blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
IRIE Shinsuke 38e58612ef Revert own previous commit rBe2f9afbaabbd.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
2014-02-12 05:46:26 +09:00

2912 lines
91 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* Convert blender data to ketsji
*/
/** \file gameengine/Converter/BL_BlenderDataConversion.cpp
* \ingroup bgeconv
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
/* Since threaded object update we've disabled in-place
* curve evaluation (in cases when applying curve modifier
* with target curve non-evaluated yet).
*
* This requires game engine to take care of DAG and object
* evaluation (currently it's designed to export only objects
* it able to render).
*
* This workaround will make sure that curve_cache for curves
* is up-to-date.
*/
#define THREADED_DAG_WORKAROUND
#include <math.h>
#include <vector>
#include <algorithm>
#include "BL_BlenderDataConversion.h"
#include "KX_BlenderScalarInterpolator.h"
#include "RAS_IPolygonMaterial.h"
// Expressions
#include "ListValue.h"
#include "IntValue.h"
// Collision & Fuzzics LTD
#include "PHY_Pro.h"
#include "KX_Scene.h"
#include "KX_GameObject.h"
#include "RAS_FramingManager.h"
#include "RAS_MeshObject.h"
#include "KX_ConvertActuators.h"
#include "KX_ConvertControllers.h"
#include "KX_ConvertSensors.h"
#include "SCA_LogicManager.h"
#include "SCA_EventManager.h"
#include "SCA_TimeEventManager.h"
#include "KX_Light.h"
#include "KX_Camera.h"
#include "KX_EmptyObject.h"
#include "KX_FontObject.h"
#include "MT_Point3.h"
#include "MT_Transform.h"
#include "MT_MinMax.h"
#include "SCA_IInputDevice.h"
#include "RAS_TexMatrix.h"
#include "RAS_ICanvas.h"
#include "RAS_MaterialBucket.h"
//#include "KX_BlenderPolyMaterial.h"
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#include "RAS_BucketManager.h"
#include "BL_Material.h"
#include "KX_BlenderMaterial.h"
#include "BL_Texture.h"
#include "DNA_action_types.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BL_ModifierDeformer.h"
#include "BL_ShapeDeformer.h"
#include "BL_SkinDeformer.h"
#include "BL_MeshDeformer.h"
#include "KX_SoftBodyDeformer.h"
//#include "BL_ArmatureController.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BlenderWorldInfo.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
/* This list includes only data type definitions */
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_group_types.h"
#include "DNA_scene_types.h"
#include "DNA_camera_types.h"
#include "DNA_property_types.h"
#include "DNA_text_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DNA_sound_types.h"
#include "DNA_key_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_force.h"
#include "MEM_guardedalloc.h"
#include "BKE_key.h"
#include "BKE_mesh.h"
#include "MT_Point3.h"
#include "BLI_math.h"
extern "C" {
#include "BKE_scene.h"
#include "BKE_customdata.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_DerivedMesh.h"
#include "BKE_material.h" /* give_current_material */
#include "BKE_image.h"
#include "IMB_imbuf_types.h"
#include "BKE_displist.h"
extern Material defmaterial; /* material.c */
}
/* end of blender include block */
#include "KX_BlenderInputDevice.h"
#include "KX_ConvertProperties.h"
#include "KX_HashedPtr.h"
#include "KX_ScalarInterpolator.h"
#include "KX_IpoConvert.h"
#include "BL_System.h"
#include "SG_Node.h"
#include "SG_BBox.h"
#include "SG_Tree.h"
#include "KX_ConvertPhysicsObject.h"
#ifdef WITH_BULLET
#include "CcdPhysicsEnvironment.h"
#include "CcdGraphicController.h"
#endif
#include "KX_MotionState.h"
// This file defines relationships between parents and children
// in the game engine.
