forked from bartvdbraak/blender
b263aefb0e
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2859 lines
86 KiB
C++
2859 lines
86 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* of the License, or (at your option) any later version.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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* ***** END GPL LICENSE BLOCK *****
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* Convert blender data to ketsji
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*/
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/** \file gameengine/Converter/BL_BlenderDataConversion.cpp
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* \ingroup bgeconv
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*/
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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#pragma warning (disable : 4786)
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#endif
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#include <math.h>
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#include "BL_BlenderDataConversion.h"
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#include "KX_BlenderGL.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_PolygonMaterial.h"
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// Expressions
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#include "ListValue.h"
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#include "IntValue.h"
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// Collision & Fuzzics LTD
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#include "PHY_Pro.h"
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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#include "RAS_FramingManager.h"
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#include "RAS_MeshObject.h"
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#include "KX_ConvertActuators.h"
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#include "KX_ConvertControllers.h"
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#include "KX_ConvertSensors.h"
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#include "SCA_LogicManager.h"
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#include "SCA_EventManager.h"
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#include "SCA_TimeEventManager.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "KX_EmptyObject.h"
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#include "KX_FontObject.h"
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#include "MT_Point3.h"
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#include "MT_Transform.h"
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#include "MT_MinMax.h"
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#include "SCA_IInputDevice.h"
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#include "RAS_TexMatrix.h"
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#include "RAS_ICanvas.h"
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#include "RAS_MaterialBucket.h"
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//#include "KX_BlenderPolyMaterial.h"
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#include "RAS_Polygon.h"
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#include "RAS_TexVert.h"
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#include "RAS_BucketManager.h"
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#include "RAS_IRenderTools.h"
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#include "BL_Material.h"
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#include "KX_BlenderMaterial.h"
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#include "BL_Texture.h"
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#include "DNA_action_types.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BL_ModifierDeformer.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_SkinDeformer.h"
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#include "BL_MeshDeformer.h"
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#include "KX_SoftBodyDeformer.h"
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//#include "BL_ArmatureController.h"
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#include "BLI_utildefines.h"
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#include "BlenderWorldInfo.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.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_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_key_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_force.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_key.h"
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#include "BKE_mesh.h"
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#include "MT_Point3.h"
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#include "BLI_math.h"
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extern "C" {
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#include "BKE_scene.h"
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#include "BKE_customdata.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_material.h" /* give_current_material */
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#include "BKE_image.h"
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#include "IMB_imbuf_types.h"
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extern Material defmaterial; /* material.c */
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}
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/* end of blender include block */
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#include "KX_BlenderInputDevice.h"
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#include "KX_ConvertProperties.h"
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#include "KX_HashedPtr.h"
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#include "KX_ScalarInterpolator.h"
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#include "KX_IpoConvert.h"
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#include "BL_System.h"
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#include "SG_Node.h"
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#include "SG_BBox.h"
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#include "SG_Tree.h"
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.h"
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#include "CcdGraphicController.h"
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#endif
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#include "KX_MotionState.h"
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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#include "KX_SG_BoneParentNodeRelationship.h"
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#include "BL_ArmatureObject.h"
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#include "BL_DeformableGameObject.h"
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#include "KX_NavMeshObject.h"
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#include "KX_ObstacleSimulation.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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//XXX #include "BSE_headerbuttons.h"
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//XXX void update_for_newframe();
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//void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
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//#include "BKE_ipo.h"
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//void do_all_data_ipos(void);
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#ifdef __cplusplus
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}
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#endif
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static bool default_light_mode = 0;
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static unsigned int KX_rgbaint2uint_new(unsigned int icol)
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{
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union
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{
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unsigned int integer;
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unsigned char cp[4];
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} out_color, in_color;
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in_color.integer = icol;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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return out_color.integer;
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}
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/* Now the real converting starts... */
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static unsigned int KX_Mcol2uint_new(MCol col)
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{
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/* color has to be converted without endian sensitivity. So no shifting! */
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union
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{
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MCol col;
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unsigned int integer;
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unsigned char cp[4];
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} out_color, in_color;
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in_color.col = col;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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return out_color.integer;
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}
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static void SetDefaultLightMode(Scene* scene)
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{
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default_light_mode = false;
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Scene *sce_iter;
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Base *base;
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for(SETLOOPER(scene, sce_iter, base))
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{
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if (base->object->type == OB_LAMP)
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{
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default_light_mode = true;
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return;
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}
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}
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}
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// --
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static void GetRGB(short type,
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MFace* mface,
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MCol* mmcol,
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Material *mat,
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unsigned int &c0,
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unsigned int &c1,
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unsigned int &c2,
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unsigned int &c3)
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{
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unsigned int color = 0xFFFFFFFFL;
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switch(type)
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{
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case 0: // vertex colors
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{
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if(mmcol) {
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c0 = KX_Mcol2uint_new(mmcol[0]);
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c1 = KX_Mcol2uint_new(mmcol[1]);
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c2 = KX_Mcol2uint_new(mmcol[2]);
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if (mface->v4)
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c3 = KX_Mcol2uint_new(mmcol[3]);
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}else // backup white
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{
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new( color );
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}
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} break;
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case 1: // material rgba
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{
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if (mat) {
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union {
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unsigned char cp[4];
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unsigned int integer;
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} col_converter;
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col_converter.cp[3] = (unsigned char) (mat->r*255.0);
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col_converter.cp[2] = (unsigned char) (mat->g*255.0);
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col_converter.cp[1] = (unsigned char) (mat->b*255.0);
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col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
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color = col_converter.integer;
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}
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
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} break;
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default: // white
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{
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
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} break;
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}
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}
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typedef struct MTF_localLayer
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{
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MTFace *face;
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const char *name;
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}MTF_localLayer;
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// ------------------------------------
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bool ConvertMaterial(
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BL_Material *material,
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Material *mat,
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MTFace* tface,
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const char *tfaceName,
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MFace* mface,
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MCol* mmcol,
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MTF_localLayer *layers,
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bool glslmat)
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{
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material->Initialize();
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int numchan = -1, texalpha = 0;
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bool validmat = (mat!=0);
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bool validface = (tface!=0);
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short type = 0;
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if( validmat )
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type = 1; // material color
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material->IdMode = DEFAULT_BLENDER;
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material->glslmat = (validmat)? glslmat: false;
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material->materialindex = mface->mat_nr;
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// --------------------------------
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if(validmat) {
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// use vertex colors by explicitly setting
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if(mat->mode &MA_VERTEXCOLP || glslmat)
