2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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2008-04-16 22:40:48 +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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2008-04-16 22:40:48 +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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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +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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#ifdef WIN32
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#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
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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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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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//to decide to use sumo/ode or dummy physics - defines USE_ODE
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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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#ifdef USE_ODE
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#include "OdePhysicsEnvironment.h"
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#endif //USE_ODE
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#ifdef USE_SUMO_SOLID
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#include "SumoPhysicsEnvironment.h"
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#endif
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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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2006-12-16 05:50:38 +00:00
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#include "BLI_arithb.h"
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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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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 "BSE_editipo.h"
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#include "BSE_editipo_types.h"
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#include "DNA_ipo_types.h"
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#include "BKE_global.h"
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#include "DNA_space_types.h"
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}
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2005-08-22 18:31:19 +00:00
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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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2005-08-23 13:16:02 +00:00
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struct SpaceIpo* sipo,
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2002-10-12 11:37:38 +00:00
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class KX_KetsjiEngine* engine
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)
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: m_maggie(maggie),
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2005-08-23 13:16:02 +00:00
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m_sipo(sipo),
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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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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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int numipolists = m_map_blender_to_gameipolist.size();
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for (i=0; i<numipolists; i++) {
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BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
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delete (ipoList);
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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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2004-05-08 00:25:20 +00:00
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2004-05-21 09:21:15 +00:00
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#ifdef USE_SUMO_SOLID
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2004-05-08 00:25:20 +00:00
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KX_ClearSumoSharedShapes();
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2004-05-21 09:21:15 +00:00
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#endif
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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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2002-10-12 11:37:38 +00:00
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}
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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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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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for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
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if (name == (sce->id.name+2))
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2002-10-12 11:37:38 +00:00
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return sce;
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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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}
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2005-08-13 08:05:48 +00:00
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2007-06-23 05:02:31 +00:00
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virtual void reportErrorWarning(const char* warningString)
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{
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}
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2006-11-21 00:53:40 +00:00
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virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
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2005-08-13 08:05:48 +00:00
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{
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//not yet
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}
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2006-11-21 00:53:40 +00:00
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virtual void setDebugMode(int debugMode)
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2005-07-29 18:14:41 +00:00
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{
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m_debugMode = debugMode;
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2005-07-27 09:30:53 +00:00
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}
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2006-11-21 00:53:40 +00:00
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virtual int getDebugMode() const
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2005-08-13 10:04:01 +00:00
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{
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return m_debugMode;
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}
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2008-09-03 02:27:16 +00:00
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///todo: find out if Blender can do this
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virtual void draw3dText(const btVector3& location,const char* textString)
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{
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}
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2005-08-13 10:04:01 +00:00
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2005-07-27 09:30:53 +00:00
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};
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#endif
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2002-10-12 11:37:38 +00:00
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void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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|
|
class KX_Scene* destinationscene,
|
|
|
|
PyObject* dictobj,
|
|
|
|
class SCA_IInputDevice* keyinputdev,
|
|
|
|
class RAS_IRenderTools* rendertools,
|
|
|
|
class RAS_ICanvas* canvas)
|
|
|
|
{
|
2004-04-03 00:04:44 +00:00
|
|
|
//find out which physics engine
|
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
|
|
|
Scene *blenderscene = GetBlenderSceneForName(scenename);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-04-27 04:37:20 +00:00
|
|
|
e_PhysicsEngine physics_engine = UseBullet;
|
2008-03-09 21:42:03 +00:00
|
|
|
// hook for registration function during conversion.
