forked from bartvdbraak/blender
1440 lines
38 KiB
C++
1440 lines
38 KiB
C++
/**
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* $Id$
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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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_BlenderSceneConverter.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 "PHY_IPhysicsEnvironment.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_IPhysicsController.h"
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#include "BL_Material.h"
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#include "BL_ActionActuator.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_PolygonMaterial.h"
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#include "SYS_System.h"
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#include "DummyPhysicsEnvironment.h"
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "CcdPhysicsEnvironment.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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#include "BLI_math.h"
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extern "C"
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{
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#include "DNA_object_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_material_types.h"
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#include "BLI_blenlib.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_global.h"
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#include "BKE_animsys.h"
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#include "BKE_library.h"
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#include "BKE_material.h" // copy_material
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#include "BKE_mesh.h" // copy_mesh
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#include "DNA_space_types.h"
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#include "DNA_anim_types.h"
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#include "RNA_define.h"
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#include "../../blender/editors/include/ED_keyframing.h"
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}
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/* Only for dynamic loading and merging */
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#include "RAS_BucketManager.h" // XXX cant stay
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#include "KX_BlenderSceneConverter.h"
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#include "BL_BlenderDataConversion.h"
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#include "KX_MeshProxy.h"
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#include "RAS_MeshObject.h"
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extern "C" {
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#include "BKE_context.h"
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#include "BLO_readfile.h"
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#include "BKE_idcode.h"
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#include "BKE_report.h"
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#include "DNA_space_types.h"
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#include "DNA_windowmanager_types.h" /* report api */
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#include "../../blender/blenlib/BLI_linklist.h"
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}
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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_maggie_dyn(NULL),*/
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m_ketsjiEngine(engine),
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m_alwaysUseExpandFraming(false),
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m_usemat(false),
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m_useglslmat(false)
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{
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tag_main(maggie, 0); /* avoid re-tagging later on */
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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 numAdtLists = m_map_blender_to_gameAdtList.size();
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for (i=0; i<numAdtLists; i++) {
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BL_InterpolatorList *adtList= *m_map_blender_to_gameAdtList.at(i);
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delete (adtList);
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}
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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while (itw != m_worldinfos.end()) {
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delete (*itw).second;
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itw++;
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}
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
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while (itp != m_polymaterials.end()) {
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delete (*itp).second;
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itp++;
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}
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// delete after RAS_IPolyMaterial
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vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
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while (itmat != m_materials.end()) {
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delete (*itmat).second;
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itmat++;
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}
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
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while (itm != m_meshobjects.end()) {
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delete (*itm).second;
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itm++;
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}
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#ifdef USE_BULLET
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KX_ClearBulletSharedShapes();
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#endif
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/* free any data that was dynamically loaded */
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for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
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Main *main= *it;
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free_main(main);
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}
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m_DynamicMaggie.clear();
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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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Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
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{
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Scene *sce;
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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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if((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
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return sce;
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for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
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Main *main= *it;
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if((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
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return sce;
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}
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return (Scene*)m_maggie->scene.first;
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}
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#include "KX_PythonInit.h"
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#ifdef USE_BULLET
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#include "LinearMath/btIDebugDraw.h"
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struct BlenderDebugDraw : public btIDebugDraw
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{
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BlenderDebugDraw () :
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m_debugMode(0)
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{
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}
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int m_debugMode;
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virtual void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
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{
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if (m_debugMode >0)
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{
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MT_Vector3 kxfrom(from[0],from[1],from[2]);
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MT_Vector3 kxto(to[0],to[1],to[2]);
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MT_Vector3 kxcolor(color[0],color[1],color[2]);
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KX_RasterizerDrawDebugLine(kxfrom,kxto,kxcolor);
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}
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}
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virtual void reportErrorWarning(const char* warningString)
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{
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}
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virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,float distance,int lifeTime,const btVector3& color)
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{
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//not yet
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}
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virtual void setDebugMode(int debugMode)
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{
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m_debugMode = debugMode;
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}
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virtual int getDebugMode() const
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{
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return m_debugMode;
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}
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///todo: find out if Blender can do this
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virtual void draw3dText(const btVector3& location,const char* textString)
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{
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}
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};
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#endif
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void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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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 = destinationscene->GetBlenderScene();
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e_PhysicsEngine physics_engine = UseBullet;
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bool useDbvtCulling = false;
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// hook for registration function during conversion.
