forked from bartvdbraak/blender
2528 lines
72 KiB
C++
2528 lines
72 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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* Convert blender data to ketsji
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include <math.h>
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#include "BL_BlenderDataConversion.h"
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#include "KX_BlenderGL.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_PolygonMaterial.h"
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// Expressions
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#include "ListValue.h"
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#include "IntValue.h"
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// Collision & Fuzzics LTD
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#include "PHY_Pro.h"
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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#include "RAS_FramingManager.h"
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#include "RAS_MeshObject.h"
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#include "KX_ConvertActuators.h"
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#include "KX_ConvertControllers.h"
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#include "KX_ConvertSensors.h"
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#include "SCA_LogicManager.h"
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#include "SCA_EventManager.h"
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#include "SCA_TimeEventManager.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "KX_EmptyObject.h"
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#include "MT_Point3.h"
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#include "MT_Transform.h"
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#include "MT_MinMax.h"
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#include "SCA_IInputDevice.h"
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#include "RAS_TexMatrix.h"
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#include "RAS_ICanvas.h"
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#include "RAS_MaterialBucket.h"
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//#include "KX_BlenderPolyMaterial.h"
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#include "RAS_Polygon.h"
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#include "RAS_TexVert.h"
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#include "RAS_BucketManager.h"
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#include "RAS_IRenderTools.h"
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#include "BL_Material.h"
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#include "KX_BlenderMaterial.h"
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#include "BL_Texture.h"
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#include "DNA_action_types.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BL_SkinMeshObject.h"
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#include "BL_ShapeDeformer.h"
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#include "BL_SkinDeformer.h"
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#include "BL_MeshDeformer.h"
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//#include "BL_ArmatureController.h"
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#include "BlenderWorldInfo.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.h"
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#include"SND_Scene.h"
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#include "SND_SoundListener.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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/* This list includes only data type definitions */
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_key_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_force.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_utildefines.h"
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#include "BKE_key.h"
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#include "BKE_mesh.h"
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#include "MT_Point3.h"
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#include "BLI_arithb.h"
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extern "C" {
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#include "BKE_customdata.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_DerivedMesh.h"
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}
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#include "BKE_material.h" /* give_current_material */
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/* end of blender include block */
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#include "KX_BlenderInputDevice.h"
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#include "KX_ConvertProperties.h"
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#include "KX_HashedPtr.h"
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#include "KX_ScalarInterpolator.h"
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#include "KX_IpoConvert.h"
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#include "SYS_System.h"
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#include "SG_Node.h"
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#include "SG_BBox.h"
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#include "SG_Tree.h"
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// defines USE_ODE to choose physics engine
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#include "KX_ConvertPhysicsObject.h"
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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#include "KX_SG_BoneParentNodeRelationship.h"
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#include "BL_ArmatureObject.h"
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#include "BL_DeformableGameObject.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "BSE_headerbuttons.h"
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void update_for_newframe();
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//void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
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//#include "BKE_ipo.h"
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//void do_all_data_ipos(void);
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#ifdef __cplusplus
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}
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#endif
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static int default_face_mode = TF_DYNAMIC;
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static unsigned int KX_rgbaint2uint_new(unsigned int icol)
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{
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union
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{
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unsigned int integer;
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unsigned char cp[4];
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} out_color, in_color;
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in_color.integer = icol;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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return out_color.integer;
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}
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/* Now the real converting starts... */
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static unsigned int KX_Mcol2uint_new(MCol col)
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{
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/* color has to be converted without endian sensitivity. So no shifting! */
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union
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{
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MCol col;
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unsigned int integer;
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unsigned char cp[4];
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} out_color, in_color;
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in_color.col = col;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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return out_color.integer;
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}
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static void SetDefaultFaceType(Scene* scene)
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{
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default_face_mode = TF_DYNAMIC;
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Scene *sce;
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Base *base;
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for(SETLOOPER(scene,base))
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{
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if (base->object->type == OB_LAMP)
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{
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default_face_mode = TF_DYNAMIC|TF_LIGHT;
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return;
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}
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}
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}
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// --
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static void GetRGB(short type,
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MFace* mface,
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MCol* mmcol,
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Material *mat,
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unsigned int &c0,
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unsigned int &c1,
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unsigned int &c2,
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unsigned int &c3)
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{
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unsigned int color = 0xFFFFFFFFL;
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switch(type)
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{
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case 0: // vertex colors
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{
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if(mmcol) {
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c0 = KX_Mcol2uint_new(mmcol[0]);
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c1 = KX_Mcol2uint_new(mmcol[1]);
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c2 = KX_Mcol2uint_new(mmcol[2]);
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if (mface->v4)
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c3 = KX_Mcol2uint_new(mmcol[3]);
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}else // backup white
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{
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new( color );
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}
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} break;
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case 1: // material rgba
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{
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if (mat) {
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union {
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unsigned char cp[4];
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unsigned int integer;
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} col_converter;
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col_converter.cp[3] = (unsigned char) (mat->r*255.0);
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col_converter.cp[2] = (unsigned char) (mat->g*255.0);
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col_converter.cp[1] = (unsigned char) (mat->b*255.0);
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col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
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color = col_converter.integer;
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}
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
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} break;
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default: // white
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{
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
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} break;
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}
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}
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typedef struct MTF_localLayer
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{
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MTFace *face;
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const char *name;
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}MTF_localLayer;
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// ------------------------------------
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BL_Material* ConvertMaterial(
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Material *mat,
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MTFace* tface,
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const char *tfaceName,
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MFace* mface,
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MCol* mmcol,
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int lightlayer,
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Object* blenderobj,
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MTF_localLayer *layers,
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bool glslmat)
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{
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//this needs some type of manager
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BL_Material *material = new BL_Material();
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int numchan = -1, texalpha = 0;
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bool validmat = (mat!=0);
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bool validface = (tface!=0);
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short type = 0;
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if( validmat )
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type = 1; // material color
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material->IdMode = DEFAULT_BLENDER;
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material->glslmat = (validmat)? glslmat: false;
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// --------------------------------
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if(validmat) {
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// use vertex colors by explicitly setting
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if(mat->mode &MA_VERTEXCOLP || glslmat)
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type = 0;
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// use lighting?