#include "KX_SG_NodeRelationships.h"
#include "KX_SG_BoneParentNodeRelationship.h"
#include "BL_ArmatureObject.h"
#include "BL_DeformableGameObject.h"
#include "KX_NavMeshObject.h"
#include "KX_ObstacleSimulation.h"
#ifdef __cplusplus
extern "C" {
#endif
//XXX void update_for_newframe();
//void BKE_scene_update_for_newframe(struct Scene *sce, unsigned int lay);
//void do_all_data_ipos(void);
#ifdef __cplusplus
}
#endif
#include "BLI_threads.h"
static bool default_light_mode = 0;
static std::map<int, SCA_IInputDevice::KX_EnumInputs> create_translate_table()
{
std::map<int, SCA_IInputDevice::KX_EnumInputs> m;
/* The reverse table. In order to not confuse ourselves, we */
/* immediately convert all events that come in to KX codes. */
m[LEFTMOUSE ] = SCA_IInputDevice::KX_LEFTMOUSE;
m[MIDDLEMOUSE ] = SCA_IInputDevice::KX_MIDDLEMOUSE;
m[RIGHTMOUSE ] = SCA_IInputDevice::KX_RIGHTMOUSE;
m[WHEELUPMOUSE ] = SCA_IInputDevice::KX_WHEELUPMOUSE;
m[WHEELDOWNMOUSE ] = SCA_IInputDevice::KX_WHEELDOWNMOUSE;
m[MOUSEX ] = SCA_IInputDevice::KX_MOUSEX;
m[MOUSEY ] = SCA_IInputDevice::KX_MOUSEY;
// TIMERS
m[TIMER0 ] = SCA_IInputDevice::KX_TIMER0;
m[TIMER1 ] = SCA_IInputDevice::KX_TIMER1;
m[TIMER2 ] = SCA_IInputDevice::KX_TIMER2;
// SYSTEM
#if 0
/* **** XXX **** */
m[KEYBD ] = SCA_IInputDevice::KX_KEYBD;
m[RAWKEYBD ] = SCA_IInputDevice::KX_RAWKEYBD;
m[REDRAW ] = SCA_IInputDevice::KX_REDRAW;
m[INPUTCHANGE ] = SCA_IInputDevice::KX_INPUTCHANGE;
m[QFULL ] = SCA_IInputDevice::KX_QFULL;
m[WINFREEZE ] = SCA_IInputDevice::KX_WINFREEZE;
m[WINTHAW ] = SCA_IInputDevice::KX_WINTHAW;
m[WINCLOSE ] = SCA_IInputDevice::KX_WINCLOSE;
m[WINQUIT ] = SCA_IInputDevice::KX_WINQUIT;
m[Q_FIRSTTIME ] = SCA_IInputDevice::KX_Q_FIRSTTIME;
/* **** XXX **** */
#endif
// standard keyboard
m[AKEY ] = SCA_IInputDevice::KX_AKEY;
m[BKEY ] = SCA_IInputDevice::KX_BKEY;
m[CKEY ] = SCA_IInputDevice::KX_CKEY;
m[DKEY ] = SCA_IInputDevice::KX_DKEY;
m[EKEY ] = SCA_IInputDevice::KX_EKEY;
m[FKEY ] = SCA_IInputDevice::KX_FKEY;
m[GKEY ] = SCA_IInputDevice::KX_GKEY;
//XXX clean up
#ifdef WIN32
#define HKEY 'h'
#endif
m[HKEY ] = SCA_IInputDevice::KX_HKEY;
//XXX clean up
#ifdef WIN32
#undef HKEY
#endif
m[IKEY ] = SCA_IInputDevice::KX_IKEY;
m[JKEY ] = SCA_IInputDevice::KX_JKEY;
m[KKEY ] = SCA_IInputDevice::KX_KKEY;
m[LKEY ] = SCA_IInputDevice::KX_LKEY;
m[MKEY ] = SCA_IInputDevice::KX_MKEY;
m[NKEY ] = SCA_IInputDevice::KX_NKEY;
m[OKEY ] = SCA_IInputDevice::KX_OKEY;
m[PKEY ] = SCA_IInputDevice::KX_PKEY;
m[QKEY ] = SCA_IInputDevice::KX_QKEY;
m[RKEY ] = SCA_IInputDevice::KX_RKEY;
m[SKEY ] = SCA_IInputDevice::KX_SKEY;
m[TKEY ] = SCA_IInputDevice::KX_TKEY;
m[UKEY ] = SCA_IInputDevice::KX_UKEY;
m[VKEY ] = SCA_IInputDevice::KX_VKEY;
m[WKEY ] = SCA_IInputDevice::KX_WKEY;
m[XKEY ] = SCA_IInputDevice::KX_XKEY;
m[YKEY ] = SCA_IInputDevice::KX_YKEY;
m[ZKEY ] = SCA_IInputDevice::KX_ZKEY;
m[ZEROKEY ] = SCA_IInputDevice::KX_ZEROKEY;
m[ONEKEY ] = SCA_IInputDevice::KX_ONEKEY;
m[TWOKEY ] = SCA_IInputDevice::KX_TWOKEY;
m[THREEKEY ] = SCA_IInputDevice::KX_THREEKEY;
m[FOURKEY ] = SCA_IInputDevice::KX_FOURKEY;
m[FIVEKEY ] = SCA_IInputDevice::KX_FIVEKEY;
m[SIXKEY ] = SCA_IInputDevice::KX_SIXKEY;
m[SEVENKEY ] = SCA_IInputDevice::KX_SEVENKEY;
m[EIGHTKEY ] = SCA_IInputDevice::KX_EIGHTKEY;
m[NINEKEY ] = SCA_IInputDevice::KX_NINEKEY;
m[CAPSLOCKKEY ] = SCA_IInputDevice::KX_CAPSLOCKKEY;
m[LEFTCTRLKEY ] = SCA_IInputDevice::KX_LEFTCTRLKEY;
m[LEFTALTKEY ] = SCA_IInputDevice::KX_LEFTALTKEY;
m[RIGHTALTKEY ] = SCA_IInputDevice::KX_RIGHTALTKEY;
m[RIGHTCTRLKEY ] = SCA_IInputDevice::KX_RIGHTCTRLKEY;
m[RIGHTSHIFTKEY ] = SCA_IInputDevice::KX_RIGHTSHIFTKEY;
