blender/source/gameengine/Converter/KX_IpoConvert.cpp
2011-02-25 13:30:41 +00:00

485 lines
15 KiB
C++

/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* 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 *****
*/
/** \file gameengine/Converter/KX_IpoConvert.cpp
* \ingroup bgeconv
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "BKE_material.h" /* give_current_material */
#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"
#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"
/* 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"
#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);
if (!adtList) {
adtList = new BL_InterpolatorList(for_adt);
converter->RegisterInterpolatorList(adtList, for_adt);
}
return adtList;
}
void BL_ConvertIpos(struct Object* blenderobject,KX_GameObject* gameobj,KX_BlenderSceneConverter *converter)
{
if (blenderobject->adt) {
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(
blenderobject->loc[0]/*+blenderobject->dloc[0]*/,
blenderobject->loc[1]/*+blenderobject->dloc[1]*/,
blenderobject->loc[2]/*+blenderobject->dloc[2]*/
)
);
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);
// For each active channel in the adtList add an
// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
{
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);
}
}
}
}
}
void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_BlenderSceneConverter *converter)
{
if (blenderlamp->adt) {
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);
// For each active channel in the adtList add an
// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
if ((interp= adtList->GetScalarInterpolator("energy", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_energy, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyEnergy(true);
}
if ((interp = adtList->GetScalarInterpolator("distance", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_dist, interp);
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);
}
}
}
}
void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj,KX_BlenderSceneConverter *converter)
{
if (blendercamera->adt) {
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);
// For each active channel in the adtList add an
// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
if ((interp = adtList->GetScalarInterpolator("lens", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_lens, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyLens(true);
}
if ((interp = adtList->GetScalarInterpolator("clip_start", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipstart, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipStart(true);
}
if ((interp = adtList->GetScalarInterpolator("clip_end", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipend, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipEnd(true);
}
}
}
void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
{
if (blenderworld->adt) {
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);
// For each active channel in the adtList add an
// interpolator to the game object.
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
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);
}
}
if ((interp = adtList->GetScalarInterpolator("mist.depth", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_dist, interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistDist(true);
}
if ((interp = adtList->GetScalarInterpolator("mist.start", 0))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_start, interp);
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);
}
}
}
}