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material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
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MTex *mttmp = 0;
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numchan = getNumTexChannels(mat);
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int valid_index = 0;
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// use the face texture if
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// 1) it is set in the buttons
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// 2) we have a face texture and a material but no valid texture in slot 1
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bool facetex = false;
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if(validface && mat->mode &MA_FACETEXTURE)
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facetex = true;
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if(validface && !mat->mtex[0])
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facetex = true;
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if(validface && mat->mtex[0]) {
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MTex *tmp = mat->mtex[0];
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if(!tmp->tex || tmp->tex && !tmp->tex->ima )
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facetex = true;
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}
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numchan = numchan>MAXTEX?MAXTEX:numchan;
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// foreach MTex
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for(int i=0; i<numchan; i++) {
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// use face tex
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if(i==0 && facetex ) {
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Image*tmp = (Image*)(tface->tpage);
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if(tmp) {
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material->img[i] = tmp;
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
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material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
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material->flag[i] |= MIPMAP;
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if(material->img[i]->flag & IMA_REFLECT)
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material->mapping[i].mapping |= USEREFL;
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else
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{
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mttmp = getImageFromMaterial( mat, i );
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if(mttmp && mttmp->texco &TEXCO_UV)
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{
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STR_String uvName = mttmp->uvname;
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if (!uvName.IsEmpty())
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material->mapping[i].uvCoName = mttmp->uvname;
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else
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material->mapping[i].uvCoName = "";
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}
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material->mapping[i].mapping |= USEUV;
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}
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if(material->ras_mode & USE_LIGHT)
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material->ras_mode &= ~USE_LIGHT;
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if(tface->mode & TF_LIGHT)
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material->ras_mode |= USE_LIGHT;
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valid_index++;
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}
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else {
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material->img[i] = 0;
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material->texname[i] = "";
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}
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continue;
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}
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mttmp = getImageFromMaterial( mat, i );
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if( mttmp ) {
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if( mttmp->tex ) {
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if( mttmp->tex->type == TEX_IMAGE ) {
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material->mtexname[i] = mttmp->tex->id.name;
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material->img[i] = mttmp->tex->ima;
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if( material->img[i] ) {
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
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// -----------------------
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if( mttmp->tex->imaflag &TEX_USEALPHA ) {
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material->flag[i] |= USEALPHA;
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}
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// -----------------------
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else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
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material->flag[i] |= CALCALPHA;
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}
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else if(mttmp->tex->flag &TEX_NEGALPHA) {
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material->flag[i] |= USENEGALPHA;
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}
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material->color_blend[i] = mttmp->colfac;
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material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
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material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
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if(!glslmat && (material->flag[i] & TEXALPHA))
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texalpha = 1;
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}
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}
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else if(mttmp->tex->type == TEX_ENVMAP) {
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if( mttmp->tex->env->stype == ENV_LOAD ) {
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material->mtexname[i] = mttmp->tex->id.name;
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EnvMap *env = mttmp->tex->env;
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env->ima = mttmp->tex->ima;
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material->cubemap[i] = env;
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if (material->cubemap[i])
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{
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if (!material->cubemap[i]->cube[0])
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BL_Texture::SplitEnvMap(material->cubemap[i]);
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material->texname[i]= material->cubemap[i]->ima->id.name;
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material->mapping[i].mapping |= USEENV;
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}
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}
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}
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material->flag[i] |= (mat->ipo!=0)?HASIPO:0;
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/// --------------------------------
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// mapping methods
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material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
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if(mttmp->texco & TEXCO_OBJECT) {
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material->mapping[i].mapping |= USEOBJ;
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if(mttmp->object)
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material->mapping[i].objconame = mttmp->object->id.name;
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}
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else if(mttmp->texco &TEXCO_REFL)
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material->mapping[i].mapping |= USEREFL;
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else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
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material->mapping[i].mapping |= USEORCO;
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else if(mttmp->texco &TEXCO_UV)
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{
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STR_String uvName = mttmp->uvname;
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if (!uvName.IsEmpty())
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material->mapping[i].uvCoName = mttmp->uvname;
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else
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material->mapping[i].uvCoName = "";
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material->mapping[i].mapping |= USEUV;
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}
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else if(mttmp->texco &TEXCO_NORM)
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material->mapping[i].mapping |= USENORM;
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else if(mttmp->texco &TEXCO_TANGENT)
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material->mapping[i].mapping |= USETANG;
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else
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material->mapping[i].mapping |= DISABLE;
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material->mapping[i].scale[0] = mttmp->size[0];
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material->mapping[i].scale[1] = mttmp->size[1];
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material->mapping[i].scale[2] = mttmp->size[2];
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material->mapping[i].offsets[0] = mttmp->ofs[0];
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material->mapping[i].offsets[1] = mttmp->ofs[1];
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material->mapping[i].offsets[2] = mttmp->ofs[2];
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material->mapping[i].projplane[0] = mttmp->projx;
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material->mapping[i].projplane[1] = mttmp->projy;
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material->mapping[i].projplane[2] = mttmp->projz;
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/// --------------------------------
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switch( mttmp->blendtype ) {
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case MTEX_BLEND:
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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->mode & MA_WIRE)? WIRE: 0;
|
|
}
|
|
else {
|
|
int valid = 0;
|
|
|
|
// check for tface tex to fallback on
|
|
if( validface ){
|
|
|
|
// no light bugfix
|
|
if(tface->mode) material->ras_mode |= USE_LIGHT;
|
|
|
|
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;
|
|
material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
|
|
material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
|
|
valid++;
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
MT_Point2 uv[4];
|
|
MT_Point2 uv2[4];
|
|
const char *uvName = "", *uv2Name = "";
|
|
|
|
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
|
|
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
|
|
|
|
if( validface ) {
|
|
|
|
material->ras_mode |= !(
|
|
(mface->flag & ME_HIDE) ||
|
|
(tface->mode & TF_INVISIBLE)
|
|
)?POLY_VIS:0;
|
|
|
|
material->transp = tface->transp;
|
|
material->tile = tface->tile;
|
|
material->mode = tface->mode;
|
|
|
|
uv[0] = MT_Point2(tface->uv[0]);
|
|
uv[1] = MT_Point2(tface->uv[1]);
|
|
uv[2] = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv[3] = MT_Point2(tface->uv[3]);
|
|
|
|
uvName = tfaceName;
|
|
}
|
|
else {
|
|
// nothing at all
|
|
material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
|
|
material->mode = default_face_mode;
|
|
material->transp = TF_SOLID;
|
|
material->tile = 0;
|
|
}
|
|
|
|
// with ztransp enabled, enforce alpha blending mode
|
|
if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
|
|
material->transp = TF_ALPHA;
|
|
|
|
// always zsort alpha + add
|
|
if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) && (material->transp != TF_CLIP)) {
|
|
material->ras_mode |= ALPHA;
|
|
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
|
|
}
|
|
|
|
// collider or not?
