4245aaed86
The 'opposite' of the "Insert Key" tool. - Use the hotkey Ctrl-Alt-IKEY to activate. - Only available in 3d-view and buttons window I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
1101 lines
26 KiB
C++
1101 lines
26 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifdef WIN32
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#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
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#endif
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_IpoConvert.h"
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#include "RAS_MeshObject.h"
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#include "KX_PhysicsEngineEnums.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_IPhysicsController.h"
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#include "BL_Material.h"
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#include "SYS_System.h"
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#include "DummyPhysicsEnvironment.h"
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//to decide to use sumo/ode or dummy physics - defines USE_ODE
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#endif
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#ifdef USE_ODE
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#include "OdePhysicsEnvironment.h"
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#endif //USE_ODE
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#ifdef USE_SUMO_SOLID
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#include "SumoPhysicsEnvironment.h"
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#endif
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#include "KX_BlenderSceneConverter.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "BL_BlenderDataConversion.h"
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#include "BlenderWorldInfo.h"
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#include "KX_Scene.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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/* This list includes only data type definitions */
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "BKE_main.h"
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#include "BLI_arithb.h"
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extern "C"
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{
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#include "DNA_object_types.h"
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#include "DNA_curve_types.h"
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#include "BLI_blenlib.h"
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#include "MEM_guardedalloc.h"
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#include "BSE_editipo.h"
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#include "BSE_editipo_types.h"
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#include "DNA_ipo_types.h"
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#include "BKE_global.h"
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#include "DNA_space_types.h"
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}
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KX_BlenderSceneConverter::KX_BlenderSceneConverter(
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struct Main* maggie,
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struct SpaceIpo* sipo,
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class KX_KetsjiEngine* engine
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)
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: m_maggie(maggie),
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m_sipo(sipo),
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m_ketsjiEngine(engine),
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m_alwaysUseExpandFraming(false),
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m_usemat(false),
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m_useglslmat(false)
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{
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m_newfilename = "";
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}
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KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
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{
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// clears meshes, and hashmaps from blender to gameengine data
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int i;
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// delete sumoshapes
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int numipolists = m_map_blender_to_gameipolist.size();
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for (i=0; i<numipolists; i++) {
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BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
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delete (ipoList);
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}
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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while (itw != m_worldinfos.end()) {
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delete (*itw).second;
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itw++;
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}
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
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while (itp != m_polymaterials.end()) {
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delete (*itp).second;
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itp++;
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}
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// delete after RAS_IPolyMaterial
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vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
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while (itmat != m_materials.end()) {
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delete (*itmat).second;
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itmat++;
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}
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
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while (itm != m_meshobjects.end()) {
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delete (*itm).second;
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itm++;
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}
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#ifdef USE_SUMO_SOLID
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KX_ClearSumoSharedShapes();
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#endif
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#ifdef USE_BULLET
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KX_ClearBulletSharedShapes();
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#endif
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}
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void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
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{
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m_newfilename = filename;
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}
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bool KX_BlenderSceneConverter::TryAndLoadNewFile()
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{
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bool result = false;
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// find the file
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/* if ()
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{
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result = true;
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}
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// if not, clear the newfilename
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else
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{
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m_newfilename = "";
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}
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*/
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return result;
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}
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Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
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{
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Scene *sce;
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/**
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* Find the specified scene by name, or the first
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* scene if nothing matches (shouldn't happen).
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*/
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for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
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if (name == (sce->id.name+2))
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return sce;
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return (Scene*)m_maggie->scene.first;
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}
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#include "KX_PythonInit.h"
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#ifdef USE_BULLET
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#include "LinearMath/btIDebugDraw.h"
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struct BlenderDebugDraw : public btIDebugDraw
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{
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BlenderDebugDraw () :
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m_debugMode(0)
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{
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}
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int m_debugMode;
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virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
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{
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if (m_debugMode >0)
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{
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MT_Vector3 kxfrom(from[0],from[1],from[2]);
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MT_Vector3 kxto(to[0],to[1],to[2]);
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MT_Vector3 kxcolor(color[0],color[1],color[2]);
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KX_RasterizerDrawDebugLine(kxfrom,kxto,kxcolor);
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}
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}
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virtual void reportErrorWarning(const char* warningString)
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{
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}
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virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
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{
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//not yet
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}
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virtual void setDebugMode(int debugMode)
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{
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m_debugMode = debugMode;
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}
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virtual int getDebugMode() const
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{
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return m_debugMode;
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}
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///todo: find out if Blender can do this
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virtual void draw3dText(const btVector3& location,const char* textString)
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{
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}
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};
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#endif
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void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)
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{
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//find out which physics engine
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Scene *blenderscene = GetBlenderSceneForName(scenename);
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e_PhysicsEngine physics_engine = UseBullet;
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// hook for registration function during conversion.