|
|
|
|
m_currentScene = destinationscene;
|
|
|
|
destinationscene->SetSceneConverter(this);
|
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
|
|
|
|
|
|
|
if (blenderscene->world)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-04-03 00:04:44 +00:00
|
|
|
switch (blenderscene->world->physicsEngine)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2005-07-16 21:47:54 +00:00
|
|
|
case WOPHY_BULLET:
|
|
|
|
{
|
|
|
|
physics_engine = UseBullet;
|
|
|
|
break;
|
|
|
|
}
|
2004-03-22 22:02:18 +00:00
|
|
|
|
2004-04-03 00:04:44 +00:00
|
|
|
case WOPHY_ODE:
|
|
|
|
{
|
|
|
|
physics_engine = UseODE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case WOPHY_DYNAMO:
|
|
|
|
{
|
|
|
|
physics_engine = UseDynamo;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case WOPHY_SUMO:
|
|
|
|
{
|
2006-05-11 00:13:42 +00:00
|
|
|
physics_engine = UseSumo;
|
2004-04-03 00:04:44 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
case WOPHY_NONE:
|
|
|
|
{
|
|
|
|
physics_engine = UseNone;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2004-03-22 22:02:18 +00:00
|
|
|
|
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:
|
|
|
|
{
|
2005-07-27 09:30:53 +00:00
|
|
|
CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment();
|
|
|
|
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)
|
|
|
|
ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText);
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
#ifdef USE_SUMO_SOLID
|
2004-04-03 00:04:44 +00:00
|
|
|
case UseSumo:
|
|
|
|
destinationscene ->SetPhysicsEnvironment(new SumoPhysicsEnvironment());
|
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
#endif
|
|
|
|
#ifdef USE_ODE
|
2005-03-25 10:33:39 +00:00
|
|
|
|
2004-04-03 00:04:44 +00:00
|
|
|
case UseODE:
|
|
|
|
destinationscene ->SetPhysicsEnvironment(new ODEPhysicsEnvironment());
|
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
#endif //USE_ODE
|
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,
|
|
|
|
scenename,
|
|
|
|
destinationscene,
|
|
|
|
m_ketsjiEngine,
|
|
|
|
physics_engine,
|
|
|
|
dictobj,
|
|
|
|
keyinputdev,
|
|
|
|
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();
|
|
|
|
//Don't clear this lookup, it is needed for the baking physics into ipo animation
|
|
|
|
//To avoid it's infinite grows, object will be unregister when they are deleted
|
|
|
|
//see KX_Scene::NewRemoveObject
|
2005-08-22 18:31:19 +00:00
|
|
|
//m_map_gameobject_to_blender.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)
|
|
|
|
{
|
|
|
|
m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
|
|
|
|
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
|
|
|
|
}
|
|
|
|
|
2008-03-09 21:42:03 +00:00
|
|
|
void KX_BlenderSceneConverter::UnregisterGameObject(
|
|
|
|
KX_GameObject *gameobject)
|
|
|
|
{
|
2008-09-07 10:47:33 +00:00
|
|
|
CHashedPtr gptr(gameobject);
|
|
|
|
struct Object **bobp= m_map_gameobject_to_blender[gptr];
|
|
|
|
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);
|
|
|
|
m_map_gameobject_to_blender.remove(gptr);
|
|
|
|
}
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
struct Object *KX_BlenderSceneConverter::FindBlenderObject(
|
|
|
|
KX_GameObject *for_gameobject)
|
|
|
|
{
|
|
|
|
struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
|
|
|
|
|
|
|
|
return obp?*obp:NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameMesh(
|
|
|
|
RAS_MeshObject *gamemesh,
|
|
|
|
struct Mesh *for_blendermesh)
|
|
|
|
{
|
|
|
|
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
|
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(
|
|
|
|
struct Mesh *for_blendermesh,
|
|
|
|
unsigned int onlayer)
|
|
|
|
{
|
|
|
|
RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
|
|
|
|
|
|
|
|
if (meshp && onlayer==(*meshp)->GetLightLayer()) {
|
|
|
|
return *meshp;
|
|
|
|
} else {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
|
|
|
|
{
|
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(
|
|
|
|
BL_InterpolatorList *ipoList,
|
|
|
|
struct Ipo *for_ipo)
|
|
|
|
{
|
|
|
|
m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
|
|
|
|
struct Ipo *for_ipo)
|
|
|
|
{
|
|
|
|
BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
|
|
|
|
|
|
|
|
return listp?*listp:NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameActuator(
|
|
|
|
SCA_IActuator *act,
|
|
|
|
struct bActuator *for_actuator)
|
|
|
|
{
|
|
|
|
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
|
|
|
|
struct bActuator *for_actuator)
|
|
|
|
{
|
|
|
|
SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
|
|
|
|
|
|
|
|
return actp?*actp:NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameController(
|
|
|
|
SCA_IController *cont,
|
|
|
|
struct bController *for_controller)
|
|
|
|
{
|
|
|
|
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SCA_IController *KX_BlenderSceneConverter::FindGameController(
|
|
|
|
struct bController *for_controller)
|
|
|
|
{
|
|
|
|
SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
|
|
|
|
|
|
|
|
return contp?*contp:NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterWorldInfo(
|
|
|
|
KX_WorldInfo *worldinfo)
|
|
|
|
{
|
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
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
/*
|
|
|
|
* When deleting an IPO curve from Python, check if the IPO is being
|
|
|
|
* edited and if so clear the pointer to the old curve.