|
|
material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
|
|
|
|
// these flags are irrelevant at this point, remove so they
|
|
// don't hurt material bucketing
|
|
material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
|
|
|
|
// get uv sets
|
|
if(validmat)
|
|
{
|
|
bool isFirstSet = true;
|
|
|
|
// only two sets implemented, but any of the eight
|
|
// sets can make up the two layers
|
|
for (int vind = 0; vind<material->num_enabled; vind++)
|
|
{
|
|
BL_Mapping &map = material->mapping[vind];
|
|
|
|
if (map.uvCoName.IsEmpty())
|
|
isFirstSet = false;
|
|
else
|
|
{
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer& layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
|
|
{
|
|
MT_Point2 uvSet[4];
|
|
|
|
uvSet[0] = MT_Point2(layer.face->uv[0]);
|
|
uvSet[1] = MT_Point2(layer.face->uv[1]);
|
|
uvSet[2] = MT_Point2(layer.face->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uvSet[3] = MT_Point2(layer.face->uv[3]);
|
|
else
|
|
uvSet[3] = MT_Point2(0.0f, 0.0f);
|
|
|
|
if (isFirstSet)
|
|
{
|
|
uv[0] = uvSet[0]; uv[1] = uvSet[1];
|
|
uv[2] = uvSet[2]; uv[3] = uvSet[3];
|
|
isFirstSet = false;
|
|
uvName = layer.name;
|
|
}
|
|
else if(strcmp(layer.name, uvName) != 0)
|
|
{
|
|
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
|
|
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
|
|
map.mapping |= USECUSTOMUV;
|
|
uv2Name = layer.name;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int rgb[4];
|
|
GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
|
|
|
|
// swap the material color, so MCol on TF_BMFONT works
|
|
if (validmat && type==1 && (tface && tface->mode & TF_BMFONT))
|
|
{
|
|
rgb[0] = KX_rgbaint2uint_new(rgb[0]);
|
|
rgb[1] = KX_rgbaint2uint_new(rgb[1]);
|
|
rgb[2] = KX_rgbaint2uint_new(rgb[2]);
|
|
rgb[3] = KX_rgbaint2uint_new(rgb[3]);
|
|
}
|
|
|
|
material->SetConversionRGB(rgb);
|
|
material->SetConversionUV(uvName, uv);
|
|
material->SetConversionUV2(uv2Name, uv2);
|
|
|
|
if(validmat)
|
|
material->matname =(mat->id.name);
|
|
|
|
material->tface = tface;
|
|
material->material = mat;
|
|
return material;
|
|
}
|
|
|
|
|
|
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
|
|
{
|
|
RAS_MeshObject *meshobj;
|
|
bool skinMesh = false;
|
|
int lightlayer = blenderobj->lay;
|
|
|
|
// Get DerivedMesh data
|
|
DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
int totvert = dm->getNumVerts(dm);
|
|
|
|
MFace *mface = dm->getFaceArray(dm);
|
|
MTFace *tface = static_cast<MTFace*>(dm->getFaceDataArray(dm, CD_MTFACE));
|
|
MCol *mcol = static_cast<MCol*>(dm->getFaceDataArray(dm, CD_MCOL));
|
|
float (*tangent)[3] = NULL;
|
|
int totface = dm->getNumFaces(dm);
|
|
const char *tfaceName = "";
|
|
|
|
if(tface) {
|
|
DM_add_tangent_layer(dm);
|
|
tangent = (float(*)[3])dm->getFaceDataArray(dm, CD_TANGENT);
|
|
}
|
|
|
|
// Determine if we need to make a skinned mesh
|
|
if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0))
|
|
{
|
|
meshobj = new BL_SkinMeshObject(mesh, lightlayer);
|
|
skinMesh = true;
|
|
}
|
|
else
|
|
meshobj = new RAS_MeshObject(mesh, lightlayer);
|
|
|
|
// Extract avaiable layers
|
|
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
|
|
for (int lay=0; lay<MAX_MTFACE; lay++) {
|
|
layers[lay].face = 0;
|
|
layers[lay].name = "";
|
|
}
|
|
|
|
int validLayers = 0;
|
|
for (int i=0; i<dm->faceData.totlayer; i++)
|
|
{
|
|
if (dm->faceData.layers[i].type == CD_MTFACE)
|
|
{
|
|
assert(validLayers <= 8);
|
|
|
|
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
|
|
layers[validLayers].name = dm->faceData.layers[i].name;
|
|
if(tface == layers[validLayers].face)
|
|
tfaceName = layers[validLayers].name;
|
|
validLayers++;
|
|
}
|
|
}
|
|
|
|
meshobj->SetName(mesh->id.name);
|
|
meshobj->m_sharedvertex_map.resize(totvert);
|
|
|
|
for (int f=0;f<totface;f++,mface++)
|
|
{
|
|
Material* ma = 0;
|
|
bool collider = true;
|
|
MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
|
|
MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
|
|
unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
|
|
|
|
MT_Point3 pt0, pt1, pt2, pt3;
|
|
MT_Vector3 no0(0,0,0), no1(0,0,0), no2(0,0,0), no3(0,0,0);
|
|
MT_Vector4 tan0(0,0,0,0), tan1(0,0,0,0), tan2(0,0,0,0), tan3(0,0,0,0);
|
|
|
|
/* get coordinates, normals and tangents */
|
|
pt0 = MT_Point3(mvert[mface->v1].co);
|
|
pt1 = MT_Point3(mvert[mface->v2].co);
|
|
pt2 = MT_Point3(mvert[mface->v3].co);
|
|
pt3 = (mface->v4)? MT_Point3(mvert[mface->v4].co): MT_Point3(0.0, 0.0, 0.0);
|
|
|
|
if(mface->flag & ME_SMOOTH) {
|
|
float n0[3], n1[3], n2[3], n3[3];
|
|
|
|
NormalShortToFloat(n0, mvert[mface->v1].no);
|
|
NormalShortToFloat(n1, mvert[mface->v2].no);
|
|
NormalShortToFloat(n2, mvert[mface->v3].no);
|
|
no0 = n0;
|
|
no1 = n1;
|
|
no2 = n2;
|
|
|
|
if(mface->v4) {
|
|
NormalShortToFloat(n3, mvert[mface->v4].no);
|
|
no3 = n3;
|
|
}
|
|
}
|
|
else {
|
|
float fno[3];
|
|
|
|
if(mface->v4)
|
|
CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
|
|
mvert[mface->v3].co, mvert[mface->v4].co, fno);
|
|
else
|
|
CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
|
|
mvert[mface->v3].co, fno);
|
|
|
|
no0 = no1 = no2 = no3 = MT_Vector3(fno);
|
|
}
|
|
|
|
if(tangent) {
|
|
tan0 = tangent[f*4 + 0];
|
|
tan1 = tangent[f*4 + 1];
|
|
tan2 = tangent[f*4 + 2];
|
|
|
|
if (mface->v4)
|
|
tan3 = tangent[f*4 + 3];
|
|
}
|
|
|
|
/* get material */
|
|
ma = give_current_material(blenderobj, mface->mat_nr+1);
|
|
|
|
{
|
|
bool visible = true;
|
|
RAS_IPolyMaterial* polymat = NULL;
|
|
BL_Material *bl_mat = NULL;
