blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
Bastien Montagne 87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00

1478 lines
44 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Converter/KX_BlenderSceneConverter.cpp
* \ingroup bgeconv
*/
#ifdef _MSC_VER
# pragma warning (disable:4786) /* suppress stl-MSVC debug info warning */
#endif
#include "KX_Scene.h"
#include "KX_GameObject.h"
#include "KX_IpoConvert.h"
#include "RAS_MeshObject.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h" // So we can handle adding new text datablocks for Python to import
#include "BL_Material.h"
#include "BL_ActionActuator.h"
#include "KX_BlenderMaterial.h"
#include "BL_System.h"
#include "DummyPhysicsEnvironment.h"
#ifdef WITH_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
#include "KX_LibLoadStatus.h"
#include "KX_BlenderScalarInterpolator.h"
#include "BL_BlenderDataConversion.h"
#include "KX_WorldInfo.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
/* This list includes only data type definitions */
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BKE_main.h"
#include "BKE_fcurve.h"
#include "BLI_math.h"
extern "C"
{
#include "DNA_object_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "BKE_animsys.h"
#include "BKE_library.h"
#include "BKE_material.h" // BKE_material_copy
#include "BKE_mesh.h" // BKE_mesh_copy
#include "DNA_space_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "RNA_define.h"
#include "../../blender/editors/include/ED_keyframing.h"
}
/* Only for dynamic loading and merging */
#include "RAS_BucketManager.h" // XXX cant stay
#include "KX_BlenderSceneConverter.h"
#include "KX_MeshProxy.h"
extern "C" {
#include "PIL_time.h"
#include "BKE_context.h"
#include "BLO_readfile.h"
#include "BKE_idcode.h"
#include "BKE_report.h"
#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h" /* report api */
#include "../../blender/blenlib/BLI_linklist.h"
}
#include "BLI_task.h"
// This is used to avoid including BLI_task.h in KX_BlenderSceneConverter.h
typedef struct ThreadInfo {
TaskPool *m_pool;
ThreadMutex m_mutex;
} ThreadInfo;
KX_BlenderSceneConverter::KX_BlenderSceneConverter(
Main *maggie,
KX_KetsjiEngine *engine)
:m_maggie(maggie),
m_ketsjiEngine(engine),
m_alwaysUseExpandFraming(false),
m_usemat(false),
m_useglslmat(false),
m_use_mat_cache(true)
{
BKE_main_id_tag_all(maggie, LIB_TAG_DOIT, false); /* avoid re-tagging later on */
m_newfilename = "";
m_threadinfo = new ThreadInfo();
m_threadinfo->m_pool = BLI_task_pool_create(engine->GetTaskScheduler(), NULL);
BLI_mutex_init(&m_threadinfo->m_mutex);
}
KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
{
// clears meshes, and hashmaps from blender to gameengine data
// delete sumoshapes
int numAdtLists = m_map_blender_to_gameAdtList.size();
for (int i = 0; i < numAdtLists; i++) {
BL_InterpolatorList *adtList = *m_map_blender_to_gameAdtList.at(i);
delete (adtList);
}
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator itw = m_worldinfos.begin();
while (itw != m_worldinfos.end()) {
delete itw->second;
itw++;
}
m_worldinfos.clear();
vector<pair<KX_Scene *,RAS_IPolyMaterial *> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
delete itp->second;
itp++;
}
m_polymaterials.clear();
// delete after RAS_IPolyMaterial
vector<pair<KX_Scene *,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
delete itmat->second;
itmat++;
}
m_materials.clear();
vector<pair<KX_Scene *,RAS_MeshObject *> >::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
delete itm->second;
itm++;
}
m_meshobjects.clear();
/* free any data that was dynamically loaded */
while (m_DynamicMaggie.size() != 0) {
FreeBlendFile(m_DynamicMaggie[0]);
}
m_DynamicMaggie.clear();
if (m_threadinfo) {
/* Thread infos like mutex must be freed after FreeBlendFile function.
