forked from bartvdbraak/blender
209a2ede2c
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
427 lines
8.7 KiB
C++
427 lines
8.7 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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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) // suppress stl-MSVC debug info warning
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#endif
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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#include "KX_IpoConvert.h"
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#include "RAS_MeshObject.h"
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#include "KX_PhysicsEngineEnums.h"
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#include "DummyPhysicsEnvironment.h"
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//to decide to use sumo/ode or dummy physics - defines USE_ODE
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_ODE
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#include "OdePhysicsEnvironment.h"
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#endif //USE_ODE
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#ifdef USE_SUMO_SOLID
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#include "SumoPhysicsEnvironment.h"
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#endif
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#include "KX_BlenderSceneConverter.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "BL_BlenderDataConversion.h"
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#include "BlenderWorldInfo.h"
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#include "KX_Scene.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_scene_types.h"
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#include "DNA_world_types.h"
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#include "BKE_main.h"
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KX_BlenderSceneConverter::KX_BlenderSceneConverter(
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struct Main* maggie,
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class KX_KetsjiEngine* engine
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)
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: m_maggie(maggie),
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m_ketsjiEngine(engine),
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m_alwaysUseExpandFraming(false)
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{
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m_newfilename = "";
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}
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KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
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{
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// clears meshes, and hashmaps from blender to gameengine data
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int i;
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// delete sumoshapes
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int numipolists = m_map_blender_to_gameipolist.size();
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for (i=0; i<numipolists; i++) {
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BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
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delete (ipoList);
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}
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vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
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while (itw != m_worldinfos.end()) {
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delete (*itw);
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itw++;
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}
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vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
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while (itp != m_polymaterials.end()) {
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delete (*itp);
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itp++;
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}
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vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
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while (itm != m_meshobjects.end()) {
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delete (*itm);
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itm++;
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}
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}
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void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
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{
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m_newfilename = filename;
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}
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bool KX_BlenderSceneConverter::TryAndLoadNewFile()
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{
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bool result = false;
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// find the file
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/* if ()
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{
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result = true;
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}
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// if not, clear the newfilename
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else
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{
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m_newfilename = "";
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}
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*/
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return result;
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}
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/**
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* Find the specified scene by name, or the first
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* scene if nothing matches (shouldn't happen).
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*/
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static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
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Scene *sce;
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for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
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if (scenename == (sce->id.name+2))
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return sce;
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return (Scene*) maggie->scene.first;
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}
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void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)
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{
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//find out which physics engine
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Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
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e_PhysicsEngine physics_engine = UseSumo;
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if (blenderscene)
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{
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int i=0;
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if (blenderscene->world)
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{
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switch (blenderscene->world->pad1)
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{
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case 1:
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{
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physics_engine = UseNone;
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break;
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};
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case 2:
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{
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physics_engine = UseSumo;
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break;
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}
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case 3:
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{
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physics_engine = UseODE;
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break;
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}
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case 4:
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{
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physics_engine = UseDynamo;
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break;
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}
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default:
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{
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physics_engine = UseODE;
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}
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}
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}
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}
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switch (physics_engine)
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{
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case UseSumo:
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{
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#ifdef USE_SUMO_SOLID
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PHY_IPhysicsEnvironment* physEnv =
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new SumoPhysicsEnvironment();
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#else
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physics_engine = UseNone;
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PHY_IPhysicsEnvironment* physEnv =
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new DummyPhysicsEnvironment();
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#endif
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destinationscene ->SetPhysicsEnvironment(physEnv);
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break;
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}
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case UseODE:
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{
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#ifdef USE_ODE
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PHY_IPhysicsEnvironment* physEnv =
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new ODEPhysicsEnvironment();
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#else
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PHY_IPhysicsEnvironment* physEnv =
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new DummyPhysicsEnvironment();
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#endif //USE_ODE
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destinationscene ->SetPhysicsEnvironment(physEnv);
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break;
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}
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case UseDynamo:
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{
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}
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case UseNone:
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{
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};
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default:
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{
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physics_engine = UseNone;
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PHY_IPhysicsEnvironment* physEnv =
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new DummyPhysicsEnvironment();
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destinationscene ->SetPhysicsEnvironment(physEnv);
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}
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}
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BL_ConvertBlenderObjects(m_maggie,
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scenename,
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destinationscene,
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m_ketsjiEngine,
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physics_engine,
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dictobj,
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keyinputdev,
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rendertools,
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canvas,
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this,
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m_alwaysUseExpandFraming
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);
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m_map_blender_to_gameactuator.clear();
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m_map_blender_to_gamecontroller.clear();
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m_map_blender_to_gameobject.clear();
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m_map_mesh_to_gamemesh.clear();
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m_map_gameobject_to_blender.clear();
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}
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void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
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bool to_what)
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{
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m_alwaysUseExpandFraming= to_what;
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}
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void KX_BlenderSceneConverter::RegisterGameObject(
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KX_GameObject *gameobject,
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struct Object *for_blenderobject)
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{
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m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
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m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
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}
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KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
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struct Object *for_blenderobject)
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{
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KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
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return obp?*obp:NULL;
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}
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struct Object *KX_BlenderSceneConverter::FindBlenderObject(
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KX_GameObject *for_gameobject)
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{
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struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
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return obp?*obp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterGameMesh(
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RAS_MeshObject *gamemesh,
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struct Mesh *for_blendermesh)
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{
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m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
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m_meshobjects.push_back(gamemesh);
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}
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RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
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struct Mesh *for_blendermesh,
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unsigned int onlayer)
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{
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RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
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if (meshp && onlayer==(*meshp)->GetLightLayer()) {
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return *meshp;
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} else {
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return NULL;
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}
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}
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void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
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{
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m_polymaterials.push_back(polymat);
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}
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void KX_BlenderSceneConverter::RegisterInterpolatorList(
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BL_InterpolatorList *ipoList,
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struct Ipo *for_ipo)
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{
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m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
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}
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BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
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struct Ipo *for_ipo)
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{
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BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
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return listp?*listp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterGameActuator(
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SCA_IActuator *act,
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struct bActuator *for_actuator)
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{
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m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
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}
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SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
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struct bActuator *for_actuator)
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{
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SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
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return actp?*actp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterGameController(
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SCA_IController *cont,
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struct bController *for_controller)
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{
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m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
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}
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SCA_IController *KX_BlenderSceneConverter::FindGameController(
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struct bController *for_controller)
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{
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SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
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return contp?*contp:NULL;
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}
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void KX_BlenderSceneConverter::RegisterWorldInfo(
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KX_WorldInfo *worldinfo)
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{
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m_worldinfos.push_back(worldinfo);
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}
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