m[LEFTSHIFTKEY ] = SCA_IInputDevice::KX_LEFTSHIFTKEY;
m[ESCKEY ] = SCA_IInputDevice::KX_ESCKEY;
m[TABKEY ] = SCA_IInputDevice::KX_TABKEY;
m[RETKEY ] = SCA_IInputDevice::KX_RETKEY;
m[SPACEKEY ] = SCA_IInputDevice::KX_SPACEKEY;
m[LINEFEEDKEY ] = SCA_IInputDevice::KX_LINEFEEDKEY;
m[BACKSPACEKEY ] = SCA_IInputDevice::KX_BACKSPACEKEY;
m[DELKEY ] = SCA_IInputDevice::KX_DELKEY;
m[SEMICOLONKEY ] = SCA_IInputDevice::KX_SEMICOLONKEY;
m[PERIODKEY ] = SCA_IInputDevice::KX_PERIODKEY;
m[COMMAKEY ] = SCA_IInputDevice::KX_COMMAKEY;
m[QUOTEKEY ] = SCA_IInputDevice::KX_QUOTEKEY;
m[ACCENTGRAVEKEY ] = SCA_IInputDevice::KX_ACCENTGRAVEKEY;
m[MINUSKEY ] = SCA_IInputDevice::KX_MINUSKEY;
m[SLASHKEY ] = SCA_IInputDevice::KX_SLASHKEY;
m[BACKSLASHKEY ] = SCA_IInputDevice::KX_BACKSLASHKEY;
m[EQUALKEY ] = SCA_IInputDevice::KX_EQUALKEY;
m[LEFTBRACKETKEY ] = SCA_IInputDevice::KX_LEFTBRACKETKEY;
m[RIGHTBRACKETKEY ] = SCA_IInputDevice::KX_RIGHTBRACKETKEY;
m[LEFTARROWKEY ] = SCA_IInputDevice::KX_LEFTARROWKEY;
m[DOWNARROWKEY ] = SCA_IInputDevice::KX_DOWNARROWKEY;
m[RIGHTARROWKEY ] = SCA_IInputDevice::KX_RIGHTARROWKEY;
m[UPARROWKEY ] = SCA_IInputDevice::KX_UPARROWKEY;
m[PAD2 ] = SCA_IInputDevice::KX_PAD2;
m[PAD4 ] = SCA_IInputDevice::KX_PAD4;
m[PAD6 ] = SCA_IInputDevice::KX_PAD6;
m[PAD8 ] = SCA_IInputDevice::KX_PAD8;
m[PAD1 ] = SCA_IInputDevice::KX_PAD1;
m[PAD3 ] = SCA_IInputDevice::KX_PAD3;
m[PAD5 ] = SCA_IInputDevice::KX_PAD5;
m[PAD7 ] = SCA_IInputDevice::KX_PAD7;
m[PAD9 ] = SCA_IInputDevice::KX_PAD9;
m[PADPERIOD ] = SCA_IInputDevice::KX_PADPERIOD;
m[PADSLASHKEY ] = SCA_IInputDevice::KX_PADSLASHKEY;
m[PADASTERKEY ] = SCA_IInputDevice::KX_PADASTERKEY;
m[PAD0 ] = SCA_IInputDevice::KX_PAD0;
m[PADMINUS ] = SCA_IInputDevice::KX_PADMINUS;
m[PADENTER ] = SCA_IInputDevice::KX_PADENTER;
m[PADPLUSKEY ] = SCA_IInputDevice::KX_PADPLUSKEY;
m[F1KEY ] = SCA_IInputDevice::KX_F1KEY;
m[F2KEY ] = SCA_IInputDevice::KX_F2KEY;
m[F3KEY ] = SCA_IInputDevice::KX_F3KEY;
m[F4KEY ] = SCA_IInputDevice::KX_F4KEY;
m[F5KEY ] = SCA_IInputDevice::KX_F5KEY;
m[F6KEY ] = SCA_IInputDevice::KX_F6KEY;
m[F7KEY ] = SCA_IInputDevice::KX_F7KEY;
m[F8KEY ] = SCA_IInputDevice::KX_F8KEY;
m[F9KEY ] = SCA_IInputDevice::KX_F9KEY;
m[F10KEY ] = SCA_IInputDevice::KX_F10KEY;
m[F11KEY ] = SCA_IInputDevice::KX_F11KEY;
m[F12KEY ] = SCA_IInputDevice::KX_F12KEY;
m[F13KEY ] = SCA_IInputDevice::KX_F13KEY;
m[F14KEY ] = SCA_IInputDevice::KX_F14KEY;
m[F15KEY ] = SCA_IInputDevice::KX_F15KEY;
m[F16KEY ] = SCA_IInputDevice::KX_F16KEY;
m[F17KEY ] = SCA_IInputDevice::KX_F17KEY;
m[F18KEY ] = SCA_IInputDevice::KX_F18KEY;
m[F19KEY ] = SCA_IInputDevice::KX_F19KEY;
m[OSKEY ] = SCA_IInputDevice::KX_OSKEY;
m[PAUSEKEY ] = SCA_IInputDevice::KX_PAUSEKEY;
m[INSERTKEY ] = SCA_IInputDevice::KX_INSERTKEY;
m[HOMEKEY ] = SCA_IInputDevice::KX_HOMEKEY;
m[PAGEUPKEY ] = SCA_IInputDevice::KX_PAGEUPKEY;
m[PAGEDOWNKEY ] = SCA_IInputDevice::KX_PAGEDOWNKEY;
m[ENDKEY ] = SCA_IInputDevice::KX_ENDKEY;
return m;
}
static std::map<int, SCA_IInputDevice::KX_EnumInputs> gReverseKeyTranslateTable = create_translate_table();
static unsigned int KX_rgbaint2uint_new(unsigned int icol)
{
union
{
unsigned int integer;
unsigned char cp[4];
} out_color, in_color;
in_color.integer = icol;
out_color.cp[0] = in_color.cp[3]; // red
out_color.cp[1] = in_color.cp[2]; // green
out_color.cp[2] = in_color.cp[1]; // blue
out_color.cp[3] = in_color.cp[0]; // alpha
return out_color.integer;
}
/* Now the real converting starts... */
static unsigned int KX_Mcol2uint_new(MCol col)
{
/* color has to be converted without endian sensitivity. So no shifting! */
union
{
MCol col;
unsigned int integer;
