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

This commit is contained in:
Benoit Bolsee
2008-07-26 11:00:21 +00:00
parent 9f803439c7
commit c4116a7f8d
4 changed files with 43 additions and 17 deletions

View File

@@ -2027,8 +2027,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// 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 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->NodeUpdateGS(0,true);
gameobj->Bucketize();
if (gameobj->IsDupliGroup())
grouplist.insert(blenderobject->dup_group);
}
else
{
@@ -2059,6 +2057,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//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 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// 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);