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m_currentScene = destinationscene;
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destinationscene->SetSceneConverter(this);
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if (blenderscene)
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{
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if (blenderscene->world)
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{
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switch (blenderscene->world->physicsEngine)
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{
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case WOPHY_BULLET:
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{
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physics_engine = UseBullet;
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break;
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}
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case WOPHY_ODE:
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{
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physics_engine = UseODE;
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break;
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}
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case WOPHY_DYNAMO:
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{
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physics_engine = UseDynamo;
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break;
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}
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case WOPHY_SUMO:
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{
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physics_engine = UseSumo;
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break;
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}
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case WOPHY_NONE:
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{
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physics_engine = UseNone;
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}
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}
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}
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}
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switch (physics_engine)
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{
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#ifdef USE_BULLET
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case UseBullet:
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{
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CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment();
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ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw());
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ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python
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ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python
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SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
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int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
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if (visualizePhysics)
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ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText);
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//todo: get a button in blender ?
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//disable / enable debug drawing (contact points, aabb's etc)
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//ccdPhysEnv->setDebugMode(1);
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destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
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break;
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}
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#endif
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#ifdef USE_SUMO_SOLID
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case UseSumo:
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destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
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break;
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#endif
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#ifdef USE_ODE
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case UseODE:
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destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
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break;
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#endif //USE_ODE
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case UseDynamo:
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{
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}
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default:
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case UseNone:
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physics_engine = UseNone;
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destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
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break;
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}
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BL_ConvertBlenderObjects(m_maggie,
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scenename,
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destinationscene,
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m_ketsjiEngine,
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physics_engine,
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dictobj,
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keyinputdev,
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rendertools,
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canvas,
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this,
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m_alwaysUseExpandFraming
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);
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//These lookup are not needed during game
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m_map_blender_to_gameactuator.clear();
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m_map_blender_to_gamecontroller.clear();
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m_map_blender_to_gameobject.clear();
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//Clearing this lookup table has the effect of disabling the cache of meshes
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//between scenes, even if they are shared in the blend file.
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//This cache mecanism is buggy so I leave it disable and the memory leak
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//that would result from this is fixed in RemoveScene()
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m_map_mesh_to_gamemesh.clear();
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//Don't clear this lookup, it is needed for the baking physics into ipo animation
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//To avoid it's infinite grows, object will be unregister when they are deleted
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//see KX_Scene::NewRemoveObject
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//m_map_gameobject_to_blender.clear();
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}
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// This function removes all entities stored in the converter for that scene
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// It should be used instead of direct delete scene
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// Note that there was some provision for sharing entities (meshes...) between
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// scenes but that is now disabled so all scene will have their own copy
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// and we can delete them here. If the sharing is reactivated, change this code too..
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// (see KX_BlenderSceneConverter::ConvertScene)
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void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
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{
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int i, size;
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// delete the scene first as it will stop the use of entities