Because it needs to lock the mutex, even if there's no active task when it's
in the scene converter destructor. */
BLI_task_pool_free(m_threadinfo->m_pool);
BLI_mutex_end(&m_threadinfo->m_mutex);
delete m_threadinfo;
}
}
void KX_BlenderSceneConverter::SetNewFileName(const STR_String &filename)
{
m_newfilename = filename;
}
bool KX_BlenderSceneConverter::TryAndLoadNewFile()
{
bool result = false;
return result;
}
Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String &name)
{
Scene *sce;
/**
* Find the specified scene by name, or NULL if nothing matches.
*/
if ((sce = (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
for (vector<Main *>::iterator it=m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
Main *main = *it;
if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
}
return NULL;
}
void KX_BlenderSceneConverter::ConvertScene(KX_Scene *destinationscene, RAS_IRasterizer *rendertools,
RAS_ICanvas *canvas, bool libloading)
{
//find out which physics engine
Scene *blenderscene = destinationscene->GetBlenderScene();
PHY_IPhysicsEnvironment *phy_env = NULL;
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
// This doesn't really seem to do anything except cause potential issues
// when doing threaded conversion, so it's disabled for now.
// SG_SetActiveStage(SG_STAGE_CONVERTER);
switch (blenderscene->gm.physicsEngine) {
#ifdef WITH_BULLET
case WOPHY_BULLET:
{
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
int visualizePhysics = SYS_GetCommandLineInt(syshandle, "show_physics", 0);
phy_env = CcdPhysicsEnvironment::Create(blenderscene, visualizePhysics);
physics_engine = UseBullet;
break;
}
#endif
default:
case WOPHY_NONE:
{
// We should probably use some sort of factory here
phy_env = new DummyPhysicsEnvironment();
physics_engine = UseNone;
break;
}
}
destinationscene->SetPhysicsEnvironment(phy_env);
BL_ConvertBlenderObjects(
m_maggie,
destinationscene,
m_ketsjiEngine,
physics_engine,
rendertools,
canvas,
this,
m_alwaysUseExpandFraming,
libloading);
//These lookup are not needed during game
m_map_blender_to_gameactuator.clear();
m_map_blender_to_gamecontroller.clear();
m_map_blender_to_gameobject.clear();
//Clearing this lookup table has the effect of disabling the cache of meshes
//between scenes, even if they are shared in the blend file.
//This cache mecanism is buggy so I leave it disable and the memory leak
//that would result from this is fixed in RemoveScene()
m_map_mesh_to_gamemesh.clear();
}
// This function removes all entities stored in the converter for that scene
// It should be used instead of direct delete scene
// Note that there was some provision for sharing entities (meshes...) between
// scenes but that is now disabled so all scene will have their own copy
// and we can delete them here. If the sharing is reactivated, change this code too..
// (see KX_BlenderSceneConverter::ConvertScene)
void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
{
int i, size;
// delete the scene first as it will stop the use of entities
delete scene;
// delete the entities of this scene
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
size = m_worldinfos.size();
for (i = 0, worldit = m_worldinfos.begin(); i < size; ) {
if (worldit->first == scene) {
delete worldit->second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
}
else {
i++;
worldit++;
}
}
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
size = m_polymaterials.size();
for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
if (polymit->first == scene) {
m_polymat_cache[scene].erase(polymit->second->GetBlenderMaterial());
delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
}
else {
i++;
polymit++;
}
}
m_polymat_cache.erase(scene);
vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
size = m_materials.size();
for (i = 0, matit = m_materials.begin(); i < size; ) {
if (matit->first == scene) {
m_mat_cache[scene].erase(matit->second->material);
delete matit->second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
}
else {
i++;
matit++;
}
}
m_mat_cache.erase(scene);
vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
size = m_meshobjects.size();
for (i = 0, meshit = m_meshobjects.begin(); i < size; ) {
if (meshit->first == scene) {
delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
}
else {
i++;
meshit++;
}
}
}
// use blender materials
void KX_BlenderSceneConverter::SetMaterials(bool val)
{
m_usemat = val;
m_useglslmat = false;
}
void KX_BlenderSceneConverter::SetGLSLMaterials(bool val)
{
m_usemat = val;
m_useglslmat = val;
}
void KX_BlenderSceneConverter::SetCacheMaterials(bool val)
{
m_use_mat_cache = val;
}
bool KX_BlenderSceneConverter::GetMaterials()