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type = 0;
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// use lighting?
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material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
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material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
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// cast shadows?
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material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
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MTex *mttmp = 0;
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numchan = getNumTexChannels(mat);
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int valid_index = 0;
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/* In Multitexture use the face texture if and only if
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* it is set in the buttons
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* In GLSL is not working yet :/ 3.2011 */
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bool facetex = false;
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if(validface && mat->mode &MA_FACETEXTURE)
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facetex = true;
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numchan = numchan>MAXTEX?MAXTEX:numchan;
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if (facetex && numchan == 0) numchan = 1;
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// foreach MTex
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for(int i=0; i<numchan; i++) {
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// use face tex
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if(i==0 && facetex ) {
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facetex = false;
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Image*tmp = (Image*)(tface->tpage);
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if(tmp) {
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material->img[i] = tmp;
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= MIPMAP;
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material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA_SORT )?USEALPHA:0;
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material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
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material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
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if(material->img[i]->flag & IMA_REFLECT)
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material->mapping[i].mapping |= USEREFL;
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else
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{
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mttmp = getImageFromMaterial( mat, i );
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if(mttmp && mttmp->texco &TEXCO_UV)
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{
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STR_String uvName = mttmp->uvname;
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if (!uvName.IsEmpty())
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material->mapping[i].uvCoName = mttmp->uvname;
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else
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material->mapping[i].uvCoName = "";
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}
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material->mapping[i].mapping |= USEUV;
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}
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valid_index++;
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}
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else {
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material->img[i] = 0;
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material->texname[i] = "";
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}
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continue;
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}
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mttmp = getImageFromMaterial( mat, i );
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if( mttmp ) {
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if( mttmp->tex ) {
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if( mttmp->tex->type == TEX_IMAGE ) {
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material->mtexname[i] = mttmp->tex->id.name;
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material->img[i] = mttmp->tex->ima;
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if( material->img[i] ) {
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
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// -----------------------
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if( mttmp->tex->imaflag &TEX_USEALPHA ) {
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material->flag[i] |= USEALPHA;
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}
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// -----------------------
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else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
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material->flag[i] |= CALCALPHA;
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}
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else if(mttmp->tex->flag &TEX_NEGALPHA) {
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material->flag[i] |= USENEGALPHA;
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}
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material->color_blend[i] = mttmp->colfac;
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material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
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material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
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if(!glslmat && (material->flag[i] & TEXALPHA))
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texalpha = 1;
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}
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}
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else if(mttmp->tex->type == TEX_ENVMAP) {
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if( mttmp->tex->env->stype == ENV_LOAD ) {
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material->mtexname[i] = mttmp->tex->id.name;
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EnvMap *env = mttmp->tex->env;
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env->ima = mttmp->tex->ima;
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material->cubemap[i] = env;
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if (material->cubemap[i])
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{
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if (!material->cubemap[i]->cube[0])
|
|
BL_Texture::SplitEnvMap(material->cubemap[i]);
|
|
|
|
material->texname[i]= material->cubemap[i]->ima->id.name;
|
|
material->mapping[i].mapping |= USEENV;
|
|
}
|
|
}
|
|
}
|
|
#if 0 /* this flag isnt used anymore */
|
|
material->flag[i] |= (BKE_animdata_from_id(mat->id) != NULL) ? HASIPO : 0;
|
|
#endif
|
|
/// --------------------------------
|
|
// mapping methods
|
|
material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
|
|
|
|
if(mttmp->texco & TEXCO_OBJECT) {
|
|
material->mapping[i].mapping |= USEOBJ;
|
|
if(mttmp->object)
|
|
material->mapping[i].objconame = mttmp->object->id.name;
|
|
}
|
|
else if(mttmp->texco &TEXCO_REFL)
|
|
material->mapping[i].mapping |= USEREFL;
|
|
else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
|
|
material->mapping[i].mapping |= USEORCO;
|
|
else if(mttmp->texco &TEXCO_UV)
|
|
{
|
|
STR_String uvName = mttmp->uvname;
|
|
|
|
if (!uvName.IsEmpty())
|
|
material->mapping[i].uvCoName = mttmp->uvname;
|
|
else
|
|
material->mapping[i].uvCoName = "";
|
|
material->mapping[i].mapping |= USEUV;
|
|
}
|
|
else if(mttmp->texco &TEXCO_NORM)
|
|
material->mapping[i].mapping |= USENORM;
|
|
else if(mttmp->texco &TEXCO_TANGENT)
|
|
material->mapping[i].mapping |= USETANG;
|
|
else
|
|
material->mapping[i].mapping |= DISABLE;
|
|
|
|
material->mapping[i].scale[0] = mttmp->size[0];
|
|
material->mapping[i].scale[1] = mttmp->size[1];
|
|
material->mapping[i].scale[2] = mttmp->size[2];
|
|
material->mapping[i].offsets[0] = mttmp->ofs[0];
|
|
material->mapping[i].offsets[1] = mttmp->ofs[1];
|
|
material->mapping[i].offsets[2] = mttmp->ofs[2];
|
|
|
|
material->mapping[i].projplane[0] = mttmp->projx;
|
|
material->mapping[i].projplane[1] = mttmp->projy;
|
|
material->mapping[i].projplane[2] = mttmp->projz;
|
|
/// --------------------------------
|
|
|
|
switch( mttmp->blendtype ) {
|
|
case MTEX_BLEND:
|
|
material->blend_mode[i] = BLEND_MIX;
|
|
break;
|
|
case MTEX_MUL:
|
|
material->blend_mode[i] = BLEND_MUL;
|
|
break;
|
|
case MTEX_ADD:
|
|
material->blend_mode[i] = BLEND_ADD;
|
|
break;
|
|
case MTEX_SUB:
|
|
material->blend_mode[i] = BLEND_SUB;
|
|
break;
|
|
case MTEX_SCREEN:
|
|
material->blend_mode[i] = BLEND_SCR;
|
|
break;
|
|
}
|
|
valid_index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// above one tex the switches here
|
|
// are not used
|
|
switch(valid_index) {
|
|
case 0:
|
|
material->IdMode = DEFAULT_BLENDER;
|
|
break;
|
|
case 1:
|
|
material->IdMode = ONETEX;
|
|
break;
|
|
default:
|
|
material->IdMode = GREATERTHAN2;
|
|
break;
|
|
}
|
|
material->SetUsers(mat->id.us);
|
|
|
|
material->num_enabled = valid_index;
|
|
|
|
material->speccolor[0] = mat->specr;
|
|
material->speccolor[1] = mat->specg;
|
|
material->speccolor[2] = mat->specb;
|
|
material->hard = (float)mat->har/4.0f;
|
|
material->matcolor[0] = mat->r;
|
|
material->matcolor[1] = mat->g;
|
|
material->matcolor[2] = mat->b;
|
|
material->matcolor[3] = mat->alpha;
|
|
material->alpha = mat->alpha;
|
|
material->emit = mat->emit;
|
|
material->spec_f = mat->spec;
|
|
material->ref = mat->ref;
|
|
material->amb = mat->amb;
|
|
|
|
material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0;
|
|
}
|
|
else { // No Material
|
|
int valid = 0;
|
|
|
|
// check for tface tex to fallback on
|
|
if( validface ){
|
|
material->img[0] = (Image*)(tface->tpage);
|
|
// ------------------------
|
|
if(material->img[0]) {
|
|
material->texname[0] = material->img[0]->id.name;
|
|
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
|
|
|
|
/* see if depth of the image is 32bits */
|
|
if(BKE_image_has_alpha(material->img[0])) {
|
|
material->flag[0] |= USEALPHA;
|
|
material->alphablend = GEMAT_ALPHA;
|
|
}
|
|
else
|
|
material->alphablend = GEMAT_SOLID;
|
|
|
|
valid++;
|
|
}
|
|
}
|
|
else
|
|
material->alphablend = GEMAT_SOLID;
|
|
|
|
material->SetUsers(-1);
|
|
material->num_enabled = valid;
|
|
material->IdMode = TEXFACE;
|
|
material->speccolor[0] = 1.f;
|
|
material->speccolor[1] = 1.f;
|
|
material->speccolor[2] = 1.f;
|
|
material->hard = 35.f;
|
|
material->matcolor[0] = 0.5f;
|
|
material->matcolor[1] = 0.5f;
|
|
material->matcolor[2] = 0.5f;
|
|
material->spec_f = 0.5f;
|
|
material->ref = 0.8f;
|
|
|
|
// No material - old default TexFace properties
|
|
material->ras_mode |= USE_LIGHT;
|
|
}
|
|
MT_Point2 uv[4];
|
|
MT_Point2 uv2[4];
|
|
const char *uvName = "", *uv2Name = "";
|
|
|
|
|
|
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
|
|
|
|
/* No material, what to do? let's see what is in the UV and set the material accordingly
|
|
light and visible is always on */
|
|
if( validface ) {
|
|
material->tile = tface->tile;
|
|
|
|
uv[0].setValue(tface->uv[0]);
|
|
uv[1].setValue(tface->uv[1]);
|
|
uv[2].setValue(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv[3].setValue(tface->uv[3]);
|
|
|
|
uvName = tfaceName;
|
|
}
|
|
else {
|
|
// nothing at all
|
|
material->alphablend = GEMAT_SOLID;
|
|
material->tile = 0;
|
|
|
|
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
|
|
}
|
|
|
|
if (validmat && validface) {
|
|
material->alphablend = mat->game.alpha_blend;
|
|
}
|
|
|
|
// with ztransp enabled, enforce alpha blending mode
|
|
if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
|
|
material->alphablend = GEMAT_ALPHA;
|
|
|
|
// always zsort alpha + add
|
|
if((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
|
|
material->ras_mode |= ALPHA;
|
|
material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0;
|
|
}
|
|
|
|
// get uv sets
|
|
if(validmat)
|
|
{
|
|
bool isFirstSet = true;
|
|
|
|
// only two sets implemented, but any of the eight
|
|
// sets can make up the two layers
|
|
for (int vind = 0; vind<material->num_enabled; vind++)
|
|
{
|
|
BL_Mapping &map = material->mapping[vind];
|
|
|
|
if (map.uvCoName.IsEmpty())
|
|
isFirstSet = false;
|
|
else
|
|
{
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer& layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
|
|
{
|
|
MT_Point2 uvSet[4];
|
|
|
|
uvSet[0].setValue(layer.face->uv[0]);
|
|
uvSet[1].setValue(layer.face->uv[1]);
|
|
uvSet[2].setValue(layer.face->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uvSet[3].setValue(layer.face->uv[3]);
|
|
else
|
|
uvSet[3].setValue(0.0f, 0.0f);
|
|
|
|
if (isFirstSet)
|
|
{
|
|
uv[0] = uvSet[0]; uv[1] = uvSet[1];
|
|
uv[2] = uvSet[2]; uv[3] = uvSet[3];
|
|
isFirstSet = false;
|
|
uvName = layer.name;
|
|
}
|
|
else if(strcmp(layer.name, uvName) != 0)
|
|
{
|
|
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
|
|
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
|
|
map.mapping |= USECUSTOMUV;
|
|
uv2Name = layer.name;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int rgb[4];
|
|
GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
|
|
|
|
// swap the material color, so MCol on bitmap font works
|
|
if (validmat && type==1 && (mat->game.flag & GEMAT_TEXT))
|
|
{
|
|
rgb[0] = KX_rgbaint2uint_new(rgb[0]);
|
|
rgb[1] = KX_rgbaint2uint_new(rgb[1]);
|
|
rgb[2] = KX_rgbaint2uint_new(rgb[2]);
|
|
rgb[3] = KX_rgbaint2uint_new(rgb[3]);
|
|
}
|
|
|
|
material->SetConversionRGB(rgb);
|
|
material->SetConversionUV(uvName, uv);
|
|
material->SetConversionUV2(uv2Name, uv2);
|
|
|
|
if(validmat)
|
|
material->matname =(mat->id.name);
|
|
|
|
material->tface = tface;
|
|
material->material = mat;
|
|
return true;
|
|
}
|
|
|
|
/* blenderobj can be NULL, make sure its checked for */
|
|
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter)
|
|
{
|
|
RAS_MeshObject *meshobj;
|
|
int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object.
|
|
|
|
if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)
|
|
return meshobj;
|
|
// Get DerivedMesh data
|
|
DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
int totvert = dm->getNumVerts(dm);
|
|
|
|
MFace *mface = dm->getFaceArray(dm);
|
|
MTFace *tface = static_cast<MTFace*>(dm->getFaceDataArray(dm, CD_MTFACE));
|
|
MCol *mcol = static_cast<MCol*>(dm->getFaceDataArray(dm, CD_MCOL));
|
|
float (*tangent)[4] = NULL;
|
|
int totface = dm->getNumFaces(dm);
|
|
const char *tfaceName = "";
|
|
|
|
if(tface) {
|
|
DM_add_tangent_layer(dm);
|
|
tangent = (float(*)[4])dm->getFaceDataArray(dm, CD_TANGENT);
|
|
}
|
|
|
|
meshobj = new RAS_MeshObject(mesh);
|
|
|
|
// Extract avaiable layers
|
|
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
|
|
for (int lay=0; lay<MAX_MTFACE; lay++) {
|
|
layers[lay].face = 0;
|
|
layers[lay].name = "";
|
|
}
|
|
|
|
int validLayers = 0;
|
|
for (int i=0; i<dm->faceData.totlayer; i++)
|
|
{
|
|
if (dm->faceData.layers[i].type == CD_MTFACE)
|
|
{
|
|
assert(validLayers <= 8);
|
|
|
|
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
|
|
layers[validLayers].name = dm->faceData.layers[i].name;
|
|
if(tface == layers[validLayers].face)
|
|
tfaceName = layers[validLayers].name;
|
|
validLayers++;
|
|
}
|
|
}
|
|
|
|
meshobj->SetName(mesh->id.name + 2);
|
|
meshobj->m_sharedvertex_map.resize(totvert);
|
|
RAS_IPolyMaterial* polymat = NULL;
|
|
STR_String imastr;
|
|
// These pointers will hold persistent material structure during the conversion
|
|
// to avoid countless allocation/deallocation of memory.