unsigned char cp[4];
} out_color, in_color;
in_color.col = col;
out_color.cp[0] = in_color.cp[3]; // red
out_color.cp[1] = in_color.cp[2]; // green
out_color.cp[2] = in_color.cp[1]; // blue
out_color.cp[3] = in_color.cp[0]; // alpha
return out_color.integer;
}
static void SetDefaultLightMode(Scene* scene)
{
default_light_mode = false;
Scene *sce_iter;
Base *base;
for (SETLOOPER(scene, sce_iter, base))
{
if (base->object->type == OB_LAMP)
{
default_light_mode = true;
return;
}
}
}
static bool GetMaterialUseVColor(Material *ma, const bool glslmat)
{
if (ma) {
/* glsl uses vertex colors, otherwise use material setting
* defmaterial doesn't have VERTEXCOLP as default [#34505] */
return (glslmat || ma == &defmaterial || (ma->mode & MA_VERTEXCOLP) != 0);
}
else {
/* no material, use vertex colors */
return true;
}
}
// --
static void GetRGB(
const bool use_vcol,
MFace* mface,
MCol* mmcol,
Material *mat,
unsigned int c[4])
{
unsigned int color = 0xFFFFFFFFL;
if (use_vcol == true) {
if (mmcol) {
c[0] = KX_Mcol2uint_new(mmcol[0]);
c[1] = KX_Mcol2uint_new(mmcol[1]);
c[2] = KX_Mcol2uint_new(mmcol[2]);
if (mface->v4)
c[3] = KX_Mcol2uint_new(mmcol[3]);
}
else { // backup white
c[0] = KX_rgbaint2uint_new(color);
c[1] = KX_rgbaint2uint_new(color);
c[2] = KX_rgbaint2uint_new(color);
if (mface->v4)
c[3] = KX_rgbaint2uint_new( color );
}
}
else {
/* material rgba */
if (mat) {
union {
unsigned char cp[4];
unsigned int integer;
} col_converter;
col_converter.cp[3] = (unsigned char) (mat->r * 255.0f);
col_converter.cp[2] = (unsigned char) (mat->g * 255.0f);
col_converter.cp[1] = (unsigned char) (mat->b * 255.0f);
col_converter.cp[0] = (unsigned char) (mat->alpha * 255.0f);
color = col_converter.integer;
}
c[0] = KX_rgbaint2uint_new(color);
c[1] = KX_rgbaint2uint_new(color);
c[2] = KX_rgbaint2uint_new(color);
if (mface->v4) {
c[3] = KX_rgbaint2uint_new(color);
}
}
#if 0 /* white, unused */
{
c[0] = KX_rgbaint2uint_new(color);
c[1] = KX_rgbaint2uint_new(color);
c[2] = KX_rgbaint2uint_new(color);
if (mface->v4)
c[3] = KX_rgbaint2uint_new(color);
}
#endif
}
typedef struct MTF_localLayer {
MTFace *face;
const char *name;
} MTF_localLayer;
static void GetUVs(BL_Material *material, MTF_localLayer *layers, MFace *mface, MTFace *tface, MT_Point2 uvs[4][MAXTEX])
{
int unit = 0;
if (tface)
{
uvs[0][0].setValue(tface->uv[0]);
uvs[1][0].setValue(tface->uv[1]);
uvs[2][0].setValue(tface->uv[2]);
if (mface->v4)
uvs[3][0].setValue(tface->uv[3]);
}
else
{
uvs[0][0] = uvs[1][0] = uvs[2][0] = uvs[3][0] = MT_Point2(0.f, 0.f);
}
vector<STR_String> found_layers;
for (int vind = 0; vind<MAXTEX; vind++)
{
BL_Mapping &map = material->mapping[vind];
if (!(map.mapping & USEUV)) continue;
if (std::find(found_layers.begin(), found_layers.end(), map.uvCoName) != found_layers.end())
continue;
//If no UVSet is specified, try grabbing one from the UV/Image editor
if (map.uvCoName.IsEmpty() && tface)
{
uvs[0][unit].setValue(tface->uv[0]);
uvs[1][unit].setValue(tface->uv[1]);
uvs[2][unit].setValue(tface->uv[2]);
if (mface->v4)
uvs[3][unit].setValue(tface->uv[3]);
++unit;
continue;
}
for (int lay=0; lay<MAX_MTFACE; lay++)
{
MTF_localLayer& layer = layers[lay];
if (layer.face == 0) break;
if (map.uvCoName.IsEmpty() || strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
{
uvs[0][unit].setValue(layer.face->uv[0]);
uvs[1][unit].setValue(layer.face->uv[1]);
uvs[2][unit].setValue(layer.face->uv[2]);
if (mface->v4)
uvs[3][unit].setValue(layer.face->uv[3]);
else
uvs[3][unit].setValue(0.0f, 0.0f);
++unit;
found_layers.push_back(map.uvCoName);
break;
}
}
}
}
// ------------------------------------
