blender/source/gameengine/Converter/KX_IpoConvert.cpp

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/**
* $Id$
* ***** 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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*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
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// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "BKE_material.h" /* give_current_material */
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#include "KX_GameObject.h"
#include "KX_IpoConvert.h"
#include "KX_IInterpolator.h"
#include "KX_ScalarInterpolator.h"
#include "KX_BlenderScalarInterpolator.h"
#include "KX_BlenderSceneConverter.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_action_types.h"
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#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_material_types.h"
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/* end of blender include block */
#include "KX_IPO_SGController.h"
#include "KX_LightIpoSGController.h"
#include "KX_CameraIpoSGController.h"
#include "KX_WorldIpoController.h"
#include "KX_ObColorIpoSGController.h"
#include "KX_MaterialIpoController.h"
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#include "SG_Node.h"
#include "STR_HashedString.h"
static BL_InterpolatorList *GetAdtList(struct AnimData *for_adt, KX_BlenderSceneConverter *converter) {
BL_InterpolatorList *adtList= converter->FindInterpolatorList(for_adt);
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if (!adtList) {
adtList = new BL_InterpolatorList(for_adt);
converter->RegisterInterpolatorList(adtList, for_adt);
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}
return adtList;
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}
void BL_ConvertIpos(struct Object* blenderobject,KX_GameObject* gameobj,KX_BlenderSceneConverter *converter)
{
if (blenderobject->adt) {
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KX_IpoSGController* ipocontr = new KX_IpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
// For ipo_as_force, we need to know which SM object and Scene the
// object associated with this ipo is in. Is this already known here?
// I think not.... then it must be done later :(
// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
// gameobj->GetSumoObject());
ipocontr->SetGameObject(gameobj);
ipocontr->GetIPOTransform().SetPosition(
MT_Point3(
Delta Loc/Rot/Scale Ipo curve are now supporting in the BGE with the following limitations: 1. All Ipo channels are now independent. In Blender 2.45, all 3 Loc Ipo channels were automatically set together. For example, having just a LocX Ipo channel was sufficient to fix the X, Y and Z coordinates, with the Y and Z value taken from the object original Y and Z location in Blender. The same was true for the 3 Rot and the 3 Scale Ipo channels: the missing channels were assumed to have constant value taken from the object original orientation/scale in Blender. With this patch, all Ipo channels are now independent. THIS WILL CREATE BACKWARD COMPATIBILITY PROBLEM if you omit to define the 3 channels of a same type together in your Blend file: the undefined Loc, Rot, Scale coordinates of the object will be influenced by the parent/spawner Loc/Rot/Scale in case the object is a child or dynamically created. 2. Delta Loc, Rot, Scale are now supported with the following limitations: - The delta Loc/Rot Ipo modify the object global (NOT local) location/orientation - The delta Scale change the object local scale - The delta Ipo curves are relative to the object starting Loc/Rot/Scale when the Ipo was first activated; after that, the delta Ipo becomes global. This means that the object will return to this initial Loc/Rot/Scale when you later restart the Ipo curve, even if you had changed the object Loc/Rot/Scale in the meantime. Of course this applies only to the specific Loc/Rot/Scale coordinate that are defined in the Ipo channels as the channels are now independent. 3. When the objects are converted from Blender to the BGE, the delta Loc/Rot/Scale that might result from initial non-zero values in delta Ipo Curves will be ignored. However, as soon as the delta Ipo curve is activated, the non-zero values will be taken into account and the object will jump to the same Loc/Rot/Scale situation as in Blender. Note that delta Ipo curves with initial non-zero values is bad practice; logically, a delta Ipo curver should always start from 0. 4. If you define both a global and delta channel of the same type (LocX and DLocX), the result will be a global channel equivalent to the sum of the two channels (LocX+DLocX).
