blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
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/** \file gameengine/Converter/KX_BlenderSceneConverter.cpp
* \ingroup bgeconv
*/
#ifdef _MSC_VER
# pragma warning (disable:4786) /* suppress stl-MSVC debug info warning */
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#endif
#include "KX_Scene.h"
#include "KX_GameObject.h"
#include "KX_BlenderSceneConverter.h"
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#include "KX_IpoConvert.h"
#include "RAS_MeshObject.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h" // So we can handle adding new text datablocks for Python to import
#include "BL_Material.h"
#include "BL_ActionActuator.h"
#include "KX_BlenderMaterial.h"
#include "BL_System.h"
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#include "DummyPhysicsEnvironment.h"
#include "KX_ConvertPhysicsObject.h"
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#ifdef WITH_BULLET
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#include "CcdPhysicsEnvironment.h"
#endif
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#include "KX_BlenderSceneConverter.h"
#include "KX_LibLoadStatus.h"
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#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_math.h"
extern "C"
{
#include "DNA_object_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "BKE_animsys.h"
#include "BKE_library.h"
#include "BKE_material.h" // BKE_material_copy
#include "BKE_mesh.h" // BKE_mesh_copy
#include "DNA_space_types.h"
#include "DNA_anim_types.h"
#include "RNA_define.h"
#include "../../blender/editors/include/ED_keyframing.h"
}
/* Only for dynamic loading and merging */
#include "RAS_BucketManager.h" // XXX cant stay
#include "KX_BlenderSceneConverter.h"
#include "BL_BlenderDataConversion.h"
#include "KX_MeshProxy.h"
#include "RAS_MeshObject.h"
extern "C" {
#include "PIL_time.h"
#include "BKE_context.h"
#include "BLO_readfile.h"
#include "BKE_idcode.h"
#include "BKE_report.h"
#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h" /* report api */
#include "../../blender/blenlib/BLI_linklist.h"
}
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#include <pthread.h>
/* This is used to avoid including pthread.h in KX_BlenderSceneConverter.h */
typedef struct ThreadInfo {
vector<pthread_t> threads;
pthread_mutex_t merge_lock;
} ThreadInfo;
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KX_BlenderSceneConverter::KX_BlenderSceneConverter(
struct Main* maggie,
class KX_KetsjiEngine* engine
)
: m_maggie(maggie),
/*m_maggie_dyn(NULL),*/
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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.
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m_usemat(false),
m_useglslmat(false),
m_use_mat_cache(true)
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{
tag_main(maggie, 0); /* avoid re-tagging later on */
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m_newfilename = "";
m_threadinfo = new ThreadInfo();
pthread_mutex_init(&m_threadinfo->merge_lock, NULL);
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}
KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
{
// clears meshes, and hashmaps from blender to gameengine data
int i;
// delete sumoshapes
if (m_threadinfo) {
vector<pthread_t>::iterator pit = m_threadinfo->threads.begin();
while (pit != m_threadinfo->threads.end()) {
pthread_join((*pit), NULL);
pit++;
}
pthread_mutex_destroy(&m_threadinfo->merge_lock);
delete m_threadinfo;
}
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int numAdtLists = m_map_blender_to_gameAdtList.size();
for (i=0; i<numAdtLists; i++) {
BL_InterpolatorList *adtList= *m_map_blender_to_gameAdtList.at(i);
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delete (adtList);
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}
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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while (itw != m_worldinfos.end()) {
delete (*itw).second;
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itw++;
}
m_worldinfos.clear();
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
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while (itp != m_polymaterials.end()) {
//m_polymat_cache.erase((*itp).second->GetBlenderMaterial());
delete (*itp).second;
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itp++;
}
m_polymaterials.clear();
// delete after RAS_IPolyMaterial
vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
//m_mat_cache.erase((*itmat).second->material);
delete (*itmat).second;
itmat++;
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}
m_materials.clear();
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
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while (itm != m_meshobjects.end()) {
delete (*itm).second;
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itm++;
}
m_meshobjects.clear();
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#ifdef WITH_BULLET
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KX_ClearBulletSharedShapes();
#endif
/* free any data that was dynamically loaded */
while (m_DynamicMaggie.size() != 0)
{
FreeBlendFile(m_DynamicMaggie[0]);
}
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m_DynamicMaggie.clear();
}
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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
{
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m_newfilename = "";
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}
*/
return result;
}
Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
{
Scene *sce;
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/**
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
if ((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
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for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
Main *main= *it;
if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
}
return (Scene*)m_maggie->scene.first;
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}
#include "KX_PythonInit.h"
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#ifdef WITH_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);
}
}
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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
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{
return m_debugMode;
}
///todo: find out if Blender can do this
virtual void draw3dText(const btVector3& location,const char* textString)
{
}
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};
#endif
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void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading)
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{
//find out which physics engine
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Scene *blenderscene = destinationscene->GetBlenderScene();
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e_PhysicsEngine physics_engine = UseBullet;
bool useDbvtCulling = false;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
// This doesn't really seem to do anything except cause potential issues
// when doing threaded conversion, so it's disabled for now.
