2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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2008-01-07 19:13:47 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-01-07 19:13:47 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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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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2008-01-07 19:13:47 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2010-09-15 16:13:32 +00:00
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
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2002-10-12 11:37:38 +00:00
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#endif
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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2005-03-22 13:34:31 +00:00
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#include "KX_BlenderSceneConverter.h"
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2002-10-12 11:37:38 +00:00
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#include "KX_IpoConvert.h"
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#include "RAS_MeshObject.h"
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#include "KX_PhysicsEngineEnums.h"
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2005-08-22 18:31:19 +00:00
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_IPhysicsController.h"
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2006-01-06 03:46:54 +00:00
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#include "BL_Material.h"
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2010-10-09 10:45:25 +00:00
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#include "BL_ActionActuator.h"
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2009-11-15 23:58:56 +00:00
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#include "KX_BlenderMaterial.h"
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#include "KX_PolygonMaterial.h"
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2006-12-20 06:43:43 +00:00
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#include "SYS_System.h"
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2002-10-12 11:37:38 +00:00
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#include "DummyPhysicsEnvironment.h"
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2002-10-18 14:36:34 +00:00
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#include "KX_ConvertPhysicsObject.h"
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2005-07-16 21:47:54 +00:00
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#endif
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2002-10-12 11:37:38 +00:00
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#include "KX_BlenderSceneConverter.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "BL_BlenderDataConversion.h"
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#include "BlenderWorldInfo.h"
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#include "KX_Scene.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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/* This list includes only data type definitions */
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#include "DNA_scene_types.h"
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#include "DNA_world_types.h"
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#include "BKE_main.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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2006-12-16 05:50:38 +00:00
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2005-08-23 13:16:02 +00:00
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extern "C"
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{
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2005-08-22 18:31:19 +00:00
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#include "DNA_object_types.h"
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#include "DNA_curve_types.h"
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2009-11-15 23:58:56 +00:00
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#include "DNA_mesh_types.h"
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#include "DNA_material_types.h"
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2005-08-23 13:16:02 +00:00
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#include "BLI_blenlib.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_global.h"
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2010-02-22 12:25:58 +00:00
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#include "BKE_animsys.h"
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2009-11-15 23:58:56 +00:00
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#include "BKE_library.h"
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#include "BKE_material.h" // copy_material
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#include "BKE_mesh.h" // copy_mesh
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2005-08-23 13:16:02 +00:00
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#include "DNA_space_types.h"
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2010-02-22 12:25:58 +00:00
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#include "DNA_anim_types.h"
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2010-03-16 10:18:19 +00:00
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#include "RNA_define.h"
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2010-02-22 12:25:58 +00:00
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#include "../../blender/editors/include/ED_keyframing.h"
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2005-08-23 13:16:02 +00:00
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}
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2005-08-22 18:31:19 +00:00
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2009-11-15 23:58:56 +00:00
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/* Only for dynamic loading and merging */
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#include "RAS_BucketManager.h" // XXX cant stay
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#include "KX_BlenderSceneConverter.h"
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#include "BL_BlenderDataConversion.h"
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#include "KX_MeshProxy.h"
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#include "RAS_MeshObject.h"
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extern "C" {
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#include "BKE_context.h"
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#include "BLO_readfile.h"
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2010-08-10 15:14:19 +00:00
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#include "BKE_idcode.h"
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2009-11-15 23:58:56 +00:00
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#include "BKE_report.h"
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#include "DNA_space_types.h"
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#include "DNA_windowmanager_types.h" /* report api */
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#include "../../blender/blenlib/BLI_linklist.h"
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}
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2002-10-12 11:37:38 +00:00
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KX_BlenderSceneConverter::KX_BlenderSceneConverter(
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struct Main* maggie,
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class KX_KetsjiEngine* engine
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)
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: m_maggie(maggie),
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2009-11-15 23:58:56 +00:00
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/*m_maggie_dyn(NULL),*/
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2002-10-12 11:37:38 +00:00
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m_ketsjiEngine(engine),
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2006-01-06 03:46:54 +00:00
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m_alwaysUseExpandFraming(false),
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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
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m_usemat(false),
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m_useglslmat(false)
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2002-10-12 11:37:38 +00:00
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{
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2009-11-15 23:58:56 +00:00
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tag_main(maggie, 0); /* avoid re-tagging later on */
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2002-10-12 11:37:38 +00:00
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m_newfilename = "";
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}
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KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
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{
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// clears meshes, and hashmaps from blender to gameengine data
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int i;
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// delete sumoshapes
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2009-06-15 10:11:08 +00:00
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int numAdtLists = m_map_blender_to_gameAdtList.size();
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for (i=0; i<numAdtLists; i++) {
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BL_InterpolatorList *adtList= *m_map_blender_to_gameAdtList.at(i);
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2002-10-12 11:37:38 +00:00
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2009-06-15 10:11:08 +00:00
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delete (adtList);
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2002-10-12 11:37:38 +00:00
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}
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2008-03-09 21:42:03 +00:00
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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2002-10-12 11:37:38 +00:00
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while (itw != m_worldinfos.end()) {
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2008-03-09 21:42:03 +00:00
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delete (*itw).second;
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2002-10-12 11:37:38 +00:00
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itw++;
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}
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2008-03-09 21:42:03 +00:00
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
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2002-10-12 11:37:38 +00:00
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while (itp != m_polymaterials.end()) {
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2008-03-09 21:42:03 +00:00
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delete (*itp).second;
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2002-10-12 11:37:38 +00:00
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itp++;
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}
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2006-01-06 03:46:54 +00:00
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// delete after RAS_IPolyMaterial
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2008-03-09 21:42:03 +00:00
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vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
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2006-01-06 03:46:54 +00:00
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while (itmat != m_materials.end()) {
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2008-03-09 21:42:03 +00:00
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delete (*itmat).second;
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2006-01-06 03:46:54 +00:00
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itmat++;
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}
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2008-03-09 21:42:03 +00:00
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
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2002-10-12 11:37:38 +00:00
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while (itm != m_meshobjects.end()) {
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2008-03-09 21:42:03 +00:00
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delete (*itm).second;
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2002-10-12 11:37:38 +00:00
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itm++;
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}
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2005-07-16 21:47:54 +00:00
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#ifdef USE_BULLET
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KX_ClearBulletSharedShapes();
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#endif
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2009-11-15 23:58:56 +00:00
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/* free any data that was dynamically loaded */
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for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
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Main *main= *it;
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free_main(main);
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}
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2002-10-12 11:37:38 +00:00
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2009-11-15 23:58:56 +00:00
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m_DynamicMaggie.clear();
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}
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2002-10-12 11:37:38 +00:00
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void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
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{
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m_newfilename = filename;
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}
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bool KX_BlenderSceneConverter::TryAndLoadNewFile()
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{
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bool result = false;
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// find the file
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/* if ()
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{
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result = true;
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}
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// if not, clear the newfilename
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else
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{
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m_newfilename = "";
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}
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*/
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return result;
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}
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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
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Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
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{
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Scene *sce;
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2002-10-12 11:37:38 +00:00
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/**
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* Find the specified scene by name, or the first
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* scene if nothing matches (shouldn't happen).