{
return m_usemat;
}
bool KX_BlenderSceneConverter::GetGLSLMaterials()
{
return m_useglslmat;
}
bool KX_BlenderSceneConverter::GetCacheMaterials()
{
return m_use_mat_cache;
}
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene *, BL_Material *> >::iterator it;
for (it = m_materials.begin(); it != m_materials.end(); ++it)
if (it->second == mat)
return;
m_materials.push_back(pair<KX_Scene *, BL_Material *> (m_currentScene, mat));
}
void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(bool to_what)
{
m_alwaysUseExpandFraming= to_what;
}
void KX_BlenderSceneConverter::RegisterGameObject(KX_GameObject *gameobject, Object *for_blenderobject)
{
/* only maintained while converting, freed during game runtime */
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject), gameobject);
}
/* only need to run this during conversion since
* m_map_blender_to_gameobject is freed after conversion */
void KX_BlenderSceneConverter::UnregisterGameObject(KX_GameObject *gameobject)
{
Object *bobp = gameobject->GetBlenderObject();
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);
}
}
}
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(Object *for_blenderobject)
{
KX_GameObject **obp = m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
return obp ? *obp : NULL;
}
void KX_BlenderSceneConverter::RegisterGameMesh(RAS_MeshObject *gamemesh, Mesh *for_blendermesh)
{
if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
}
m_meshobjects.push_back(pair<KX_Scene *, RAS_MeshObject *> (m_currentScene,gamemesh));
}
RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(Mesh *for_blendermesh)
{
RAS_MeshObject **meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
if (meshp) {
return *meshp;
}
else {
return NULL;
}
}
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator it;
for (it = m_polymaterials.begin(); it != m_polymaterials.end(); ++it)
if (it->second == polymat)
return;
m_polymaterials.push_back(pair<KX_Scene *, RAS_IPolyMaterial *> (m_currentScene, polymat));
}
void KX_BlenderSceneConverter::CachePolyMaterial(KX_Scene *scene, Material *mat, RAS_IPolyMaterial *polymat)
{
if (m_use_mat_cache && mat)
m_polymat_cache[scene][mat] = polymat;
}
RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_polymat_cache[scene][mat] : NULL;
}
void KX_BlenderSceneConverter::CacheBlenderMaterial(KX_Scene *scene, Material *mat, BL_Material *blmat)
{
if (m_use_mat_cache && mat)
m_mat_cache[scene][mat] = blmat;
}
BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_mat_cache[scene][mat] : NULL;
}
void KX_BlenderSceneConverter::RegisterInterpolatorList(BL_InterpolatorList *actList, bAction *for_act)
{
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_act), actList);
}
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(bAction *for_act)
{
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_act)];
return listp ? *listp : NULL;
}
void KX_BlenderSceneConverter::RegisterGameActuator(SCA_IActuator *act, bActuator *for_actuator)
{
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
}
SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(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, bController *for_controller)
{
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
}
SCA_IController *KX_BlenderSceneConverter::FindGameController(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));
}
void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{
//TODO this entire function is deprecated, written for 2.4x
//the functionality should be rewritten, currently it does nothing
KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
int i;
for (i = 0; i < numScenes; i++) {
KX_Scene *scene = scenes->at(i);
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->IsRecordAnimation()) {
Object *blenderObject = gameObj->GetBlenderObject();
if (blenderObject) {
#if 0
//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 );
}
}
}
else {
ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
blenderObject->ipo = ipo;
}
#endif
}
}
}
}
}
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
//TODO the functionality should be rewritten
}
// 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->GetObjectList();
int numObjects = parentList->GetCount();
int g;
for (g = 0; g < numObjects; g++) {
KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g);
Object *blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->parent == NULL && gameObj->IsRecordAnimation()) {
if (blenderObject->adt == NULL)
BKE_animdata_add_id(&blenderObject->id);
if (blenderObject->adt) {
const MT_Point3 &position = gameObj->NodeGetWorldPosition();
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