// SG_SetActiveStage(SG_STAGE_CONVERTER);
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if (blenderscene)
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{
switch (blenderscene->gm.physicsEngine)
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{
case WOPHY_BULLET:
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{
physics_engine = UseBullet;
useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
break;
}
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default:
case WOPHY_NONE:
{
physics_engine = UseNone;
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break;
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}
}
}
switch (physics_engine)
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{
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#ifdef WITH_BULLET
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case UseBullet:
{
CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling);
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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ccdPhysEnv->SetDebugDrawer(new BlenderDebugDraw());
ccdPhysEnv->SetDeactivationLinearTreshold(blenderscene->gm.lineardeactthreshold);
ccdPhysEnv->SetDeactivationAngularTreshold(blenderscene->gm.angulardeactthreshold);
ccdPhysEnv->SetDeactivationTime(blenderscene->gm.deactivationtime);
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
if (visualizePhysics)
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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ccdPhysEnv->SetDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints);
//todo: get a button in blender ?
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//disable / enable debug drawing (contact points, aabb's etc)
//ccdPhysEnv->setDebugMode(1);
destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
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break;
}
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#endif
default:
case UseNone:
physics_engine = UseNone;
destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
break;
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}
BL_ConvertBlenderObjects(m_maggie,
destinationscene,
m_ketsjiEngine,
physics_engine,
rendertools,
canvas,
this,
m_alwaysUseExpandFraming,
libloading
);
//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();
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#ifndef WITH_BULLET
/* quiet compiler warning */
(void)useDbvtCulling;
#endif
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}
// 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) {
m_polymat_cache[scene].erase((*polymit).second->GetBlenderMaterial());
delete (*polymit).second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
} else {
i++;
polymit++;
}
}
m_polymat_cache.erase(scene);
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) {
m_mat_cache[scene].erase((*matit).second->material);
delete (*matit).second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
} else {
i++;
matit++;
}
}
m_mat_cache.erase(scene);
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;
}
void KX_BlenderSceneConverter::SetCacheMaterials(bool val)
{
m_use_mat_cache = 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;
}
bool KX_BlenderSceneConverter::GetCacheMaterials()
{
return m_use_mat_cache;
}
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene*,BL_Material*> >::iterator it;
for (it = m_materials.begin(); it != m_materials.end(); ++it)
if (it->second == mat)
return;
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)
{
/* 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);
}
/* only need to run this during conversion since
* m_map_blender_to_gameobject is freed after conversion */
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
struct Object *bobp= gameobject->GetBlenderObject();
if (bobp) {
CHashedPtr bptr(bobp);
KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
if (gobp && *gobp == gameobject)
{
// also maintain m_map_blender_to_gameobject if the gameobject
// being removed is matching the blender object
m_map_blender_to_gameobject.remove(bptr);
}
}
}
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)
{
if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
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*/)
2002-10-12 11:37:38 +00:00
{
RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
if (meshp/* && onlayer==(*meshp)->GetLightLayer()*/) {
2002-10-12 11:37:38 +00:00
return *meshp;
} else {
return NULL;
}
}
2002-10-12 11:37:38 +00:00