static bool ConvertMaterial(
BL_Material *material,
Material *mat,
MTFace* tface,
const char *tfaceName,
MFace* mface,
MCol* mmcol,
bool glslmat)
{
material->Initialize();
int texalpha = 0;
const bool validmat = (mat != NULL);
const bool validface = (tface != NULL);
const bool use_vcol = GetMaterialUseVColor(mat, glslmat);
material->IdMode = DEFAULT_BLENDER;
material->glslmat = (validmat) ? glslmat: false;
material->materialindex = mface->mat_nr;
// --------------------------------
if (validmat) {
// use lighting?
material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
// cast shadows?
material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
MTex *mttmp = 0;
int valid_index = 0;
/* In Multitexture use the face texture if and only if
* it is set in the buttons
* In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
if (validface && mat->mode &MA_FACETEXTURE)
facetex = true;
// foreach MTex
for (int i=0; i<MAXTEX; i++) {
// use face tex
if (i==0 && facetex ) {
facetex = false;
Image*tmp = (Image*)(tface->tpage);
if (tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= MIPMAP;
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA_SORT )?USEALPHA:0;
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
if (material->img[i]->flag & IMA_REFLECT) {
material->mapping[i].mapping |= USEREFL;
}
else {
mttmp = getMTexFromMaterial(mat, i);
if (mttmp && (mttmp->texco & TEXCO_UV)) {
/* string may be "" but thats detected as empty after */
material->mapping[i].uvCoName = mttmp->uvname;
}
material->mapping[i].mapping |= USEUV;
}
valid_index++;
}
else {
material->img[i] = 0;
material->texname[i] = "";
}
continue;
}
mttmp = getMTexFromMaterial(mat, i);
if (mttmp) {
if (mttmp->tex) {
if ( mttmp->tex->type == TEX_IMAGE ) {
material->mtexname[i] = mttmp->tex->id.name;
material->img[i] = mttmp->tex->ima;
if ( material->img[i] ) {
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
// -----------------------
if (material->img[i] && (material->img[i]->flag & IMA_IGNORE_ALPHA) == 0)
material->flag[i] |= USEALPHA;
// -----------------------
if ( mttmp->tex->imaflag &TEX_CALCALPHA ) {
material->flag[i] |= CALCALPHA;
}
else if (mttmp->tex->flag &TEX_NEGALPHA) {
material->flag[i] |= USENEGALPHA;
}
material->color_blend[i] = mttmp->colfac;
material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
if (!glslmat && (material->flag[i] & TEXALPHA))
texalpha = 1;
}
}
else if (mttmp->tex->type == TEX_ENVMAP) {
if ( mttmp->tex->env->stype == ENV_LOAD ) {
material->mtexname[i] = mttmp->tex->id.name;
EnvMap *env = mttmp->tex->env;
env->ima = mttmp->tex->ima;
material->cubemap[i] = env;
if (material->cubemap[i])
{
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 isn't used anymore */
material->flag[i] |= (BKE_animdata_from_id(mat->id) != NULL) ? HASIPO : 0;
#endif
/// --------------------------------
// mapping methods
if (mat->septex & (1 << i)) {
// If this texture slot isn't in use, set it to disabled to prevent multi-uv problems
material->mapping[i].mapping = DISABLE;
} else {
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) {
/* string may be "" but thats detected as empty after */
material->mapping[i].uvCoName = mttmp->uvname;
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;
}
/* 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;
}
else {
// nothing at all
material->alphablend = GEMAT_SOLID;
material->tile = 0;
}
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;
}
// XXX The RGB values here were meant to be temporary storage for the conversion process,
// but fonts now make use of them too, so we leave them in for now.