const MT_Matrix3x3 &orn = gameObj->NodeGetWorldOrientation();
position.getValue(blenderObject->loc);
float tmat[3][3];
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
tmat[r][c] = (float)orn[c][r];
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, (float)frameNumber, BEZT_KEYTYPE_JITTER, INSERTKEY_FAST);
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, (float)frameNumber, BEZT_KEYTYPE_JITTER, INSERTKEY_FAST);
#if 0
const MT_Point3& position = gameObj->NodeGetWorldPosition();
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
float eulerAngles[3];
float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f};
float tmat[3][3];
// XXX animato
Ipo* ipo = blenderObject->ipo;
//create the curves, if not existing, set linear if new
IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
if (!icu_lx) {
icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
if (icu_lx) icu_lx->ipo = IPO_LIN;
}
IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
if (!icu_ly) {
icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
if (icu_ly) icu_ly->ipo = IPO_LIN;
}
IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
if (!icu_lz) {
icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
if (icu_lz) icu_lz->ipo = IPO_LIN;
}
IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
if (!icu_rx) {
icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
if (icu_rx) icu_rx->ipo = IPO_LIN;
}
IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
if (!icu_ry) {
icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
if (icu_ry) icu_ry->ipo = IPO_LIN;
}
IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
if (!icu_rz) {
icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
if (icu_rz) icu_rz->ipo = IPO_LIN;
}
if (icu_rx) eulerAnglesOld[0] = eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
if (icu_ry) eulerAnglesOld[1] = eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
if (icu_rz) eulerAnglesOld[2] = eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
tmat[r][c] = orn[c][r];
// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
//eval_icu
for (int x = 0; x < 3; x++)
eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
//fill the curves with data
if (icu_lx) insert_vert_icu(icu_lx, frameNumber, position.x(), 1);
if (icu_ly) insert_vert_icu(icu_ly, frameNumber, position.y(), 1);
if (icu_lz) insert_vert_icu(icu_lz, frameNumber, position.z(), 1);
if (icu_rx) insert_vert_icu(icu_rx, frameNumber, eulerAngles[0], 1);
if (icu_ry) insert_vert_icu(icu_ry, frameNumber, eulerAngles[1], 1);
if (icu_rz) insert_vert_icu(icu_rz, frameNumber, eulerAngles[2], 1);
// Handles are corrected at the end, testhandles_ipocurve isn't needed yet
#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->IsRecordAnimation()) {
Object *blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->adt) {
bAction *act = verify_adt_action(&blenderObject->id, false);
FCurve *fcu;
if (!act) {
continue;
}
/* for now, not much choice but to run this on all curves... */
for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
/* Note: calling `sort_time_fcurve()` here is not needed, since
* all keys have been added in 'right' order. */
calchandles_fcurve(fcu);
}
#if 0
// XXX animato
Ipo* ipo = blenderObject->ipo;
//create the curves, if not existing
//testhandles_ipocurve checks for NULL
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
#endif
}
}
}
}
}
#ifdef WITH_PYTHON
PyObject *KX_BlenderSceneConverter::GetPyNamespace()
{
return m_ketsjiEngine->GetPyNamespace();
}
#endif
vector<Main *> &KX_BlenderSceneConverter::GetMainDynamic()
{
return m_DynamicMaggie;
}
Main *KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
{
for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++)
if (BLI_path_cmp((*it)->name, path) == 0)
return *it;
return NULL;
}
void KX_BlenderSceneConverter::MergeAsyncLoads()
{
vector<KX_Scene *> *merge_scenes;
vector<KX_LibLoadStatus *>::iterator mit;
vector<KX_Scene *>::iterator sit;
BLI_mutex_lock(&m_threadinfo->m_mutex);
for (mit = m_mergequeue.begin(); mit != m_mergequeue.end(); ++mit) {
merge_scenes = (vector<KX_Scene *> *)(*mit)->GetData();
for (sit=merge_scenes->begin(); sit!=merge_scenes->end(); ++sit) {
(*mit)->GetMergeScene()->MergeScene(*sit);
delete (*sit);
}
delete merge_scenes;
(*mit)->SetData(NULL);
(*mit)->Finish();
}
m_mergequeue.clear();
BLI_mutex_unlock(&m_threadinfo->m_mutex);
}
void KX_BlenderSceneConverter::FinalizeAsyncLoads()
{
// Finish all loading libraries.
if (m_threadinfo) {
BLI_task_pool_work_and_wait(m_threadinfo->m_pool);
}
// Merge all libraries data in the current scene, to avoid memory leak of unmerged scenes.
