blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp

1085 lines
26 KiB
C++
Raw Normal View History

2002-10-12 11:37:38 +00:00
/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
2002-10-12 11:37:38 +00:00
*
* 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 *****
2002-10-12 11:37:38 +00:00
*/
#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"
2002-10-12 11:37:38 +00:00
#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"
2002-10-12 11:37:38 +00:00
#include "DummyPhysicsEnvironment.h"
//to decide to use sumo/ode or dummy physics - defines USE_ODE
#include "KX_ConvertPhysicsObject.h"
2005-07-16 21:47:54 +00:00
#ifdef USE_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
2002-10-12 11:37:38 +00:00
#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"
}
2002-10-12 11:37:38 +00:00
KX_BlenderSceneConverter::KX_BlenderSceneConverter(
struct Main* maggie,
struct SpaceIpo* sipo,
2002-10-12 11:37:38 +00:00
class KX_KetsjiEngine* engine
)
: m_maggie(maggie),
m_sipo(sipo),
2002-10-12 11:37:38 +00:00
m_ketsjiEngine(engine),
m_alwaysUseExpandFraming(false),
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
m_usemat(false),
m_useglslmat(false)
2002-10-12 11:37:38 +00:00
{
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();
2002-10-12 11:37:38 +00:00
while (itw != m_worldinfos.end()) {
delete (*itw).second;
2002-10-12 11:37:38 +00:00
itw++;
}
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
2002-10-12 11:37:38 +00:00
while (itp != m_polymaterials.end()) {
delete (*itp).second;
2002-10-12 11:37:38 +00:00
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();
2002-10-12 11:37:38 +00:00
while (itm != m_meshobjects.end()) {
delete (*itm).second;
2002-10-12 11:37:38 +00:00
itm++;
}
#ifdef USE_SUMO_SOLID
KX_ClearSumoSharedShapes();
#endif
2005-07-16 21:47:54 +00:00
#ifdef USE_BULLET
KX_ClearBulletSharedShapes();
#endif
2002-10-12 11:37:38 +00:00
}
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;
}
/**
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
Scene *sce;
for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
if (scenename == (sce->id.name+2))
return sce;
return (Scene*) 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);
}
}
2007-06-23 05:02:31 +00:00
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
2005-08-13 10:04:01 +00:00
{
return m_debugMode;
}
};
#endif
2002-10-12 11:37:38 +00:00
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 = GetSceneForName2(m_maggie, scenename);
2002-10-12 11:37:38 +00:00
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
2002-10-12 11:37:38 +00:00
if (blenderscene)
2002-10-12 11:37:38 +00:00
{
if (blenderscene->world)
2002-10-12 11:37:38 +00:00
{
switch (blenderscene->world->physicsEngine)
2002-10-12 11:37:38 +00:00
{
2005-07-16 21:47:54 +00:00
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;
}
2002-10-12 11:37:38 +00:00
}
2002-10-12 11:37:38 +00:00
}
}
switch (physics_engine)
2002-10-12 11:37:38 +00:00
{
2005-07-16 21:47:54 +00:00
#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);
2005-07-16 21:47:54 +00:00
break;
}
#endif
2002-10-12 11:37:38 +00:00
#ifdef USE_SUMO_SOLID
case UseSumo:
destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
break;
2002-10-12 11:37:38 +00:00
#endif
#ifdef USE_ODE
case UseODE:
destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
break;
2002-10-12 11:37:38 +00:00
#endif //USE_ODE
case UseDynamo:
{
}
default:
case UseNone:
physics_engine = UseNone;
destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
break;
2002-10-12 11:37:38 +00:00
}
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();
2002-10-12 11:37:38 +00:00
}
// 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++;
}
}
}
2002-10-12 11:37:38 +00:00
// use blender materials
void KX_BlenderSceneConverter::SetMaterials(bool val)
{
m_usemat = val;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
m_useglslmat = false;
}
void KX_BlenderSceneConverter::SetGLSLMaterials(bool val)
{
m_usemat = val;
m_useglslmat = val;
}
bool KX_BlenderSceneConverter::GetMaterials()
{
return m_usemat;
}
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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));
}
2002-10-12 11:37:38 +00:00
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));
}
2002-10-12 11:37:38 +00:00
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));
2002-10-12 11:37:38 +00:00
}
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));
2002-10-12 11:37:38 +00:00
}
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));
2002-10-12 11:37:38 +00:00
}
/*
* 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);
}
}
}
}
}
}
}