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delete scene;
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// delete the entities of this scene
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
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size = m_worldinfos.size();
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for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
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if ((*worldit).first == scene) {
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delete (*worldit).second;
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*worldit = m_worldinfos.back();
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m_worldinfos.pop_back();
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size--;
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} else {
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i++;
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worldit++;
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}
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}
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
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size = m_polymaterials.size();
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for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
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if ((*polymit).first == scene) {
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delete (*polymit).second;
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*polymit = m_polymaterials.back();
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m_polymaterials.pop_back();
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size--;
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} else {
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i++;
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polymit++;
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}
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}
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vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
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size = m_materials.size();
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for (i=0, matit=m_materials.begin(); i<size; ) {
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if ((*matit).first == scene) {
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delete (*matit).second;
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*matit = m_materials.back();
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m_materials.pop_back();
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size--;
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} else {
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i++;
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matit++;
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}
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}
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
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size = m_meshobjects.size();
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for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
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if ((*meshit).first == scene) {
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delete (*meshit).second;
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*meshit = m_meshobjects.back();
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m_meshobjects.pop_back();
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size--;
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} else {
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i++;
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meshit++;
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}
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}
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}
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// use blender materials
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void KX_BlenderSceneConverter::SetMaterials(bool val)
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{
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m_usemat = val;
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m_useglslmat = false;
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}
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void KX_BlenderSceneConverter::SetGLSLMaterials(bool val)
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{
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m_usemat = val;
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m_useglslmat = val;
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}
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bool KX_BlenderSceneConverter::GetMaterials()
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{
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return m_usemat;
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}
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bool KX_BlenderSceneConverter::GetGLSLMaterials()
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{
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return m_useglslmat;
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}
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void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
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{
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m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
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}
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void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
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bool to_what)
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{
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m_alwaysUseExpandFraming= to_what;
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}
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void KX_BlenderSceneConverter::RegisterGameObject(
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KX_GameObject *gameobject,
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struct Object *for_blenderobject)
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{
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m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
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m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
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}
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void KX_BlenderSceneConverter::UnregisterGameObject(
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KX_GameObject *gameobject)
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{
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CHashedPtr gptr(gameobject);
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struct Object **bobp= m_map_gameobject_to_blender[gptr];
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if (bobp) {
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CHashedPtr bptr(*bobp);
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KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
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if (gobp && *gobp == gameobject)
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// also maintain m_map_blender_to_gameobject if the gameobject
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// being removed is matching the blender object
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m_map_blender_to_gameobject.remove(bptr);
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m_map_gameobject_to_blender.remove(gptr);
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}
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}
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KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
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struct Object *for_blenderobject)
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{
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KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
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return obp?*obp:NULL;
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}
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struct Object *KX_BlenderSceneConverter::FindBlenderObject(
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KX_GameObject *for_gameobject)
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{