|
|
|
|
if(converter->GetMaterials()) {
|
|
/* do Blender Multitexture and Blender GLSL materials */
|
|
unsigned int rgb[4];
|
|
MT_Point2 uv[4];
|
|
|
|
/* first is the BL_Material */
|
|
bl_mat = ConvertMaterial(ma, tface, tfaceName, mface, mcol,
|
|
lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
|
|
|
|
bl_mat->material_index = (int)mface->mat_nr;
|
|
|
|
visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
|
|
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
|
|
|
|
/* vertex colors and uv's were stored in bl_mat temporarily */
|
|
bl_mat->GetConversionRGB(rgb);
|
|
rgb0 = rgb[0]; rgb1 = rgb[1];
|
|
rgb2 = rgb[2]; rgb3 = rgb[3];
|
|
|
|
bl_mat->GetConversionUV(uv);
|
|
uv0 = uv[0]; uv1 = uv[1];
|
|
uv2 = uv[2]; uv3 = uv[3];
|
|
|
|
bl_mat->GetConversionUV2(uv);
|
|
uv20 = uv[0]; uv21 = uv[1];
|
|
uv22 = uv[2]; uv23 = uv[3];
|
|
|
|
/* then the KX_BlenderMaterial */
|
|
polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer);
|
|
}
|
|
else {
|
|
/* do Texture Face materials */
|
|
Image* bima = (tface)? (Image*)tface->tpage: NULL;
|
|
STR_String imastr = (tface)? (bima? (bima)->id.name : "" ) : "";
|
|
|
|
char transp=0;
|
|
short mode=0, tile=0;
|
|
int tilexrep=4,tileyrep = 4;
|
|
|
|
if (bima) {
|
|
tilexrep = bima->xrep;
|
|
tileyrep = bima->yrep;
|
|
}
|
|
|
|
/* get tface properties if available */
|
|
if(tface) {
|
|
/* TF_DYNAMIC means the polygon is a collision face */
|
|
collider = ((tface->mode & TF_DYNAMIC) != 0);
|
|
transp = tface->transp;
|
|
tile = tface->tile;
|
|
mode = tface->mode;
|
|
|
|
visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
|
|
|
|
uv0 = MT_Point2(tface->uv[0]);
|
|
uv1 = MT_Point2(tface->uv[1]);
|
|
uv2 = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv3 = MT_Point2(tface->uv[3]);
|
|
}
|
|
else {
|
|
/* no texfaces, set COLLSION true and everything else FALSE */
|
|
mode = default_face_mode;
|
|
transp = TF_SOLID;
|
|
tile = 0;
|
|
}
|
|
|
|
/* get vertex colors */
|
|
if (mcol) {
|
|
/* we have vertex colors */
|
|
rgb0 = KX_Mcol2uint_new(mcol[0]);
|
|
rgb1 = KX_Mcol2uint_new(mcol[1]);
|
|
rgb2 = KX_Mcol2uint_new(mcol[2]);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_Mcol2uint_new(mcol[3]);
|
|
}
|
|
else {
|
|
/* no vertex colors, take from material, otherwise white */
|
|
unsigned int color = 0xFFFFFFFFL;
|
|
|
|
if (ma)
|
|
{
|
|
union
|
|
{
|
|
unsigned char cp[4];
|
|
unsigned int integer;
|
|
} col_converter;
|
|
|
|
col_converter.cp[3] = (unsigned char) (ma->r*255.0);
|
|
col_converter.cp[2] = (unsigned char) (ma->g*255.0);
|
|
col_converter.cp[1] = (unsigned char) (ma->b*255.0);
|
|
col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
|
|
|
|
color = col_converter.integer;
|
|
}
|
|
|
|
rgb0 = KX_rgbaint2uint_new(color);
|
|
rgb1 = KX_rgbaint2uint_new(color);
|
|
rgb2 = KX_rgbaint2uint_new(color);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_rgbaint2uint_new(color);
|
|
}
|
|
|
|
// only zsort alpha + add
|
|
bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
|
|
bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
|
|
|
|
polymat = new KX_PolygonMaterial(imastr, ma,
|
|
tile, tilexrep, tileyrep,
|
|
mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
|
|
|
|
if (ma) {
|
|
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
|
|
polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
|
|
polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
|
|
}
|
|
else {
|
|
polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
|
|
polymat->m_shininess = 35.0;
|
|
}
|
|
}
|
|
|
|
/* mark face as flat, so vertices are split */
|
|
bool flat = (mface->flag & ME_SMOOTH) == 0;
|
|
|
|
// see if a bucket was reused or a new one was created
|
|
// this way only one KX_BlenderMaterial object has to exist per bucket
|
|
bool bucketCreated;
|
|
RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
|
|
if (bucketCreated) {
|
|
// this is needed to free up memory afterwards
|
|
converter->RegisterPolyMaterial(polymat);
|
|
if(converter->GetMaterials()) {
|
|
converter->RegisterBlenderMaterial(bl_mat);
|
|
}
|
|
} else {
|
|
// delete the material objects since they are no longer needed
|
|
// from now on, use the polygon material from the material bucket
|
|
delete polymat;
|
|
if(converter->GetMaterials()) {
|
|
delete bl_mat;
|
|
}
|
|
polymat = bucket->GetPolyMaterial();
|
|
}
|
|
|
|
int nverts = (mface->v4)? 4: 3;
|
|
RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
|
|
|
|
poly->SetVisible(visible);
|
|
poly->SetCollider(collider);
|
|
//poly->SetEdgeCode(mface->edcode);
|
|
|
|
meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
|
|
meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
|
|
meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
|
|
|
|
if (nverts==4)
|
|
meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
|
|
}
|
|
|
|
if (tface)
|
|
tface++;
|
|
if (mcol)
|
|
mcol+=4;
|
|
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer &layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
layer.face++;
|
|
}
|
|
}
|
|
meshobj->m_sharedvertex_map.clear();
|
|
|
|
// pre calculate texture generation
|
|
for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
|
|
mit != meshobj->GetLastMaterial(); ++ mit) {
|
|
mit->m_bucket->GetPolyMaterial()->OnConstruction();
|
|
}
|
|
|
|
if (layers)
|
|
delete []layers;
|
|
|
|
dm->release(dm);
|
|
|
|
return meshobj;
|
|
}
|
|
|
|
|
|
|
|
static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_MaterialProps *materialProps = new PHY_MaterialProps;
|
|
|
|