|
|
|
|
*/
|
|
|
|
void KX_BlenderSceneConverter::localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo)
|
|
|
|
{
|
|
|
|
if (!sipo)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
EditIpo *ei= (EditIpo *)sipo->editipo;
|
|
|
|
if (!ei) return;
|
|
|
|
|
|
|
|
for(i=0; i<G.sipo->totipo; i++, ei++) {
|
|
|
|
if ( ei->icu == icu ) {
|
|
|
|
ei->flag &= ~(IPO_SELECT | IPO_EDIT);
|
|
|
|
ei->icu= 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//quick hack
|
|
|
|
extern "C"
|
|
|
|
{
|
|
|
|
Ipo *add_ipo( char *name, int idcode );
|
|
|
|
char *getIpoCurveName( IpoCurve * icu );
|
2008-09-14 12:41:42 +00:00
|
|
|
struct IpoCurve *verify_ipocurve(struct ID *, short, char *, char *, char *, int, short);
|
2005-08-23 13:16:02 +00:00
|
|
|
void testhandles_ipocurve(struct IpoCurve *icu);
|
2008-09-14 05:42:05 +00:00
|
|
|
void insert_vert_icu(struct IpoCurve *, float, float, short);
|
2005-08-23 13:16:02 +00:00
|
|
|
void Mat3ToEul(float tmat[][3], float *eul);
|
|
|
|
}
|
|
|
|
|
2008-09-14 05:42:05 +00:00
|
|
|
IpoCurve* findIpoCurve(IpoCurve* first, const char* searchName)
|
2005-08-23 13:16:02 +00:00
|
|
|
{
|
|
|
|
IpoCurve* icu1;
|
|
|
|
for( icu1 = first; icu1; icu1 = icu1->next )
|
|
|
|
{
|
|
|
|
char* curveName = getIpoCurveName( icu1 );
|
|
|
|
if( !strcmp( curveName, searchName) )
|
|
|
|
{
|
|
|
|
return icu1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2006-12-16 05:50:38 +00:00
|
|
|
// this is not longer necesary //rcruiz
|
|
|
|
/*Ipo* KX_BlenderSceneConverter::findIpoForName(char* objName)
|
2005-08-23 13:16:02 +00:00
|
|
|
{
|
|
|
|
Ipo* ipo_iter = (Ipo*)m_maggie->ipo.first;
|
|
|
|
|
|
|
|
while( ipo_iter )
|
|
|
|
{
|
|
|
|
if( strcmp( objName, ipo_iter->id.name + 2 ) == 0 )
|
|
|
|
{
|
|
|
|
return ipo_iter;
|
|
|
|
}
|
|
|
|
ipo_iter = (Ipo*)ipo_iter->id.next;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
2006-12-16 05:50:38 +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();
|
|
|
|
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
|
|
if (blenderObject)
|
|
|
|
{
|
|
|
|
//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 );
|
|
|
|
localDel_ipoCurve( tmpicu ,m_sipo);
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
} else
|
2006-12-16 05:50:38 +00:00
|
|
|
{ ipo = 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
|
|
|
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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()){
|
|
|
|
Object* blenderobject = FindBlenderObject(gameobj);
|
|
|
|
if (!blenderobject)
|
|
|
|
continue;
|
|
|
|
if (blenderobject->type==OB_ARMATURE)
|
|
|
|
continue;
|
|
|
|
float eu[3];
|
|
|
|
Mat4ToEul(blenderobject->obmat,eu);
|
|
|
|
MT_Point3 pos = MT_Point3(
|
|
|
|
blenderobject->obmat[3][0],
|
|
|
|
blenderobject->obmat[3][1],
|
|
|
|
blenderobject->obmat[3][2]
|
|
|
|
);
|
|
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
|
|
eu[0],
|
|
|
|
eu[1],
|
|
|
|
eu[2]
|
|
|
|
);
|
|
|
|
MT_Vector3 scale = MT_Vector3(
|
|
|
|
blenderobject->size[0],
|
|
|
|
blenderobject->size[1],
|
|
|
|
blenderobject->size[2]
|
|
|
|
);
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
|
|
gameobj->NodeSetLocalScale(scale);
|
|
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 13:16:02 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
#define TEST_HANDLES_GAME2IPO 0
|
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();
|
|
|
|
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();
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
|
|
if (blenderObject)
|
|
|
|
{
|
|
|
|
|
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
|
|
float eulerAngles[3];
|