MergeAsyncLoads();
}
void KX_BlenderSceneConverter::AddScenesToMergeQueue(KX_LibLoadStatus *status)
{
BLI_mutex_lock(&m_threadinfo->m_mutex);
m_mergequeue.push_back(status);
BLI_mutex_unlock(&m_threadinfo->m_mutex);
}
static void async_convert(TaskPool *pool, void *ptr, int UNUSED(threadid))
{
KX_Scene *new_scene = NULL;
KX_LibLoadStatus *status = (KX_LibLoadStatus *)ptr;
vector<Scene *> *scenes = (vector<Scene *> *)status->GetData();
vector<KX_Scene *> *merge_scenes = new vector<KX_Scene *>(); // Deleted in MergeAsyncLoads
for (unsigned int i = 0; i < scenes->size(); ++i) {
new_scene = status->GetEngine()->CreateScene((*scenes)[i], true);
if (new_scene)
merge_scenes->push_back(new_scene);
status->AddProgress((1.0f / scenes->size()) * 0.9f); // We'll call conversion 90% and merging 10% for now
}
delete scenes;
status->SetData(merge_scenes);
status->GetConverter()->AddScenesToMergeQueue(status);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_memory(data, length);
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str, options);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFilePath(const char *filepath, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_file(filepath, NULL);
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, filepath, group, scene_merge, err_str, options);
}
static void load_datablocks(Main *main_tmp, BlendHandle *bpy_openlib, const char *path, int idcode)
{
LinkNode *names = NULL;
int totnames_dummy;
names = BLO_blendhandle_get_datablock_names(bpy_openlib, idcode, &totnames_dummy);
int i = 0;
LinkNode *n = names;
while (n) {
BLO_library_link_named_part(main_tmp, &bpy_openlib, idcode, (char *)n->link);
n = (LinkNode *)n->next;
i++;
}
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
const int idcode = BKE_idcode_from_name(group);
ReportList reports;
static char err_local[255];
// TIMEIT_START(bge_link_blend_file);
KX_LibLoadStatus *status;
/* only scene and mesh supported right now */
if (idcode != ID_SCE && idcode != ID_ME && idcode != ID_AC) {
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
*err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (GetMainDynamicPath(path)) {
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
*err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (bpy_openlib == NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
*err_str = err_local;
return NULL;
}
main_newlib = BKE_main_new();
BKE_reports_init(&reports, RPT_STORE);
short flag = 0; /* don't need any special options */
/* created only for linking, then freed */
Main *main_tmp = BLO_library_link_begin(main_newlib, &bpy_openlib, (char *)path);
load_datablocks(main_tmp, bpy_openlib, path, idcode);
if (idcode == ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
load_datablocks(main_tmp, bpy_openlib, path, ID_TXT);
}
/* now do another round of linking for Scenes so all actions are properly loaded */
if (idcode == ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
load_datablocks(main_tmp, bpy_openlib, path, ID_AC);
}
BLO_library_link_end(main_tmp, &bpy_openlib, flag, NULL, NULL);
BLO_blendhandle_close(bpy_openlib);
BKE_reports_clear(&reports);
/* done linking */
/* needed for lookups*/
GetMainDynamic().push_back(main_newlib);
BLI_strncpy(main_newlib->name, path, sizeof(main_newlib->name));
status = new KX_LibLoadStatus(this, m_ketsjiEngine, scene_merge, path);
if (idcode == ID_ME) {
/* Convert all new meshes into BGE meshes */
ID *mesh;
for (mesh = (ID *)main_newlib->mesh.first; mesh; mesh = (ID *)mesh->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("MeshName: %s\n", mesh->name + 2);
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders
scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
}
}
else if (idcode == ID_AC) {
/* Convert all actions */
ID *action;
for (action= (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name + 2);
scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
else if (idcode == ID_SCE) {