|
|
BL_Material* bl_mat = NULL;
|
|
KX_BlenderMaterial* kx_blmat = NULL;
|
|
KX_PolygonMaterial* kx_polymat = NULL;
|
|
|
|
for (int f=0;f<totface;f++,mface++)
|
|
{
|
|
Material* ma = 0;
|
|
bool collider = true;
|
|
MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
|
|
MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
|
|
unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
|
|
|
|
MT_Point3 pt0, pt1, pt2, pt3;
|
|
MT_Vector3 no0(0,0,0), no1(0,0,0), no2(0,0,0), no3(0,0,0);
|
|
MT_Vector4 tan0(0,0,0,0), tan1(0,0,0,0), tan2(0,0,0,0), tan3(0,0,0,0);
|
|
|
|
/* get coordinates, normals and tangents */
|
|
pt0.setValue(mvert[mface->v1].co);
|
|
pt1.setValue(mvert[mface->v2].co);
|
|
pt2.setValue(mvert[mface->v3].co);
|
|
if (mface->v4) pt3.setValue(mvert[mface->v4].co);
|
|
|
|
if(mface->flag & ME_SMOOTH) {
|
|
float n0[3], n1[3], n2[3], n3[3];
|
|
|
|
normal_short_to_float_v3(n0, mvert[mface->v1].no);
|
|
normal_short_to_float_v3(n1, mvert[mface->v2].no);
|
|
normal_short_to_float_v3(n2, mvert[mface->v3].no);
|
|
no0 = n0;
|
|
no1 = n1;
|
|
no2 = n2;
|
|
|
|
if(mface->v4) {
|
|
normal_short_to_float_v3(n3, mvert[mface->v4].no);
|
|
no3 = n3;
|
|
}
|
|
}
|
|
else {
|
|
float fno[3];
|
|
|
|
if(mface->v4)
|
|
normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co);
|
|
else
|
|
normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co);
|
|
|
|
no0 = no1 = no2 = no3 = MT_Vector3(fno);
|
|
}
|
|
|
|
if(tangent) {
|
|
tan0 = tangent[f*4 + 0];
|
|
tan1 = tangent[f*4 + 1];
|
|
tan2 = tangent[f*4 + 2];
|
|
|
|
if (mface->v4)
|
|
tan3 = tangent[f*4 + 3];
|
|
}
|
|
if(blenderobj)
|
|
ma = give_current_material(blenderobj, mface->mat_nr+1);
|
|
else
|
|
ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
|
|
|
|
/* ckeck for texface since texface _only_ is used as a fallback */
|
|
if(ma == NULL && tface == NULL) {
|
|
ma= &defmaterial;
|
|
}
|
|
|
|
{
|
|
bool visible = true;
|
|
bool twoside = false;
|
|
|
|
if(converter->GetMaterials()) {
|
|
/* do Blender Multitexture and Blender GLSL materials */
|
|
unsigned int rgb[4];
|
|
MT_Point2 uv[4];
|
|
|
|
/* first is the BL_Material */
|
|
if (!bl_mat)
|
|
bl_mat = new BL_Material();
|
|
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
|
|
layers, converter->GetGLSLMaterials());
|
|
|
|
/* vertex colors and uv's were stored in bl_mat temporarily */
|
|
bl_mat->GetConversionRGB(rgb);
|
|
rgb0 = rgb[0]; rgb1 = rgb[1];
|
|
rgb2 = rgb[2]; rgb3 = rgb[3];
|
|
|
|
bl_mat->GetConversionUV(uv);
|
|
uv0 = uv[0]; uv1 = uv[1];
|
|
uv2 = uv[2]; uv3 = uv[3];
|
|
|
|
bl_mat->GetConversionUV2(uv);
|
|
uv20 = uv[0]; uv21 = uv[1];
|
|
uv22 = uv[2]; uv23 = uv[3];
|
|
|
|
/* then the KX_BlenderMaterial */
|
|
if (kx_blmat == NULL)
|
|
kx_blmat = new KX_BlenderMaterial();
|
|
|
|
kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL));
|
|
polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
|
|
}
|
|
else {
|
|
/* do Texture Face materials */
|
|
Image* bima = (tface)? (Image*)tface->tpage: NULL;
|
|
imastr = (tface)? (bima? (bima)->id.name : "" ) : "";
|
|
|
|
char alpha_blend=0;
|
|
short tile=0;
|
|
int tilexrep=4,tileyrep = 4;
|
|
|
|
/* set material properties - old TexFace */
|
|
if (ma) {
|
|
alpha_blend = ma->game.alpha_blend;
|
|
/* Commented out for now. If we ever get rid of
|
|
* "Texture Face/Singletexture" we can then think about it */
|
|
|
|
/* Texture Face mode ignores texture but requires "Face Textures to be True "*/
|
|
/**
|
|
if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) {
|
|
bima = NULL;
|
|
imastr = "";
|
|
alpha_blend = GEMAT_SOLID;
|
|
}
|
|
else
|
|
alpha_blend = ma->game.alpha_blend;
|
|
*/
|
|
}
|
|
/* check for tface tex to fallback on */
|
|
else {
|
|
if (bima) {
|
|
/* see if depth of the image is 32 */
|
|
if (BKE_image_has_alpha(bima))
|
|
alpha_blend = GEMAT_ALPHA;
|
|
else
|
|
alpha_blend = GEMAT_SOLID;
|
|
}
|
|
else {
|
|
alpha_blend = GEMAT_SOLID;
|
|
}
|
|
}
|
|
|
|
if (bima) {
|
|
tilexrep = bima->xrep;
|
|
tileyrep = bima->yrep;
|
|
}
|
|
|
|
/* set UV properties */
|
|
if(tface) {
|
|
uv0.setValue(tface->uv[0]);
|
|
uv1.setValue(tface->uv[1]);
|
|
uv2.setValue(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv3.setValue(tface->uv[3]);
|
|
|
|
tile = tface->tile;
|
|
}
|
|
else {
|
|
/* no texfaces */
|
|
tile = 0;
|
|
}
|
|
|
|
/* get vertex colors */
|
|
if (mcol) {
|
|
/* we have vertex colors */
|
|
rgb0 = KX_Mcol2uint_new(mcol[0]);
|
|
rgb1 = KX_Mcol2uint_new(mcol[1]);
|
|
rgb2 = KX_Mcol2uint_new(mcol[2]);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_Mcol2uint_new(mcol[3]);
|
|
}
|
|
else {
|
|
/* no vertex colors, take from material, otherwise white */
|
|
unsigned int color = 0xFFFFFFFFL;
|
|
|
|
if (ma)
|
|
{
|
|
union
|
|
{
|
|
unsigned char cp[4];
|
|
unsigned int integer;
|
|
} col_converter;
|
|
|
|
col_converter.cp[3] = (unsigned char) (ma->r*255.0);
|
|
col_converter.cp[2] = (unsigned char) (ma->g*255.0);
|
|
col_converter.cp[1] = (unsigned char) (ma->b*255.0);
|
|
col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
|
|
|
|
color = col_converter.integer;
|
|
}
|
|
|
|
rgb0 = KX_rgbaint2uint_new(color);
|
|
rgb1 = KX_rgbaint2uint_new(color);
|
|
rgb2 = KX_rgbaint2uint_new(color);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_rgbaint2uint_new(color);
|
|
}
|
|
|
|
// only zsort alpha + add
|
|
bool alpha = ELEM3(alpha_blend, GEMAT_ALPHA, GEMAT_ADD, GEMAT_ALPHA_SORT);
|
|
bool zsort = (alpha_blend == GEMAT_ALPHA_SORT);
|
|
bool light = (ma)?(ma->mode & MA_SHLESS)==0:default_light_mode;
|
|
|
|
// don't need zort anymore, deal as if it it's alpha blend
|
|
if (alpha_blend == GEMAT_ALPHA_SORT) alpha_blend = GEMAT_ALPHA;
|
|
|
|
if (kx_polymat == NULL)
|
|
kx_polymat = new KX_PolygonMaterial();
|
|
kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr,
|
|
tile, tilexrep, tileyrep,
|
|
alpha_blend, alpha, zsort, light, lightlayer, tface, (unsigned int*)mcol);
|
|
polymat = static_cast<RAS_IPolyMaterial*>(kx_polymat);
|
|
|
|
if (ma) {
|
|
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
|
|
polymat->m_shininess = (float)ma->har/4.0f; // 0 < ma->har <= 512
|
|
polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
|
|
}
|
|
else {
|
|
polymat->m_specular.setValue(0.0f,0.0f,0.0f);
|
|
polymat->m_shininess = 35.0;
|
|
}
|
|
}
|
|
|
|
// set render flags
|
|
if (ma)
|
|
{
|
|
visible = ((ma->game.flag & GEMAT_INVISIBLE)==0);
|
|
twoside = ((ma->game.flag & GEMAT_BACKCULL)==0);
|
|
collider = ((ma->game.flag & GEMAT_NOPHYSICS)==0);
|
|
}
|
|
else{
|
|
visible = true;
|
|
twoside = false;
|
|
collider = true;
|
|
}
|
|
|
|
/* mark face as flat, so vertices are split */
|
|
bool flat = (mface->flag & ME_SMOOTH) == 0;
|
|
|
|
// see if a bucket was reused or a new one was created
|
|
// this way only one KX_BlenderMaterial object has to exist per bucket
|
|
bool bucketCreated;
|
|
RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
|
|
if (bucketCreated) {
|
|
// this is needed to free up memory afterwards
|
|
converter->RegisterPolyMaterial(polymat);
|
|
if(converter->GetMaterials()) {
|
|
converter->RegisterBlenderMaterial(bl_mat);
|
|
// the poly material has been stored in the bucket, next time we must create a new one
|
|
bl_mat = NULL;
|
|
kx_blmat = NULL;
|
|
} else {
|
|
// the poly material has been stored in the bucket, next time we must create a new one
|
|
kx_polymat = NULL;
|
|
}
|
|
} else {
|
|
// from now on, use the polygon material from the material bucket
|
|
polymat = bucket->GetPolyMaterial();
|
|
// keep the material pointers, they will be reused for next face
|
|
}
|
|
|
|
int nverts = (mface->v4)? 4: 3;
|
|
RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
|
|
|
|
poly->SetVisible(visible);
|
|
poly->SetCollider(collider);
|
|
poly->SetTwoside(twoside);
|
|
//poly->SetEdgeCode(mface->edcode);
|
|
|
|
meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
|
|
meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
|
|
meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
|
|
|
|
if (nverts==4)
|
|
meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
|
|
}
|
|
|
|
if (tface)
|
|
tface++;
|
|
if (mcol)
|
|
mcol+=4;
|
|
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer &layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
layer.face++;
|
|
}
|
|
}
|
|
// keep meshobj->m_sharedvertex_map for reinstance phys mesh.