MT_assert(materialProps && "Create physics material properties failed");
|
|
|
|
Material* blendermat = give_current_material(blenderobject, 0);
|
|
|
|
if (blendermat)
|
|
{
|
|
MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f);
|
|
|
|
materialProps->m_restitution = blendermat->reflect;
|
|
materialProps->m_friction = blendermat->friction;
|
|
materialProps->m_fh_spring = blendermat->fh;
|
|
materialProps->m_fh_damping = blendermat->xyfrict;
|
|
materialProps->m_fh_distance = blendermat->fhdist;
|
|
materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0;
|
|
}
|
|
else {
|
|
//give some defaults
|
|
materialProps->m_restitution = 0.f;
|
|
materialProps->m_friction = 0.5;
|
|
materialProps->m_fh_spring = 0.f;
|
|
materialProps->m_fh_damping = 0.f;
|
|
materialProps->m_fh_distance = 0.f;
|
|
materialProps->m_fh_normal = false;
|
|
|
|
}
|
|
|
|
return materialProps;
|
|
}
|
|
|
|
static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
|
|
|
|
MT_assert(shapeProps);
|
|
|
|
shapeProps->m_mass = blenderobject->mass;
|
|
|
|
// This needs to be fixed in blender. For now, we use:
|
|
|
|
// in Blender, inertia stands for the size value which is equivalent to
|
|
// the sphere radius
|
|
shapeProps->m_inertia = blenderobject->formfactor;
|
|
|
|
MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
|
|
MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
|
|
|
|
shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
|
|
shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
|
|
|
|
shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0];
|
|
shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
|
|
shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2];
|
|
shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0);
|
|
|
|
shapeProps->m_do_fh = (blenderobject->gameflag & OB_DO_FH) != 0;
|
|
shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0;
|
|
|
|
return shapeProps;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
|
|
{
|
|
MVert *mvert;
|
|
BoundBox *bb;
|
|
MT_Point3 min, max;
|
|
float mloc[3], msize[3];
|
|
int a;
|
|
|
|
if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
|
|
bb= me->bb;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
if (!loc) loc= mloc;
|
|
if (!size) size= msize;
|
|
|
|
mvert= me->mvert;
|
|
for(a=0; a<me->totvert; a++, mvert++) {
|
|
DO_MINMAX(mvert->co, min, max);
|
|
}
|
|
|
|
if(me->totvert) {
|
|
loc[0]= (min[0]+max[0])/2.0;
|
|
loc[1]= (min[1]+max[1])/2.0;
|
|
loc[2]= (min[2]+max[2])/2.0;
|
|
|
|
size[0]= (max[0]-min[0])/2.0;
|
|
size[1]= (max[1]-min[1])/2.0;
|
|
size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
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];
|
|
|
|
float radius = 0;
|
|
for (a=0, mvert = me->mvert; a < me->totvert; a++, mvert++)
|
|
{
|
|
float vert_radius = MT_Vector3(mvert->co).length2();
|
|
if (vert_radius > radius)
|
|
radius = vert_radius;
|
|
}
|
|
return sqrt(radius);
|
|
}
|
|
|
|
|
|
|
|
|
|
static void my_tex_space_mesh(Mesh *me)
|
|
{
|
|
KeyBlock *kb;
|
|
float *fp, loc[3], size[3], min[3], max[3];
|
|
int a;
|
|
|
|
my_boundbox_mesh(me, loc, size);
|
|
|
|
if(me->texflag & AUTOSPACE) {
|
|
if(me->key) {
|
|
kb= me->key->refkey;
|
|
if (kb) {
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
fp= (float *)kb->data;
|
|
for(a=0; a<kb->totelem; a++, fp+=3) {
|
|
DO_MINMAX(fp, min, max);
|
|
}
|
|
if(kb->totelem) {
|
|
loc[0]= (min[0]+max[0])/2.0; loc[1]= (min[1]+max[1])/2.0; loc[2]= (min[2]+max[2])/2.0;
|
|
size[0]= (max[0]-min[0])/2.0; size[1]= (max[1]-min[1])/2.0; size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
VECCOPY(me->loc, loc);
|
|
VECCOPY(me->size, size);
|
|
me->rot[0]= me->rot[1]= me->rot[2]= 0.0;
|
|
|
|
if(me->size[0]==0.0) me->size[0]= 1.0;
|
|
else if(me->size[0]>0.0 && me->size[0]<0.00001) me->size[0]= 0.00001;
|
|
else if(me->size[0]<0.0 && me->size[0]> -0.00001) me->size[0]= -0.00001;
|
|
|
|
if(me->size[1]==0.0) me->size[1]= 1.0;
|
|
else if(me->size[1]>0.0 && me->size[1]<0.00001) me->size[1]= 0.00001;
|
|
else if(me->size[1]<0.0 && me->size[1]> -0.00001) me->size[1]= -0.00001;
|
|
|
|
if(me->size[2]==0.0) me->size[2]= 1.0;
|
|
else if(me->size[2]>0.0 && me->size[2]<0.00001) me->size[2]= 0.00001;
|
|
else if(me->size[2]<0.0 && me->size[2]> -0.00001) me->size[2]= -0.00001;
|
|
}
|
|
|
|
}
|
|
|
|
static void my_get_local_bounds(Object *ob, float *center, float *size)
|
|
{
|
|
BoundBox *bb= NULL;
|
|
/* uses boundbox, function used by Ketsji */
|
|
switch (ob->type)
|
|
{
|
|
case OB_MESH:
|
|
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:
|
|
case OB_FONT:
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=0.0;
|
|
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]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
|
|
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
|
|
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
|
|
|
|
center[0]= 0.5*(bb->vec[0][0] + bb->vec[4][0]);
|
|
center[1]= 0.5*(bb->vec[0][1] + bb->vec[2][1]);
|
|
center[2]= 0.5*(bb->vec[0][2] + bb->vec[1][2]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
|
|
struct Object* blenderobject,
|
|
RAS_MeshObject* meshobj,
|
|
KX_Scene* kxscene,
|
|
int activeLayerBitInfo,
|
|
e_PhysicsEngine physics_engine,
|
|
KX_BlenderSceneConverter *converter,
|
|
bool processCompoundChildren
|
|
)
|
|
|
|
{
|
|
//SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
|
//int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
|
|
//bool bRigidBody = (userigidbody == 0);
|
|
|
|
// object has physics representation?
