[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16385] trunk/blender/source: BGE set visible actuator, option to set visibility recursively to make managing visibility for collections of objects a lot easier .
Campbell Barton
ideasman42 at gmail.com
Fri Sep 5 18:22:14 CEST 2008
Revision: 16385
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16385
Author: campbellbarton
Date: 2008-09-05 18:22:14 +0200 (Fri, 05 Sep 2008)
Log Message:
-----------
BGE set visible actuator, option to set visibility recursively to make managing visibility for collections of objects a lot easier.
BGE Python api's ob.setVisible() also takes an optional recursive arg thats off by default
Modified Paths:
--------------
trunk/blender/source/blender/makesdna/DNA_actuator_types.h
trunk/blender/source/blender/src/buttons_logic.c
trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.h
Modified: trunk/blender/source/blender/makesdna/DNA_actuator_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_actuator_types.h 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/blender/makesdna/DNA_actuator_types.h 2008-09-05 16:22:14 UTC (rev 16385)
@@ -193,7 +193,8 @@
} bGameActuator;
typedef struct bVisibilityActuator {
- /** bit 0: Is this object visible? */
+ /** bit 0: Is this object visible?
+ ** bit 1: Apply recursively */
int flag;
} bVisibilityActuator;
@@ -448,6 +449,7 @@
/* visibilityact->flag */
/* Set means the object will become invisible */
#define ACT_VISIBILITY_INVISIBLE (1 << 0)
+#define ACT_VISIBILITY_RECURSIVE (1 << 1)
/* twodfilter->type */
#define ACT_2DFILTER_ENABLED -2
Modified: trunk/blender/source/blender/src/buttons_logic.c
===================================================================
--- trunk/blender/source/blender/src/buttons_logic.c 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/blender/src/buttons_logic.c 2008-09-05 16:22:14 UTC (rev 16385)
@@ -2350,7 +2350,7 @@
visAct = act->data;
- str= "Visibility %t|Visible %x0|Invisible %x1";
+ str= "Visibility %t|Visible %x0|Invisible %x1|Visible Recursive %x2|Invisible Recursive %x3";
uiDefButI(block, MENU, B_REDR, str,
xco + 10, yco - 24, width - 20, 19, &visAct->flag,
Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2008-09-05 16:22:14 UTC (rev 16385)
@@ -962,10 +962,9 @@
bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data;
KX_VisibilityActuator * tmp_vis_act = NULL;
bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0);
+ bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0);
- tmp_vis_act =
- new KX_VisibilityActuator(gameobj,
- !v);
+ tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, recursive);
baseact = tmp_vis_act;
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-09-05 16:22:14 UTC (rev 16385)
@@ -364,15 +364,36 @@
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->AddMeshUser(this);
- UpdateBuckets();
+ UpdateBuckets(false);
}
-void KX_GameObject::UpdateBuckets()
+static void UpdateBuckets_recursive(SG_Node* node)
{
+ NodeList& children = node->GetSGChildren();
+
+ for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
+ {
+ SG_Node* childnode = (*childit);
+ KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
+ if (clientgameobj != NULL) // This is a GameObject
+ clientgameobj->UpdateBuckets(0);
+
+ // if the childobj is NULL then this may be an inverse parent link
+ // so a non recursive search should still look down this node.
+ UpdateBuckets_recursive(childnode);
+ }
+}
+
+void KX_GameObject::UpdateBuckets( bool recursive )
+{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
+
+ if (recursive) {
+ UpdateBuckets_recursive(m_pSGNode);
+ }
}
void KX_GameObject::RemoveMeshes()
@@ -502,12 +523,33 @@
return m_bVisible;
}
+static void setVisible_recursive(SG_Node* node, bool v)
+{
+ NodeList& children = node->GetSGChildren();
+
+ for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
+ {
+ SG_Node* childnode = (*childit);
+ KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
+ if (clientgameobj != NULL) // This is a GameObject
+ clientgameobj->SetVisible(v, 0);
+
+ // if the childobj is NULL then this may be an inverse parent link
+ // so a non recursive search should still look down this node.
+ setVisible_recursive(childnode, v);
+ }
+}
+
+
void
KX_GameObject::SetVisible(
- bool v
+ bool v,
+ bool recursive
)
{
m_bVisible = v;
+ if (recursive)
+ setVisible_recursive(m_pSGNode, v);
}
bool
@@ -880,7 +922,7 @@
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
{"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
- {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_O},
+ {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
{"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
{"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
@@ -1036,8 +1078,8 @@
int val = PyInt_AsLong(value);
if (attr == "visible")
{
- SetVisible(val != 0);
- UpdateBuckets();
+ SetVisible(val != 0, false);
+ UpdateBuckets(false);
return 0;
}
}
@@ -1198,17 +1240,14 @@
return NULL;
}
-PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
{
- int visible = PyInt_AsLong(value);
-
- if (visible==-1 && PyErr_Occurred()) {
- PyErr_SetString(PyExc_TypeError, "expected 0 or 1");
+ int visible, recursive = 0;
+ if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive))
return NULL;
- }
- SetVisible(visible != 0);
- UpdateBuckets();
+ SetVisible(visible ? true:false, recursive ? true:false);
+ UpdateBuckets(recursive ? true:false);
Py_RETURN_NONE;
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-09-05 16:22:14 UTC (rev 16385)
@@ -566,6 +566,7 @@
*/
void
UpdateBuckets(
+ bool recursive
);
/**
@@ -640,7 +641,8 @@
*/
void
SetVisible(
- bool b
+ bool b,
+ bool recursive
);
/**
@@ -762,7 +764,7 @@
KX_PYMETHOD_NOARGS(KX_GameObject,GetOrientation);
KX_PYMETHOD_O(KX_GameObject,SetOrientation);
KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
- KX_PYMETHOD_O(KX_GameObject,SetVisible);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
KX_PYMETHOD_O(KX_GameObject,SetState);
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-09-05 16:22:14 UTC (rev 16385)
@@ -1235,7 +1235,7 @@
}
gameobj->SetCulled(!visible);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
}
}
if (node->Left())
@@ -1253,7 +1253,7 @@
// Shadow lamp layers
if(layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
return;
}
@@ -1300,10 +1300,10 @@
// Visibility/ non-visibility are marked
// elsewhere now.
gameobj->SetCulled(false);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
} else {
gameobj->SetCulled(true);
- gameobj->UpdateBuckets();
+ gameobj->UpdateBuckets(false);
}
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp 2008-09-05 16:22:14 UTC (rev 16385)
@@ -38,10 +38,12 @@
KX_VisibilityActuator::KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
+ bool recursive,
PyTypeObject* T
)
: SCA_IActuator(gameobj,T),
- m_visible(visible)
+ m_visible(visible),
+ m_recursive(recursive)
{
// intentionally empty
}
@@ -75,8 +77,8 @@
KX_GameObject *obj = (KX_GameObject*) GetParent();
- obj->SetVisible(m_visible);
- obj->UpdateBuckets();
+ obj->SetVisible(m_visible, m_recursive);
+ obj->UpdateBuckets(m_recursive);
return true;
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.h 2008-09-05 15:08:01 UTC (rev 16384)
+++ trunk/blender/source/gameengine/Ketsji/KX_VisibilityActuator.h 2008-09-05 16:22:14 UTC (rev 16385)
@@ -39,12 +39,14 @@
/** Make visible? */
bool m_visible;
+ bool m_recursive;
public:
KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
+ bool recursive,
PyTypeObject* T=&Type
);
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