|
|
// 2.49a and before it did: meshobj->m_sharedvertex_map.clear();
|
|
// but this didnt save much ram. - Campbell
|
|
meshobj->EndConversion();
|
|
|
|
// pre calculate texture generation
|
|
for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
|
|
mit != meshobj->GetLastMaterial(); ++ mit) {
|
|
mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer);
|
|
}
|
|
|
|
if (layers)
|
|
delete []layers;
|
|
|
|
dm->release(dm);
|
|
// cleanup material
|
|
if (bl_mat)
|
|
delete bl_mat;
|
|
if (kx_blmat)
|
|
delete kx_blmat;
|
|
if (kx_polymat)
|
|
delete kx_polymat;
|
|
converter->RegisterGameMesh(meshobj, mesh);
|
|
return meshobj;
|
|
}
|
|
|
|
|
|
|
|
static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject)
|
|
{
|
|
PHY_MaterialProps *materialProps = new PHY_MaterialProps;
|
|
|
|
MT_assert(materialProps && "Create physics material properties failed");
|
|
|
|
Material* blendermat = give_current_material(blenderobject, 0);
|
|
|
|
if (blendermat)
|
|
{
|
|
MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f);
|
|
|
|
materialProps->m_restitution = blendermat->reflect;
|
|
materialProps->m_friction = blendermat->friction;
|
|
materialProps->m_fh_spring = blendermat->fh;
|
|
materialProps->m_fh_damping = blendermat->xyfrict;
|
|
materialProps->m_fh_distance = blendermat->fhdist;
|
|
materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0;
|
|
}
|
|
else {
|
|
//give some defaults
|
|
materialProps->m_restitution = 0.f;
|
|
materialProps->m_friction = 0.5;
|
|
materialProps->m_fh_spring = 0.f;
|
|
materialProps->m_fh_damping = 0.f;
|
|
materialProps->m_fh_distance = 0.f;
|
|
materialProps->m_fh_normal = false;
|
|
|
|
}
|
|
|
|
return materialProps;
|
|
}
|
|
|
|
static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject)
|
|
{
|
|
PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
|
|
|
|
MT_assert(shapeProps);
|
|
|
|
shapeProps->m_mass = blenderobject->mass;
|
|
|
|
// This needs to be fixed in blender. For now, we use:
|
|
|
|
// in Blender, inertia stands for the size value which is equivalent to
|
|
// the sphere radius
|
|
shapeProps->m_inertia = blenderobject->formfactor;
|
|
|
|
MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
|
|
MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
|
|
|
|
shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
|
|
shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
|
|
|
|
shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0];
|
|
shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
|
|
shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2];
|
|
shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0);
|
|
|
|
shapeProps->m_do_fh = (blenderobject->gameflag & OB_DO_FH) != 0;
|
|
shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0;
|
|
|
|
// velocity clamping XXX
|
|
shapeProps->m_clamp_vel_min = blenderobject->min_vel;
|
|
shapeProps->m_clamp_vel_max = blenderobject->max_vel;
|
|
|
|
return shapeProps;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
|
|
{
|
|
MVert *mvert;
|
|
BoundBox *bb;
|
|
float min[3], max[3];
|
|
float mloc[3], msize[3];
|
|
float radius=0.0f, vert_radius, *co;
|
|
int a;
|
|
|
|
if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
|
|
bb= me->bb;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
if (!loc) loc= mloc;
|
|
if (!size) size= msize;
|
|
|
|
mvert= me->mvert;
|
|
for(a=0; a<me->totvert; a++, mvert++) {
|
|
co= mvert->co;
|
|
|
|
/* bounds */
|
|
DO_MINMAX(co, min, max);
|
|
|
|
/* radius */
|
|
vert_radius= co[0]*co[0] + co[1]*co[1] + co[2]*co[2];
|
|
if (vert_radius > radius)
|
|
radius= vert_radius;
|
|
}
|
|
|
|
if(me->totvert) {
|
|
loc[0]= (min[0]+max[0])/2.0f;
|
|
loc[1]= (min[1]+max[1])/2.0f;
|
|
loc[2]= (min[2]+max[2])/2.0f;
|
|
|
|
size[0]= (max[0]-min[0])/2.0f;
|
|
size[1]= (max[1]-min[1])/2.0f;
|
|
size[2]= (max[2]-min[2])/2.0f;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0f;
|
|
size[0]= size[1]= size[2]= 0.0f;
|
|
}
|
|
|
|
bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= loc[0]-size[0];
|
|
bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= loc[0]+size[0];
|
|
|
|
bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= loc[1]-size[1];
|
|
bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= loc[1]+size[1];
|
|
|
|
bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= loc[2]-size[2];
|
|
bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= loc[2]+size[2];
|
|
|
|
return sqrt(radius);
|
|
}
|
|
|
|
|
|
|
|
|
|
static void my_tex_space_mesh(Mesh *me)
|
|
{
|
|
KeyBlock *kb;
|
|
float *fp, loc[3], size[3], min[3], max[3];
|
|
int a;
|
|
|
|
my_boundbox_mesh(me, loc, size);
|
|
|
|
if(me->texflag & AUTOSPACE) {
|
|
if(me->key) {
|
|
kb= me->key->refkey;
|
|
if (kb) {
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
fp= (float *)kb->data;
|
|
for(a=0; a<kb->totelem; a++, fp+=3) {
|
|
DO_MINMAX(fp, min, max);
|
|
}
|
|
if(kb->totelem) {
|
|
loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f;
|
|
size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
VECCOPY(me->loc, loc);
|
|
VECCOPY(me->size, size);
|
|
me->rot[0]= me->rot[1]= me->rot[2]= 0.0f;
|
|
|
|
if(me->size[0]==0.0) me->size[0]= 1.0f;
|
|
else if(me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
|
|
else if(me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
|
|
|
|
if(me->size[1]==0.0) me->size[1]= 1.0f;
|
|
else if(me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
|
|
else if(me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
|
|
|
|
if(me->size[2]==0.0) me->size[2]= 1.0f;
|
|
else if(me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
|
|
else if(me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
|
|
}
|
|
|
|
}
|
|
|
|
static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size)
|
|
{
|
|
BoundBox *bb= NULL;
|
|
/* uses boundbox, function used by Ketsji */
|
|
switch (ob->type)
|
|
{
|
|
case OB_MESH:
|
|
if (dm)
|
|
{
|
|
float min_r[3], max_r[3];
|
|
INIT_MINMAX(min_r, max_r);
|
|
dm->getMinMax(dm, min_r, max_r);
|
|
size[0]= 0.5f*fabsf(max_r[0] - min_r[0]);
|
|
size[1]= 0.5f*fabsf(max_r[1] - min_r[1]);
|
|
size[2]= 0.5f*fabsf(max_r[2] - min_r[2]);
|
|
|
|
center[0]= 0.5f*(max_r[0] + min_r[0]);
|
|
center[1]= 0.5f*(max_r[1] + min_r[1]);
|
|
center[2]= 0.5f*(max_r[2] + min_r[2]);
|
|
return;
|
|
} else
|
|
{
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
if(bb==0)
|
|
{
|
|
my_tex_space_mesh((struct Mesh *)ob->data);
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
}
|
|
}
|
|
break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=0.0;
|
|
break;
|
|
case OB_FONT:
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=1.0;
|
|
break;
|
|
case OB_MBALL:
|
|
bb= ob->bb;
|
|
break;
|
|
}
|
|
|
|
if(bb==NULL)
|
|
{
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=1.0;
|
|
}
|
|
else
|
|
{
|
|
size[0]= 0.5f*fabs(bb->vec[0][0] - bb->vec[4][0]);
|
|
size[1]= 0.5f*fabs(bb->vec[0][1] - bb->vec[2][1]);
|
|
size[2]= 0.5f*fabs(bb->vec[0][2] - bb->vec[1][2]);
|
|
|
|
center[0]= 0.5f*(bb->vec[0][0] + bb->vec[4][0]);
|
|
center[1]= 0.5f*(bb->vec[0][1] + bb->vec[2][1]);
|
|
center[2]= 0.5f*(bb->vec[0][2] + bb->vec[1][2]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////
|
|
|
|
|
|
void BL_CreateGraphicObjectNew(KX_GameObject* gameobj,
|
|
const MT_Point3& localAabbMin,
|
|
const MT_Point3& localAabbMax,
|
|
KX_Scene* kxscene,
|
|
bool isActive,
|
|
e_PhysicsEngine physics_engine)
|
|
{
|
|
if (gameobj->GetMeshCount() > 0)
|
|
{
|
|
switch (physics_engine)
|
|
{
|
|
#ifdef USE_BULLET
|
|
case UseBullet:
|
|
{
|
|
CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
|
|
assert(env);
|
|
PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
|
|
CcdGraphicController* ctrl = new CcdGraphicController(env, motionstate);
|
|
gameobj->SetGraphicController(ctrl);
|
|
ctrl->setNewClientInfo(gameobj->getClientInfo());
|
|
ctrl->setLocalAabb(localAabbMin, localAabbMax);
|
|
if (isActive) {
|
|
// add first, this will create the proxy handle, only if the object is visible
|
|
if (gameobj->GetVisible())
|
|
env->addCcdGraphicController(ctrl);
|
|
// update the mesh if there is a deformer, this will also update the bounding box for modifiers
|
|
RAS_Deformer* deformer = gameobj->GetDeformer();
|
|
if (deformer)
|
|
deformer->UpdateBuckets();
|
|
}
|
|
}
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
|
|
struct Object* blenderobject,
|
|
RAS_MeshObject* meshobj,
|
|
KX_Scene* kxscene,
|
|
int activeLayerBitInfo,
|
|
e_PhysicsEngine physics_engine,
|
|
KX_BlenderSceneConverter *converter,
|
|
bool processCompoundChildren
|
|
)
|
|
|
|
{
|
|
//SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
|
//int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
|
|
//bool bRigidBody = (userigidbody == 0);
|
|
|
|
// object has physics representation?