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*/
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2010-02-22 09:22:36 +00:00
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if((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
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return sce;
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2002-10-12 11:37:38 +00:00
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2009-11-15 23:58:56 +00:00
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for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
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Main *main= *it;
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2010-02-22 09:22:36 +00:00
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if((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
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return sce;
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2009-11-15 23:58:56 +00:00
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}
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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
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return (Scene*)m_maggie->scene.first;
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2002-10-12 11:37:38 +00:00
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}
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2005-07-27 09:30:53 +00:00
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#include "KX_PythonInit.h"
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2005-03-25 10:33:39 +00:00
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2005-07-27 09:30:53 +00:00
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#ifdef USE_BULLET
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2005-08-02 14:59:49 +00:00
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2006-11-21 00:53:40 +00:00
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#include "LinearMath/btIDebugDraw.h"
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2005-07-29 18:14:41 +00:00
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2006-11-21 00:53:40 +00:00
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struct BlenderDebugDraw : public btIDebugDraw
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2005-07-27 09:30:53 +00:00
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{
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2005-07-29 18:14:41 +00:00
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BlenderDebugDraw () :
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m_debugMode(0)
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{
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}
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int m_debugMode;
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2006-11-21 00:53:40 +00:00
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virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
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2005-07-27 09:30:53 +00:00
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{
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2005-08-02 14:59:49 +00:00
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if (m_debugMode >0)
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2005-07-29 18:14:41 +00:00
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{
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MT_Vector3 kxfrom(from[0],from[1],from[2]);
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MT_Vector3 kxto(to[0],to[1],to[2]);
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MT_Vector3 kxcolor(color[0],color[1],color[2]);
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2005-07-27 09:30:53 +00:00
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2005-07-29 18:14:41 +00:00
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KX_RasterizerDrawDebugLine(kxfrom,kxto,kxcolor);
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}
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}
|
2005-08-13 08:05:48 +00:00
|
|
|
|
2007-06-23 05:02:31 +00:00
|
|
|
virtual void reportErrorWarning(const char* warningString)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2006-11-21 00:53:40 +00:00
|
|
|
virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
|
2005-08-13 08:05:48 +00:00
|
|
|
{
|
|
|
|
//not yet
|
|
|
|
}
|
|
|
|
|
2006-11-21 00:53:40 +00:00
|
|
|
virtual void setDebugMode(int debugMode)
|
2005-07-29 18:14:41 +00:00
|
|
|
{
|
|
|
|
m_debugMode = debugMode;
|
2005-07-27 09:30:53 +00:00
|
|
|
}
|
2006-11-21 00:53:40 +00:00
|
|
|
virtual int getDebugMode() const
|
2005-08-13 10:04:01 +00:00
|
|
|
{
|
|
|
|
return m_debugMode;
|
|
|
|
}
|
2008-09-03 02:27:16 +00:00
|
|
|
///todo: find out if Blender can do this
|
|
|
|
virtual void draw3dText(const btVector3& location,const char* textString)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
2005-08-13 10:04:01 +00:00
|
|
|
|
2005-07-27 09:30:53 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-07-30 21:42:29 +00:00
|
|
|
void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
|
2002-10-12 11:37:38 +00:00
|
|
|
class RAS_IRenderTools* rendertools,
|
|
|
|
class RAS_ICanvas* canvas)
|
|
|
|
{
|
2004-04-03 00:04:44 +00:00
|
|
|
//find out which physics engine
|
2009-07-30 21:42:29 +00:00
|
|
|
Scene *blenderscene = destinationscene->GetBlenderScene();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-04-27 04:37:20 +00:00
|
|
|
e_PhysicsEngine physics_engine = UseBullet;
|
2009-04-20 15:06:46 +00:00
|
|
|
bool useDbvtCulling = false;
|
2008-03-09 21:42:03 +00:00
|
|
|
// hook for registration function during conversion.