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m_currentScene = destinationscene;
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destinationscene->SetSceneConverter(this);
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SG_SetActiveStage(SG_STAGE_CONVERTER);
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if (blenderscene)
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{
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switch (blenderscene->gm.physicsEngine)
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{
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case WOPHY_BULLET:
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{
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physics_engine = UseBullet;
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useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
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break;
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}
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case WOPHY_ODE:
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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 WOPHY_DYNAMO:
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{
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physics_engine = UseDynamo;
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break;
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}
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case WOPHY_SUMO:
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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 WOPHY_NONE:
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{
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physics_engine = UseNone;
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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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#ifdef USE_BULLET
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case UseBullet:
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{
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CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling);
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ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw());
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ccdPhysEnv->setDeactivationLinearTreshold(0.8f); // default, can be overridden by Python
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ccdPhysEnv->setDeactivationAngularTreshold(1.0f); // default, can be overridden by Python
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SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
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int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
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if (visualizePhysics)
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ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints);
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//todo: get a button in blender ?
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//disable / enable debug drawing (contact points, aabb's etc)
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//ccdPhysEnv->setDebugMode(1);
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destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
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break;
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}
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#endif
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case UseDynamo:
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{
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}
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default:
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case UseNone:
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physics_engine = UseNone;
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destinationscene ->SetPhysicsEnvironment(new DummyPhysicsEnvironment());
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break;
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}
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BL_ConvertBlenderObjects(m_maggie,
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destinationscene,
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m_ketsjiEngine,
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physics_engine,
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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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//These lookup are not needed during game
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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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//Clearing this lookup table has the effect of disabling the cache of meshes
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//between scenes, even if they are shared in the blend file.
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//This cache mecanism is buggy so I leave it disable and the memory leak
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//that would result from this is fixed in RemoveScene()
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m_map_mesh_to_gamemesh.clear();
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}
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// This function removes all entities stored in the converter for that scene
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// It should be used instead of direct delete scene
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// Note that there was some provision for sharing entities (meshes...) between
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// scenes but that is now disabled so all scene will have their own copy
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// and we can delete them here. If the sharing is reactivated, change this code too..
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// (see KX_BlenderSceneConverter::ConvertScene)
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void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
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{
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int i, size;
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// delete the scene first as it will stop the use of entities
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delete scene;
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// delete the entities of this scene
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
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size = m_worldinfos.size();
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for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
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if ((*worldit).first == scene) {
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delete (*worldit).second;
