[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16404] trunk/blender/source/gameengine/ Converter: BGE patch: Simulate dupligroup operation when parent and child are not active/ inactive at the same time: don't convert the child.
Benoit Bolsee
benoit.bolsee at online.be
Sun Sep 7 12:47:33 CEST 2008
Revision: 16404
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16404
Author: ben2610
Date: 2008-09-07 12:47:33 +0200 (Sun, 07 Sep 2008)
Log Message:
-----------
BGE patch: Simulate dupligroup operation when parent and child are not active/inactive at the same time: don't convert the child. This unusual situation is used in Apricot for testing.
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-07 10:24:02 UTC (rev 16403)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-07 10:47:33 UTC (rev 16404)
@@ -2218,11 +2218,28 @@
{
// special case: the parent and child object are not in the same layer.
// This weird situation is used in Apricot for test purposes.
- // Resolve it by breaking the parent relationship
+ // Resolve it by not converting the child
childobj->GetSGNode()->DisconnectFromParent();
delete pcit->m_gamechildnode;
- // This leave the child object is an incorrect position: its local position becomes
- // the global position but we don't care: the child should be in an invisble layer
+ // Now destroy the child object but also all its descendent that may already be linked
+ // Remove the child reference in the local list!
+ // Note: there may be descendents already if the children of the child were processed
+ // by this loop before the child. In that case, we must remove the children also
+ CListValue* childrenlist = (CListValue*)childobj->PyGetChildrenRecursive(childobj);
+ childrenlist->Add(childobj->AddRef());
+ for ( i=0;i<childrenlist->GetCount();i++)
+ {
+ KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i));
+ if (templist->RemoveValue(obj))
+ obj->Release();
+ if (sumolist->RemoveValue(obj))
+ obj->Release();
+ if (logicbrick_conversionlist->RemoveValue(obj))
+ obj->Release();
+ }
+ childrenlist->Release();
+ // now destroy recursively
+ kxscene->RemoveObject(childobj);
continue;
}
Modified: trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2008-09-07 10:24:02 UTC (rev 16403)
+++ trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2008-09-07 10:47:33 UTC (rev 16404)
@@ -496,7 +496,17 @@
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
- m_map_gameobject_to_blender.remove(CHashedPtr(gameobject));
+ CHashedPtr gptr(gameobject);
+ struct Object **bobp= m_map_gameobject_to_blender[gptr];
+ if (bobp) {
+ CHashedPtr bptr(*bobp);
+ 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);
+ m_map_gameobject_to_blender.remove(gptr);
+ }
}
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