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator it;
for (it = m_polymaterials.begin(); it != m_polymaterials.end(); ++it)
if (it->second == polymat)
return;
m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
2002-10-12 11:37:38 +00:00
}
void KX_BlenderSceneConverter::CachePolyMaterial(KX_Scene *scene, Material *mat, RAS_IPolyMaterial *polymat)
{
if (m_use_mat_cache && mat)
m_polymat_cache[scene][mat] = polymat;
}
RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(KX_Scene *scene, struct Material *mat)
{
return (m_use_mat_cache) ? m_polymat_cache[scene][mat] : NULL;
}
2002-10-12 11:37:38 +00:00
void KX_BlenderSceneConverter::CacheBlenderMaterial(KX_Scene *scene, struct Material *mat, BL_Material *blmat)
{
if (m_use_mat_cache && mat)
m_mat_cache[scene][mat] = blmat;
}
BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(KX_Scene *scene, struct Material *mat)
{
return (m_use_mat_cache) ? m_mat_cache[scene][mat] : NULL;
}
2002-10-12 11:37:38 +00:00
void KX_BlenderSceneConverter::RegisterInterpolatorList(
BL_InterpolatorList *actList,
struct bAction *for_act)
2002-10-12 11:37:38 +00:00
{
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_act), actList);
2002-10-12 11:37:38 +00:00
}
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
struct bAction *for_act)
2002-10-12 11:37:38 +00:00
{
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_act)];
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)
{
m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
2002-10-12 11:37:38 +00:00
}
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->IsRecordAnimation()) {
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject)
{
#if 0
//erase existing ipo's
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
if (ipo)
{ //clear the curve data
2012-03-28 05:03:24 +00:00
if (clearIpo) {//rcruiz
IpoCurve *icu1;
int numCurves = 0;
for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
IpoCurve* tmpicu = icu1;
/*int i;
BezTriple *bezt;
2012-03-28 05:03:24 +00:00
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 );
}
2011-09-03 02:15:49 +00:00
}
} else
{ ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
blenderObject->ipo = ipo;
}
#endif
}
}
}
}
}
2011-12-30 07:55:15 +00:00
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
2012-09-16 04:58:18 +00:00
if (addInitFromFrame) {
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
2012-03-28 05:03:24 +00:00
if (numScenes>=0) {
KX_Scene* scene = scenes->at(0);
CListValue* parentList = scene->GetRootParentList();
2012-03-28 05:03:24 +00:00
for (int ix=0;ix<parentList->GetCount();ix++) {
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
if (!gameobj->IsRecordAnimation()) {
Object* blenderobject = gameobj->GetBlenderObject();
if (!blenderobject)
continue;
if (blenderobject->type==OB_ARMATURE)
continue;
float eu[3];
2012-09-16 04:58:18 +00:00
mat4_to_eul(eu,blenderobject->obmat);
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);
}
}
}
}
}
///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->GetObjectList();
int numObjects = parentList->GetCount();
int g;
for (g=0;g<numObjects;g++)
{
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->parent==NULL && gameObj->IsRecordAnimation()) {
if (blenderObject->adt==NULL)
BKE_id_add_animdata(&blenderObject->id);
if (blenderObject->adt)
{
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++)
2011-04-10 09:37:04 +00:00
tmat[r][c] = (float)orn[c][r];
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
2011-04-10 09:37:04 +00:00
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, (float)frameNumber, INSERTKEY_FAST);
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, (float)frameNumber, INSERTKEY_FAST);
#if 0
const MT_Point3& position = gameObj->NodeGetWorldPosition();
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
2012-09-16 04:58:18 +00:00
float eulerAngles[3];
float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f};
float tmat[3][3];
// XXX animato
Ipo* ipo = blenderObject->ipo;
//create the curves, if not existing, set linear if new
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;
}
2012-10-22 08:15:51 +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
2012-10-22 08:15:51 +00:00
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
tmat[r][c] = orn[c][r];
// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
//eval_icu
for (int x = 0; x < 3; x++)
eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
//fill the curves with data
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);