|
|
if (!(blenderobject->gameflag & OB_COLLISION))
|
|
return;
|
|
|
|
// get Root Parent of blenderobject
|
|
struct Object* parent= blenderobject->parent;
|
|
while(parent && parent->parent) {
|
|
parent= parent->parent;
|
|
}
|
|
|
|
bool isCompoundChild = false;
|
|
bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
|
|
|
|
/* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
|
|
* and cant be apart of the parents compound shape */
|
|
if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
|
|
|
|
if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
|
|
{
|
|
isCompoundChild = true;
|
|
}
|
|
}
|
|
if (processCompoundChildren != isCompoundChild)
|
|
return;
|
|
|
|
|
|
PHY_ShapeProps* shapeprops =
|
|
CreateShapePropsFromBlenderObject(blenderobject);
|
|
|
|
|
|
PHY_MaterialProps* smmaterial =
|
|
CreateMaterialFromBlenderObject(blenderobject);
|
|
|
|
KX_ObjectProperties objprop;
|
|
objprop.m_lockXaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0;
|
|
objprop.m_lockYaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0;
|
|
objprop.m_lockZaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0;
|
|
objprop.m_lockXRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0;
|
|
objprop.m_lockYRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0;
|
|
objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0;
|
|
|
|
objprop.m_isCompoundChild = isCompoundChild;
|
|
objprop.m_hasCompoundChildren = hasCompoundChildren;
|
|
objprop.m_margin = blenderobject->margin;
|
|
|
|
// ACTOR is now a separate feature
|
|
objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
|
|
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
|
|
objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
|
|
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
|
|
|
|
///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic'
|
|
if (objprop.m_angular_rigidbody || !objprop.m_dyna )
|
|
{
|
|
objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold;
|
|
} else
|
|
{
|
|
objprop.m_contactProcessingThreshold = 0.f;
|
|
}
|
|
|
|
objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0;
|
|
|
|
if (objprop.m_softbody)
|
|
{
|
|
///for game soft bodies
|
|
if (blenderobject->bsoft)
|
|
{
|
|
objprop.m_gamesoftFlag = blenderobject->bsoft->flag;
|
|
///////////////////
|
|
objprop.m_soft_linStiff = blenderobject->bsoft->linStiff;
|
|
objprop.m_soft_angStiff = blenderobject->bsoft->angStiff; /* angular stiffness 0..1 */
|
|
objprop.m_soft_volume= blenderobject->bsoft->volume; /* volume preservation 0..1 */
|
|
|
|
objprop.m_soft_viterations= blenderobject->bsoft->viterations; /* Velocities solver iterations */
|
|
objprop.m_soft_piterations= blenderobject->bsoft->piterations; /* Positions solver iterations */
|
|
objprop.m_soft_diterations= blenderobject->bsoft->diterations; /* Drift solver iterations */
|
|
objprop.m_soft_citerations= blenderobject->bsoft->citerations; /* Cluster solver iterations */
|
|
|
|
objprop.m_soft_kSRHR_CL= blenderobject->bsoft->kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
|
|
objprop.m_soft_kSKHR_CL= blenderobject->bsoft->kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
|
|
objprop.m_soft_kSSHR_CL= blenderobject->bsoft->kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
|
|
objprop.m_soft_kSR_SPLT_CL= blenderobject->bsoft->kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
|
|
|
|
objprop.m_soft_kSK_SPLT_CL= blenderobject->bsoft->kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
|
|
objprop.m_soft_kSS_SPLT_CL= blenderobject->bsoft->kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
|
|
objprop.m_soft_kVCF= blenderobject->bsoft->kVCF; /* Velocities correction factor (Baumgarte) */
|
|
objprop.m_soft_kDP= blenderobject->bsoft->kDP; /* Damping coefficient [0,1] */
|
|
|
|
objprop.m_soft_kDG= blenderobject->bsoft->kDG; /* Drag coefficient [0,+inf] */
|
|
objprop.m_soft_kLF= blenderobject->bsoft->kLF; /* Lift coefficient [0,+inf] */
|
|
objprop.m_soft_kPR= blenderobject->bsoft->kPR; /* Pressure coefficient [-inf,+inf] */
|
|
objprop.m_soft_kVC= blenderobject->bsoft->kVC; /* Volume conversation coefficient [0,+inf] */
|
|
|
|
objprop.m_soft_kDF= blenderobject->bsoft->kDF; /* Dynamic friction coefficient [0,1] */
|
|
objprop.m_soft_kMT= blenderobject->bsoft->kMT; /* Pose matching coefficient [0,1] */
|
|
objprop.m_soft_kCHR= blenderobject->bsoft->kCHR; /* Rigid contacts hardness [0,1] */
|
|
objprop.m_soft_kKHR= blenderobject->bsoft->kKHR; /* Kinetic contacts hardness [0,1] */
|
|
|
|
objprop.m_soft_kSHR= blenderobject->bsoft->kSHR; /* Soft contacts hardness [0,1] */
|
|
objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
|
|
objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
|
|
objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
|
|
//objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
|
|
/* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
|
|
objprop.m_soft_welding = 0.f;
|
|
objprop.m_margin = blenderobject->bsoft->margin;
|
|
objprop.m_contactProcessingThreshold = 0.f;
|
|
} else
|
|
{
|
|
objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT;
|
|
|
|
objprop.m_soft_linStiff = 0.5;
|
|
objprop.m_soft_angStiff = 1.f; /* angular stiffness 0..1 */
|
|
objprop.m_soft_volume= 1.f; /* volume preservation 0..1 */
|
|
|
|
|
|
objprop.m_soft_viterations= 0;
|
|
objprop.m_soft_piterations= 1;
|
|
objprop.m_soft_diterations= 0;
|
|
objprop.m_soft_citerations= 4;
|
|
|
|
objprop.m_soft_kSRHR_CL= 0.1f;
|
|
objprop.m_soft_kSKHR_CL= 1.f;
|
|
objprop.m_soft_kSSHR_CL= 0.5;
|
|
objprop.m_soft_kSR_SPLT_CL= 0.5f;
|
|
|
|
objprop.m_soft_kSK_SPLT_CL= 0.5f;
|
|
objprop.m_soft_kSS_SPLT_CL= 0.5f;
|
|
objprop.m_soft_kVCF= 1;
|
|
objprop.m_soft_kDP= 0;
|
|
|
|
objprop.m_soft_kDG= 0;
|
|
objprop.m_soft_kLF= 0;
|
|
objprop.m_soft_kPR= 0;
|
|
objprop.m_soft_kVC= 0;
|
|
|
|
objprop.m_soft_kDF= 0.2f;
|
|
objprop.m_soft_kMT= 0.05f;
|
|
objprop.m_soft_kCHR= 1.0f;
|
|
objprop.m_soft_kKHR= 0.1f;
|
|
|
|
objprop.m_soft_kSHR= 1.f;
|
|
objprop.m_soft_kAHR= 0.7f;
|
|
objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
|
|
objprop.m_soft_numclusteriterations= 16;
|
|
objprop.m_soft_welding = 0.f;
|
|
objprop.m_margin = 0.f;
|
|
objprop.m_contactProcessingThreshold = 0.f;
|
|
}
|
|
}
|
|
|
|
objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
|
|
objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
|
|
//mmm, for now, taks this for the size of the dynamicobject
|
|
// Blender uses inertia for radius of dynamic object
|
|
objprop.m_radius = blenderobject->inertia;
|
|
objprop.m_in_active_layer = (blenderobject->lay & activeLayerBitInfo) != 0;
|
|
objprop.m_dynamic_parent=NULL;
|
|
objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
|
|
objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
|
|
|
|
if ((blenderobject->gameflag & OB_SOFT_BODY) && !(blenderobject->gameflag & OB_BOUNDS))
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDMESH;
|
|
}
|
|
|
|
KX_BoxBounds bb;
|
|
DerivedMesh* dm = NULL;
|
|
if (gameobj->GetDeformer())
|
|
dm = gameobj->GetDeformer()->GetPhysicsMesh();
|
|
my_get_local_bounds(blenderobject,dm,objprop.m_boundobject.box.m_center,bb.m_extends);
|
|
if (blenderobject->gameflag & OB_BOUNDS)
|
|
{
|
|
switch (blenderobject->boundtype)
|
|
{
|
|
case OB_BOUND_BOX:
|
|
objprop.m_boundclass = KX_BOUNDBOX;
|
|
//mmm, has to be divided by 2 to be proper extends
|
|
objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
|
|
objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
|
|
objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
|
|
break;
|
|
case OB_BOUND_POLYT:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDPOLYTOPE;
|
|
break;
|
|
}
|
|
// Object is not a mesh... fall through OB_BOUND_POLYH to
|
|
// OB_BOUND_SPHERE
|
|
case OB_BOUND_POLYH:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDMESH;
|
|
break;
|
|
}
|
|
// Object is not a mesh... can't use polyhedron.
|
|
// Fall through and become a sphere.