|
|
if (!(blenderobject->gameflag & OB_COLLISION))
|
|
return;
|
|
|
|
// get Root Parent of blenderobject
|
|
struct Object* parent= blenderobject->parent;
|
|
while(parent && parent->parent) {
|
|
parent= parent->parent;
|
|
}
|
|
|
|
bool isCompoundChild = false;
|
|
|
|
if (parent && (parent->gameflag & OB_DYNAMIC)) {
|
|
|
|
if ((parent->gameflag & OB_CHILD) != 0)
|
|
{
|
|
isCompoundChild = true;
|
|
}
|
|
}
|
|
if (processCompoundChildren != isCompoundChild)
|
|
return;
|
|
|
|
|
|
PHY_ShapeProps* shapeprops =
|
|
CreateShapePropsFromBlenderObject(blenderobject,
|
|
kxscene);
|
|
|
|
|
|
PHY_MaterialProps* smmaterial =
|
|
CreateMaterialFromBlenderObject(blenderobject, kxscene);
|
|
|
|
KX_ObjectProperties objprop;
|
|
|
|
objprop.m_isCompoundChild = isCompoundChild;
|
|
objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0;
|
|
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;
|
|
|
|
///for game soft bodies
|
|
if (blenderobject->soft)
|
|
{
|
|
objprop.m_linearStiffness = blenderobject->soft->inspring;
|
|
objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness;
|
|
objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation;
|
|
objprop.m_gamesoftFlag = blenderobject->softflag;//blenderobject->gamesoftFlag;
|
|
|
|
} else
|
|
{
|
|
objprop.m_linearStiffness = 0.5;//blenderobject->linearStiffness;
|
|
objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness;
|
|
objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation;
|
|
objprop.m_gamesoftFlag = 1;//blenderobject->gamesoftFlag;
|
|
}
|
|
|
|
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;
|
|
KX_BoxBounds bb;
|
|
my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
|
|
if (blenderobject->gameflag & OB_BOUNDS)
|
|
{
|
|
switch (blenderobject->boundtype)
|
|
{
|
|
case OB_BOUND_BOX:
|
|
objprop.m_boundclass = KX_BOUNDBOX;
|
|
//mmm, has to be divided by 2 to be proper extends
|
|
objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
|
|
objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
|
|
objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
|
|
break;
|
|
case OB_BOUND_POLYT:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDPOLYTOPE;
|
|
break;
|
|
}
|
|
// Object is not a mesh... fall through OB_BOUND_POLYH to
|
|
// OB_BOUND_SPHERE
|
|
case OB_BOUND_POLYH:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDMESH;
|
|
break;
|
|
}
|
|
// Object is not a mesh... can't use polyheder.
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (parent && (parent->gameflag & OB_DYNAMIC)) {
|
|
|
|
KX_GameObject *parentgameobject = converter->FindGameObject(parent);
|
|
objprop.m_dynamic_parent = parentgameobject;
|
|
//cannot be dynamic:
|
|
objprop.m_dyna = false;
|
|
shapeprops->m_mass = 0.f;
|
|
}
|
|
|
|
|
|
objprop.m_concave = (blenderobject->boundtype & 4) != 0;
|
|
|
|
switch (physics_engine)
|
|
{
|
|
#ifdef USE_BULLET
|
|
case UseBullet:
|
|
KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
#endif
|
|
#ifdef USE_SUMO_SOLID
|
|
case UseSumo:
|
|
KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif
|
|
|
|
#ifdef USE_ODE
|
|
case UseODE:
|
|
KX_ConvertODEEngineObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif //USE_ODE
|
|
|
|
case UseDynamo:
|
|
//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
case UseNone:
|
|
default:
|
|
break;
|
|
}
|
|
delete shapeprops;
|
|
delete smmaterial;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
|
|
RAS_LightObject lightobj;
|
|
KX_LightObject *gamelight;
|
|
|
|
lightobj.m_att1 = la->att1;
|
|
lightobj.m_att2 = (la->mode & LA_QUAD)?la->att2:0.0;
|
|
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;
|
|
|
|
if (la->mode & LA_NEG)
|
|
{
|
|
lightobj.m_red = -lightobj.m_red;
|
|
lightobj.m_green = -lightobj.m_green;
|
|
lightobj.m_blue = -lightobj.m_blue;
|
|
}
|
|
|
|
if (la->type==LA_SUN) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
|
|
} else if (la->type==LA_SPOT) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
|
|
} else {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
|
|
}
|
|
|
|
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
|
|
lightobj, converter->GetGLSLMaterials());
|
|
|
|
BL_ConvertLampIpos(la, gamelight, converter);
|
|
|
|
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->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob));
|
|
KX_Camera *gamecamera;
|
|
|
|
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
|
|
gamecamera->SetName(ca->id.name + 2);
|
|
|
|
BL_ConvertCameraIpos(ca, gamecamera, converter);
|
|
|
|
return gamecamera;
|
|
}
|
|
|
|
static KX_GameObject *gameobject_from_blenderobject(
|
|
Object *ob,
|
|
KX_Scene *kxscene,
|
|
RAS_IRenderTools *rendertools,
|
|
KX_BlenderSceneConverter *converter,
|
|
Scene *blenderscene)
|
|
{
|
|
KX_GameObject *gameobj = NULL;
|
|
|
|
switch(ob->type)
|
|
{
|
|
case OB_LAMP:
|
|
{
|
|
KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
|
|
gameobj = gamelight;
|
|
|
|
gamelight->AddRef();
|
|
kxscene->GetLightList()->Add(gamelight);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_CAMERA:
|
|
{
|
|
KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter);
|
|
gameobj = gamecamera;
|
|
|
|
//don't add a reference: the camera list in kxscene->m_cameras is not released at the end
|
|
//gamecamera->AddRef();
|
|
kxscene->AddCamera(gamecamera);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_MESH:
|
|
{
|
|
Mesh* mesh = static_cast<Mesh*>(ob->data);
|
|
RAS_MeshObject* meshobj = converter->FindGameMesh(mesh, ob->lay);
|
|
float center[3], extents[3];
|
|
float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents);
|
|
|
|
if (!meshobj) {
|
|
meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter);
|
|
converter->RegisterGameMesh(meshobj, mesh);
|
|
}
|
|
|
|
// needed for python scripting
|
|
kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
|
|
gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks);
|
|
|
|
// set transformation
|
|
gameobj->AddMesh(meshobj);
|
|
|
|
// for all objects: check whether they want to
|
|
// respond to updates
|
|
bool ignoreActivityCulling =
|
|
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
|
|
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
|
|
|
|
// 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 = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
|
|
|
|
if (bHasShapeKey) {
|
|
// not that we can have shape keys without dvert!