/* Merge all new linked in scene into the existing one */
ID *scene;
// scenes gets deleted by the thread when it's done using it (look in async_convert())
vector<Scene *> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene *>() : NULL;
for (scene = (ID *)main_newlib->scene.first; scene; scene = (ID *)scene->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("SceneName: %s\n", scene->name + 2);
if (options & LIB_LOAD_ASYNC) {
scenes->push_back((Scene *)scene);
}
else {
/* merge into the base scene */
KX_Scene* other = m_ketsjiEngine->CreateScene((Scene *)scene, true);
scene_merge->MergeScene(other);
// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
delete other;
}
}
if (options & LIB_LOAD_ASYNC) {
status->SetData(scenes);
BLI_task_pool_push(m_threadinfo->m_pool, async_convert, (void *)status, false, TASK_PRIORITY_LOW);
}
#ifdef WITH_PYTHON
/* Handle any text datablocks */
if (options & LIB_LOAD_LOAD_SCRIPTS)
addImportMain(main_newlib);
#endif
/* Now handle all the actions */
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
for (action = (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name + 2);
scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
}
if (!(options & LIB_LOAD_ASYNC))
status->Finish();
// TIMEIT_END(bge_link_blend_file);
m_status_map[main_newlib->name] = status;
return status;
}
/* Note m_map_*** are all ok and don't need to be freed
* most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
bool KX_BlenderSceneConverter::FreeBlendFile(Main *maggie)
{
int maggie_index = -1;
int i = 0;
if (maggie == NULL)
return false;
// If the given library is currently in loading, we do nothing.
if (m_status_map.count(maggie->name)) {
BLI_mutex_lock(&m_threadinfo->m_mutex);
const bool finished = m_status_map[maggie->name]->IsFinished();
BLI_mutex_unlock(&m_threadinfo->m_mutex);
if (!finished) {
printf("Library (%s) is currently being loaded asynchronously, and cannot be freed until this process is done\n", maggie->name);
return false;
}
}
/* tag all false except the one we remove */
for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
Main *main = *it;
if (main != maggie) {
BKE_main_id_tag_all(main, LIB_TAG_DOIT, false);
}
else {
maggie_index = i;
}
i++;
}
/* should never happen but just to be safe */
if (maggie_index == -1)
return false;
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
BKE_main_id_tag_all(maggie, LIB_TAG_DOIT, true);
/* free all tagged objects */
KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
KX_Scene *scene = scenes->at(scene_idx);
if (IS_TAGGED(scene->GetBlenderScene())) {
m_ketsjiEngine->RemoveScene(scene->GetName());
m_mat_cache.erase(scene);
m_polymat_cache.erase(scene);
scene_idx--;
numScenes--;
}
else {
/* in case the mesh might be refered to later */
{
CTR_Map<STR_HashedString, void *> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
for (int i = 0; i < mapStringToMeshes.size(); i++) {
RAS_MeshObject *meshobj = (RAS_MeshObject *) *mapStringToMeshes.at(i);
if (meshobj && IS_TAGGED(meshobj->GetMesh())) {
STR_HashedString mn = meshobj->GetName();
mapStringToMeshes.remove(mn);
m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
i--;
}
}
}
/* Now unregister actions */
{
CTR_Map<STR_HashedString, void *> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
for (int i = 0; i < mapStringToActions.size(); i++) {
ID *action = (ID*) *mapStringToActions.at(i);
if (IS_TAGGED(action)) {
STR_HashedString an = action->name + 2;
mapStringToActions.remove(an);
m_map_blender_to_gameAdtList.remove(CHashedPtr(action));
i--;
}
}
}
//scene->FreeTagged(); /* removed tagged objects and meshes*/
CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};
for (int ob_ls_idx = 0; obj_lists[ob_ls_idx]; ob_ls_idx++) {
CListValue *obs = obj_lists[ob_ls_idx];
RAS_MeshObject *mesh;
for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) {
KX_GameObject *gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
if (IS_TAGGED(gameobj->GetBlenderObject())) {
int size_before = obs->GetCount();
