blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

1086 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;
}
};
#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)
{
m_map_gameobject_to_blender.remove(CHashedPtr(gameobject));
}
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);
}
}
}
}
}
}
}