|
|
|
float tmat[3][3];
|
|
|
|
for (int r=0;r<3;r++)
|
|
|
|
{
|
|
|
|
for (int c=0;c<3;c++)
|
|
|
|
{
|
|
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Mat3ToEul(tmat, eulerAngles);
|
|
|
|
|
|
|
|
for(int x = 0; x < 3; x++) {
|
|
|
|
eulerAngles[x] *= (float) (180 / 3.14159265f);
|
|
|
|
}
|
|
|
|
|
|
|
|
eulerAngles[0]/=10.f;
|
|
|
|
eulerAngles[1]/=10.f;
|
|
|
|
eulerAngles[2]/=10.f;
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
2005-08-23 13:16:02 +00:00
|
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
|
|
|
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
if (ipo)
|
|
|
|
{
|
|
|
|
|
|
|
|
//create the curves, if not existing
|
|
|
|
|
|
|
|
IpoCurve *icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
2005-08-23 13:16:02 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//fill the curves with data
|
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = position.x();
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = position.y();
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = position.z();
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = eulerAngles[0];
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = eulerAngles[1];
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
|
|
if (icu1)
|
|
|
|
{
|
|
|
|
float curVal = eulerAngles[2];
|
2007-09-18 14:01:33 +00:00
|
|
|
insert_vert_icu(icu1, frameNumber, curVal, 0);
|
2005-11-06 16:50:22 +00:00
|
|
|
#ifdef TEST_HANDLES_GAME2IPO
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-11-06 16:50:22 +00:00
|
|
|
#endif
|
|
|
|
|
2005-08-23 13:16:02 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2006-12-16 05:50:38 +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
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
Object* blenderObject = FindBlenderObject(gameObj);
|
|
|
|
if (blenderObject)
|
|
|
|
{
|
2005-08-22 15:47:56 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
|
|
float eulerAngles[3];
|
|
|
|
float tmat[3][3];
|
|
|
|
for (int r=0;r<3;r++)
|
|
|
|
{
|
|
|
|
for (int c=0;c<3;c++)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Mat3ToEul(tmat, eulerAngles);
|
|
|
|
|
|
|
|
for(int x = 0; x < 3; x++) {
|
|
|
|
eulerAngles[x] *= (float) (180 / 3.14159265f);
|
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
eulerAngles[0]/=10.f;
|
|
|
|
eulerAngles[1]/=10.f;
|
|
|
|
eulerAngles[2]/=10.f;
|
2005-08-22 15:47:56 +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
|
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
|
|
//const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
if (ipo)
|
|
|
|
{
|
2005-08-22 15:47:56 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
//create the curves, if not existing
|
2005-08-22 18:31:19 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
IpoCurve *icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
2005-08-22 18:31:19 +00:00
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
|
|
if (!icu1)
|
2008-09-14 12:41:42 +00:00
|
|
|
icu1 = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
2005-08-22 18:31:19 +00:00
|
|
|
|
|
|
|
|
2005-11-06 16:50:22 +00:00
|
|
|
|
|
|
|
//fill the curves with data
|
|
|
|
|
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +00:00
|
|
|
}
|
2005-11-06 16:50:22 +00:00
|
|
|
icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
|
|
if (icu1)
|
2005-08-22 15:47:56 +00:00
|
|
|
{
|
2005-11-06 16:50:22 +00:00
|
|
|
testhandles_ipocurve(icu1);
|
2005-08-22 15:47:56 +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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
2005-08-22 15:47:56 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|