/* Eventually calls RemoveNodeDestructObject
* frees m_map_gameobject_to_blender from UnregisterGameObject */
scene->RemoveObject(gameobj);
if (size_before != obs->GetCount())
ob_idx--;
else {
printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
}
}
else {
gameobj->RemoveTaggedActions();
/* free the mesh, we could be referecing a linked one! */
int mesh_index = gameobj->GetMeshCount();
while (mesh_index--) {
mesh = gameobj->GetMesh(mesh_index);
if (IS_TAGGED(mesh->GetMesh())) {
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
break;
}
else {
/* also free the mesh if it's using a tagged material */
int mat_index = mesh->NumMaterials();
while (mat_index--) {
if (IS_TAGGED(mesh->GetMeshMaterial(mat_index)->m_bucket->GetPolyMaterial()->GetBlenderMaterial())) {
gameobj->RemoveMeshes(); /* XXX - slack, same as above */
break;
}
}
}
}
/* make sure action actuators are not referencing tagged actions */
for (unsigned int act_idx = 0; act_idx < gameobj->GetActuators().size(); act_idx++) {
if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) {
BL_ActionActuator *act = (BL_ActionActuator *)gameobj->GetActuators()[act_idx];
if (IS_TAGGED(act->GetAction()))
act->SetAction(NULL);
}
}
}
}
}
}
}
int size;
// delete the entities of this scene
/* TODO - */
#if 0
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
size = m_worldinfos.size();
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
if ((*worldit).second) {
delete (*worldit).second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
} else {
i++;
worldit++;
}
}
#endif
/* Worlds don't reference original blender data so we need to make a set from them */
typedef std::set<KX_WorldInfo *> KX_WorldInfoSet;
KX_WorldInfoSet worldset;
for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) {
KX_Scene *scene = scenes->at(scene_idx);
if (scene->GetWorldInfo())
worldset.insert(scene->GetWorldInfo());
}
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
size = m_worldinfos.size();
for (i = 0, worldit = m_worldinfos.begin(); i < size;) {
if (worldit->second && (worldset.count(worldit->second)) == 0) {
delete worldit->second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
}
else {
i++;
worldit++;
}
}
worldset.clear();
/* done freeing the worlds */
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
size = m_polymaterials.size();
for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
RAS_IPolyMaterial *mat = polymit->second;
Material *bmat = NULL;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial *>(mat);
bmat = bl_mat->GetBlenderMaterial();
if (IS_TAGGED(bmat)) {
/* only remove from bucket */
polymit->first->GetBucketManager()->RemoveMaterial(mat);
}
i++;
polymit++;
}
for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
RAS_IPolyMaterial *mat = polymit->second;
Material *bmat = NULL;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat = bl_mat->GetBlenderMaterial();
if (IS_TAGGED(bmat)) {
// Remove the poly material coresponding to this Blender Material.
m_polymat_cache[polymit->first].erase(bmat);
delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
} else {
i++;
polymit++;
}
}
vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
size = m_materials.size();
for (i = 0, matit = m_materials.begin(); i < size; ) {
BL_Material *mat = matit->second;
if (IS_TAGGED(mat->material)) {
// Remove the bl material coresponding to this Blender Material.
m_mat_cache[matit->first].erase(mat->material);
delete matit->second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
}
else {
i++;
matit++;
}
}
vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
RAS_BucketManager::BucketList::iterator bit;
list<RAS_MeshSlot>::iterator msit;
RAS_BucketManager::BucketList buckets;
size = m_meshobjects.size();
for (i = 0, meshit = m_meshobjects.begin(); i < size;) {
RAS_MeshObject *me = meshit->second;
if (IS_TAGGED(me->GetMesh())) {
// Before deleting the mesh object, make sure the rasterizer is
// no longer referencing it.
