forked from bartvdbraak/blender
gameObject -> blenderObject mapping was being created but wasnt needed.
Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
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a791cfc5d3
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e7c53e20a1
@ -55,6 +55,7 @@ int set_listbasepointers(struct Main *main, struct ListBase **lb);
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void free_libblock(struct ListBase *lb, void *idv);
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void free_libblock_us(struct ListBase *lb, void *idv);
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void free_main(struct Main *mainvar);
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void tag_main(struct Main *mainvar, int tag);
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void splitIDname(char *name, char *left, int *nr);
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void rename_id(struct ID *id, char *name);
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@ -1020,6 +1020,20 @@ static void lib_indirect_test_id(ID *id)
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}
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}
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void tag_main(struct Main *mainvar, int tag)
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{
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ListBase *lbarray[MAX_LIBARRAY];
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ID *id;
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int a;
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a= set_listbasepointers(mainvar, lbarray);
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while(a--) {
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for(id= lbarray[a]->first; id; id= id->next) {
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if(tag) id->flag |= LIB_DOIT;
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else id->flag &= ~LIB_DOIT;
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}
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}
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}
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/* if lib!=NULL, only all from lib local */
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void all_local(Library *lib, int untagged_only)
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@ -2520,7 +2520,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for (i=0;i<sumolist->GetCount();i++)
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{
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KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
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struct Object* blenderobject = converter->FindBlenderObject(gameobj);
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struct Object* blenderobject = gameobj->GetBlenderObject();
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int nummeshes = gameobj->GetMeshCount();
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RAS_MeshObject* meshobj = 0;
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if (nummeshes > 0)
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@ -2536,7 +2536,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for (i=0;i<sumolist->GetCount();i++)
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{
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KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
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struct Object* blenderobject = converter->FindBlenderObject(gameobj);
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struct Object* blenderobject = gameobj->GetBlenderObject();
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int nummeshes = gameobj->GetMeshCount();
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RAS_MeshObject* meshobj = 0;
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if (nummeshes > 0)
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@ -2564,7 +2564,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for (i=0;i<sumolist->GetCount();i++)
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{
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KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
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struct Object* blenderobject = converter->FindBlenderObject(gameobj);
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struct Object* blenderobject = gameobj->GetBlenderObject();
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ListBase *conlist;
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bConstraint *curcon;
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conlist = get_active_constraints2(blenderobject);
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@ -2661,7 +2661,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for (i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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struct Object* blenderobj = gameobj->GetBlenderObject();
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter);
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@ -2669,7 +2669,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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struct Object* blenderobj = gameobj->GetBlenderObject();
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,layerMask,isInActiveLayer,converter);
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@ -2677,7 +2677,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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struct Object* blenderobj = gameobj->GetBlenderObject();
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,canvas,converter);
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@ -375,10 +375,6 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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//This cache mecanism is buggy so I leave it disable and the memory leak
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//that would result from this is fixed in RemoveScene()
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m_map_mesh_to_gamemesh.clear();
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//Don't clear this lookup, it is needed for the baking physics into ipo animation
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//To avoid it's infinite grows, object will be unregister when they are deleted
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//see KX_Scene::NewRemoveObject
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//m_map_gameobject_to_blender.clear();
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}
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// This function removes all entities stored in the converter for that scene
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@ -492,27 +488,28 @@ void KX_BlenderSceneConverter::RegisterGameObject(
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KX_GameObject *gameobject,
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struct Object *for_blenderobject)
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{
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m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
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/* only maintained while converting, freed during game runtime */
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m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
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}
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void KX_BlenderSceneConverter::UnregisterGameObject(
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KX_GameObject *gameobject)
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{
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CHashedPtr gptr(gameobject);
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struct Object **bobp= m_map_gameobject_to_blender[gptr];
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#if 0
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struct Object *bobp= gameobject->GetBlenderObject();
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if (bobp) {
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CHashedPtr bptr(*bobp);
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CHashedPtr bptr(bobp);
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KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
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if (gobp && *gobp == gameobject)
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{
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// also maintain m_map_blender_to_gameobject if the gameobject
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// being removed is matching the blender object
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m_map_blender_to_gameobject.remove(bptr);
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m_map_gameobject_to_blender.remove(gptr);
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}
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}
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#endif
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}
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KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
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struct Object *for_blenderobject)
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{
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@ -521,18 +518,6 @@ KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
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return obp?*obp:NULL;
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}
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struct Object *KX_BlenderSceneConverter::FindBlenderObject(
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KX_GameObject *for_gameobject)
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{
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struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
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return obp?*obp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterGameMesh(
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RAS_MeshObject *gamemesh,
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struct Mesh *for_blendermesh)
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@ -717,7 +702,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
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{
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//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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Object* blenderObject = FindBlenderObject(gameObj);
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Object* blenderObject = gameObj->GetBlenderObject();
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if (blenderObject)
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{
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//erase existing ipo's
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@ -781,7 +766,7 @@ void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
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for (int ix=0;ix<parentList->GetCount();ix++){
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KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
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if (!gameobj->IsDynamic()){
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Object* blenderobject = FindBlenderObject(gameobj);
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Object* blenderobject = gameobj->GetBlenderObject();
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if (!blenderobject)
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continue;
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if (blenderobject->type==OB_ARMATURE)
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@ -835,7 +820,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
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{
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//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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Object* blenderObject = FindBlenderObject(gameObj);
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Object* blenderObject = gameObj->GetBlenderObject();
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if (blenderObject && blenderObject->ipo)
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{
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const MT_Point3& position = gameObj->NodeGetWorldPosition();
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@ -933,7 +918,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
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{
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//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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Object* blenderObject = FindBlenderObject(gameObj);
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Object* blenderObject = gameObj->GetBlenderObject();
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if (blenderObject && blenderObject->ipo)
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{
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Ipo* ipo = blenderObject->ipo;
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@ -56,16 +56,12 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
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// Should also have a list of collision shapes.
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// For the time being this is held in KX_Scene::m_shapes
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GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
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GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
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GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
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GEN_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
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GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
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// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
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GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
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GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
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GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
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GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist; /* kept, should be freed, TODO */
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Main* m_maggie;
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@ -107,14 +103,10 @@ public:
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void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
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void UnregisterGameObject(KX_GameObject *gameobject);
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KX_GameObject *FindGameObject(struct Object *for_blenderobject);
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struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
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void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
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// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
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// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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void RegisterBlenderMaterial(BL_Material *mat);
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@ -1008,8 +1008,12 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
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// in case this is a camera
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m_cameras.remove((KX_Camera*)newobj);
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/* currently does nothing, keep incase we need to Unregister something */
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#if 0
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if (m_sceneConverter)
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m_sceneConverter->UnregisterGameObject(newobj);
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#endif
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// return value will be 0 if the object is actually deleted (all reference gone)
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return ret;
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