unsigned int rgb[4];
GetRGB(use_vcol, mface, mmcol, mat, rgb);
// swap the material color, so MCol on bitmap font works
if (validmat && (use_vcol == false) && (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]);
}
if (validmat)
material->matname =(mat->id.name);
if (tface) {
material->tface = *tface;
}
else {
memset(&material->tface, 0, sizeof(material->tface));
}
material->material = mat;
return true;
}
static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace *tface, MCol *mcol, MTF_localLayer *layers, int lightlayer, unsigned int *rgb, MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT], const char *tfaceName, KX_Scene* scene, KX_BlenderSceneConverter *converter)
{
RAS_IPolyMaterial* polymat = converter->FindCachedPolyMaterial(scene, ma);
BL_Material* bl_mat = converter->FindCachedBlenderMaterial(scene, ma);
KX_BlenderMaterial* kx_blmat = NULL;
/* first is the BL_Material */
if (!bl_mat)
{
bl_mat = new BL_Material();
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
converter->GetGLSLMaterials());
if (ma && (ma->mode & MA_FACETEXTURE) == 0)
converter->CacheBlenderMaterial(scene, ma, bl_mat);
}
const bool use_vcol = GetMaterialUseVColor(ma, bl_mat->glslmat);
GetRGB(use_vcol, mface, mcol, ma, rgb);
GetUVs(bl_mat, layers, mface, tface, uvs);
/* then the KX_BlenderMaterial */
if (polymat == NULL)
{
kx_blmat = new KX_BlenderMaterial();
kx_blmat->Initialize(scene, bl_mat, (ma?&ma->game:NULL), lightlayer);
polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
if (ma && (ma->mode & MA_FACETEXTURE) == 0)
converter->CachePolyMaterial(scene, ma, polymat);
}
// 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);
converter->RegisterBlenderMaterial(bl_mat);
}
return bucket;
}
/* blenderobj can be NULL, make sure its checked for */
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter, bool libloading)
{
RAS_MeshObject *meshobj;
int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object.
// Without checking names, we get some reuse we don't want that can cause
// problems with material LoDs.
if (blenderobj && ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)) {
const char *bge_name = meshobj->GetName().ReadPtr();
const char *blender_name = ((ID *)blenderobj->data)->name + 2;
if (STREQ(bge_name, blender_name)) {
return meshobj;
}
}
// Get DerivedMesh data
DerivedMesh *dm = CDDM_from_mesh(mesh);
DM_ensure_tessface(dm);
MVert *mvert = dm->getVertArray(dm);
int totvert = dm->getNumVerts(dm);
MFace *mface = dm->getTessFaceArray(dm);
MTFace *tface = static_cast<MTFace*>(dm->getTessFaceDataArray(dm, CD_MTFACE));
MCol *mcol = static_cast<MCol*>(dm->getTessFaceDataArray(dm, CD_MCOL));
float (*tangent)[4] = NULL;
int totface = dm->getNumTessFaces(dm);
const char *tfaceName = "";
if (tface) {
DM_add_tangent_layer(dm);
tangent = (float(*)[4])dm->getTessFaceDataArray(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)
{
if (validLayers >= MAX_MTFACE) {
printf("%s: corrupted mesh %s - too many CD_MTFACE layers\n", __func__, mesh->id.name);
break;
}
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);
Material* ma = 0;
bool collider = true;
MT_Point2 uvs[4][RAS_TexVert::MAX_UNIT];
unsigned int rgb[4] = {0};
MT_Point3 pt[4];
MT_Vector3 no[4];
MT_Vector4 tan[4];
/* ugh, if there is a less annoying way to do this please use that.
* since these are converted from floats to floats, theres no real
* advantage to use MT_ types - campbell */
for (unsigned int i = 0; i < 4; i++) {
const float zero_vec[4] = {0.0f};
pt[i].setValue(zero_vec);
no[i].setValue(zero_vec);
tan[i].setValue(zero_vec);
}
/* we need to manually initialize the uvs (MoTo doesn't do that) [#34550] */
for (unsigned int i = 0; i < RAS_TexVert::MAX_UNIT; i++) {
uvs[0][i] = uvs[1][i] = uvs[2][i] = uvs[3][i] = MT_Point2(0.f, 0.f);
}
for (int f=0;f<totface;f++,mface++)
{
/* get coordinates, normals and tangents */
pt[0].setValue(mvert[mface->v1].co);
pt[1].setValue(mvert[mface->v2].co);
pt[2].setValue(mvert[mface->v3].co);
if (mface->v4) pt[3].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);
no[0] = n0;
no[1] = n1;
no[2] = n2;
if (mface->v4) {
normal_short_to_float_v3(n3, mvert[mface->v4].no);
no[3] = 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);
no[0] = no[1] = no[2] = no[3] = MT_Vector3(fno);
}
if (tangent) {
tan[0] = tangent[f*4 + 0];
tan[1] = tangent[f*4 + 1];
tan[2] = tangent[f*4 + 2];
if (mface->v4)
tan[3] = 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;
RAS_MaterialBucket* bucket = material_from_mesh(ma, mface, tface, mcol, layers, lightlayer, rgb, uvs, tfaceName, scene, converter);
// 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;
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,pt[0],uvs[0],tan[0],rgb[0],no[0],flat,mface->v1);
meshobj->AddVertex(poly,1,pt[1],uvs[1],tan[1],rgb[1],no[1],flat,mface->v2);
meshobj->AddVertex(poly,2,pt[2],uvs[2],tan[2],rgb[2],no[2],flat,mface->v3);
if (nverts==4)
meshobj->AddVertex(poly,3,pt[3],uvs[3],tan[3],rgb[3],no[3],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
// However, we want to delay this if we're libloading so we can make sure we have the right scene.
