forked from bartvdbraak/blender
14d33b3c1f
* off by default. * new/delete are at the bottom of each class * python BGE objects have the new/delete in the Py_Header macro.
156 lines
5.2 KiB
C++
156 lines
5.2 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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*/
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#ifndef __KX_BLENDERSCENECONVERTER_H
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#define __KX_BLENDERSCENECONVERTER_H
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#include "KX_HashedPtr.h"
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#include "GEN_Map.h"
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#include "KX_ISceneConverter.h"
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#include "KX_IpoConvert.h"
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class KX_WorldInfo;
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class SCA_IActuator;
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class SCA_IController;
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class RAS_MeshObject;
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class RAS_IPolyMaterial;
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class BL_InterpolatorList;
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class BL_Material;
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struct IpoCurve;
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struct Main;
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struct Scene;
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class KX_BlenderSceneConverter : public KX_ISceneConverter
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{
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// Use vector of pairs to allow removal of entities between scene switch
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vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
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vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
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vector<pair<KX_Scene*,BL_Material *> > m_materials;
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// Should also have a list of collision shapes.
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// For the time being this is held in KX_Scene::m_shapes
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
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GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
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GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
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GEN_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
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GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
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Main* m_maggie;
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STR_String m_newfilename;
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class KX_KetsjiEngine* m_ketsjiEngine;
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class KX_Scene* m_currentScene; // Scene being converted
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bool m_alwaysUseExpandFraming;
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bool m_usemat;
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bool m_useglslmat;
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void localDel_ipoCurve ( IpoCurve * icu );
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// struct Ipo* findIpoForName(char* objName);
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public:
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KX_BlenderSceneConverter(
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Main* maggie,
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class KX_KetsjiEngine* engine
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);
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virtual ~KX_BlenderSceneConverter();
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/* Scenename: name of the scene to be converted.
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* destinationscene: pass an empty scene, everything goes into this
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* dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas
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);
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virtual void RemoveScene(class KX_Scene *scene);
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void SetNewFileName(const STR_String& filename);
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bool TryAndLoadNewFile();
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void SetAlwaysUseExpandFraming(bool to_what);
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void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
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void UnregisterGameObject(KX_GameObject *gameobject);
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KX_GameObject *FindGameObject(struct Object *for_blenderobject);
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void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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void RegisterBlenderMaterial(BL_Material *mat);
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void RegisterInterpolatorList(BL_InterpolatorList *adtList, struct AnimData *for_adt);
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BL_InterpolatorList *FindInterpolatorList(struct AnimData *for_adt);
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void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
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SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
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void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
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SCA_IController *FindGameController(struct bController *for_controller);
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void RegisterWorldInfo(KX_WorldInfo *worldinfo);
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virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
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///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
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virtual void resetNoneDynamicObjectToIpo();
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///this generates ipo curves for position, rotation, allowing to use game physics in animation
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virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
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virtual void TestHandlesPhysicsObjectToAnimationIpo();
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// use blender materials
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virtual void SetMaterials(bool val);
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virtual bool GetMaterials();
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// use blender glsl materials
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virtual void SetGLSLMaterials(bool val);
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virtual bool GetGLSLMaterials();
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struct Scene* GetBlenderSceneForName(const STR_String& name);
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struct Main* GetMain() { return m_maggie; };
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderSceneConverter"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__KX_BLENDERSCENECONVERTER_H
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