|
|
|
|
m_currentScene = destinationscene;
|
|
|
|
destinationscene->SetSceneConverter(this);
|
2009-04-20 15:06:46 +00:00
|
|
|
SG_SetActiveStage(SG_STAGE_CONVERTER);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-04-03 00:04:44 +00:00
|
|
|
if (blenderscene)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-04-03 00:04:44 +00:00
|
|
|
|
2009-08-07 03:06:32 +00:00
|
|
|
switch (blenderscene->gm.physicsEngine)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-08-07 03:06:32 +00:00
|
|
|
case WOPHY_BULLET:
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-08-07 03:06:32 +00:00
|
|
|
physics_engine = UseBullet;
|
|
|
|
useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
|
|
|
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-03-25 10:33:39 +00:00
|
|
|
|
2004-04-03 00:04:44 +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:
|
|
|
|
{
|
2009-04-20 15:06:46 +00:00
|
|
|
CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling);
|
2005-07-27 09:30:53 +00:00
|
|
|
ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw());
|
2006-05-11 17:58:23 +00:00
|
|
|
ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python
|
|
|
|
ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python
|
|
|
|
|
2006-12-20 06:43:43 +00:00
|
|
|
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
|
|
|
int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
|
|
|
|
if (visualizePhysics)
|
2009-03-09 04:21:28 +00:00
|
|
|
ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints);
|
2006-12-20 06:43:43 +00:00
|
|
|
|
2005-08-02 14:59:49 +00:00
|
|
|
//todo: get a button in blender ?
|
|
|
|
//disable / enable debug drawing (contact points, aabb's etc)
|
|
|
|
//ccdPhysEnv->setDebugMode(1);
|
2005-07-27 09:30:53 +00:00
|
|
|
destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
|
2005-07-16 21:47:54 +00:00
|
|
|
break;
|
|
|
|
}
|
2009-06-21 16:18:38 +00:00
|
|
|
#endif
|
2004-04-03 00:04:44 +00:00
|
|
|
case UseDynamo:
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
|
|
case UseNone:
|
|
|
|
physics_engine = UseNone;
|
|
|
|
destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
|
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2004-04-03 00:04:44 +00:00
|
|
|
BL_ConvertBlenderObjects(m_maggie,
|
|
|
|
destinationscene,
|
|
|
|
m_ketsjiEngine,
|
|
|
|
physics_engine,
|
|
|
|
rendertools,
|
|
|
|
canvas,
|
|
|
|
this,
|
|
|
|
m_alwaysUseExpandFraming
|
|
|
|
);
|
|
|
|
|
2008-03-09 21:42:03 +00:00
|
|
|
//These lookup are not needed during game
|
2004-04-03 00:04:44 +00:00
|
|
|
m_map_blender_to_gameactuator.clear();
|
|
|
|
m_map_blender_to_gamecontroller.clear();
|
|
|
|
m_map_blender_to_gameobject.clear();
|
2005-08-22 18:31:19 +00:00
|
|
|
|
2008-03-09 21:42:03 +00:00
|
|
|
//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();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2008-03-09 21:42:03 +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
|
|
|
|
2006-01-06 03:46:54 +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;
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2006-01-06 03:46:54 +00:00
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
|
|
|
|
{
|
2008-03-09 21:42:03 +00:00
|
|
|
m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
|
2006-01-06 03:46:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2009-08-07 03:51:28 +00:00
|
|
|
/* only maintained while converting, freed during game runtime */
|
2002-10-12 11:37:38 +00:00
|
|
|
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
|
|
|
|
}
|
|
|
|
|
2009-08-21 03:06:36 +00:00
|
|
|
/* only need to run this during conversion since
|
|
|
|
* m_map_blender_to_gameobject is freed after conversion */
|
2008-03-09 21:42:03 +00:00
|
|
|
void KX_BlenderSceneConverter::UnregisterGameObject(
|
|
|
|
KX_GameObject *gameobject)
|
|
|
|
{
|
2009-08-07 03:51:28 +00:00
|
|
|
struct Object *bobp= gameobject->GetBlenderObject();
|
2008-09-07 10:47:33 +00:00
|
|
|
if (bobp) {
|
2009-08-07 03:51:28 +00:00
|
|
|
CHashedPtr bptr(bobp);
|
2008-09-07 10:47:33 +00:00
|
|
|
KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
|
|
|
|
if (gobp && *gobp == gameobject)
|
2009-08-07 03:51:28 +00:00
|
|
|
{
|
2008-09-07 10:47:33 +00:00
|
|
|
// also maintain m_map_blender_to_gameobject if the gameobject
|
|
|
|
// being removed is matching the blender object
|
|
|
|
m_map_blender_to_gameobject.remove(bptr);
|
2009-08-07 03:51:28 +00:00
|
|
|
}
|
2008-09-07 10:47:33 +00:00
|
|
|
}
|
2008-03-09 21:42:03 +00:00
|
|
|
}
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameMesh(
|
|
|
|
RAS_MeshObject *gamemesh,
|
|
|
|
struct Mesh *for_blendermesh)
|
|
|
|
{
|
2009-11-15 23:58:56 +00:00
|
|
|
if(for_blendermesh) { /* dynamically loaded meshes we dont want to keep lookups for */
|
|
|
|
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
|
|
|
|
}
|
2008-03-09 21:42:03 +00:00
|
|
|
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(
|
2009-06-08 20:08:19 +00:00
|
|
|
struct Mesh *for_blendermesh/*,