|
|
BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, (BL_SkinMeshObject*)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, (BL_SkinMeshObject*)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, (BL_SkinMeshObject*)meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
|
|
}
|
|
|
|
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:
|
|
{
|
|
gameobj = new BL_ArmatureObject(
|
|
kxscene,
|
|
KX_Scene::m_callbacks,
|
|
ob // handle
|
|
);
|
|
/* 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;
|
|
}
|
|
}
|
|
if (gameobj)
|
|
{
|
|
gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment());
|
|
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"
|
|
#include "BIF_editconstraint.h"
|
|
|
|
bPoseChannel *get_active_posechannel2 (Object *ob)
|
|
{
|
|
bArmature *arm= (bArmature*)ob->data;
|
|
bPoseChannel *pchan;
|
|
|
|
/* find active */
|
|
for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
|
|
return pchan;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
ListBase *get_active_constraints2(Object *ob)
|
|
{
|
|
if (!ob)
|
|
return NULL;
|
|
|
|
if (ob->flag & OB_POSEMODE) {
|
|
bPoseChannel *pchan;
|
|
|
|
pchan = get_active_posechannel2(ob);
|
|
if (pchan)
|
|
return &pchan->constraints;
|
|
}
|
|
else
|
|
return &ob->constraints;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void RBJconstraints(Object *ob)//not used
|
|
{
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
|
|
conlist = get_active_constraints2(ob);
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
|
|
printf("%i\n",curcon->type);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
#include "PHY_IPhysicsEnvironment.h"
|
|
#include "KX_IPhysicsController.h"
|
|
#include "PHY_DynamicTypes.h"
|
|
|
|
KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje->GetPhysicsController();
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// convert blender objects into ketsji gameobjects
|
|
void BL_ConvertBlenderObjects(struct Main* maggie,
|
|
const STR_String& scenename,
|
|
KX_Scene* kxscene,
|
|
KX_KetsjiEngine* ketsjiEngine,
|
|
e_PhysicsEngine physics_engine,
|
|
PyObject* pythondictionary,
|
|
SCA_IInputDevice* keydev,
|
|
RAS_IRenderTools* rendertools,
|
|
RAS_ICanvas* canvas,
|
|
KX_BlenderSceneConverter* converter,
|
|
bool alwaysUseExpandFraming
|
|
)
|
|
{
|
|
|
|
Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
|
|
// for SETLOOPER
|
|
Scene *sce;
|
|
Base *base;
|
|
|
|
// Get the frame settings of the canvas.
|
|
// Get the aspect ratio of the canvas as designed by the user.
|
|
|
|
RAS_FrameSettings::RAS_FrameType frame_type;
|
|
int aspect_width;
|
|
int aspect_height;
|
|
vector<MT_Vector3> inivel,iniang;
|
|
set<Group*> grouplist; // list of groups to be converted
|
|
set<Object*> allblobj; // all objects converted
|
|
set<Object*> groupobj; // objects from groups (never in active layer)
|
|
|
|
if (alwaysUseExpandFraming) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
aspect_width = canvas->GetWidth();
|
|
aspect_height = canvas->GetHeight();
|
|
} else {
|
|
if (blenderscene->framing.type == SCE_GAMEFRAMING_BARS) {
|
|
frame_type = RAS_FrameSettings::e_frame_bars;
|
|
} else if (blenderscene->framing.type == SCE_GAMEFRAMING_EXTEND) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
} else {
|
|
frame_type = RAS_FrameSettings::e_frame_scale;
|
|
}
|
|
|
|
aspect_width = blenderscene->r.xsch;
|
|
aspect_height = blenderscene->r.ysch;
|
|
}
|
|
|
|
RAS_FrameSettings frame_settings(
|
|
frame_type,
|
|
blenderscene->framing.col[0],
|
|
blenderscene->framing.col[1],
|
|
blenderscene->framing.col[2],
|
|
aspect_width,
|
|
aspect_height
|
|
);
|
|
kxscene->SetFramingType(frame_settings);
|
|
|
|
kxscene->SetGravity(MT_Vector3(0,0,(blenderscene->world != NULL) ? -blenderscene->world->gravity : -9.8));
|
|
|
|
/* set activity culling parameters */
|
|
if (blenderscene->world) {
|
|
kxscene->SetActivityCulling( (blenderscene->world->mode & WO_ACTIVITY_CULLING) != 0);
|
|
kxscene->SetActivityCullingRadius(blenderscene->world->activityBoxRadius);
|
|
} else {
|
|
kxscene->SetActivityCulling(false);
|
|
}
|
|
|
|
int activeLayerBitInfo = blenderscene->lay;
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
CListValue* templist = new CListValue();
|
|
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, curAct);
|
|
}
|
|
|
|
SetDefaultFaceType(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, base))
|
|
{
|
|
Object* blenderobject = base->object;
|
|
allblobj.insert(blenderobject);
|
|
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
base->object,
|
|
kxscene,
|
|
rendertools,
|
|
converter,
|
|
blenderscene);
|
|
|
|
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame) blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
blenderobject->rot[0],
|
|
blenderobject->rot[1],
|
|
blenderobject->rot[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
BL_ConvertIpos(blenderobject,gameobj,converter);
|
|
BL_ConvertMaterialIpos(blenderobject, gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name);
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
templist->Add(gameobj->AddRef());
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks());
|
|
|
|
// 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 scale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(scale[0]))
|
|
x /= scale[0];
|
|
if (!MT_fuzzyZero(scale[1]))
|
|
y /= scale[1];
|
|
if (!MT_fuzzyZero(scale[2]))
|
|
z /= scale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(scale);
|
|
|
|
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,true);
|
|
gameobj->AddMeshUser();
|
|
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
grouplist.insert(blenderobject->dup_group);
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
/* Note about memory leak issues:
|
|
When a CValue derived class is created, m_refcount is initialized to 1
|
|
so the class must be released after being used to make sure that it won't
|
|
hang in memory. If the object needs to be stored for a long time,
|
|
use AddRef() so that this Release() does not free the object.
|
|
Make sure that for any AddRef() there is a Release()!!!!
