2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
758 lines
21 KiB
C++
758 lines
21 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// don't show stl-warnings
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#pragma warning (disable:4786)
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#endif
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#include "KX_GameObject.h"
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#include "KX_IpoConvert.h"
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#include "KX_IInterpolator.h"
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#include "KX_ScalarInterpolator.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "KX_BlenderSceneConverter.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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#include "DNA_object_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_world_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_material_types.h"
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/* end of blender include block */
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#include "KX_IPO_SGController.h"
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#include "KX_LightIpoSGController.h"
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#include "KX_CameraIpoSGController.h"
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#include "KX_WorldIpoController.h"
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#include "KX_ObColorIpoSGController.h"
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#include "KX_MaterialIpoController.h"
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#include "SG_Node.h"
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static BL_InterpolatorList *GetIpoList(struct Ipo *for_ipo, KX_BlenderSceneConverter *converter) {
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BL_InterpolatorList *ipoList= converter->FindInterpolatorList(for_ipo);
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if (!ipoList) {
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ipoList = new BL_InterpolatorList(for_ipo);
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converter->RegisterInterpolatorList(ipoList, for_ipo);
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}
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return ipoList;
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}
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void BL_ConvertIpos(struct Object* blenderobject,KX_GameObject* gameobj,KX_BlenderSceneConverter *converter)
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{
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if (blenderobject->ipo) {
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KX_IpoSGController* ipocontr = new KX_IpoSGController();
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gameobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(gameobj->GetSGNode());
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// For ipo_as_force, we need to know which SM object and Scene the
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// object associated with this ipo is in. Is this already known here?
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// I think not.... then it must be done later :(
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// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
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// gameobj->GetSumoObject());
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ipocontr->SetGameObject(gameobj);
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ipocontr->GetIPOTransform().SetPosition(
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MT_Point3(
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blenderobject->loc[0]+blenderobject->dloc[0],
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blenderobject->loc[1]+blenderobject->dloc[1],
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blenderobject->loc[2]+blenderobject->dloc[2]
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)
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);
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ipocontr->GetIPOTransform().SetEulerAngles(
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MT_Vector3(
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blenderobject->rot[0],
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blenderobject->rot[1],
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blenderobject->rot[2]
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)
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);
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ipocontr->GetIPOTransform().SetScaling(
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MT_Vector3(
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blenderobject->size[0],
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blenderobject->size[1],
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blenderobject->size[2]
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)
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);
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BL_InterpolatorList *ipoList= GetIpoList(blenderobject->ipo, converter);
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// For each active channel in the ipoList add an
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// interpolator to the game object.
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KX_IScalarInterpolator *ipo;
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ipo = ipoList->GetScalarInterpolator(OB_LOC_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetPosition()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_LOC_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetPosition()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_LOC_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetPosition()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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// Master the art of cut & paste programming...
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ipo = ipoList->GetScalarInterpolator(OB_DLOC_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaPosition()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DLOC_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaPosition()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DLOC_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaPosition()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyPosition(true);
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}
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// Explore the finesse of reuse and slight modification
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ipo = ipoList->GetScalarInterpolator(OB_ROT_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetEulerAngles()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_ROT_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetEulerAngles()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_ROT_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetEulerAngles()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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// Hmmm, the need for a macro comes to mind...
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ipo = ipoList->GetScalarInterpolator(OB_DROT_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DROT_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DROT_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyOrientation(true);
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}
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// Hang on, almost there...
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ipo = ipoList->GetScalarInterpolator(OB_SIZE_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetScaling()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_SIZE_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetScaling()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_SIZE_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetScaling()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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// The last few...