|
|
|
|
unsigned int onlayer*/)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
if (meshp/* && onlayer==(*meshp)->GetLightLayer()*/) {
|
2002-10-12 11:37:38 +00:00
|
|
|
return *meshp;
|
|
|
|
} else {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
|
|
|
|
{
|
2008-03-09 21:42:03 +00:00
|
|
|
m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterInterpolatorList(
|
2009-06-15 10:11:08 +00:00
|
|
|
BL_InterpolatorList *adtList,
|
|
|
|
struct AnimData *for_adt)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-06-15 10:11:08 +00:00
|
|
|
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_adt), adtList);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
|
2009-06-15 10:11:08 +00:00
|
|
|
struct AnimData *for_adt)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2009-06-15 10:11:08 +00:00
|
|
|
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_adt)];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2008-03-09 21:42:03 +00:00
|
|
|
m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
2006-11-30 00:19:27 +00:00
|
|
|
void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-08-22 18:31:19 +00:00
|
|
|
|
|
|
|
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();
|
|
|
|
|
2009-08-07 03:51:28 +00:00
|
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
2005-08-22 18:31:19 +00:00
|
|
|
if (blenderObject)
|
|
|
|
{
|
2010-02-22 12:25:58 +00:00
|
|
|
#if 0
|
2005-08-22 18:31:19 +00:00
|
|
|
//erase existing ipo's
|
2006-12-16 05:50:38 +00:00
|
|
|
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
|
2005-08-22 18:31:19 +00:00
|
|
|
if (ipo)
|
2006-12-16 05:50:38 +00:00
|
|
|
{ //clear the curve data
|
|
|
|
if (clearIpo){//rcruiz
|
|
|
|
IpoCurve *icu1;
|
|
|
|
|
|
|
|
int numCurves = 0;
|
|
|
|
for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
|
2005-08-22 18:31:19 +00:00
|
|
|
|
2006-12-16 05:50:38 +00:00
|
|
|
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++;
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2006-12-16 05:50:38 +00:00
|
|
|
BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
|
|
|
|
if( tmpicu->bezt )
|
|
|
|
MEM_freeN( tmpicu->bezt );
|
|
|
|
MEM_freeN( tmpicu );
|
2009-06-13 13:02:01 +00:00
|
|
|
localDel_ipoCurve( tmpicu );
|
2006-12-16 05:50:38 +00:00
|
|
|
}
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
} else
|
2009-03-17 21:44:58 +00:00
|
|
|
{ ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
|
2005-08-23 13:16:02 +00:00
|
|
|
blenderObject->ipo = ipo;
|
2005-08-22 18:31:19 +00:00
|
|
|
|
|
|
|
}
|
2010-02-22 12:25:58 +00:00
|
|
|
#endif
|
2005-08-22 18:31:19 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
|
|
|
|
2006-12-16 05:50:38 +00:00
|
|
|
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()){
|
2009-08-07 03:51:28 +00:00
|
|
|
Object* blenderobject = gameobj->GetBlenderObject();
|
2006-12-16 05:50:38 +00:00
|
|
|
if (!blenderobject)
|
|
|
|
continue;
|
|
|
|
if (blenderobject->type==OB_ARMATURE)
|
|
|
|
continue;
|
|
|
|
float eu[3];
|
2009-11-10 20:43:45 +00:00
|
|
|
mat4_to_eul(eu,blenderobject->obmat);
|
2006-12-16 05:50:38 +00:00
|
|
|
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);
|
2009-04-20 15:06:46 +00:00
|
|
|
gameobj->NodeUpdateGS(0);
|
2006-12-16 05:50:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
|
2005-08-22 15:47:56 +00:00
|
|
|
///this generates ipo curves for position, rotation, allowing to use game physics in animation
|
|
|
|
void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
|
|
|
|
{
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
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();
|
2010-06-10 14:42:24 +00:00
|
|
|
CListValue* parentList = scene->GetObjectList();
|
2005-08-23 13:16:02 +00:00
|
|
|
int numObjects = parentList->GetCount();
|
|
|
|
int g;
|
|
|
|
for (g=0;g<numObjects;g++)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
2010-06-10 14:42:24 +00:00
|
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
|
|
|
if (blenderObject && blenderObject->parent==NULL && gameObj->GetPhysicsController() != NULL)
|
2005-08-23 13:16:02 +00:00
|
|
|
{
|
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
|
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
2010-02-22 12:25:58 +00:00
|
|
|
|
|
|
|
if(blenderObject->adt==NULL)
|
|
|
|
BKE_id_add_animdata(&blenderObject->id);
|
|
|
|
|
2010-06-10 14:42:24 +00:00
|
|
|
if (blenderObject->adt)
|
2005-08-23 13:16:02 +00:00
|
|
|
{
|
2010-02-22 12:25:58 +00:00
|
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
|
|
|
|
|
|
position.getValue(blenderObject->loc);
|
|
|
|
|
|
|
|
float tmat[3][3];
|
|
|
|
for (int r=0;r<3;r++)
|
|
|
|
for (int c=0;c<3;c++)
|
|
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
|
|
|
|
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
|
|
|
|
|
2010-11-17 14:36:19 +00:00
|
|
|
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, frameNumber, INSERTKEY_FAST);
|
|
|
|
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, frameNumber, INSERTKEY_FAST);
