[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22205] trunk/blender/source/gameengine: no need to store the physics env in each KX_GameObject
Campbell Barton
ideasman42 at gmail.com
Tue Aug 4 07:14:11 CEST 2009
Revision: 22205
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22205
Author: campbellbarton
Date: 2009-08-04 07:14:10 +0200 (Tue, 04 Aug 2009)
Log Message:
-----------
no need to store the physics env in each KX_GameObject
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-08-04 03:21:58 UTC (rev 22204)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-08-04 05:14:10 UTC (rev 22205)
@@ -1806,7 +1806,6 @@
}
if (gameobj)
{
- gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment());
gameobj->SetLayer(ob->lay);
gameobj->SetBlenderObject(ob);
/* set the visibility state based on the objects render option in the outliner */
Modified: trunk/blender/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConstraintActuator.cpp 2009-08-04 03:21:58 UTC (rev 22204)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConstraintActuator.cpp 2009-08-04 05:14:10 UTC (rev 22205)
@@ -36,6 +36,7 @@
#include "MT_Matrix3x3.h"
#include "KX_GameObject.h"
#include "KX_RayCast.h"
+#include "KX_PythonInit.h" // KX_GetActiveScene
#include "blendef.h"
#ifdef HAVE_CONFIG_H
@@ -329,7 +330,7 @@
}
{
MT_Point3 topoint = position + (m_maximumBound) * direction;
- PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
+ PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
KX_IPhysicsController *spc = obj->GetPhysicsController();
if (!pe) {
@@ -442,7 +443,7 @@
}
normal.normalize();
{
- PHY_IPhysicsEnvironment* pe = obj->GetPhysicsEnvironment();
+ PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
KX_IPhysicsController *spc = obj->GetPhysicsController();
if (!pe) {
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-08-04 03:21:58 UTC (rev 22204)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2009-08-04 05:14:10 UTC (rev 22205)
@@ -103,7 +103,6 @@
m_bOccluder(false),
m_pPhysicsController1(NULL),
m_pGraphicController(NULL),
- m_pPhysicsEnvironment(NULL),
m_xray(false),
m_pHitObject(NULL),
m_isDeformable(false),
@@ -2604,8 +2603,7 @@
toDir.normalize();
toPoint = fromPoint + (dist) * toDir;
}
-
- PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
+ PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
@@ -2732,7 +2730,7 @@
return none_tuple_3();
}
- PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
+ PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2009-08-04 03:21:58 UTC (rev 22204)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2009-08-04 05:14:10 UTC (rev 22205)
@@ -94,8 +94,6 @@
KX_IPhysicsController* m_pPhysicsController1;
PHY_IGraphicController* m_pGraphicController;
- // used for ray casting
- PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
STR_String m_testPropName;
bool m_xray;
KX_GameObject* m_pHitObject;
@@ -334,21 +332,7 @@
bool ang_vel_local
);
-
/**
- * @return a pointer to the physics environment in use during the game, for rayCasting
- */
- PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
- {
- return m_pPhysicsEnvironment;
- }
-
- void SetPhysicsEnvironment(PHY_IPhysicsEnvironment* physicsEnvironment)
- {
- m_pPhysicsEnvironment = physicsEnvironment;
- }
-
- /**
* @return a pointer to the physics controller owned by this class.
*/
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp 2009-08-04 03:21:58 UTC (rev 22204)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp 2009-08-04 05:14:10 UTC (rev 22205)
@@ -126,10 +126,7 @@
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
- for(ms = bucket->GetNextActiveMeshSlot();
- ms!= NULL;
- ms = bucket->GetNextActiveMeshSlot())
- {
+ while((ms = bucket->GetNextActiveMeshSlot())) {
slots[i++].set(ms, bucket, pnorm);
}
}
@@ -179,9 +176,7 @@
RAS_MaterialBucket* bucket = *bit;
RAS_MeshSlot* ms;
// remove the mesh slot form the list, it culls them automatically for next frame
- for(ms = bucket->GetNextActiveMeshSlot();
- ms!= NULL;
- ms = bucket->GetNextActiveMeshSlot())
+ while((ms = bucket->GetNextActiveMeshSlot()))
{
rendertools->SetClientObject(rasty, ms->m_clientObj);
while (bucket->ActivateMaterial(cameratrans, rasty, rendertools))
More information about the Bf-blender-cvs
mailing list