|
|
case OB_BOUND_SPHERE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDSPHERE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
|
|
break;
|
|
}
|
|
case OB_BOUND_CYLINDER:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCYLINDER;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
case OB_BOUND_CONE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCONE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
case OB_BOUND_CAPSULE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCAPSULE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*(bb.m_extends[2]-objprop.m_boundobject.c.m_radius);
|
|
if (objprop.m_boundobject.c.m_height < 0.f)
|
|
objprop.m_boundobject.c.m_height = 0.f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
|
|
// parented object cannot be dynamic
|
|
KX_GameObject *parentgameobject = converter->FindGameObject(parent);
|
|
objprop.m_dynamic_parent = parentgameobject;
|
|
//cannot be dynamic:
|
|
objprop.m_dyna = false;
|
|
objprop.m_softbody = false;
|
|
shapeprops->m_mass = 0.f;
|
|
}
|
|
|
|
|
|
objprop.m_concave = (blenderobject->boundtype & 4) != 0;
|
|
|
|
switch (physics_engine)
|
|
{
|
|
#ifdef USE_BULLET
|
|
case UseBullet:
|
|
KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
#endif
|
|
case UseDynamo:
|
|
//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
case UseNone:
|
|
default:
|
|
break;
|
|
}
|
|
delete shapeprops;
|
|
delete smmaterial;
|
|
if (dm) {
|
|
dm->needsFree = 1;
|
|
dm->release(dm);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
|
|
RAS_LightObject lightobj;
|
|
KX_LightObject *gamelight;
|
|
|
|
lightobj.m_att1 = la->att1;
|
|
lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
|
|
lightobj.m_red = la->r;
|
|
lightobj.m_green = la->g;
|
|
lightobj.m_blue = la->b;
|
|
lightobj.m_distance = la->dist;
|
|
lightobj.m_energy = la->energy;
|
|
lightobj.m_layer = layerflag;
|
|
lightobj.m_spotblend = la->spotblend;
|
|
lightobj.m_spotsize = la->spotsize;
|
|
|
|
lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
|
|
lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
|
|
|
|
bool glslmat = converter->GetGLSLMaterials();
|
|
|
|
// in GLSL NEGATIVE LAMP is handled inside the lamp update function
|
|
if(glslmat==0) {
|
|
if (la->mode & LA_NEG)
|
|
{
|
|
lightobj.m_red = -lightobj.m_red;
|
|
lightobj.m_green = -lightobj.m_green;
|
|
lightobj.m_blue = -lightobj.m_blue;
|
|
}
|
|
}
|
|
|
|
if (la->type==LA_SUN) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
|
|
} else if (la->type==LA_SPOT) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
|
|
} else {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
|
|
}
|
|
|
|
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
|
|
lightobj, glslmat);
|
|
|
|
return gamelight;
|
|
}
|
|
|
|
static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
|
|
Camera* ca = static_cast<Camera*>(ob->data);
|
|
RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, ca->YF_dofdist);
|
|
KX_Camera *gamecamera;
|
|
|
|
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
|
|
gamecamera->SetName(ca->id.name + 2);
|
|
|
|
return gamecamera;
|
|
}
|
|
|
|
static KX_GameObject *gameobject_from_blenderobject(
|
|
Object *ob,
|
|
KX_Scene *kxscene,
|
|
RAS_IRenderTools *rendertools,
|
|
KX_BlenderSceneConverter *converter)
|
|
{
|
|
KX_GameObject *gameobj = NULL;
|
|
|
|
switch(ob->type)
|
|
{
|
|
case OB_LAMP:
|
|
{
|
|
KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
|
|
gameobj = gamelight;
|
|
|
|
gamelight->AddRef();
|
|
kxscene->GetLightList()->Add(gamelight);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_CAMERA:
|
|
{
|
|
KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter);
|
|
gameobj = gamecamera;
|
|
|
|
//don't add a reference: the camera list in kxscene->m_cameras is not released at the end
|
|
//gamecamera->AddRef();
|
|
kxscene->AddCamera(gamecamera);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_MESH:
|
|
{
|
|
Mesh* mesh = static_cast<Mesh*>(ob->data);
|
|
float center[3], extents[3];
|
|
float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents);
|
|
RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter);
|
|
|
|
// needed for python scripting
|
|
kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
|
|
if (ob->gameflag & OB_NAVMESH)
|
|
{
|
|
gameobj = new KX_NavMeshObject(kxscene,KX_Scene::m_callbacks);
|
|
gameobj->AddMesh(meshobj);
|
|
break;
|
|
}
|
|
|
|
gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks);
|
|
|
|
// set transformation
|
|
gameobj->AddMesh(meshobj);
|
|
|
|
// for all objects: check whether they want to
|
|
// respond to updates
|
|
bool ignoreActivityCulling =
|
|
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
|
|
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
|
|
gameobj->SetOccluder((ob->gameflag & OB_OCCLUDER) != 0, false);
|
|
|
|
// two options exists for deform: shape keys and armature
|
|
// only support relative shape key
|
|
bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
|
|
bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
|
|
bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert);
|
|
bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob);
|
|
#ifdef USE_BULLET
|
|
bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY));
|
|
#endif
|
|
if (bHasModifier) {
|
|
BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
|
|
kxscene->GetBlenderScene(), ob, meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
if (bHasShapeKey && bHasArmature)
|
|
dcont->LoadShapeDrivers(ob->parent);
|
|
} else if (bHasShapeKey) {
|
|
// not that we can have shape keys without dvert!
|
|
BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
if (bHasArmature)
|
|
dcont->LoadShapeDrivers(ob->parent);
|
|
} else if (bHasArmature) {
|
|
BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
} else if (bHasDvert) {
|
|
// this case correspond to a mesh that can potentially deform but not with the
|
|
// object to which it is attached for the moment. A skin mesh was created in
|
|
// BL_ConvertMesh() so must create a deformer too!
|
|
BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
#ifdef USE_BULLET
|
|
} else if (bHasSoftBody) {
|
|
KX_SoftBodyDeformer *dcont = new KX_SoftBodyDeformer(meshobj, (BL_DeformableGameObject*)gameobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
#endif
|
|
}
|
|
|
|
MT_Point3 min = MT_Point3(center) - MT_Vector3(extents);
|
|
MT_Point3 max = MT_Point3(center) + MT_Vector3(extents);
|
|
SG_BBox bbox = SG_BBox(min, max);
|
|
gameobj->GetSGNode()->SetBBox(bbox);
|
|
gameobj->GetSGNode()->SetRadius(radius);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_ARMATURE:
|
|
{
|
|
bArmature *arm = (bArmature*)ob->data;
|
|
gameobj = new BL_ArmatureObject(
|
|
kxscene,
|
|
KX_Scene::m_callbacks,
|
|
ob,
|
|
kxscene->GetBlenderScene(), // handle
|
|
arm->gevertdeformer
|
|
);
|
|
/* Get the current pose from the armature object and apply it as the rest pose */
|
|
break;
|
|
}
|
|
|
|
case OB_EMPTY:
|
|
{
|
|
gameobj = new KX_EmptyObject(kxscene,KX_Scene::m_callbacks);
|
|
// set transformation
|
|
break;
|
|
}
|
|
|
|
case OB_FONT:
|
|
{
|
|
/* font objects have no bounding box */
|
|
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
|
|
|
|
/* add to the list only the visible fonts */
|
|
if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
|
|
kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
|
|
break;
|
|
}
|
|
|
|
}
|
|
if (gameobj)
|
|
{
|
|
gameobj->SetLayer(ob->lay);
|
|
gameobj->SetBlenderObject(ob);
|
|
/* set the visibility state based on the objects render option in the outliner */
|
|
if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
|
|
}
|
|
return gameobj;
|
|
}
|
|
|
|
struct parentChildLink {
|
|
struct Object* m_blenderchild;
|
|
SG_Node* m_gamechildnode;
|
|
};
|
|
|
|
#include "DNA_constraint_types.h"
|
|
//XXX #include "BIF_editconstraint.h"
|
|
|
|
bPoseChannel *get_active_posechannel2 (Object *ob)
|
|
{
|
|
bArmature *arm= (bArmature*)ob->data;
|
|
bPoseChannel *pchan;
|
|
|
|
/* find active */
|
|
for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
|
|
return pchan;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
ListBase *get_active_constraints2(Object *ob)
|
|
{
|
|
if (!ob)
|
|
return NULL;
|
|
|
|
// XXX - shouldnt we care about the pose data and not the mode???
|
|
if (ob->mode & OB_MODE_POSE) {
|
|
bPoseChannel *pchan;
|
|
|
|
pchan = get_active_posechannel2(ob);
|
|
if (pchan)
|
|
return &pchan->constraints;
|
|
}
|
|
else
|
|
return &ob->constraints;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void RBJconstraints(Object *ob)//not used
|
|
{
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
|
|
conlist = get_active_constraints2(ob);
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
|
|
printf("%i\n",curcon->type);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
#include "PHY_IPhysicsEnvironment.h"
|
|
#include "KX_IPhysicsController.h"
|
|
#include "PHY_DynamicTypes.h"
|
|
|
|
KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje->GetPhysicsController();
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// convert blender objects into ketsji gameobjects
|
|
void BL_ConvertBlenderObjects(struct Main* maggie,
|
|
KX_Scene* kxscene,
|
|
KX_KetsjiEngine* ketsjiEngine,
|
|
e_PhysicsEngine physics_engine,
|
|
RAS_IRenderTools* rendertools,
|
|
RAS_ICanvas* canvas,
|
|
KX_BlenderSceneConverter* converter,
|
|
bool alwaysUseExpandFraming
|
|
)
|
|
{
|
|
|
|
Scene *blenderscene = kxscene->GetBlenderScene();
|
|
// for SETLOOPER
|
|
Scene *sce_iter;
|
|
Base *base;
|
|
|
|
// Get the frame settings of the canvas.
|
|
// Get the aspect ratio of the canvas as designed by the user.
|
|
|
|
RAS_FrameSettings::RAS_FrameType frame_type;
|
|
int aspect_width;
|
|
int aspect_height;
|
|
vector<MT_Vector3> inivel,iniang;
|
|
set<Group*> grouplist; // list of groups to be converted
|
|
set<Object*> allblobj; // all objects converted
|
|
set<Object*> groupobj; // objects from groups (never in active layer)
|
|
|
|
if (alwaysUseExpandFraming) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
aspect_width = canvas->GetWidth();
|
|
aspect_height = canvas->GetHeight();
|
|
} else {
|
|
if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_BARS) {
|
|
frame_type = RAS_FrameSettings::e_frame_bars;
|
|
} else if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_EXTEND) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
} else {
|
|
frame_type = RAS_FrameSettings::e_frame_scale;
|
|
}
|
|
|
|
aspect_width = blenderscene->r.xsch*blenderscene->r.xasp;
|
|
aspect_height = blenderscene->r.ysch*blenderscene->r.yasp;
|
|
}
|
|
|
|
RAS_FrameSettings frame_settings(
|
|
frame_type,
|
|
blenderscene->gm.framing.col[0],
|
|
blenderscene->gm.framing.col[1],
|
|
blenderscene->gm.framing.col[2],
|
|
aspect_width,
|
|
aspect_height
|
|
);
|
|
kxscene->SetFramingType(frame_settings);
|
|
|
|
kxscene->SetGravity(MT_Vector3(0,0, -blenderscene->gm.gravity));
|
|
|
|
/* set activity culling parameters */
|
|
kxscene->SetActivityCulling( (blenderscene->gm.mode & WO_ACTIVITY_CULLING) != 0);
|
|
kxscene->SetActivityCullingRadius(blenderscene->gm.activityBoxRadius);
|
|
kxscene->SetDbvtCulling((blenderscene->gm.mode & WO_DBVT_CULLING) != 0);
|
|
|
|
// no occlusion culling by default
|
|
kxscene->SetDbvtOcclusionRes(0);
|
|
|
|
int activeLayerBitInfo = blenderscene->lay;
|
|
|
|
// list of all object converted, active and inactive
|
|
CListValue* sumolist = new CListValue();
|
|
|
|
vector<parentChildLink> vec_parent_child;
|
|
|
|
CListValue* objectlist = kxscene->GetObjectList();
|
|
CListValue* inactivelist = kxscene->GetInactiveList();
|
|
CListValue* parentlist = kxscene->GetRootParentList();
|
|
|
|
SCA_LogicManager* logicmgr = kxscene->GetLogicManager();
|
|
SCA_TimeEventManager* timemgr = kxscene->GetTimeEventManager();
|
|
|
|
CListValue* logicbrick_conversionlist = new CListValue();
|
|
|
|
//SG_TreeFactory tf;
|
|
|
|
// Convert actions to actionmap
|
|
bAction *curAct;
|
|
for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next)
|
|
{
|
|
logicmgr->RegisterActionName(curAct->id.name + 2, curAct);
|
|
}
|
|
|
|
SetDefaultLightMode(blenderscene);
|
|
// Let's support scene set.