|
2010-02-22 12:25:58 +00:00
|
|
|
|
2009-08-19 10:26:43 +00:00
|
|
|
#if 0
|
2009-06-08 20:08:19 +00:00
|
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
2005-08-23 13:16:02 +00:00
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
2009-06-08 20:08:19 +00:00
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
float eulerAngles[3];
|
2009-06-08 20:08:19 +00:00
|
|
|
float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f};
|
2005-08-23 13:16:02 +00:00
|
|
|
float tmat[3][3];
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
// XXX animato
|
2005-08-23 13:16:02 +00:00
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
//create the curves, if not existing, set linear if new
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
|
|
if (!icu_lx) {
|
|
|
|
icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
|
|
|
if(icu_lx) icu_lx->ipo = IPO_LIN;
|
|
|
|
}
|
|
|
|
IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
|
|
if (!icu_ly) {
|
|
|
|
icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
|
|
|
if(icu_ly) icu_ly->ipo = IPO_LIN;
|
|
|
|
}
|
|
|
|
IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
|
|
if (!icu_lz) {
|
|
|
|
icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
|
|
|
if(icu_lz) icu_lz->ipo = IPO_LIN;
|
|
|
|
}
|
|
|
|
IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
|
|
if (!icu_rx) {
|
|
|
|
icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
|
|
|
if(icu_rx) icu_rx->ipo = IPO_LIN;
|
|
|
|
}
|
|
|
|
IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
|
|
if (!icu_ry) {
|
|
|
|
icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
|
|
|
if(icu_ry) icu_ry->ipo = IPO_LIN;
|
|
|
|
}
|
|
|
|
IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
|
|
if (!icu_rz) {
|
|
|
|
icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
|
|
|
if(icu_rz) icu_rz->ipo = IPO_LIN;
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
if(icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
|
|
if(icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
|
|
if(icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
|
|
|
|
|
|
// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
|
|
|
|
for (int r=0;r<3;r++)
|
|
|
|
for (int c=0;c<3;c++)
|
|
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
|
|
|
|
mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
//eval_icu
|
|
|
|
for(int x = 0; x < 3; x++)
|
|
|
|
eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
//fill the curves with data
|
2009-06-08 20:08:19 +00:00
|
|
|
if (icu_lx) insert_vert_icu(icu_lx, frameNumber, position.x(), 1);
|
|
|
|
if (icu_ly) insert_vert_icu(icu_ly, frameNumber, position.y(), 1);
|
|
|
|
if (icu_lz) insert_vert_icu(icu_lz, frameNumber, position.z(), 1);
|
|
|
|
if (icu_rx) insert_vert_icu(icu_rx, frameNumber, eulerAngles[0], 1);
|
|
|
|
if (icu_ry) insert_vert_icu(icu_ry, frameNumber, eulerAngles[1], 1);
|
|
|
|
if (icu_rz) insert_vert_icu(icu_rz, frameNumber, eulerAngles[2], 1);
|
|
|
|
|
|
|
|
// Handles are corrected at the end, testhandles_ipocurve isnt needed yet
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-06-08 20:08:19 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
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())
|
|
|
|
{
|
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
|
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
2005-11-06 16:50:22 +00:00
|
|
|
|
2009-08-07 03:51:28 +00:00
|
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
2009-06-08 20:08:19 +00:00
|
|
|
if (blenderObject && blenderObject->ipo)
|
2005-11-06 16:50:22 +00:00
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
// XXX animato
|
|
|
|
#if 0
|
2005-11-06 16:50:22 +00:00
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
//create the curves, if not existing
|
|
|
|
//testhandles_ipocurve checks for NULL
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"));
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"));
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
|
|
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
|
|
|
|
#endif
|
2005-11-06 16:50:22 +00:00
|
|
|
}
|
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
2009-09-29 22:49:33 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2009-09-29 22:49:33 +00:00
|
|
|
PyObject *KX_BlenderSceneConverter::GetPyNamespace()
|
|
|
|
{
|
|
|
|
return m_ketsjiEngine->GetPyNamespace();
|
|
|
|
}
|
|
|
|
#endif
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
vector<Main*> &KX_BlenderSceneConverter::GetMainDynamic()
|
|
|
|
{
|
|
|
|
return m_DynamicMaggie;
|
|
|
|
}
|
|
|
|
|
|
|
|
Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
|
|
|
|
{
|
|
|
|
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++)
|
|
|
|
if(strcmp((*it)->name, path)==0)
|
|
|
|
return *it;
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2010-08-28 02:07:55 +00:00
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
|
|
|
{
|
|
|
|
BlendHandle *bpy_openlib = BLO_blendhandle_from_memory(data, length);