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*worldit = m_worldinfos.back();
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m_worldinfos.pop_back();
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size--;
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} else {
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i++;
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worldit++;
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}
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}
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
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size = m_polymaterials.size();
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for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
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if ((*polymit).first == scene) {
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delete (*polymit).second;
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*polymit = m_polymaterials.back();
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m_polymaterials.pop_back();
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size--;
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} else {
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i++;
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polymit++;
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}
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}
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vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
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size = m_materials.size();
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for (i=0, matit=m_materials.begin(); i<size; ) {
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if ((*matit).first == scene) {
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delete (*matit).second;
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*matit = m_materials.back();
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m_materials.pop_back();
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size--;
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} else {
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i++;
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matit++;
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}
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}
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
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size = m_meshobjects.size();
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for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
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if ((*meshit).first == scene) {
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delete (*meshit).second;
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*meshit = m_meshobjects.back();
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m_meshobjects.pop_back();
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size--;
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} else {
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i++;
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meshit++;
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}
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}
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}
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// use blender materials
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void KX_BlenderSceneConverter::SetMaterials(bool val)
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{
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m_usemat = val;
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m_useglslmat = false;
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}
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void KX_BlenderSceneConverter::SetGLSLMaterials(bool val)
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{
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m_usemat = val;
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m_useglslmat = val;
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}
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bool KX_BlenderSceneConverter::GetMaterials()
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{
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return m_usemat;
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}
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bool KX_BlenderSceneConverter::GetGLSLMaterials()
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{
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return m_useglslmat;
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}
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void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
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{
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m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
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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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/* only maintained while converting, freed during game runtime */
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m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
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}
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/* only need to run this during conversion since
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* m_map_blender_to_gameobject is freed after conversion */
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void KX_BlenderSceneConverter::UnregisterGameObject(
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KX_GameObject *gameobject)
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{
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struct Object *bobp= gameobject->GetBlenderObject();
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if (bobp) {
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CHashedPtr bptr(bobp);
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KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
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if (gobp && *gobp == gameobject)
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{
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// also maintain m_map_blender_to_gameobject if the gameobject
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// being removed is matching the blender object
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m_map_blender_to_gameobject.remove(bptr);
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}
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}
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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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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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if(for_blendermesh) { /* dynamically loaded meshes we dont want to keep lookups for */