|
|
// Beware of name conflict in linked data, it will not crash but will create confusion
|
|
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
|
|
// no conflicting name for Object, Object data and Action.
|
|
for (SETLOOPER(blenderscene, sce_iter, base))
|
|
{
|
|
Object* blenderobject = base->object;
|
|
allblobj.insert(blenderobject);
|
|
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
base->object,
|
|
kxscene,
|
|
rendertools,
|
|
converter);
|
|
|
|
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame) blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos;
|
|
pos.setValue(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz(blenderobject->rot);
|
|
MT_Vector3 scale(blenderobject->size);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
//XXX update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
//XXX update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0);
|
|
|
|
BL_ConvertMaterialIpos(blenderobject, gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
gameobj->SetName(blenderobject->id.name + 2);
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc);
|
|
SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback);
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
// problem here: the parent inverse transform combines scaling and rotation
|
|
// in the basis but the scenegraph needs separate rotation and scaling.
|
|
// This is not important for OpenGL (it uses 4x4 matrix) but it is important
|
|
// for the physic engine that needs a separate scaling
|
|
//parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
|
|
|
|
// Extract the rotation and the scaling from the basis
|
|
MT_Matrix3x3 ori(parinvtrans.getBasis());
|
|
MT_Vector3 x(ori.getColumn(0));
|
|
MT_Vector3 y(ori.getColumn(1));
|
|
MT_Vector3 z(ori.getColumn(2));
|
|
MT_Vector3 parscale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(parscale[0]))
|
|
x /= parscale[0];
|
|
if (!MT_fuzzyZero(parscale[1]))
|
|
y /= parscale[1];
|
|
if (!MT_fuzzyZero(parscale[2]))
|
|
z /= parscale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(parscale);
|
|
|
|
parentinversenode->AddChild(gameobj->GetSGNode());
|
|
}
|
|
|
|
// needed for python scripting
|
|
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
|
|
|
|
// needed for group duplication
|
|
logicmgr->RegisterGameObj(blenderobject, gameobj);
|
|
for (int i = 0; i < gameobj->GetMeshCount(); i++)
|
|
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
|
|
|
|
converter->RegisterGameObject(gameobj, blenderobject);
|
|
// this was put in rapidly, needs to be looked at more closely
|
|
// only draw/use objects in active 'blender' layers
|
|
|
|
logicbrick_conversionlist->Add(gameobj->AddRef());
|
|
|
|
if (converter->addInitFromFrame){
|
|
posPrev=gameobj->NodeGetWorldPosition();
|
|
angor=gameobj->NodeGetWorldOrientation();
|
|
}
|
|
if (isInActiveLayer)
|
|
{
|
|
objectlist->Add(gameobj->AddRef());
|
|
//tf.Add(gameobj->GetSGNode());
|
|
|
|
gameobj->NodeUpdateGS(0);
|
|
gameobj->AddMeshUser();
|
|
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
grouplist.insert(blenderobject->dup_group);
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
/* Note about memory leak issues:
|
|
When a CValue derived class is created, m_refcount is initialized to 1
|
|
so the class must be released after being used to make sure that it won't
|
|
hang in memory. If the object needs to be stored for a long time,
|
|
use AddRef() so that this Release() does not free the object.
|
|
Make sure that for any AddRef() there is a Release()!!!!
|
|
Do the same for any object derived from CValue, CExpression and NG_NetworkMessage
|
|
*/
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
|
|
}
|
|
|
|
if (!grouplist.empty())
|
|
{
|
|
// now convert the group referenced by dupli group object
|
|
// keep track of all groups already converted
|
|
set<Group*> allgrouplist = grouplist;
|
|
set<Group*> tempglist;
|
|
// recurse
|
|
while (!grouplist.empty())
|
|
{
|
|
set<Group*>::iterator git;
|
|
tempglist.clear();
|
|
tempglist.swap(grouplist);
|
|
for (git=tempglist.begin(); git!=tempglist.end(); git++)
|
|
{
|
|
Group* group = *git;
|
|
GroupObject* go;
|
|
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
|
{
|
|
Object* blenderobject = go->ob;
|
|
if (converter->FindGameObject(blenderobject) == NULL)
|
|
{
|
|
allblobj.insert(blenderobject);
|
|
groupobj.insert(blenderobject);
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
blenderobject,
|
|
kxscene,
|
|
rendertools,
|
|
converter);
|
|
|
|
// this code is copied from above except that
|
|
// object from groups are never in active layer
|
|
bool isInActiveLayer = false;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame)
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz(blenderobject->rot);
|
|
MT_Vector3 scale(blenderobject->size);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
//XXX update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
//XXX update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0);
|
|
|
|
BL_ConvertMaterialIpos(blenderobject,gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name + 2);
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc);
|
|
SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback);
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
|
|
// Extract the rotation and the scaling from the basis
|
|
MT_Matrix3x3 ori(parinvtrans.getBasis());
|
|
MT_Vector3 x(ori.getColumn(0));
|
|
MT_Vector3 y(ori.getColumn(1));
|
|
MT_Vector3 z(ori.getColumn(2));
|
|
MT_Vector3 localscale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(localscale[0]))
|
|
x /= localscale[0];
|
|
if (!MT_fuzzyZero(localscale[1]))
|
|
y /= localscale[1];
|
|
if (!MT_fuzzyZero(localscale[2]))
|
|
z /= localscale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(localscale);
|
|
|
|
parentinversenode->AddChild(gameobj->GetSGNode());
|
|
}
|
|
|
|
// needed for python scripting
|
|
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
|
|
|
|
// needed for group duplication
|
|
logicmgr->RegisterGameObj(blenderobject, gameobj);
|
|
for (int i = 0; i < gameobj->GetMeshCount(); i++)
|
|
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
|
|
|
|
converter->RegisterGameObject(gameobj, blenderobject);
|
|
// this was put in rapidly, needs to be looked at more closely
|
|
// only draw/use objects in active 'blender' layers
|
|
|
|
logicbrick_conversionlist->Add(gameobj->AddRef());
|
|
|
|
if (converter->addInitFromFrame){
|
|
posPrev=gameobj->NodeGetWorldPosition();
|
|
angor=gameobj->NodeGetWorldOrientation();
|
|
}
|
|
if (isInActiveLayer)
|
|
{
|
|
objectlist->Add(gameobj->AddRef());
|
|
//tf.Add(gameobj->GetSGNode());
|
|
|
|
gameobj->NodeUpdateGS(0);
|
|
gameobj->AddMeshUser();
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
{
|
|
// check that the group is not already converted
|
|
if (allgrouplist.insert(blenderobject->dup_group).second)
|
|
grouplist.insert(blenderobject->dup_group);
|
|
}
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// non-camera objects not supported as camera currently
|
|
if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
|
|
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
|
|
|
|
if(gamecamera)
|
|
kxscene->SetActiveCamera(gamecamera);
|
|
}
|
|
|
|
// Set up armatures
|
|
set<Object*>::iterator oit;
|
|
for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
|
|
{
|
|
Object* blenderobj = *oit;
|
|
if (blenderobj->type==OB_MESH) {
|
|
Mesh *me = (Mesh*)blenderobj->data;
|
|
|
|
if (me->dvert){
|
|
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj);
|
|
|
|
if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){
|
|
KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
|
|
if (par && obj->GetDeformer())
|
|
((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// create hierarchy information
|
|
int i;
|
|
vector<parentChildLink>::iterator pcit;
|
|
|
|
for (pcit = vec_parent_child.begin();!(pcit==vec_parent_child.end());++pcit)
|
|
{
|
|
|
|
struct Object* blenderchild = pcit->m_blenderchild;
|
|
struct Object* blenderparent = blenderchild->parent;
|
|
KX_GameObject* parentobj = converter->FindGameObject(blenderparent);
|
|
KX_GameObject* childobj = converter->FindGameObject(blenderchild);
|
|
|
|
assert(childobj);
|
|
|
|
if (!parentobj || objectlist->SearchValue(childobj) != objectlist->SearchValue(parentobj))
|
|
{
|
|
// special case: the parent and child object are not in the same layer.
|
|
// This weird situation is used in Apricot for test purposes.
|
|
// Resolve it by not converting the child
|
|
childobj->GetSGNode()->DisconnectFromParent();
|
|
delete pcit->m_gamechildnode;
|
|
// Now destroy the child object but also all its descendent that may already be linked
|
|
// Remove the child reference in the local list!
|
|
// Note: there may be descendents already if the children of the child were processed
|
|
// by this loop before the child. In that case, we must remove the children also
|
|
CListValue* childrenlist = childobj->GetChildrenRecursive();
|
|
childrenlist->Add(childobj->AddRef());
|
|
for ( i=0;i<childrenlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i));
|
|
if (sumolist->RemoveValue(obj))
|
|
obj->Release();
|
|
if (logicbrick_conversionlist->RemoveValue(obj))
|
|
obj->Release();
|
|
}
|
|
childrenlist->Release();
|
|
|
|
// now destroy recursively
|
|
converter->UnregisterGameObject(childobj); // removing objects during conversion make sure this runs too
|
|
kxscene->RemoveObject(childobj);
|
|
|
|
continue;
|
|
}
|
|
|
|
switch (blenderchild->partype)
|
|
{
|
|
case PARVERT1:
|
|
{
|
|
// creat a new vertex parent relationship for this node.
