blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp

1101 lines
26 KiB
C++

/**
* $Id$
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifdef WIN32
#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
#endif
#include "KX_Scene.h"
#include "KX_GameObject.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_IpoConvert.h"
#include "RAS_MeshObject.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_IPhysicsController.h"
#include "BL_Material.h"
#include "SYS_System.h"
#include "DummyPhysicsEnvironment.h"
//to decide to use sumo/ode or dummy physics - defines USE_ODE
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
#ifdef USE_ODE
#include "OdePhysicsEnvironment.h"
#endif //USE_ODE
#ifdef USE_SUMO_SOLID
#include "SumoPhysicsEnvironment.h"
#endif
#include "KX_BlenderSceneConverter.h"
#include "KX_BlenderScalarInterpolator.h"
#include "BL_BlenderDataConversion.h"
#include "BlenderWorldInfo.h"
#include "KX_Scene.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 "BLI_arithb.h"
extern "C"
{
#include "DNA_object_types.h"
#include "DNA_curve_types.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "BSE_editipo.h"
#include "BSE_editipo_types.h"
#include "DNA_ipo_types.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
}
KX_BlenderSceneConverter::KX_BlenderSceneConverter(
struct Main* maggie,
struct SpaceIpo* sipo,
class KX_KetsjiEngine* engine
)
: m_maggie(maggie),
m_sipo(sipo),
m_ketsjiEngine(engine),
m_alwaysUseExpandFraming(false),
m_usemat(false),
m_useglslmat(false)
{
m_newfilename = "";
}
KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
{
// clears meshes, and hashmaps from blender to gameengine data
int i;
// delete sumoshapes
int numipolists = m_map_blender_to_gameipolist.size();
for (i=0; i<numipolists; i++) {
BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
delete (ipoList);
}
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
while (itw != m_worldinfos.end()) {
delete (*itw).second;
itw++;
}
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
delete (*itp).second;
itp++;
}
// delete after RAS_IPolyMaterial
vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
delete (*itmat).second;
itmat++;
}
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
delete (*itm).second;
itm++;
}
#ifdef USE_SUMO_SOLID
KX_ClearSumoSharedShapes();
#endif
#ifdef USE_BULLET
KX_ClearBulletSharedShapes();
#endif
}
void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
{
m_newfilename = filename;
}
bool KX_BlenderSceneConverter::TryAndLoadNewFile()
{
bool result = false;
// find the file
/* if ()
{
result = true;
}
// if not, clear the newfilename
else
{
m_newfilename = "";
}
*/
return result;
}
Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
{
Scene *sce;
/**
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
if (name == (sce->id.name+2))
return sce;
return (Scene*)m_maggie->scene.first;
}
#include "KX_PythonInit.h"
#ifdef USE_BULLET
#include "LinearMath/btIDebugDraw.h"
struct BlenderDebugDraw : public btIDebugDraw
{
BlenderDebugDraw () :
m_debugMode(0)
{
}
int m_debugMode;
virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
if (m_debugMode >0)
{
MT_Vector3 kxfrom(from[0],from[1],from[2]);
MT_Vector3 kxto(to[0],to[1],to[2]);
MT_Vector3 kxcolor(color[0],color[1],color[2]);
KX_RasterizerDrawDebugLine(kxfrom,kxto,kxcolor);
}
}
virtual void reportErrorWarning(const char* warningString)
{
}
virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
{
//not yet
}
virtual void setDebugMode(int debugMode)
{
m_debugMode = debugMode;
}
virtual int getDebugMode() const
{
return m_debugMode;
}
///todo: find out if Blender can do this
virtual void draw3dText(const btVector3& location,const char* textString)
{
}
};
#endif
void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas)
{
//find out which physics engine
Scene *blenderscene = GetBlenderSceneForName(scenename);
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
if (blenderscene)
{
if (blenderscene->world)
{
switch (blenderscene->world->physicsEngine)
{
case WOPHY_BULLET:
{
physics_engine = UseBullet;
break;
}
case WOPHY_ODE:
{
physics_engine = UseODE;
break;
}
case WOPHY_DYNAMO:
{
physics_engine = UseDynamo;
break;
}
case WOPHY_SUMO:
{
physics_engine = UseSumo;
break;
}
case WOPHY_NONE:
{
physics_engine = UseNone;
}
}
}
}
switch (physics_engine)
{
#ifdef USE_BULLET
case UseBullet:
{
CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment();
ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw());
ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python
ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
if (visualizePhysics)
ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText);
//todo: get a button in blender ?
//disable / enable debug drawing (contact points, aabb's etc)
//ccdPhysEnv->setDebugMode(1);
destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
break;
}
#endif
#ifdef USE_SUMO_SOLID
case UseSumo:
destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
break;
#endif
#ifdef USE_ODE
case UseODE:
destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
break;
#endif //USE_ODE
case UseDynamo:
{
}
default:
case UseNone:
physics_engine = UseNone;
destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
break;
}
BL_ConvertBlenderObjects(m_maggie,
scenename,
destinationscene,
m_ketsjiEngine,
physics_engine,
dictobj,
keyinputdev,
rendertools,
canvas,
this,
m_alwaysUseExpandFraming
);
//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();
//Don't clear this lookup, it is needed for the baking physics into ipo animation
//To avoid it's infinite grows, object will be unregister when they are deleted
//see KX_Scene::NewRemoveObject
//m_map_gameobject_to_blender.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) {
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; ) {
if ((*matit).first == scene) {
delete (*matit).second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
} else {
i++;
matit++;
}
}
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;
}
bool KX_BlenderSceneConverter::GetMaterials()
{
return m_usemat;
}
bool KX_BlenderSceneConverter::GetGLSLMaterials()
{
return m_useglslmat;
}
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
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,
struct Object *for_blenderobject)
{
m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
}
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
CHashedPtr gptr(gameobject);
struct Object **bobp= m_map_gameobject_to_blender[gptr];
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);
m_map_gameobject_to_blender.remove(gptr);
}
}
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
struct Object *for_blenderobject)
{
KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
return obp?*obp:NULL;
}
struct Object *KX_BlenderSceneConverter::FindBlenderObject(
KX_GameObject *for_gameobject)
{
struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
return obp?*obp:NULL;
}
void KX_BlenderSceneConverter::RegisterGameMesh(
RAS_MeshObject *gamemesh,
struct Mesh *for_blendermesh)
{
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(
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);
void testhandles_ipocurve(struct IpoCurve *icu);
void Mat3ToEul(float tmat[][3], float *eul);
}
IpoCurve* findIpoCurve(IpoCurve* first,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);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z);
//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);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y);
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
if (!icu1)
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z);
//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);
}
}
}
}
}
}
}