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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