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blenderobject->loc[0]/*+blenderobject->dloc[0]*/,
blenderobject->loc[1]/*+blenderobject->dloc[1]*/,
blenderobject->loc[2]/*+blenderobject->dloc[2]*/
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)
);
ipocontr->GetIPOTransform().SetEulerAngles(
MT_Vector3(
blenderobject->rot[0],
blenderobject->rot[1],
blenderobject->rot[2]
)
);
ipocontr->GetIPOTransform().SetScaling(
MT_Vector3(
blenderobject->size[0],
blenderobject->size[1],
blenderobject->size[2]
)
);
const char *rotmode, *drotmode;
switch(blenderobject->rotmode)
{
case ROT_MODE_AXISANGLE:
rotmode = "rotation_axis_angle";
drotmode = "delta_rotation_axis_angle";
case ROT_MODE_QUAT:
rotmode = "rotation_quaternion";
drotmode = "delta_rotation_quaternion";
default:
rotmode = "rotation_euler";
drotmode = "delta_rotation_euler";
}
BL_InterpolatorList *adtList= GetAdtList(blenderobject->adt, converter);
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// For each active channel in the adtList add an
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// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("location", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetPosition()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_LOC_X+i, true);
}
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}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("delta_location", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaPosition()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DLOC_X+i, true);
}
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}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator(rotmode, i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetEulerAngles()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_ROT_X+i, true);
}
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}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator(drotmode, i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DROT_X+i, true);
}
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}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("scale", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetScaling()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_SIZE_X+i, true);
}
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}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("delta_scale", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaScaling()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DSIZE_X+i, true);
}
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}
{
KX_ObColorIpoSGController* ipocontr_obcol=NULL;
for(int i=0; i<4; i++) {
if ((interp = adtList->GetScalarInterpolator("color", i))) {
if (!ipocontr_obcol) {
ipocontr_obcol = new KX_ObColorIpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr_obcol);
ipocontr_obcol->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr_obcol->m_rgba[i], interp);
ipocontr_obcol->AddInterpolator(interpolator);
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}
}
}
}
}
void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_BlenderSceneConverter *converter)
{
if (blenderlamp->adt) {
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KX_LightIpoSGController* ipocontr = new KX_LightIpoSGController();
lightobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(lightobj->GetSGNode());
ipocontr->m_energy = blenderlamp->energy;
ipocontr->m_col_rgb[0] = blenderlamp->r;
ipocontr->m_col_rgb[1] = blenderlamp->g;
ipocontr->m_col_rgb[2] = blenderlamp->b;
ipocontr->m_dist = blenderlamp->dist;
BL_InterpolatorList *adtList= GetAdtList(blenderlamp->adt, converter);
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// For each active channel in the adtList add an
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// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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if ((interp= adtList->GetScalarInterpolator("energy", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_energy, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyEnergy(true);
}
if ((interp = adtList->GetScalarInterpolator("distance", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_dist, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyDist(true);
}
for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("color", i))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_col_rgb[i], interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyColor(true);
}
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}
}
}
void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj,KX_BlenderSceneConverter *converter)
{
if (blendercamera->adt) {
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KX_CameraIpoSGController* ipocontr = new KX_CameraIpoSGController();
cameraobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(cameraobj->GetSGNode());
ipocontr->m_lens = blendercamera->lens;
ipocontr->m_clipstart = blendercamera->clipsta;
ipocontr->m_clipend = blendercamera->clipend;
BL_InterpolatorList *adtList= GetAdtList(blendercamera->adt, converter);
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// For each active channel in the adtList add an
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// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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if ((interp = adtList->GetScalarInterpolator("lens", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_lens, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyLens(true);
}
if ((interp = adtList->GetScalarInterpolator("clip_start", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipstart, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipStart(true);
}
if ((interp = adtList->GetScalarInterpolator("clip_end", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipend, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipEnd(true);
}
}
}
void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
{
if (blenderworld->adt) {
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KX_WorldIpoController* ipocontr = new KX_WorldIpoController();
// Erwin, hook up the world ipo controller here
// Gino: hook it up to what ?