buckets = meshit->first->GetBucketManager()->GetSolidBuckets();
for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
if (msit->m_mesh == meshit->second)
(*bit)->RemoveMesh(&(*msit++));
else
msit++;
}
}
// And now the alpha buckets
buckets = meshit->first->GetBucketManager()->GetAlphaBuckets();
for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
if (msit->m_mesh == meshit->second)
(*bit)->RemoveMesh(&(*msit++));
else
msit++;
}
}
// Now it should be safe to delete
delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
}
else {
i++;
meshit++;
}
}
#ifdef WITH_PYTHON
/* make sure this maggie is removed from the import list if it's there
* (this operation is safe if it isn't in the list) */
removeImportMain(maggie);
#endif
delete m_status_map[maggie->name];
m_status_map.erase(maggie->name);
BKE_main_free(maggie);
return true;
}
bool KX_BlenderSceneConverter::FreeBlendFile(const char *path)
{
return FreeBlendFile(GetMainDynamicPath(path));
}
bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from)
{
{
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator itp = m_worldinfos.begin();
while (itp != m_worldinfos.end()) {
if (itp->first == from)
itp->first = to;
itp++;
}
}
{
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
if (itp->first == from) {
itp->first = to;
/* also switch internal data */
RAS_IPolyMaterial *mat = itp->second;
mat->Replace_IScene(to);
}
itp++;
}
}
{
vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator itp = m_meshobjects.begin();
while (itp != m_meshobjects.end()) {
if (itp->first == from)
itp->first = to;
itp++;
}
}
{
vector<pair<KX_Scene *, BL_Material *> >::iterator itp = m_materials.begin();
while (itp != m_materials.end()) {
if (itp->first == from)
itp->first = to;
itp++;
}
}
MaterialCache::iterator matcacheit = m_mat_cache.find(from);
if (matcacheit != m_mat_cache.end()) {
// Merge cached BL_Material map.
m_mat_cache[to].insert(matcacheit->second.begin(), matcacheit->second.end());
m_mat_cache.erase(matcacheit);
}
PolyMaterialCache::iterator polymatcacheit = m_polymat_cache.find(from);
if (polymatcacheit != m_polymat_cache.end()) {
// Merge cached RAS_IPolyMaterial map.
m_polymat_cache[to].insert(polymatcacheit->second.begin(), polymatcacheit->second.end());
m_polymat_cache.erase(polymatcacheit);
}
return true;
}
/* This function merges a mesh from the current scene into another main
* it does not convert */
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const char *name)
{
/* Find a mesh in the current main */
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
Main *from_maggie = m_maggie;
if (me == NULL) {
// The mesh wasn't in the current main, try any dynamic (i.e., LibLoaded) ones
vector<Main *>::iterator it;
for (it = GetMainDynamic().begin(); it != GetMainDynamic().end(); it++) {
me = static_cast<ID *>(BLI_findstring(&(*it)->mesh, name, offsetof(ID, name) + 2));
from_maggie = *it;
if (me)
break;
}
}
if (me == NULL) {
printf("Could not be found \"%s\"\n", name);
return NULL;
}
/* Watch this!, if its used in the original scene can cause big troubles */
if (me->us > 0) {
#ifdef DEBUG
printf("Mesh has a user \"%s\"\n", name);
#endif
me = (ID*)BKE_mesh_copy(from_maggie, (Mesh*)me);
id_us_min(me);
}
BLI_remlink(&from_maggie->mesh, me); /* even if we made the copy it needs to be removed */
BLI_addtail(&maggie->mesh, me);
/* Must copy the materials this uses else we cant free them */
{
Mesh *mesh = (Mesh *)me;
/* ensure all materials are tagged */
for (int i = 0; i < mesh->totcol; i++) {
if (mesh->mat[i])
mesh->mat[i]->id.tag &= ~LIB_TAG_DOIT;
}
for (int i = 0; i < mesh->totcol; i++) {
Material *mat_old = mesh->mat[i];
/* if its tagged its a replaced material */
if (mat_old && (mat_old->id.tag & LIB_TAG_DOIT) == 0) {
Material *mat_old = mesh->mat[i];
Material *mat_new = BKE_material_copy(from_maggie, mat_old);
mat_new->id.tag |= LIB_TAG_DOIT;
id_us_min(&mat_old->id);
BLI_remlink(&from_maggie->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
BLI_addtail(&maggie->mat, mat_new);
mesh->mat[i] = mat_new;
/* the same material may be used twice */
for (int j = i + 1; j < mesh->totcol; j++) {
if (mesh->mat[j] == mat_old) {
mesh->mat[j] = mat_new;
id_us_plus(&mat_new->id);
id_us_min(&mat_old->id);
}
}
}
}
}
m_currentScene = kx_scene; // This needs to be set in case we LibLoaded earlier
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this, false);
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
return meshobj;
}