|
|
|
|
|
|
|
|
// Error checking is done in LinkBlendFile
|
|
|
|
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
|
|
|
{
|
|
|
|
BlendHandle *bpy_openlib = BLO_blendhandle_from_file( (char *)path );
|
|
|
|
|
|
|
|
// Error checking is done in LinkBlendFile
|
|
|
|
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
2009-11-15 23:58:56 +00:00
|
|
|
{
|
|
|
|
bContext *C;
|
|
|
|
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
|
|
|
|
Main *main_tmp= NULL; /* created only for linking, then freed */
|
|
|
|
LinkNode *names = NULL;
|
2010-08-10 15:14:19 +00:00
|
|
|
int idcode= BKE_idcode_from_name(group);
|
2009-11-15 23:58:56 +00:00
|
|
|
short flag= 0; /* dont need any special options */
|
|
|
|
ReportList reports;
|
|
|
|
static char err_local[255];
|
|
|
|
|
|
|
|
/* only scene and mesh supported right now */
|
2010-10-09 10:45:25 +00:00
|
|
|
if(idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
|
2009-11-15 23:58:56 +00:00
|
|
|
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
|
|
|
|
return false;
|
|
|
|
}
|
2010-05-29 21:31:57 +00:00
|
|
|
|
|
|
|
if(GetMainDynamicPath(path)) {
|
|
|
|
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
|
|
|
|
*err_str= err_local;
|
|
|
|
return false;
|
|
|
|
}
|
2009-11-15 23:58:56 +00:00
|
|
|
|
2010-05-29 21:31:57 +00:00
|
|
|
if(bpy_openlib==NULL) {
|
|
|
|
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
|
|
|
|
*err_str= err_local;
|
|
|
|
return false;
|
2010-05-29 21:22:24 +00:00
|
|
|
}
|
2009-11-15 23:58:56 +00:00
|
|
|
|
2010-05-29 21:31:57 +00:00
|
|
|
main_newlib= (Main *)MEM_callocN( sizeof(Main), "BgeMain");
|
|
|
|
C= CTX_create();
|
|
|
|
CTX_data_main_set(C, main_newlib);
|
|
|
|
BKE_reports_init(&reports, RPT_STORE);
|
|
|
|
|
|
|
|
/* here appending/linking starts */
|
|
|
|
main_tmp = BLO_library_append_begin(C, &bpy_openlib, (char *)path);
|
|
|
|
|
|
|
|
names = BLO_blendhandle_get_datablock_names( bpy_openlib, idcode);
|
|
|
|
|
|
|
|
int i=0;
|
|
|
|
LinkNode *n= names;
|
|
|
|
while(n) {
|
|
|
|
BLO_library_append_named_part(C, main_tmp, &bpy_openlib, (char *)n->link, idcode, 0);
|
|
|
|
n= (LinkNode *)n->next;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
|
|
|
|
|
|
|
|
BLO_library_append_end(C, main_tmp, &bpy_openlib, idcode, flag);
|
|
|
|
BLO_blendhandle_close(bpy_openlib);
|
|
|
|
|
|
|
|
CTX_free(C);
|
|
|
|
BKE_reports_clear(&reports);
|
|
|
|
/* done linking */
|
|
|
|
|
|
|
|
/* needed for lookups*/
|
|
|
|
GetMainDynamic().push_back(main_newlib);
|
|
|
|
strncpy(main_newlib->name, path, sizeof(main_newlib->name));
|
|
|
|
|
|
|
|
|
2009-11-15 23:58:56 +00:00
|
|
|
if(idcode==ID_ME) {
|
|
|
|
/* Convert all new meshes into BGE meshes */
|
|
|
|
ID* mesh;
|
|
|
|
KX_Scene *kx_scene= m_currentScene;
|
|
|
|
|
|
|
|
for(mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
|
2010-05-29 21:31:57 +00:00
|
|
|
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this);
|
|
|
|
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
}
|
2010-10-09 10:45:25 +00:00
|
|
|
else if(idcode==ID_AC) {
|
|
|
|
/* Convert all actions */
|
|
|
|
ID *action;
|
|
|
|
KX_Scene *kx_scene= m_currentScene;
|
|
|
|
|
|
|
|
for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
|
|
|
|
printf("ActionName: %s\n", action->name);
|
|
|
|
kx_scene->GetLogicManager()->RegisterActionName(action->name+2, action);
|
|
|
|
}
|
|
|
|
}
|
2009-11-15 23:58:56 +00:00
|
|
|
else if(idcode==ID_SCE) {
|
|
|
|
/* Merge all new linked in scene into the existing one */
|
|
|
|
ID *scene;
|
|
|
|
for(scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
|
2010-05-29 21:31:57 +00:00
|
|
|
printf("SceneName: %s\n", scene->name);
|
|
|
|
|
|
|
|
/* merge into the base scene */
|
|
|
|
KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene);
|
|
|
|
scene_merge->MergeScene(other);
|
|
|
|
|
|
|
|
// RemoveScene(other); // Dont run this, it frees the entire scene converter data, just delete the scene
|
|
|
|
delete other;
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Note m_map_*** are all ok and dont need to be freed
|
|
|
|
* most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
|
|
|
|
bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
|
|
|
|
{
|
|
|
|
int maggie_index;
|
|
|
|
int i=0;
|
|
|
|
|
|
|
|
if(maggie==NULL)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
/* tag all false except the one we remove */
|
|
|
|
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
|
|
|
|
Main *main= *it;
|
|
|
|
if(main != maggie) {
|
|
|
|
tag_main(main, 0);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
maggie_index= i;
|
|
|
|
}
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
|
|
|
|
tag_main(maggie, 1);
|
|
|
|
|
|
|
|
|
|
|
|
/* free all tagged objects */
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
|
|
int numScenes = scenes->size();
|
|
|
|
|
|
|
|
|
|
|
|
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
|
|
|
|
{
|
|
|
|
KX_Scene* scene = scenes->at(scene_idx);