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ipo = ipoList->GetScalarInterpolator(OB_DSIZE_X);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaScaling()[0]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Y);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaScaling()[1]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Z);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&(ipocontr->GetIPOTransform().GetDeltaScaling()[2]),
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ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyScaling(true);
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}
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{
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KX_ObColorIpoSGController* ipocontr=NULL;
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ipo = ipoList->GetScalarInterpolator(OB_COL_R);
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if (ipo)
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{
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if (!ipocontr)
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{
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ipocontr = new KX_ObColorIpoSGController();
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gameobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(gameobj->GetSGNode());
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}
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&ipocontr->m_rgba[0],
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ipo);
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ipocontr->AddInterpolator(interpolator);
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}
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ipo = ipoList->GetScalarInterpolator(OB_COL_G);
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if (ipo)
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{
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if (!ipocontr)
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{
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ipocontr = new KX_ObColorIpoSGController();
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gameobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(gameobj->GetSGNode());
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}
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&ipocontr->m_rgba[1],
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ipo);
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ipocontr->AddInterpolator(interpolator);
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}
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ipo = ipoList->GetScalarInterpolator(OB_COL_B);
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if (ipo)
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{
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if (!ipocontr)
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{
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ipocontr = new KX_ObColorIpoSGController();
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gameobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(gameobj->GetSGNode());
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}
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&ipocontr->m_rgba[2],
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ipo);
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ipocontr->AddInterpolator(interpolator);
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}
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ipo = ipoList->GetScalarInterpolator(OB_COL_A);
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if (ipo)
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{
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if (!ipocontr)
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{
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ipocontr = new KX_ObColorIpoSGController();
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gameobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(gameobj->GetSGNode());
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}
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(
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&ipocontr->m_rgba[3],
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ipo);
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ipocontr->AddInterpolator(interpolator);
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}
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}
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}
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}
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void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_BlenderSceneConverter *converter)
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{
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if (blenderlamp->ipo) {
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KX_LightIpoSGController* ipocontr = new KX_LightIpoSGController();
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lightobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(lightobj->GetSGNode());
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ipocontr->m_energy = blenderlamp->energy;
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ipocontr->m_col_rgb[0] = blenderlamp->r;
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ipocontr->m_col_rgb[1] = blenderlamp->g;
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ipocontr->m_col_rgb[2] = blenderlamp->b;
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ipocontr->m_dist = blenderlamp->dist;
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BL_InterpolatorList *ipoList= GetIpoList(blenderlamp->ipo, converter);
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// For each active channel in the ipoList add an
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// interpolator to the game object.
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KX_IScalarInterpolator *ipo;
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ipo = ipoList->GetScalarInterpolator(LA_ENERGY);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_energy, ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyEnergy(true);
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}
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ipo = ipoList->GetScalarInterpolator(LA_DIST);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_dist, ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyDist(true);
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}
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ipo = ipoList->GetScalarInterpolator(LA_COL_R);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_col_rgb[0], ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyColor(true);
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}
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ipo = ipoList->GetScalarInterpolator(LA_COL_G);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_col_rgb[1], ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyColor(true);
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}
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ipo = ipoList->GetScalarInterpolator(LA_COL_B);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_col_rgb[2], ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyColor(true);
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}
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}
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}
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void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj,KX_BlenderSceneConverter *converter)
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{
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if (blendercamera->ipo) {
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KX_CameraIpoSGController* ipocontr = new KX_CameraIpoSGController();
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cameraobj->GetSGNode()->AddSGController(ipocontr);
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ipocontr->SetObject(cameraobj->GetSGNode());
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ipocontr->m_lens = blendercamera->lens;
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ipocontr->m_clipstart = blendercamera->clipsta;
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ipocontr->m_clipend = blendercamera->clipend;
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BL_InterpolatorList *ipoList= GetIpoList(blendercamera->ipo, converter);
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// For each active channel in the ipoList add an
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// interpolator to the game object.