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struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
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return obp?*obp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterGameMesh(
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RAS_MeshObject *gamemesh,
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struct Mesh *for_blendermesh)
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{
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m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
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m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
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}
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RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
|
|
struct Mesh *for_blendermesh,
|
|
unsigned int onlayer)
|
|
{
|
|
RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
|
|
|
|
if (meshp && onlayer==(*meshp)->GetLightLayer()) {
|
|
return *meshp;
|
|
} else {
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
|
|
{
|
|
m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterInterpolatorList(
|
|
BL_InterpolatorList *ipoList,
|
|
struct Ipo *for_ipo)
|
|
{
|
|
m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
|
|
}
|
|
|
|
|
|
|
|
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
|
|
struct Ipo *for_ipo)
|
|
{
|
|
BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
|
|
|
|
return listp?*listp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameActuator(
|
|
SCA_IActuator *act,
|
|
struct bActuator *for_actuator)
|
|
{
|
|
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
|
|
}
|
|
|
|
|
|
|
|
SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
|
|
struct bActuator *for_actuator)
|
|
{
|
|
SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
|
|
|
|
return actp?*actp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameController(
|
|
SCA_IController *cont,
|
|
struct bController *for_controller)
|
|
{
|
|
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
|
|
}
|
|
|
|
|
|
|
|
SCA_IController *KX_BlenderSceneConverter::FindGameController(
|
|
struct bController *for_controller)
|
|
{
|
|
SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
|
|
|
|
return contp?*contp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterWorldInfo(
|
|
KX_WorldInfo *worldinfo)
|
|
{
|
|
m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
|
|
}
|
|
|
|
/*
|
|
* When deleting an IPO curve from Python, check if the IPO is being
|
|
* edited and if so clear the pointer to the old curve.
|
|
*/
|
|
void KX_BlenderSceneConverter::localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo)
|
|
{
|
|
if (!sipo)
|
|
return;
|
|
|
|
int i;
|
|
EditIpo *ei= (EditIpo *)sipo->editipo;
|
|
if (!ei) return;
|
|
|
|
for(i=0; i<G.sipo->totipo; i++, ei++) {
|
|
if ( ei->icu == icu ) {
|
|
ei->flag &= ~(IPO_SELECT | IPO_EDIT);
|
|
ei->icu= 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//quick hack
|
|
extern "C"
|
|
{
|
|
Ipo *add_ipo( char *name, int idcode );
|
|
char *getIpoCurveName( IpoCurve * icu );
|
|
struct IpoCurve *verify_ipocurve(struct ID *, short, char *, char *, char *, int, short);
|
|
void testhandles_ipocurve(struct IpoCurve *icu);
|
|
void insert_vert_icu(struct IpoCurve *, float, float, short);
|
|
void Mat3ToEul(float tmat[][3], float *eul);
|
|
}
|
|
|
|
IpoCurve* findIpoCurve(IpoCurve* first, const char* searchName)
|
|
{
|
|
IpoCurve* icu1;
|
|
for( icu1 = first; icu1; icu1 = icu1->next )
|
|
{
|
|
char* curveName = getIpoCurveName( icu1 );
|
|
if( !strcmp( curveName, searchName) )
|
|
{
|
|
return icu1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// this is not longer necesary //rcruiz
|
|
/*Ipo* KX_BlenderSceneConverter::findIpoForName(char* objName)
|
|
{
|
|
Ipo* ipo_iter = (Ipo*)m_maggie->ipo.first;
|
|
|
|
while( ipo_iter )
|
|
{
|
|
if( strcmp( objName, ipo_iter->id.name + 2 ) == 0 )
|
|
{
|
|
return ipo_iter;
|
|
}
|
|
ipo_iter = (Ipo*)ipo_iter->id.next;
|
|
}
|
|
return 0;
|
|
}
|
|
*/
|
|
|
|
void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
if (gameObj->IsDynamic())
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
if (blenderObject)
|
|
{
|
|
//erase existing ipo's
|
|
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
|
|
if (ipo)
|
|
{ //clear the curve data
|
|
if (clearIpo){//rcruiz
|
|
IpoCurve *icu1;
|
|
|
|
int numCurves = 0;
|
|
for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
|
|
|
|
IpoCurve* tmpicu = icu1;
|
|
|
|
/*int i;
|
|
BezTriple *bezt;
|
|
for( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++){
|
|
printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
|
|
}*/
|
|
|
|
icu1 = icu1->next;
|
|
numCurves++;
|
|
|
|
BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
|
|
if( tmpicu->bezt )
|
|
MEM_freeN( tmpicu->bezt );
|
|
MEM_freeN( tmpicu );
|
|
localDel_ipoCurve( tmpicu ,m_sipo);
|
|
}
|
|
}
|
|
} else
|
|
{ ipo = add_ipo(blenderObject->id.name+2, ID_OB);
|
|
blenderObject->ipo = ipo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
|
|
|
|
if (addInitFromFrame){
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
if (numScenes>=0){
|
|
KX_Scene* scene = scenes->at(0);
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
for (int ix=0;ix<parentList->GetCount();ix++){
|
|
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
|
|
if (!gameobj->IsDynamic()){
|
|
Object* blenderobject = FindBlenderObject(gameobj);
|
|
if (!blenderobject)
|
|
continue;
|
|
if (blenderobject->type==OB_ARMATURE)
|
|
continue;
|
|
float eu[3];
|
|
Mat4ToEul(blenderobject->obmat,eu);
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->obmat[3][0],
|
|
blenderobject->obmat[3][1],
|
|
blenderobject->obmat[3][2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
eu[0],
|
|
eu[1],
|
|
eu[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#define TEST_HANDLES_GAME2IPO 0
|
|
|
|
///this generates ipo curves for position, rotation, allowing to use game physics in animation
|
|
void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
if (gameObj->IsDynamic())
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
if (blenderObject)
|
|
{
|
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
float eulerAngles[3];
|
|
float tmat[3][3];
|
|
for (int r=0;r<3;r++)
|
|
{
|
|
for (int c=0;c<3;c++)
|
|
{
|
|
tmat[r][c] = orn[c][r];
|
|
}
|
|
}
|
|
Mat3ToEul(tmat, eulerAngles);
|
|
|
|
for(int x = 0; x < 3; x++) {
|
|
eulerAngles[x] *= (float) (180 / 3.14159265f);
|
|
}
|
|
|
|
eulerAngles[0]/=10.f;
|
|
eulerAngles[1]/=10.f;
|
|
eulerAngles[2]/=10.f;
|
|
|
|
|
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
if (ipo)
|
|
{
|
|
|
|
//create the curves, if not existing
|
|
|
|
IpoCurve *icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
|
|
|
|
|
|
|
//fill the curves with data
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
if (icu1)
|
|
{
|
|
float curVal = position.x();
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
if (icu1)
|
|
{
|
|
float curVal = position.y();
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
if (icu1)
|
|
{
|
|
float curVal = position.z();
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
if (icu1)
|
|
{
|
|
float curVal = eulerAngles[0];
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
if (icu1)
|
|
{
|
|
float curVal = eulerAngles[1];
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
if (icu1)
|
|
{
|
|
float curVal = eulerAngles[2];
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
testhandles_ipocurve(icu1);
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
if (gameObj->IsDynamic())
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
if (blenderObject)
|
|
{
|
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
float eulerAngles[3];
|
|
float tmat[3][3];
|
|
for (int r=0;r<3;r++)
|
|
{
|
|
for (int c=0;c<3;c++)
|
|
{
|
|
tmat[r][c] = orn[c][r];
|
|
}
|
|
}
|
|
Mat3ToEul(tmat, eulerAngles);
|
|
|
|
for(int x = 0; x < 3; x++) {
|
|
eulerAngles[x] *= (float) (180 / 3.14159265f);
|
|
}
|
|
|
|
eulerAngles[0]/=10.f;
|
|
eulerAngles[1]/=10.f;
|
|
eulerAngles[2]/=10.f;
|
|
|
|
|
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
//const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
if (ipo)
|
|
{
|
|
|
|
//create the curves, if not existing
|
|
|
|
IpoCurve *icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
if (!icu1)
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
|
|
|
|
|
|
|
//fill the curves with data
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
if (icu1)
|
|
{
|
|
testhandles_ipocurve(icu1);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|