|
|
|
|
if(IS_TAGGED(scene->GetBlenderScene())) {
|
|
|
|
RemoveScene(scene); // XXX - not tested yet
|
|
|
|
scene_idx--;
|
|
|
|
numScenes--;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
/* incase the mesh might be refered to later */
|
|
|
|
{
|
|
|
|
GEN_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
|
|
|
|
|
|
|
|
for(int i=0; i<mapStringToMeshes.size(); i++)
|
|
|
|
{
|
|
|
|
RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i);
|
|
|
|
if(meshobj && IS_TAGGED(meshobj->GetMesh()))
|
|
|
|
{
|
|
|
|
STR_HashedString mn = meshobj->GetName();
|
|
|
|
mapStringToMeshes.remove(mn);
|
|
|
|
i--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-10-09 10:45:25 +00:00
|
|
|
|
|
|
|
/* Now unregister actions */
|
|
|
|
{
|
|
|
|
GEN_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
|
|
|
|
|
|
|
|
for(int i=0; i<mapStringToActions.size(); i++)
|
|
|
|
{
|
|
|
|
ID *action= (ID*) *mapStringToActions.at(i);
|
|
|
|
|
|
|
|
if(IS_TAGGED(action))
|
|
|
|
{
|
|
|
|
STR_HashedString an = action->name+2;
|
|
|
|
mapStringToActions.remove(an);
|
|
|
|
i--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
//scene->FreeTagged(); /* removed tagged objects and meshes*/
|
|
|
|
CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};
|
|
|
|
|
|
|
|
for(int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
|
|
|
|
{
|
|
|
|
CListValue *obs= obj_lists[ob_ls_idx];
|
|
|
|
RAS_MeshObject* mesh;
|
|
|
|
|
|
|
|
for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++)
|
|
|
|
{
|
|
|
|
KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
|
|
|
|
if(IS_TAGGED(gameobj->GetBlenderObject())) {
|
|
|
|
|
|
|
|
int size_before = obs->GetCount();
|
|
|
|
|
|
|
|
/* Eventually calls RemoveNodeDestructObject
|
|
|
|
* frees m_map_gameobject_to_blender from UnregisterGameObject */
|
|
|
|
scene->RemoveObject(gameobj);
|
|
|
|
|
|
|
|
if(size_before != obs->GetCount())
|
|
|
|
ob_idx--;
|
|
|
|
else {
|
|
|
|
printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* free the mesh, we could be referecing a linked one! */
|
|
|
|
int mesh_index= gameobj->GetMeshCount();
|
|
|
|
while(mesh_index--) {
|
|
|
|
mesh= gameobj->GetMesh(mesh_index);
|
|
|
|
if(IS_TAGGED(mesh->GetMesh())) {
|
|
|
|
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2010-10-09 10:45:25 +00:00
|
|
|
|
|
|
|
/* make sure action actuators are not referencing tagged actions */
|
|
|
|
for (int act_idx=0; act_idx<gameobj->GetActuators().size(); act_idx++)
|
|
|
|
{
|
|
|
|
if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION))
|
|
|
|
{
|
|
|
|
BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx];
|
|
|
|
if(IS_TAGGED(act->GetAction()))
|
|
|
|
act->SetAction(NULL);
|
|
|
|
}
|
|
|
|
}
|
2009-11-15 23:58:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int size;
|
|
|
|
|
|
|
|
// delete the entities of this scene
|
|
|
|
/* TODO - */
|
|
|
|
/*
|
|
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
|
|
|
|
size = m_worldinfos.size();
|
|
|
|
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
|
|
|
|
if ((*worldit).second) {
|
|
|
|
delete (*worldit).second;
|
|
|
|
*worldit = m_worldinfos.back();
|
|
|
|
m_worldinfos.pop_back();
|
|
|
|
size--;
|
|
|
|
} else {
|
|
|
|
i++;
|
|
|
|
worldit++;
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
|
|
/* Worlds dont reference original blender data so we need to make a set from them */
|
|
|
|
typedef std::set<KX_WorldInfo*> KX_WorldInfoSet;
|
|
|
|
KX_WorldInfoSet worldset;
|
|
|
|
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
|
|
|
|
{
|
|
|
|
KX_Scene* scene = scenes->at(scene_idx);
|
|
|
|
if(scene->GetWorldInfo())
|
|
|
|
worldset.insert( scene->GetWorldInfo() );
|
|
|
|
}
|
|
|
|
|
|
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
|
|
|
|
size = m_worldinfos.size();
|
|
|
|
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
|
|
|
|
if ((*worldit).second && (worldset.count((*worldit).second)) == 0) {
|
|
|
|
delete (*worldit).second;
|
|
|
|
*worldit = m_worldinfos.back();
|
|
|
|
m_worldinfos.pop_back();
|
|
|
|
size--;
|
|
|
|
} else {
|
|
|
|
i++;
|
|
|
|
worldit++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
worldset.clear();
|
|
|
|
/* done freeing the worlds */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
|
|
|
|
size = m_polymaterials.size();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
|
|
|
|
RAS_IPolyMaterial *mat= (*polymit).second;
|
|
|
|
Material *bmat= NULL;
|
|
|
|
|
|
|
|
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
|
|
|
|
if(mat->GetFlag() & RAS_BLENDERMAT) {
|
|
|
|
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
|
|
|
|
bmat= bl_mat->GetBlenderMaterial();
|
|
|
|
|
|
|
|
} else {
|
|
|
|
KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
|
|
|
|
bmat= kx_mat->GetBlenderMaterial();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IS_TAGGED(bmat)) {
|
|
|
|
/* only remove from bucket */
|
|
|
|
((*polymit).first)->GetBucketManager()->RemoveMaterial(mat);