// is there a userinterface element for that ?
// for now, we have some new python hooks to access the data, for a work-around
ipocontr->m_mist_start = blenderworld->miststa;
ipocontr->m_mist_dist = blenderworld->mistdist;
ipocontr->m_mist_rgb[0] = blenderworld->horr;
ipocontr->m_mist_rgb[1] = blenderworld->horg;
ipocontr->m_mist_rgb[2] = blenderworld->horb;
BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt, converter);
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// For each active channel in the adtList add an
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// interpolator to the game object.
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KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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for(int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistColor(true);
}
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}
if ((interp = adtList->GetScalarInterpolator("mist.depth", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_dist, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistDist(true);
}
if ((interp = adtList->GetScalarInterpolator("mist.start", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_start, interp);
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ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistStart(true);
}
}
}
static void ConvertMaterialIpos(
Material* blendermaterial,
dword matname_hash,
KX_GameObject* gameobj,
KX_BlenderSceneConverter *converter
)
{
if (blendermaterial->adt) {
KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
BL_InterpolatorList *adtList= GetAdtList(blendermaterial->adt, converter);
ipocontr->m_rgba[0] = blendermaterial->r;
ipocontr->m_rgba[1] = blendermaterial->g;
ipocontr->m_rgba[2] = blendermaterial->b;
ipocontr->m_rgba[3] = blendermaterial->alpha;
ipocontr->m_specrgb[0] = blendermaterial->specr;
ipocontr->m_specrgb[1] = blendermaterial->specg;
ipocontr->m_specrgb[2] = blendermaterial->specb;
ipocontr->m_hard = blendermaterial->har;
ipocontr->m_spec = blendermaterial->spec;
ipocontr->m_ref = blendermaterial->ref;
ipocontr->m_emit = blendermaterial->emit;
ipocontr->m_alpha = blendermaterial->alpha;
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *sinterp;
// --
for(int i=0; i<3; i++) {
if ((sinterp = adtList->GetScalarInterpolator("diffuse_color", i))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_rgba[i], sinterp);
ipocontr->AddInterpolator(interpolator);
}
}
if ((sinterp = adtList->GetScalarInterpolator("alpha", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_rgba[3], sinterp);
ipocontr->AddInterpolator(interpolator);
}
for(int i=0; i<3; i++) {
if ((sinterp = adtList->GetScalarInterpolator("specular_color", i))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_specrgb[i], sinterp);
ipocontr->AddInterpolator(interpolator);
}
}
if ((sinterp = adtList->GetScalarInterpolator("specular_hardness", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_hard, sinterp);
ipocontr->AddInterpolator(interpolator);
}
if ((sinterp = adtList->GetScalarInterpolator("specularity", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_spec, sinterp);
ipocontr->AddInterpolator(interpolator);
}
if ((sinterp = adtList->GetScalarInterpolator("diffuse_reflection", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_ref, sinterp);
ipocontr->AddInterpolator(interpolator);
}
if ((sinterp = adtList->GetScalarInterpolator("emit", 0))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
interpolator= new KX_ScalarInterpolator(&ipocontr->m_emit, sinterp);
ipocontr->AddInterpolator(interpolator);
}
}
}
void BL_ConvertMaterialIpos(
struct Object* blenderobject,
KX_GameObject* gameobj,
KX_BlenderSceneConverter *converter
)
{
if (blenderobject->totcol==1)
{
Material *mat = give_current_material(blenderobject, 1);
// if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL
// --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor
// because this yields a better performance as not all the vertex colors need to be edited
if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
}
else
{
for (int material_index=1; material_index <= blenderobject->totcol; material_index++)
{
Material *mat = give_current_material(blenderobject, material_index);
STR_HashedString matname;
if(mat) {
matname= mat->id.name; // who is using this name? can we remove the MA here?
ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
}
}
}
}