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KX_IScalarInterpolator *ipo;
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ipo = ipoList->GetScalarInterpolator(CAM_LENS);
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if (ipo) {
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KX_IInterpolator *interpolator =
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new KX_ScalarInterpolator(&ipocontr->m_lens, ipo);
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ipocontr->AddInterpolator(interpolator);
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ipocontr->SetModifyLens(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(CAM_STA);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_clipstart, ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyClipStart(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(CAM_END);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_clipend, ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyClipEnd(true);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
|
|
{
|
|
|
|
if (blenderworld->ipo) {
|
|
|
|
KX_WorldIpoController* ipocontr = new KX_WorldIpoController();
|
|
|
|
// Erwin, hook up the world ipo controller here
|
|
// Gino: hook it up to what ?
|
|
// is there a userinterface element for that ?
|
|
// for now, we have some new python hooks to access the data, for a work-around
|
|
|
|
ipocontr->m_mist_start = blenderworld->miststa;
|
|
ipocontr->m_mist_dist = blenderworld->mistdist;
|
|
ipocontr->m_mist_rgb[0] = blenderworld->horr;
|
|
ipocontr->m_mist_rgb[1] = blenderworld->horg;
|
|
ipocontr->m_mist_rgb[2] = blenderworld->horb;
|
|
|
|
BL_InterpolatorList *ipoList= GetIpoList(blenderworld->ipo, converter);
|
|
|
|
// For each active channel in the ipoList add an
|
|
// interpolator to the game object.
|
|
|
|
KX_IScalarInterpolator *ipo;
|
|
|
|
ipo = ipoList->GetScalarInterpolator(WO_HOR_R);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[0], ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyMistColor(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(WO_HOR_G);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[1], ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyMistColor(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(WO_HOR_B);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[2], ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyMistColor(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(WO_MISTDI);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_mist_dist, ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyMistDist(true);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(WO_MISTSTA);
|
|
if (ipo) {
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(&ipocontr->m_mist_start, ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
ipocontr->SetModifyMistStart(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void BL_ConvertMaterialIpos(
|
|
Material* blendermaterial,
|
|
KX_GameObject* gameobj,
|
|
KX_BlenderSceneConverter *converter
|
|
)
|
|
{
|
|
if (blendermaterial->ipo) {
|
|
|
|
KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
|
|
BL_InterpolatorList *ipoList= GetIpoList(blendermaterial->ipo, converter);
|
|
|
|
|
|
ipocontr->m_rgba[0] = blendermaterial->r;
|
|
ipocontr->m_rgba[1] = blendermaterial->g;
|
|
ipocontr->m_rgba[2] = blendermaterial->b;
|
|
ipocontr->m_rgba[3] = blendermaterial->alpha;
|
|
|
|
ipocontr->m_specrgb[0] = blendermaterial->specr;
|
|
ipocontr->m_specrgb[1] = blendermaterial->specg;
|
|
ipocontr->m_specrgb[2] = blendermaterial->specb;
|
|
|
|
ipocontr->m_hard = blendermaterial->har;
|
|
ipocontr->m_spec = blendermaterial->spec;
|
|
ipocontr->m_ref = blendermaterial->ref;
|
|
ipocontr->m_emit = blendermaterial->emit;
|
|
ipocontr->m_alpha = blendermaterial->alpha;
|
|
KX_IScalarInterpolator *ipo;
|
|
|
|
// --
|
|
ipo = ipoList->GetScalarInterpolator(MA_COL_R);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_rgba[0],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_COL_G);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_rgba[1],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_COL_B);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_rgba[2],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_ALPHA);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_rgba[3],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
// --
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_SPEC_R );
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_specrgb[0],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_SPEC_G);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_specrgb[1],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_SPEC_B);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_specrgb[2],
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
// --
|
|
ipo = ipoList->GetScalarInterpolator(MA_HARD);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_hard,
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_SPEC);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_spec,
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_REF);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_ref,
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
|
|
ipo = ipoList->GetScalarInterpolator(MA_EMIT);
|
|
if (ipo) {
|
|
if (!ipocontr) {
|
|
ipocontr = new KX_MaterialIpoController();
|
|
gameobj->GetSGNode()->AddSGController(ipocontr);
|
|
ipocontr->SetObject(gameobj->GetSGNode());
|
|
}
|
|
KX_IInterpolator *interpolator =
|
|
new KX_ScalarInterpolator(
|
|
&ipocontr->m_emit,
|
|
ipo);
|
|
ipocontr->AddInterpolator(interpolator);
|
|
}
|
|
}
|
|
}
|
|
|