|
|
|
|
}
|
|
|
|
|
|
|
|
i++;
|
|
|
|
polymit++;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
|
|
|
|
RAS_IPolyMaterial *mat= (*polymit).second;
|
|
|
|
Material *bmat= NULL;
|
|
|
|
|
|
|
|
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
|
|
|
|
if(mat->GetFlag() & RAS_BLENDERMAT) {
|
|
|
|
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
|
|
|
|
bmat= bl_mat->GetBlenderMaterial();
|
|
|
|
|
|
|
|
} else {
|
|
|
|
KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
|
|
|
|
bmat= kx_mat->GetBlenderMaterial();
|
|
|
|
}
|
|
|
|
|
|
|
|
if(bmat) {
|
|
|
|
//printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
//printf("LOST MAT !!!");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IS_TAGGED(bmat)) {
|
|
|
|
|
|
|
|
delete (*polymit).second;
|
|
|
|
*polymit = m_polymaterials.back();
|
|
|
|
m_polymaterials.pop_back();
|
|
|
|
size--;
|
|
|
|
//printf("tagged !\n");
|
|
|
|
} else {
|
|
|
|
i++;
|
|
|
|
polymit++;
|
|
|
|
//printf("(un)tagged !\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
|
|
|
|
size = m_materials.size();
|
|
|
|
for (i=0, matit=m_materials.begin(); i<size; ) {
|
|
|
|
BL_Material *mat= (*matit).second;
|
|
|
|
if (IS_TAGGED(mat->material)) {
|
|
|
|
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; ) {
|
|
|
|
RAS_MeshObject *me= (*meshit).second;
|
|
|
|
if (IS_TAGGED(me->GetMesh())) {
|
|
|
|
delete (*meshit).second;
|
|
|
|
*meshit = m_meshobjects.back();
|
|
|
|
m_meshobjects.pop_back();
|
|
|
|
size--;
|
|
|
|
} else {
|
|
|
|
i++;
|
|
|
|
meshit++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
free_main(maggie);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_BlenderSceneConverter::FreeBlendFile(const char *path)
|
|
|
|
{
|
|
|
|
return FreeBlendFile(GetMainDynamicPath(path));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from)
|
|
|
|
{
|
|
|
|
|
|
|
|
{
|
|
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itp = m_worldinfos.begin();
|
|
|
|
while (itp != m_worldinfos.end()) {
|
|
|
|
if ((*itp).first==from)
|
|
|
|
(*itp).first= to;
|
|
|
|
itp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
|
|
|
|
while (itp != m_polymaterials.end()) {
|
|
|
|
if ((*itp).first==from) {
|
|
|
|
(*itp).first= to;
|
|
|
|
|
|
|
|
/* also switch internal data */
|
|
|
|
RAS_IPolyMaterial*mat= (*itp).second;
|
|
|
|
mat->Replace_IScene(to);
|
|
|
|
}
|
|
|
|
itp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itp = m_meshobjects.begin();
|
|
|
|
while (itp != m_meshobjects.end()) {
|
|
|
|
if ((*itp).first==from)
|
|
|
|
(*itp).first= to;
|
|
|
|
itp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
vector<pair<KX_Scene*,BL_Material*> >::iterator itp = m_materials.begin();
|
|
|
|
while (itp != m_materials.end()) {
|
|
|
|
if ((*itp).first==from)
|
|
|
|
(*itp).first= to;
|
|
|
|
itp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* This function merges a mesh from the current scene into another main
|
|
|
|
* it does not convert */
|
|
|
|
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name)
|
|
|
|
{
|
|
|
|
/* Find a mesh in the current main */
|
2009-12-29 15:40:26 +00:00
|
|
|
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
|
2009-11-15 23:58:56 +00:00
|
|
|
|
|
|
|
if(me==NULL) {
|
|
|
|
printf("Could not be found \"%s\"\n", name);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Watch this!, if its used in the original scene can cause big troubles */
|
|
|
|
if(me->us > 0) {
|
|
|
|
printf("Mesh has a user \"%s\"\n", name);
|
|
|
|
me = (ID*)copy_mesh((Mesh*)me);
|
|
|
|
me->us--;
|
|
|
|
}
|
|
|
|
BLI_remlink(&m_maggie->mesh, me); /* even if we made the copy it needs to be removed */
|
|
|
|
BLI_addtail(&maggie->mesh, me);
|
|
|
|
|
|
|
|
|
|
|
|
/* Must copy the materials this uses else we cant free them */
|
|
|
|
{
|
|
|
|
Mesh *mesh= (Mesh *)me;
|
|
|
|
|
|
|
|
/* ensure all materials are tagged */
|
|
|
|
for(int i=0; i<mesh->totcol; i++)
|
|
|
|
if(mesh->mat[i])
|
|
|
|
mesh->mat[i]->id.flag &= ~LIB_DOIT;
|
|
|
|
|
|
|
|
for(int i=0; i<mesh->totcol; i++)
|
|
|
|
{
|
|
|
|
Material *mat_old= mesh->mat[i];
|
|
|
|
|
|
|
|
/* if its tagged its a replaced material */
|
|
|
|
if(mat_old && (mat_old->id.flag & LIB_DOIT)==0)
|
|
|
|
{
|
|
|
|
Material *mat_old= mesh->mat[i];
|
|
|
|
Material *mat_new= copy_material( mat_old );
|
|
|
|
|
|
|
|
mat_new->id.flag |= LIB_DOIT;
|
|
|
|
mat_old->id.us--;
|
|
|
|
|
|
|
|
BLI_remlink(&m_maggie->mat, mat_new);
|
|
|
|
BLI_addtail(&maggie->mat, mat_new);
|
|
|
|
|
|
|
|
mesh->mat[i]= mat_new;
|
|
|
|
|
|
|
|
/* the same material may be used twice */
|
|
|
|
for(int j=i+1; j<mesh->totcol; j++)
|
|
|
|
{
|
|
|
|
if(mesh->mat[j]==mat_old)
|
|
|
|
{
|
|
|
|
mesh->mat[j]= mat_new;
|
|
|
|
mat_new->id.us++;
|
|
|
|
mat_old->id.us--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this);
|
|
|
|
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
|
|
m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
|
|
|
|
return meshobj;
|
|
|
|
}
|