|
|
KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New();
|
|
pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation);
|
|
break;
|
|
}
|
|
case PARSLOW:
|
|
{
|
|
// creat a new slow parent relationship for this node.
|
|
KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf);
|
|
pcit->m_gamechildnode->SetParentRelation(slow_parent_relation);
|
|
break;
|
|
}
|
|
case PARBONE:
|
|
{
|
|
// parent this to a bone
|
|
Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
|
|
|
|
if(parent_bone) {
|
|
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
|
|
pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case PARSKEL: // skinned - ignore
|
|
break;
|
|
case PAROBJECT:
|
|
case PARCURVE:
|
|
case PARKEY:
|
|
case PARVERT3:
|
|
default:
|
|
// unhandled
|
|
break;
|
|
}
|
|
|
|
parentobj-> GetSGNode()->AddChild(pcit->m_gamechildnode);
|
|
}
|
|
vec_parent_child.clear();
|
|
|
|
// find 'root' parents (object that has not parents in SceneGraph)
|
|
for (i=0;i<sumolist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->GetSGNode()->GetSGParent() == 0)
|
|
{
|
|
parentlist->Add(gameobj->AddRef());
|
|
gameobj->NodeUpdateGS(0);
|
|
}
|
|
}
|
|
|
|
// create graphic controller for culling
|
|
if (kxscene->GetDbvtCulling())
|
|
{
|
|
bool occlusion = false;
|
|
for (i=0; i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->GetMeshCount() > 0)
|
|
{
|
|
MT_Point3 box[2];
|
|
gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity());
|
|
// box[0] is the min, box[1] is the max
|
|
bool isactive = objectlist->SearchValue(gameobj);
|
|
BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine);
|
|
if (gameobj->GetOccluder())
|
|
occlusion = true;
|
|
}
|
|
}
|
|
if (occlusion)
|
|
kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes);
|
|
}
|
|
if (blenderscene->world)
|
|
kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep);
|
|
|
|
// now that the scenegraph is complete, let's instantiate the deformers.
|
|
// We need that to create reusable derived mesh and physic shapes
|
|
for (i=0;i<sumolist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->GetDeformer())
|
|
gameobj->GetDeformer()->UpdateBuckets();
|
|
}
|
|
|
|
// Set up armature constraints
|
|
for (i=0;i<sumolist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
|
|
((BL_ArmatureObject*)gameobj)->LoadConstraints(converter);
|
|
}
|
|
|
|
bool processCompoundChildren = false;
|
|
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
RAS_MeshObject* meshobj = 0;
|
|
if (nummeshes > 0)
|
|
{
|
|
meshobj = gameobj->GetMesh(0);
|
|
}
|
|
int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
|
|
}
|
|
|
|
processCompoundChildren = true;
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
RAS_MeshObject* meshobj = 0;
|
|
if (nummeshes > 0)
|
|
{
|
|
meshobj = gameobj->GetMesh(0);
|
|
}
|
|
int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
|
|
}
|
|
|
|
//set ini linearVel and int angularVel //rcruiz
|
|
if (converter->addInitFromFrame)
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->IsDynamic()){
|
|
gameobj->setLinearVelocity(inivel[i],false);
|
|
gameobj->setAngularVelocity(iniang[i],false);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// create physics joints
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
conlist = get_active_constraints2(blenderobject);
|
|
|
|
if((gameobj->GetLayer()&activeLayerBitInfo)==0)
|
|
continue;
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
|
|
|
|
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
|
|
|
|
if (!dat->child){
|
|
|
|
PHY_IPhysicsController* physctr2 = 0;
|
|
|
|
if (dat->tar)
|
|
{
|
|
KX_GameObject *gotar=getGameOb(dat->tar->id.name+2,sumolist);
|
|
if (gotar && ((gotar->GetLayer()&activeLayerBitInfo)!=0) && gotar->GetPhysicsController())
|
|
physctr2 = (PHY_IPhysicsController*) gotar->GetPhysicsController()->GetUserData();
|
|
}
|
|
|
|
if (gameobj->GetPhysicsController())
|
|
{
|
|
PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) gameobj->GetPhysicsController()->GetUserData();
|
|
//we need to pass a full constraint frame, not just axis
|
|
|
|
//localConstraintFrameBasis
|
|
MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ));
|
|
MT_Vector3 axis0 = localCFrame.getColumn(0);
|
|
MT_Vector3 axis1 = localCFrame.getColumn(1);
|
|
MT_Vector3 axis2 = localCFrame.getColumn(2);
|
|
|
|
int constraintId = kxscene->GetPhysicsEnvironment()->createConstraint(physctrl,physctr2,(PHY_ConstraintType)dat->type,(float)dat->pivX,
|
|
(float)dat->pivY,(float)dat->pivZ,
|
|
(float)axis0.x(),(float)axis0.y(),(float)axis0.z(),
|
|
(float)axis1.x(),(float)axis1.y(),(float)axis1.z(),
|
|
(float)axis2.x(),(float)axis2.y(),(float)axis2.z(),dat->flag);
|
|
if (constraintId)
|
|
{
|
|
//if it is a generic 6DOF constraint, set all the limits accordingly
|
|
if (dat->type == PHY_GENERIC_6DOF_CONSTRAINT)
|
|
{
|
|
int dof;
|
|
int dofbit=1;
|
|
for (dof=0;dof<6;dof++)
|
|
{
|
|
if (dat->flag & dofbit)
|
|
{
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
|
|
} else
|
|
{
|
|
//minLimit > maxLimit means free(disabled limit) for this degree of freedom
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,1,-1);
|
|
}
|
|
dofbit<<=1;
|
|
}
|
|
}
|
|
else if(dat->type == PHY_CONE_TWIST_CONSTRAINT)
|
|
{
|
|
int dof;
|
|
int dofbit = 1<<3; // bitflag use_angular_limit_x
|
|
|
|
for (dof=3;dof<6;dof++)
|
|
{
|
|
if(dat->flag & dofbit)
|
|
{
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
|
|
}
|
|
else
|
|
{
|
|
//maxLimit < 0 means free(disabled limit) for this degree of freedom
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,1,-1);
|
|
}
|
|
dofbit<<=1;
|
|
}
|
|
}
|
|
else if (dat->type == PHY_LINEHINGE_CONSTRAINT)
|
|
{
|
|
int dof = 3; // dof for angular x
|
|
int dofbit = 1<<3; // bitflag use_angular_limit_x
|
|
|
|
if (dat->flag & dofbit)
|
|
{
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,
|
|
dat->minLimit[dof],dat->maxLimit[dof]);
|
|
} else
|
|
{
|
|
//minLimit > maxLimit means free(disabled limit) for this degree of freedom
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,1,-1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sumolist->Release();
|
|
|
|
// convert world
|
|
KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene, blenderscene->world);
|
|
converter->RegisterWorldInfo(worldinfo);
|
|
kxscene->SetWorldInfo(worldinfo);
|
|
|
|
//create object representations for obstacle simulation
|
|
KX_ObstacleSimulation* obssimulation = kxscene->GetObstacleSimulation();
|
|
if (obssimulation)
|
|
{
|
|
for ( i=0;i<objectlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
if (blenderobject->gameflag & OB_HASOBSTACLE)
|
|
{
|
|
obssimulation->AddObstacleForObj(gameobj);
|
|
}
|
|
}
|
|
}
|
|
|
|
//process navigation mesh objects
|
|
for ( i=0; i<objectlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
if (blenderobject->type==OB_MESH && (blenderobject->gameflag & OB_NAVMESH))
|
|
{
|
|
KX_NavMeshObject* navmesh = static_cast<KX_NavMeshObject*>(gameobj);
|
|
navmesh->SetVisible(0, true);
|
|
navmesh->BuildNavMesh();
|
|
if (obssimulation)
|
|
obssimulation->AddObstaclesForNavMesh(navmesh);
|
|
}
|
|
}
|
|
for ( i=0; i<inactivelist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(inactivelist->GetValue(i));
|
|
struct Object* blenderobject = gameobj->GetBlenderObject();
|
|
if (blenderobject->type==OB_MESH && (blenderobject->gameflag & OB_NAVMESH))
|
|
{
|
|
KX_NavMeshObject* navmesh = static_cast<KX_NavMeshObject*>(gameobj);
|
|
navmesh->SetVisible(0, true);
|
|
}
|
|
}
|
|
|
|
#define CONVERT_LOGIC
|
|
#ifdef CONVERT_LOGIC
|
|
// convert logic bricks, sensors, controllers and actuators
|
|
for (i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = gameobj->GetBlenderObject();
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = gameobj->GetBlenderObject();
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertControllers(blenderobj,gameobj,logicmgr, layerMask,isInActiveLayer,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = gameobj->GetBlenderObject();
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,canvas,converter);
|
|
// set the init state to all objects
|
|
gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
|
|
}
|
|
// apply the initial state to controllers, only on the active objects as this registers the sensors
|
|
for ( i=0;i<objectlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
|
|
gameobj->ResetState();
|
|
}
|
|
|
|
#endif //CONVERT_LOGIC
|
|
|
|
logicbrick_conversionlist->Release();
|
|
|
|
// Calculate the scene btree -
|
|
// too slow - commented out.
|
|
//kxscene->SetNodeTree(tf.MakeTree());
|
|
|
|
// instantiate dupli group, we will loop trough the object
|
|
// that are in active layers. Note that duplicating group
|
|
// has the effect of adding objects at the end of objectlist.
|
|
// Only loop through the first part of the list.
|
|
int objcount = objectlist->GetCount();
|
|
for (i=0;i<objcount;i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) objectlist->GetValue(i);
|
|
if (gameobj->IsDupliGroup())
|
|
{
|
|
kxscene->DupliGroupRecurse(gameobj, 0);
|
|
}
|
|
}
|
|
|
|
KX_Camera *activecam = kxscene->GetActiveCamera();
|
|
MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
|
|
RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
|
|
bucketmanager->OptimizeBuckets(distance);
|
|
}
|