2012-03-18 07:38:51 +00:00
// Handles are corrected at the end, testhandles_ipocurve isn't needed yet
#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->IsRecordAnimation()) {
#if 0
Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->ipo)
{
// XXX animato
Ipo* ipo = blenderObject->ipo;
//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
}
}
}
}
#ifdef WITH_PYTHON
PyObject *KX_BlenderSceneConverter::GetPyNamespace()
{
return m_ketsjiEngine->GetPyNamespace();
}
#endif
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 (BLI_path_cmp((*it)->name, path) == 0)
return *it;
return NULL;
}
void KX_BlenderSceneConverter::MergeAsyncLoads()
{
vector<KX_Scene*> *merge_scenes;
vector<KX_LibLoadStatus*>::iterator mit;
vector<KX_Scene*>::iterator sit;
pthread_mutex_lock(&m_threadinfo->merge_lock);
for (mit=m_mergequeue.begin(); mit!=m_mergequeue.end(); ++mit) {
merge_scenes = (vector<KX_Scene*>*)(*mit)->GetData();
for (sit=merge_scenes->begin(); sit!=merge_scenes->end(); ++sit) {
(*mit)->GetMergeScene()->MergeScene(*sit);
delete (*sit);
}
delete merge_scenes;
(*mit)->SetData(NULL);
(*mit)->Finish();
}
m_mergequeue.clear();
pthread_mutex_unlock(&m_threadinfo->merge_lock);
}
void KX_BlenderSceneConverter::AddScenesToMergeQueue(KX_LibLoadStatus *status)
{
pthread_mutex_lock(&m_threadinfo->merge_lock);
m_mergequeue.push_back(status);
pthread_mutex_unlock(&m_threadinfo->merge_lock);
}
static void *async_convert(void *ptr)
{
KX_Scene *new_scene = NULL;
KX_LibLoadStatus *status = (KX_LibLoadStatus*)ptr;
vector<Scene*> *scenes = (vector<Scene*>*)status->GetData();
vector<KX_Scene*> *merge_scenes = new vector<KX_Scene*>(); // Deleted in MergeAsyncLoads
for (unsigned int i=0; i<scenes->size(); ++i) {
new_scene = status->GetEngine()->CreateScene((*scenes)[i], true);
if (new_scene)
merge_scenes->push_back(new_scene);
status->AddProgress((1.f/scenes->size())*0.9f); // We'll call conversion 90% and merging 10% for now
}
delete scenes;
status->SetData(merge_scenes);
status->GetConverter()->AddScenesToMergeQueue(status);
return NULL;
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
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, options);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFilePath(const char *filepath, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_file(filepath, NULL);
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, filepath, group, scene_merge, err_str, options);
}
static void load_datablocks(Main *main_newlib, BlendHandle *bpy_openlib, const char *path, int idcode)
{
Main *main_tmp= NULL; /* created only for linking, then freed */
LinkNode *names = NULL;
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short flag= 0; /* don't need any special options */
/* here appending/linking starts */
main_tmp = BLO_library_append_begin(main_newlib, &bpy_openlib, (char *)path);
int totnames_dummy;
names = BLO_blendhandle_get_datablock_names( bpy_openlib, idcode, &totnames_dummy);
int i=0;
LinkNode *n= names;
while (n) {
BLO_library_append_named_part(main_tmp, &bpy_openlib, (char *)n->link, idcode);
n= (LinkNode *)n->next;
i++;
}
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
BLO_library_append_end(NULL, main_tmp, &bpy_openlib, idcode, flag);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
const int idcode = BKE_idcode_from_name(group);
ReportList reports;
static char err_local[255];
// TIMEIT_START(bge_link_blend_file);
KX_LibLoadStatus *status;
/* only scene and mesh supported right now */
if (idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
*err_str= err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (GetMainDynamicPath(path)) {
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
*err_str= err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (bpy_openlib==NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
*err_str= err_local;
return NULL;
}
main_newlib= (Main *)MEM_callocN( sizeof(Main), "BgeMain");
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BKE_reports_init(&reports, RPT_STORE);
load_datablocks(main_newlib, bpy_openlib, path, idcode);
if (idcode==ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
load_datablocks(main_newlib, bpy_openlib, path, ID_TXT);
}
/* now do another round of linking for Scenes so all actions are properly loaded */
if (idcode==ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
load_datablocks(main_newlib, bpy_openlib, path, ID_AC);
}
BLO_blendhandle_close(bpy_openlib);
BKE_reports_clear(&reports);
