
+++ b/source/gameengine/VideoTexture/blendVideoTex.cpp
@@ -28,7 +28,7 @@
* \ingroup bgevideotex
*/
-#include "PyObjectPlus.h"
+#include "EXP_PyObjectPlus.h"
#include "KX_PythonInit.h"
@@ -50,6 +50,12 @@
#include "Exception.h"
+// access to IMB_BLEND_* constants
+extern "C"
+{
+#include "IMB_imbuf.h"
+};
+
// get material id
static PyObject *getMaterialID (PyObject *self, PyObject *args)
@@ -157,10 +163,14 @@ static void registerAllTypes(void)
pyFilterTypes.add(&FilterBGR24Type, "FilterBGR24");
}
+PyDoc_STRVAR(VideoTexture_module_documentation,
+"Module that allows to play video files on textures in GameBlender."
+);
+
static struct PyModuleDef VideoTexture_module_def = {
- {}, /* m_base */
+ PyModuleDef_HEAD_INIT,
"VideoTexture", /* m_name */
- "Module that allows to play video files on textures in GameBlender.", /* m_doc */
+ VideoTexture_module_documentation, /* m_doc */
0, /* m_size */
moduleMethods, /* m_methods */
0, /* m_reload */
@@ -169,7 +179,7 @@ static struct PyModuleDef VideoTexture_module_def = {
0, /* m_free */
};
-PyObject *initVideoTexture(void)
+PyMODINIT_FUNC initVideoTexturePythonBinding(void)
{
PyObject *m;
@@ -187,20 +197,9 @@ PyObject *initVideoTexture(void)
if (PyType_Ready(&TextureType) < 0)
return NULL;
- /* Use existing module where possible
- * be careful not to init any runtime vars after this */
- m = PyImport_ImportModule( "VideoTexture" );
- if (m) {
- Py_DECREF(m);
- return m;
- }
- else {
- PyErr_Clear();
-
- m = PyModule_Create(&VideoTexture_module_def);
- PyDict_SetItemString(PySys_GetObject("modules"), VideoTexture_module_def.m_name, m);
- }
-
+ m = PyModule_Create(&VideoTexture_module_def);
+ PyDict_SetItemString(PySys_GetObject("modules"), VideoTexture_module_def.m_name, m);
+
if (m == NULL)
return NULL;
@@ -215,7 +214,36 @@ PyObject *initVideoTexture(void)
PyModule_AddIntConstant(m, "SOURCE_READY", SourceReady);
PyModule_AddIntConstant(m, "SOURCE_PLAYING", SourcePlaying);
PyModule_AddIntConstant(m, "SOURCE_STOPPED", SourceStopped);
-
+
+ PyModule_AddIntConstant(m, "IMB_BLEND_MIX", IMB_BLEND_MIX);
+ PyModule_AddIntConstant(m, "IMB_BLEND_ADD", IMB_BLEND_ADD);
+ PyModule_AddIntConstant(m, "IMB_BLEND_SUB", IMB_BLEND_SUB);
+ PyModule_AddIntConstant(m, "IMB_BLEND_MUL", IMB_BLEND_MUL);
+ PyModule_AddIntConstant(m, "IMB_BLEND_LIGHTEN", IMB_BLEND_LIGHTEN);
+ PyModule_AddIntConstant(m, "IMB_BLEND_DARKEN", IMB_BLEND_DARKEN);
+ PyModule_AddIntConstant(m, "IMB_BLEND_ERASE_ALPHA", IMB_BLEND_ERASE_ALPHA);
+ PyModule_AddIntConstant(m, "IMB_BLEND_ADD_ALPHA", IMB_BLEND_ADD_ALPHA);
+ PyModule_AddIntConstant(m, "IMB_BLEND_OVERLAY", IMB_BLEND_OVERLAY);
+ PyModule_AddIntConstant(m, "IMB_BLEND_HARDLIGHT", IMB_BLEND_HARDLIGHT);
+ PyModule_AddIntConstant(m, "IMB_BLEND_COLORBURN", IMB_BLEND_COLORBURN);
+ PyModule_AddIntConstant(m, "IMB_BLEND_LINEARBURN", IMB_BLEND_LINEARBURN);
+ PyModule_AddIntConstant(m, "IMB_BLEND_COLORDODGE", IMB_BLEND_COLORDODGE);
+ PyModule_AddIntConstant(m, "IMB_BLEND_SCREEN", IMB_BLEND_SCREEN);
+ PyModule_AddIntConstant(m, "IMB_BLEND_SOFTLIGHT", IMB_BLEND_SOFTLIGHT);
+ PyModule_AddIntConstant(m, "IMB_BLEND_PINLIGHT", IMB_BLEND_PINLIGHT);
+ PyModule_AddIntConstant(m, "IMB_BLEND_VIVIDLIGHT", IMB_BLEND_VIVIDLIGHT);
+ PyModule_AddIntConstant(m, "IMB_BLEND_LINEARLIGHT", IMB_BLEND_LINEARLIGHT);
+ PyModule_AddIntConstant(m, "IMB_BLEND_DIFFERENCE", IMB_BLEND_DIFFERENCE);
+ PyModule_AddIntConstant(m, "IMB_BLEND_EXCLUSION", IMB_BLEND_EXCLUSION);
+ PyModule_AddIntConstant(m, "IMB_BLEND_HUE", IMB_BLEND_HUE);
+ PyModule_AddIntConstant(m, "IMB_BLEND_SATURATION", IMB_BLEND_SATURATION);
+ PyModule_AddIntConstant(m, "IMB_BLEND_LUMINOSITY", IMB_BLEND_LUMINOSITY);
+ PyModule_AddIntConstant(m, "IMB_BLEND_COLOR", IMB_BLEND_COLOR);
+
+ PyModule_AddIntConstant(m, "IMB_BLEND_COPY", IMB_BLEND_COPY);
+ PyModule_AddIntConstant(m, "IMB_BLEND_COPY_RGB", IMB_BLEND_COPY_RGB);
+ PyModule_AddIntConstant(m, "IMB_BLEND_COPY_ALPHA", IMB_BLEND_COPY_ALPHA);
+
// init last error description
Exception::m_lastError = "";