if (!libloading) {
for (list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
mit->m_bucket->GetPolyMaterial()->OnConstruction();
}
}
if (layers)
delete []layers;
dm->release(dm);
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, 1);
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 = 1.0f - blenderobject->damping;
shapeProps->m_ang_drag = 1.0f - 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;
// Character physics properties
shapeProps->m_step_height = blenderobject->step_height;
shapeProps->m_jump_speed = blenderobject->jump_speed;
shapeProps->m_fall_speed = blenderobject->fall_speed;
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_sq=0.0f, vert_radius_sq, *co;
int a;
if (me->bb==0) {
me->bb = BKE_boundbox_alloc_unit();
}
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 */
minmax_v3v3_v3(min, max, co);
/* radius */
vert_radius_sq = len_squared_v3(co);
if (vert_radius_sq > radius_sq)
radius_sq = vert_radius_sq;
}
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 sqrtf_signed(radius_sq);
}
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 & ME_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) {
minmax_v3v3_v3(min, max, fp);
}
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;
}
}
}
copy_v3_v3(me->loc, loc);
copy_v3_v3(me->size, size);
me->rot[0] = me->rot[1] = me->rot[2] = 0.0f;
if (me->size[0] == 0.0f) me->size[0] = 1.0f;
else if (me->size[0] > 0.0f && me->size[0]< 0.00001f) me->size[0] = 0.00001f;
else if (me->size[0] < 0.0f && me->size[0]> -0.00001f) me->size[0] = -0.00001f;
if (me->size[1] == 0.0f) me->size[1] = 1.0f;
else if (me->size[1] > 0.0f && me->size[1]< 0.00001f) me->size[1] = 0.00001f;
else if (me->size[1] < 0.0f && me->size[1]> -0.00001f) me->size[1] = -0.00001f;
if (me->size[2] == 0.0f) me->size[2] = 1.0f;
else if (me->size[2] > 0.0f && me->size[2]< 0.00001f) me->size[2] = 0.00001f;
else if (me->size[2] < 0.0f && 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 * fabsf(bb->vec[0][0] - bb->vec[4][0]);
size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
size[2] = 0.5f * fabsf(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]);
}
}
//////////////////////////////////////////////////////
static 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 WITH_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;
}
}
}
static 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)) {
// Respond to all collisions so that Near sensors work on No Collision
// objects.
gameobj->SetUserCollisionGroup(0xff);
gameobj->SetUserCollisionMask(0xff);
return;
}
gameobj->SetUserCollisionGroup(blenderobject->col_group);
gameobj->SetUserCollisionMask(blenderobject->col_mask);
// 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;
objprop.m_character = (blenderobject->gameflag & OB_CHARACTER) != 0;
objprop.m_record_animation = (blenderobject->gameflag & OB_RECORD_ANIMATION) != 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;
}
if ((blenderobject->gameflag & OB_CHARACTER) && !(blenderobject->gameflag & OB_BOUNDS))
{
objprop.m_boundclass = KX_BOUNDSPHERE;
}
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->collision_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_CONVEX_HULL:
if (blenderobject->type == OB_MESH)
{
objprop.m_boundclass = KX_BOUNDPOLYTOPE;
break;
}
// Object is not a mesh... fall through OB_BOUND_TRIANGLE_MESH to
// OB_BOUND_SPHERE
case OB_BOUND_TRIANGLE_MESH:
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->collision_boundtype == OB_BOUND_TRIANGLE_MESH);
switch (physics_engine)
{
#ifdef WITH_BULLET
case UseBullet:
KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop);
break;
#endif
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_IRasterizer *rasterizer, 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, rasterizer,
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->sensor_x, ca->sensor_y, ca->sensor_fit, 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_IRasterizer *rendertools,
KX_BlenderSceneConverter *converter,
bool libloading)
{
KX_GameObject *gameobj = NULL;
Scene *blenderscene = kxscene->GetBlenderScene();
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;
if (blenderscene->lay & ob->lay)
{
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, libloading);
// 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);
// gather levels of detail
if (BLI_countlist(&ob->lodlevels) > 1) {
LodLevel *lod = ((LodLevel*)ob->lodlevels.first)->next;
Mesh* lodmesh = mesh;
Object* lodmatob = ob;
gameobj->AddLodMesh(meshobj);
for (; lod; lod = lod->next) {
if (!lod->source || lod->source->type != OB_MESH) continue;
if (lod->flags & OB_LOD_USE_MESH) {
lodmesh = static_cast<Mesh*>(lod->source->data);
}
if (lod->flags & OB_LOD_USE_MAT) {
lodmatob = lod->source;
}
gameobj->AddLodMesh(BL_ConvertMesh(lodmesh, lodmatob, kxscene, converter, libloading));
}
}
// 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);
// we only want obcolor used if there is a material in the mesh
// that requires it
Material *mat= NULL;
bool bUseObjectColor=false;
for (int i=0;i<mesh->totcol;i++) {
mat=mesh->mat[i];
if (!mat) break;
if ((mat->shade_flag & MA_OBCOLOR)) {
bUseObjectColor = true;
break;
}
}