|
|
Do the same for any object derived from CValue, CExpression and NG_NetworkMessage
|
|
*/
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
|
|
}
|
|
|
|
if (!grouplist.empty())
|
|
{
|
|
// now convert the group referenced by dupli group object
|
|
// keep track of all groups already converted
|
|
set<Group*> allgrouplist = grouplist;
|
|
set<Group*> tempglist;
|
|
// recurse
|
|
while (!grouplist.empty())
|
|
{
|
|
set<Group*>::iterator git;
|
|
tempglist.clear();
|
|
tempglist.swap(grouplist);
|
|
for (git=tempglist.begin(); git!=tempglist.end(); git++)
|
|
{
|
|
Group* group = *git;
|
|
GroupObject* go;
|
|
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
|
{
|
|
Object* blenderobject = go->ob;
|
|
if (converter->FindGameObject(blenderobject) == NULL)
|
|
{
|
|
allblobj.insert(blenderobject);
|
|
groupobj.insert(blenderobject);
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
blenderobject,
|
|
kxscene,
|
|
rendertools,
|
|
converter,
|
|
blenderscene);
|
|
|
|
// this code is copied from above except that
|
|
// object from groups are never in active layer
|
|
bool isInActiveLayer = false;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame)
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
blenderobject->rot[0],
|
|
blenderobject->rot[1],
|
|
blenderobject->rot[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
BL_ConvertIpos(blenderobject,gameobj,converter);
|
|
BL_ConvertMaterialIpos(blenderobject,gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name);
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
templist->Add(gameobj->AddRef());
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks());
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
|
|
// Extract the rotation and the scaling from the basis
|
|
MT_Matrix3x3 ori(parinvtrans.getBasis());
|
|
MT_Vector3 x(ori.getColumn(0));
|
|
MT_Vector3 y(ori.getColumn(1));
|
|
MT_Vector3 z(ori.getColumn(2));
|
|
MT_Vector3 scale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(scale[0]))
|
|
x /= scale[0];
|
|
if (!MT_fuzzyZero(scale[1]))
|
|
y /= scale[1];
|
|
if (!MT_fuzzyZero(scale[2]))
|
|
z /= scale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(scale);
|
|
|
|
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,true);
|
|
gameobj->AddMeshUser();
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
{
|
|
// check that the group is not already converted
|
|
if (allgrouplist.insert(blenderobject->dup_group).second)
|
|
grouplist.insert(blenderobject->dup_group);
|
|
}
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// non-camera objects not supported as camera currently
|
|
if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
|
|
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
|
|
|
|
if(gamecamera)
|
|
kxscene->SetActiveCamera(gamecamera);
|
|
}
|
|
|
|
// Set up armatures
|
|
set<Object*>::iterator oit;
|
|
for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
|
|
{
|
|
Object* blenderobj = *oit;
|
|
if (blenderobj->type==OB_MESH) {
|
|
Mesh *me = (Mesh*)blenderobj->data;
|
|
|
|
if (me->dvert){
|
|
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj);
|
|
|
|
if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){
|
|
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 = (CListValue*)childobj->PyGetChildrenRecursive(childobj);
|
|
childrenlist->Add(childobj->AddRef());
|
|
for ( i=0;i<childrenlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i));
|
|
if (templist->RemoveValue(obj))
|
|
obj->Release();
|
|
if (sumolist->RemoveValue(obj))
|
|
obj->Release();
|
|
if (logicbrick_conversionlist->RemoveValue(obj))
|
|
obj->Release();
|
|
}
|
|
childrenlist->Release();
|
|
// now destroy recursively
|
|
kxscene->RemoveObject(childobj);
|
|
continue;
|
|
}
|
|
|
|
switch (blenderchild->partype)
|
|
{
|
|
case PARVERT1:
|
|
{
|
|
// creat a new vertex parent relationship for this node.
|
|
KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New();
|
|
pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation);
|
|
break;
|
|
}
|
|
case PARSLOW:
|
|
{
|
|
// creat a new slow parent relationship for this node.
|
|
KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf);
|
|
pcit->m_gamechildnode->SetParentRelation(slow_parent_relation);
|
|
break;
|
|
}
|
|
case PARBONE:
|
|
{
|
|
// parent this to a bone
|
|
Bone *parent_bone = get_named_bone(get_armature(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<templist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) templist->GetValue(i);
|
|
if (gameobj->GetSGNode()->GetSGParent() == 0)
|
|
{
|
|
parentlist->Add(gameobj->AddRef());
|
|
gameobj->NodeUpdateGS(0,true);
|
|
}
|
|
}
|
|
|
|
bool processCompoundChildren = false;
|
|
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
|
|
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 = converter->FindBlenderObject(gameobj);
|
|
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 = converter->FindBlenderObject(gameobj);
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
conlist = get_active_constraints2(blenderobject);
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
|
|
|
|
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
|
|
|
|
if (!dat->child){
|
|
|
|
PHY_IPhysicsController* physctr2 = 0;
|
|
|
|
if (dat->tar)
|
|
{
|
|
KX_GameObject *gotar=getGameOb(dat->tar->id.name,sumolist);
|
|
if (gotar && gotar->GetPhysicsController())
|
|
physctr2 = (PHY_IPhysicsController*) gotar->GetPhysicsController()->GetUserData();
|
|
}
|
|
|
|
if (gameobj->GetPhysicsController())
|
|
{
|
|
float radsPerDeg = 6.283185307179586232f / 360.f;
|
|
|
|
PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) gameobj->GetPhysicsController()->GetUserData();
|
|
//we need to pass a full constraint frame, not just axis
|
|
|
|
//localConstraintFrameBasis
|
|
MT_Matrix3x3 localCFrame(MT_Vector3(radsPerDeg*dat->axX,radsPerDeg*dat->axY,radsPerDeg*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());
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
templist->Release();
|
|
sumolist->Release();
|
|
|
|
int executePriority=0; /* incremented by converter routines */
|
|
|
|
// convert global sound stuff
|
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/* XXX, glob is the very very wrong place for this
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* to be, re-enable once the listener has been moved into
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* the scene. */
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#if 1
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SND_Scene* soundscene = kxscene->GetSoundScene();
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SND_SoundListener* listener = soundscene->GetListener();
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if (listener && G.listener)
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{
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listener->SetDopplerFactor(G.listener->dopplerfactor);
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listener->SetDopplerVelocity(G.listener->dopplervelocity);
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listener->SetGain(G.listener->gain);
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}
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#endif
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// convert world
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KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene->world);
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converter->RegisterWorldInfo(worldinfo);
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kxscene->SetWorldInfo(worldinfo);
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#define CONVERT_LOGIC
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#ifdef CONVERT_LOGIC
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// convert logic bricks, sensors, controllers and actuators
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for (i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, layerMask,isInActiveLayer,rendertools,converter);
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}
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for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,layerMask,isInActiveLayer,converter);
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}
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for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
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struct Object* blenderobj = converter->FindBlenderObject(gameobj);
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int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
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bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
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BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
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// set the init state to all objects
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gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
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}
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// apply the initial state to controllers, only on the active objects as this registers the sensors
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for ( i=0;i<objectlist->GetCount();i++)
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{
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KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
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gameobj->ResetState();
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}
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#endif //CONVERT_LOGIC
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logicbrick_conversionlist->Release();
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// Calculate the scene btree -
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// too slow - commented out.
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//kxscene->SetNodeTree(tf.MakeTree());
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// instantiate dupli group, we will loop trough the object
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// that are in active layers. Note that duplicating group
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// has the effect of adding objects at the end of objectlist.
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// Only loop through the first part of the list.
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int objcount = objectlist->GetCount();
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for (i=0;i<objcount;i++)
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{
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KX_GameObject* gameobj = (KX_GameObject*) objectlist->GetValue(i);
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if (gameobj->IsDupliGroup())
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{
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kxscene->DupliGroupRecurse(gameobj, 0);
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}
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}
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KX_Camera *activecam = kxscene->GetActiveCamera();
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MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
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RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
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bucketmanager->OptimizeBuckets(distance);
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}
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