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m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
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}
|
|
m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
|
|
}
|
|
|
|
|
|
|
|
RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
|
|
struct Mesh *for_blendermesh/*,
|
|
unsigned int onlayer*/)
|
|
{
|
|
RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
|
|
|
|
if (meshp/* && onlayer==(*meshp)->GetLightLayer()*/) {
|
|
return *meshp;
|
|
} else {
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
|
|
{
|
|
m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterInterpolatorList(
|
|
BL_InterpolatorList *adtList,
|
|
struct AnimData *for_adt)
|
|
{
|
|
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_adt), adtList);
|
|
}
|
|
|
|
|
|
|
|
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
|
|
struct AnimData *for_adt)
|
|
{
|
|
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_adt)];
|
|
|
|
return listp?*listp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameActuator(
|
|
SCA_IActuator *act,
|
|
struct bActuator *for_actuator)
|
|
{
|
|
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
|
|
}
|
|
|
|
|
|
|
|
SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
|
|
struct bActuator *for_actuator)
|
|
{
|
|
SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
|
|
|
|
return actp?*actp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterGameController(
|
|
SCA_IController *cont,
|
|
struct bController *for_controller)
|
|
{
|
|
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
|
|
}
|
|
|
|
|
|
|
|
SCA_IController *KX_BlenderSceneConverter::FindGameController(
|
|
struct bController *for_controller)
|
|
{
|
|
SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
|
|
|
|
return contp?*contp:NULL;
|
|
}
|
|
|
|
|
|
|
|
void KX_BlenderSceneConverter::RegisterWorldInfo(
|
|
KX_WorldInfo *worldinfo)
|
|
{
|
|
m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
|
|
}
|
|
|
|
void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
if (gameObj->IsDynamic())
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
|
if (blenderObject)
|
|
{
|
|
#if 0
|
|
//erase existing ipo's
|
|
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
|
|
if (ipo)
|
|
{ //clear the curve data
|
|
if (clearIpo){//rcruiz
|
|
IpoCurve *icu1;
|
|
|
|
int numCurves = 0;
|
|
for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
|
|
|
|
IpoCurve* tmpicu = icu1;
|
|
|
|
/*int i;
|
|
BezTriple *bezt;
|
|
for( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++){
|
|
printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
|
|
}*/
|
|
|
|
icu1 = icu1->next;
|
|
numCurves++;
|
|
|
|
BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
|
|
if( tmpicu->bezt )
|
|
MEM_freeN( tmpicu->bezt );
|
|
MEM_freeN( tmpicu );
|
|
localDel_ipoCurve( tmpicu );
|
|
}
|
|
}
|
|
} else
|
|
{ ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB);
|
|
blenderObject->ipo = ipo;
|
|
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
|
|
|
|
if (addInitFromFrame){
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
if (numScenes>=0){
|
|
KX_Scene* scene = scenes->at(0);
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
for (int ix=0;ix<parentList->GetCount();ix++){
|
|
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
|
|
if (!gameobj->IsDynamic()){
|
|
Object* blenderobject = gameobj->GetBlenderObject();
|
|
if (!blenderobject)
|
|
continue;
|
|
if (blenderobject->type==OB_ARMATURE)
|
|
continue;
|
|
float eu[3];
|
|
mat4_to_eul(eu,blenderobject->obmat);
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->obmat[3][0],
|
|
blenderobject->obmat[3][1],
|
|
blenderobject->obmat[3][2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
eu[0],
|
|
eu[1],
|
|
eu[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
///this generates ipo curves for position, rotation, allowing to use game physics in animation
|
|
void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetObjectList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
|
if (blenderObject && blenderObject->parent==NULL && gameObj->GetPhysicsController() != NULL)
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
if(blenderObject->adt==NULL)
|
|
BKE_id_add_animdata(&blenderObject->id);
|
|
|
|
if (blenderObject->adt)
|
|
{
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
|
|
position.getValue(blenderObject->loc);
|
|
|
|
float tmat[3][3];
|
|
for (int r=0;r<3;r++)
|
|
for (int c=0;c<3;c++)
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
|
|
|
|
insert_keyframe(&blenderObject->id, NULL, NULL, "location", -1, frameNumber, INSERTKEY_FAST);
|
|
insert_keyframe(&blenderObject->id, NULL, NULL, "rotation_euler", -1, frameNumber, INSERTKEY_FAST);
|
|
|
|
#if 0
|
|
const MT_Point3& position = gameObj->NodeGetWorldPosition();
|
|
//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
|
|
const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation();
|
|
|
|
float eulerAngles[3];
|
|
float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f};
|
|
float tmat[3][3];
|
|
|
|
// XXX animato
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
//create the curves, if not existing, set linear if new
|
|
|
|
IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
|
|
if (!icu_lx) {
|
|
icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
|
|
if(icu_lx) icu_lx->ipo = IPO_LIN;
|
|
}
|
|
IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
|
|
if (!icu_ly) {
|
|
icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
|
|
if(icu_ly) icu_ly->ipo = IPO_LIN;
|
|
}
|
|
IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
|
|
if (!icu_lz) {
|
|
icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
|
|
if(icu_lz) icu_lz->ipo = IPO_LIN;
|
|
}
|
|
IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
|
|
if (!icu_rx) {
|
|
icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
|
|
if(icu_rx) icu_rx->ipo = IPO_LIN;
|
|
}
|
|
IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
|
|
if (!icu_ry) {
|
|
icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
|
|
if(icu_ry) icu_ry->ipo = IPO_LIN;
|
|
}
|
|
IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
|
|
if (!icu_rz) {
|
|
icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
|
|
if(icu_rz) icu_rz->ipo = IPO_LIN;
|
|
}
|
|
|
|
if(icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
if(icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
if(icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
|
|
|
|
// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
|
|
for (int r=0;r<3;r++)
|
|
for (int c=0;c<3;c++)
|
|
tmat[r][c] = orn[c][r];
|
|
|
|
// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
|
|
mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
|
|
|
|
//eval_icu
|
|
for(int x = 0; x < 3; x++)
|
|
eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
|
|
|
|
//fill the curves with data
|
|
if (icu_lx) insert_vert_icu(icu_lx, frameNumber, position.x(), 1);
