[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [15778] trunk/blender/source/gameengine: BGE patch: support runtime duplication of groups.

Benoit Bolsee benoit.bolsee at online.be
Sat Jul 26 13:00:21 CEST 2008


Revision: 15778
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15778
Author:   ben2610
Date:     2008-07-26 13:00:21 +0200 (Sat, 26 Jul 2008)

Log Message:
-----------
BGE patch: support runtime duplication of groups. Adding an object with Dupligroup option set will cause the group to be instantiated. No special actuator is needed for this feature, just put dupligroup objects in inactive layers and add them dynamically

Modified Paths:
--------------
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h
    trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp

Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2008-07-26 10:45:11 UTC (rev 15777)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2008-07-26 11:00:21 UTC (rev 15778)
@@ -2027,8 +2027,8 @@
 			// needed for python scripting
 			logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
 
-			// needed for dynamic object morphing
-			logicmgr->RegisterGameObj(gameobj, blenderobject);
+			// needed for group duplication
+			logicmgr->RegisterGameObj(blenderobject, gameobj);
 			for (int i = 0; i < gameobj->GetMeshCount(); i++)
 				logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
 	
@@ -2050,8 +2050,6 @@
 				gameobj->NodeUpdateGS(0,true);
 				gameobj->Bucketize();
 		
-				if (gameobj->IsDupliGroup())
-					grouplist.insert(blenderobject->dup_group);
 			}
 			else
 			{
@@ -2059,6 +2057,8 @@
 				//at the end of this function if it is not a root object
 				inactivelist->Add(gameobj->AddRef());
 			}
+			if (gameobj->IsDupliGroup())
+				grouplist.insert(blenderobject->dup_group);
 			if (converter->addInitFromFrame){
 				gameobj->NodeSetLocalPosition(posPrev);
 				gameobj->NodeSetLocalOrientation(angor);
@@ -2109,7 +2109,7 @@
 														blenderscene);
 										
 						// this code is copied from above except that
-						// object from groups are never is active layer
+						// object from groups are never in active layer
 						bool isInActiveLayer = false;
 						bool addobj=true;
 						
@@ -2207,8 +2207,8 @@
 							// needed for python scripting
 							logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
 
-							// needed for dynamic object morphing
-							logicmgr->RegisterGameObj(gameobj, blenderobject);
+							// needed for group duplication
+							logicmgr->RegisterGameObj(blenderobject, gameobj);
 							for (int i = 0; i < gameobj->GetMeshCount(); i++)
 								logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
 					

Modified: trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp	2008-07-26 10:45:11 UTC (rev 15777)
+++ trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp	2008-07-26 11:00:21 UTC (rev 15778)
@@ -127,13 +127,18 @@
 
 
 
-void SCA_LogicManager::RegisterGameObj(CValue* gameobj, void* blendobj) 
+void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj) 
 {
-	m_map_gameobj_to_blendobj.insert(CHashedPtr(gameobj), blendobj);
+	m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
 }
 
+void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj) 
+{
+	void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
+	if (obp && (CValue*)(*obp) == gameobj)
+		m_map_blendobj_to_gameobj.remove(CHashedPtr(blendobj));
+}
 
-
 CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
 {
 	STR_HashedString mn = "OB"+gameobjname;
@@ -146,10 +151,10 @@
 }
 
 
-void* SCA_LogicManager::FindBlendObjByGameObj(CValue* gameobject) 
+CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj) 
 {
-	void **obp= m_map_gameobj_to_blendobj[CHashedPtr(gameobject)];
-	return obp?*obp:NULL;
+	void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
+	return obp?(CValue*)(*obp):NULL;
 }
 
 

Modified: trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h	2008-07-26 10:45:11 UTC (rev 15777)
+++ trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.h	2008-07-26 11:00:21 UTC (rev 15778)
@@ -109,7 +109,7 @@
 	GEN_Map<STR_HashedString,void*>		m_mapStringToActions;
 
 	GEN_Map<STR_HashedString,void*>		m_map_gamemeshname_to_blendobj;
-	GEN_Map<CHashedPtr,void*>			m_map_gameobj_to_blendobj;
+	GEN_Map<CHashedPtr,void*>			m_map_blendobj_to_gameobj;
 
 	vector<SmartActuatorPtr>			m_removedActuators;
 public:
@@ -152,8 +152,9 @@
 	void	RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
 	void*	FindBlendObjByGameMeshName(const STR_String& gamemeshname);
 
-	void	RegisterGameObj(CValue* gameobj, void* blendobj);
-	void*	FindBlendObjByGameObj(CValue* gameobj);
+	void	RegisterGameObj(void* blendobj, CValue* gameobj);
+	void	UnregisterGameObj(void* blendobj, CValue* gameobj);
+	CValue*	FindGameObjByBlendObj(void* blendobj);
 };
 
 #endif //__KX_LOGICMANAGER

Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp	2008-07-26 10:45:11 UTC (rev 15777)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp	2008-07-26 11:00:21 UTC (rev 15778)
@@ -650,7 +650,7 @@
 		if (blgroupobj == blenderobj)
 			// this check is also in group_duplilist()
 			continue;
-		gameobj = m_sceneConverter->FindGameObject(blenderobj);
+		gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
 		if (gameobj == NULL) 
 		{
 			// this object has not been converted!!!
@@ -860,6 +860,20 @@
 	replica->GetSGNode()->UpdateWorldData(0);
 	replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
 	replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
+	// check if there are objects with dupligroup in the hierarchy
+	vector<KX_GameObject*> duplilist;
+	for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
+	{
+		if ((*git)->IsDupliGroup())
+		{
+			// separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
+			duplilist.push_back(*git);
+		}
+	}
+	for (git = duplilist.begin();!(git==duplilist.end());++git)
+	{
+		DupliGroupRecurse(*git, 0);
+	}
 	//	don't release replica here because we are returning it, not done with it...
 	return replica;
 }
@@ -906,6 +920,12 @@
 	int ret;
 	KX_GameObject* newobj = (KX_GameObject*) gameobj;
 
+	// keep the blender->game object association up to date
+	// note that all the replicas of an object will have the same
+	// blender object, that's why we need to check the game object
+	// as only the deletion of the original object must be recorded
+	m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), gameobj);
+
 	//todo: look at this
 	//GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
 





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