if (bUseObjectColor)
gameobj->SetObjectColor(ob->col);
// 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 WITH_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 WITH_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:
{
bool do_color_management = !(blenderscene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT);
/* font objects have no bounding box */
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob, do_color_management);
/* add to the list only the visible fonts */
if ((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
break;
}
#ifdef THREADED_DAG_WORKAROUND
case OB_CURVE:
{
if (ob->curve_cache == NULL) {
BKE_displist_make_curveTypes(blenderscene, ob, FALSE);
}
}
#endif
}
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"
static 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;
}
static 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;
}
static void UNUSED_FUNCTION(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 "PHY_DynamicTypes.h"
static 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;
}
/* helper for BL_ConvertBlenderObjects, avoids code duplication
* note: all var names match args are passed from the caller */
static void bl_ConvertBlenderObject_Single(
KX_BlenderSceneConverter *converter,
Scene *blenderscene, Object *blenderobject,
vector<MT_Vector3> &inivel, vector<MT_Vector3> &iniang,
vector<parentChildLink> &vec_parent_child,
CListValue* logicbrick_conversionlist,
CListValue* objectlist, CListValue* inactivelist, CListValue* sumolist,
KX_Scene* kxscene, KX_GameObject* gameobj,
SCA_LogicManager* logicmgr, SCA_TimeEventManager* timemgr,
bool isInActiveLayer
)
{
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_Matrix3x3 rotation;
float rotmat[3][3];
BKE_object_rot_to_mat3(blenderobject, rotmat, FALSE);
rotation.setValue3x3((float*)rotmat);
MT_Vector3 scale(blenderobject->size);
if (converter->addInitFromFrame) {//rcruiz
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]
);
float rotmatPrev[3][3];
BKE_object_rot_to_mat3(blenderobject, rotmatPrev, FALSE);
float eulxyz[3], eulxyzPrev[3];
mat3_to_eul(eulxyz, rotmat);
mat3_to_eul(eulxyzPrev, rotmatPrev);
double fps = (double) blenderscene->r.frs_sec/
(double) blenderscene->r.frs_sec_base;
tmp.scale(fps, fps, fps);
inivel.push_back(tmp);
tmp[0]=eulxyz[0]-eulxyzPrev[0];
tmp[1]=eulxyz[1]-eulxyzPrev[1];
tmp[2]=eulxyz[2]-eulxyzPrev[2];
tmp.scale(fps, fps, fps);
iniang.push_back(tmp);
blenderscene->r.cfra=blenderscene->r.sfra;
//XXX update_for_newframe();
}
gameobj->NodeSetLocalPosition(pos);
gameobj->NodeSetLocalOrientation(rotation);
gameobj->NodeSetLocalScale(scale);
gameobj->NodeUpdateGS(0);
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 (converter->addInitFromFrame) {
gameobj->NodeSetLocalPosition(posPrev);
gameobj->NodeSetLocalOrientation(angor);
}
}
// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie,
KX_Scene* kxscene,
KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
RAS_IRasterizer* rendertools,
RAS_ICanvas* canvas,
KX_BlenderSceneConverter* converter,
bool alwaysUseExpandFraming,
bool libloading
)
{
#define BL_CONVERTBLENDEROBJECT_SINGLE \
bl_ConvertBlenderObject_Single(converter, \
blenderscene, blenderobject, \
inivel, iniang, \
vec_parent_child, \
logicbrick_conversionlist, \
objectlist, inactivelist, sumolist, \
kxscene, gameobj, \
logicmgr, timemgr, \
isInActiveLayer \
)
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)
// This is bad, but we use this to make sure the first time this is called
// is not in a separate thread.
BL_Texture::GetMaxUnits();
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 = (int)(blenderscene->r.xsch * blenderscene->r.xasp);
aspect_height = (int)(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,
libloading);
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
bool addobj=true;
if (converter->addInitFromFrame)
if (!isInActiveLayer)
addobj=false;
if (gameobj)
{
if (addobj)
{ /* macro calls object conversion funcs */
BL_CONVERTBLENDEROBJECT_SINGLE;
if (gameobj->IsDupliGroup()) {
grouplist.insert(blenderobject->dup_group);
}
}
/* 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
*/
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,
libloading);
// 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)
{
if (addobj)
{ /* macro calls object conversion funcs */
BL_CONVERTBLENDEROBJECT_SINGLE;
}
if (gameobj->IsDupliGroup())
{
if (allgrouplist.insert(blenderobject->dup_group).second)
{
grouplist.insert(blenderobject->dup_group);
}
}
/* see comment above re: mem leaks */
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 = BKE_armature_find_bone_name(BKE_armature_from_object(blenderchild->parent),
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 && !(curcon->flag & CONSTRAINT_OFF)) {
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 = gotar->GetPhysicsController();
}
if (gameobj->GetPhysicsController())
{
PHY_IPhysicsController* physctrl = gameobj->GetPhysicsController();
//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,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);
}
SCA_IInputDevice::KX_EnumInputs ConvertKeyCode(int key_code)
{
return gReverseKeyTranslateTable[key_code];
}