forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
160 lines
5.3 KiB
C++
160 lines
5.3 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 SpaceIpo;
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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,struct Object*> m_map_gameobject_to_blender;
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
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GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
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// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
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GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
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GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
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GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
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Main* m_maggie;
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SpaceIpo* m_sipo;
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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 ,struct SpaceIpo* sipo);
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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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SpaceIpo *sipo,
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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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const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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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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struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
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void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh, unsigned int onlayer);
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// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
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// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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void RegisterBlenderMaterial(BL_Material *mat);
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void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
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BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
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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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};
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#endif //__KX_BLENDERSCENECONVERTER_H
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