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/* done linking */
/* needed for lookups*/
GetMainDynamic().push_back(main_newlib);
BLI_strncpy(main_newlib->name, path, sizeof(main_newlib->name));
status = new KX_LibLoadStatus(this, m_ketsjiEngine, scene_merge, path);
if (idcode==ID_ME) {
/* Convert all new meshes into BGE meshes */
ID* mesh;
for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("MeshName: %s\n", mesh->name+2);
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders
scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
}
}
else if (idcode==ID_AC) {
/* Convert all actions */
ID *action;
for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name+2);
scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
}
}
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else if (idcode==ID_SCE) {
/* Merge all new linked in scene into the existing one */
ID *scene;
// scenes gets deleted by the thread when it's done using it (look in async_convert())
vector<Scene*> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene*>() : NULL;
for (scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("SceneName: %s\n", scene->name+2);
if (options & LIB_LOAD_ASYNC) {
scenes->push_back((Scene*)scene);
} else {
/* merge into the base scene */
KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene, true);
scene_merge->MergeScene(other);
// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
delete other;
}
}
if (options & LIB_LOAD_ASYNC) {
pthread_t id;
status->SetData(scenes);
pthread_create(&id, NULL, &async_convert, (void*)status);
m_threadinfo->threads.push_back(id);
}
#ifdef WITH_PYTHON
/* Handle any text datablocks */
if (options & LIB_LOAD_LOAD_SCRIPTS)
addImportMain(main_newlib);
#endif
/* Now handle all the actions */
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name+2);
scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
}
}
}
if (!(options & LIB_LOAD_ASYNC))
status->Finish();
// TIMEIT_END(bge_link_blend_file);
m_status_map[main_newlib->name] = status;
return status;
}
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/* Note m_map_*** are all ok and don't 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= -1;
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++;
}
/* should never happen but just to be safe */
if (maggie_index == -1)
return false;
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())) {
m_ketsjiEngine->RemoveScene(scene->GetName());
m_mat_cache.erase(scene);
m_polymat_cache.erase(scene);
scene_idx--;
numScenes--;
}
else {
/* in case the mesh might be refered to later */
{
CTR_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()))
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{
STR_HashedString mn = meshobj->GetName();
mapStringToMeshes.remove(mn);
m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
i--;
}
}
}
/* Now unregister actions */
{
CTR_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--;
}
}
}
//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;
}
}
/* make sure action actuators are not referencing tagged actions */
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for (unsigned 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);
}
}
}
}
}
}
}
int size;
// delete the entities of this scene
/* TODO - */
#if 0
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++;
}
}
#endif
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/* Worlds don't 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;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat= bl_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;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat= bl_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++;
}
}
#ifdef WITH_PYTHON
/* make sure this maggie is removed from the import list if it's there
* (this operation is safe if it isn't in the list) */
removeImportMain(maggie);
#endif
delete m_status_map[maggie->name];
m_status_map.erase(maggie->name);
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 */
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
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*)BKE_mesh_copy((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= BKE_material_copy( 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);
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mesh->mat[i] = mat_new;
/* the same material may be used twice */
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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, false);
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;
}