|
|
if (icu_ly) insert_vert_icu(icu_ly, frameNumber, position.y(), 1);
|
|
if (icu_lz) insert_vert_icu(icu_lz, frameNumber, position.z(), 1);
|
|
if (icu_rx) insert_vert_icu(icu_rx, frameNumber, eulerAngles[0], 1);
|
|
if (icu_ry) insert_vert_icu(icu_ry, frameNumber, eulerAngles[1], 1);
|
|
if (icu_rz) insert_vert_icu(icu_rz, frameNumber, eulerAngles[2], 1);
|
|
|
|
// Handles are corrected at the end, testhandles_ipocurve isnt needed yet
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
|
|
{
|
|
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
int i;
|
|
for (i=0;i<numScenes;i++)
|
|
{
|
|
KX_Scene* scene = scenes->at(i);
|
|
//PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment();
|
|
CListValue* parentList = scene->GetRootParentList();
|
|
int numObjects = parentList->GetCount();
|
|
int g;
|
|
for (g=0;g<numObjects;g++)
|
|
{
|
|
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
|
|
if (gameObj->IsDynamic())
|
|
{
|
|
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
|
|
|
|
Object* blenderObject = gameObj->GetBlenderObject();
|
|
if (blenderObject && blenderObject->ipo)
|
|
{
|
|
// XXX animato
|
|
#if 0
|
|
Ipo* ipo = blenderObject->ipo;
|
|
|
|
//create the curves, if not existing
|
|
//testhandles_ipocurve checks for NULL
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"));
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"));
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"));
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"));
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"));
|
|
testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"));
|
|
#endif
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
PyObject *KX_BlenderSceneConverter::GetPyNamespace()
|
|
{
|
|
return m_ketsjiEngine->GetPyNamespace();
|
|
}
|
|
#endif
|
|
|
|
vector<Main*> &KX_BlenderSceneConverter::GetMainDynamic()
|
|
{
|
|
return m_DynamicMaggie;
|
|
}
|
|
|
|
Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
|
|
{
|
|
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++)
|
|
if(strcmp((*it)->name, path)==0)
|
|
return *it;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
|
{
|
|
BlendHandle *bpy_openlib = BLO_blendhandle_from_memory(data, length);
|
|
|
|
// Error checking is done in LinkBlendFile
|
|
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
|
|
}
|
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
|
{
|
|
BlendHandle *bpy_openlib = BLO_blendhandle_from_file( (char *)path );
|
|
|
|
// Error checking is done in LinkBlendFile
|
|
return LinkBlendFile(bpy_openlib, path, group, scene_merge, err_str);
|
|
}
|
|
|
|
bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str)
|
|
{
|
|
bContext *C;
|
|
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
|
|
Main *main_tmp= NULL; /* created only for linking, then freed */
|
|
LinkNode *names = NULL;
|
|
int idcode= BKE_idcode_from_name(group);
|
|
short flag= 0; /* dont need any special options */
|
|
ReportList reports;
|
|
static char err_local[255];
|
|
|
|
/* only scene and mesh supported right now */
|
|
if(idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
|
|
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
|
|
return false;
|
|
}
|
|
|
|
if(GetMainDynamicPath(path)) {
|
|
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
|
|
*err_str= err_local;
|
|
return false;
|
|
}
|
|
|
|
if(bpy_openlib==NULL) {
|
|
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
|
|
*err_str= err_local;
|
|
return false;
|
|
}
|
|
|
|
main_newlib= (Main *)MEM_callocN( sizeof(Main), "BgeMain");
|
|
C= CTX_create();
|
|
CTX_data_main_set(C, main_newlib);
|
|
BKE_reports_init(&reports, RPT_STORE);
|
|
|
|
/* here appending/linking starts */
|
|
main_tmp = BLO_library_append_begin(C, &bpy_openlib, (char *)path);
|
|
|
|
names = BLO_blendhandle_get_datablock_names( bpy_openlib, idcode);
|
|
|
|
int i=0;
|
|
LinkNode *n= names;
|
|
while(n) {
|
|
BLO_library_append_named_part(C, main_tmp, &bpy_openlib, (char *)n->link, idcode, 0);
|
|
n= (LinkNode *)n->next;
|
|
i++;
|
|
}
|
|
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
|
|
|
|
BLO_library_append_end(C, main_tmp, &bpy_openlib, idcode, flag);
|
|
BLO_blendhandle_close(bpy_openlib);
|
|
|
|
CTX_free(C);
|
|
BKE_reports_clear(&reports);
|
|
/* done linking */
|
|
|
|
/* needed for lookups*/
|
|
GetMainDynamic().push_back(main_newlib);
|
|
strncpy(main_newlib->name, path, sizeof(main_newlib->name));
|
|
|
|
|
|
if(idcode==ID_ME) {
|
|
/* Convert all new meshes into BGE meshes */
|
|
ID* mesh;
|
|
KX_Scene *kx_scene= m_currentScene;
|
|
|
|
for(mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
|
|
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this);
|
|
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
}
|
|
}
|
|
else if(idcode==ID_AC) {
|
|
/* Convert all actions */
|
|
ID *action;
|
|
KX_Scene *kx_scene= m_currentScene;
|
|
|
|
for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
|
|
printf("ActionName: %s\n", action->name);
|
|
kx_scene->GetLogicManager()->RegisterActionName(action->name+2, action);
|
|
}
|
|
}
|
|
else if(idcode==ID_SCE) {
|
|
/* Merge all new linked in scene into the existing one */
|
|
ID *scene;
|
|
for(scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
|
|
printf("SceneName: %s\n", scene->name);
|
|
|
|
/* merge into the base scene */
|
|
KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene);
|
|
scene_merge->MergeScene(other);
|
|
|
|
// RemoveScene(other); // Dont run this, it frees the entire scene converter data, just delete the scene
|
|
delete other;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Note m_map_*** are all ok and dont need to be freed
|
|
* most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
|
|
bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
|
|
{
|
|
int maggie_index;
|
|
int i=0;
|
|
|
|
if(maggie==NULL)
|
|
return false;
|
|
|
|
/* tag all false except the one we remove */
|
|
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
|
|
Main *main= *it;
|
|
if(main != maggie) {
|
|
tag_main(main, 0);
|
|
}
|
|
else {
|
|
maggie_index= i;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
|
|
tag_main(maggie, 1);
|
|
|
|
|
|
/* free all tagged objects */
|
|
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
|
|
int numScenes = scenes->size();
|
|
|
|
|
|
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
|
|
{
|
|
KX_Scene* scene = scenes->at(scene_idx);
|
|
if(IS_TAGGED(scene->GetBlenderScene())) {
|
|
RemoveScene(scene); // XXX - not tested yet
|
|
scene_idx--;
|
|
numScenes--;
|
|
}
|
|
else {
|
|
|
|
/* incase the mesh might be refered to later */
|
|
{
|
|
GEN_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
|
|
|
|
for(int i=0; i<mapStringToMeshes.size(); i++)
|
|
{
|
|
RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i);
|
|
if(meshobj && IS_TAGGED(meshobj->GetMesh()))
|
|
{
|
|
STR_HashedString mn = meshobj->GetName();
|
|
mapStringToMeshes.remove(mn);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Now unregister actions */
|
|
{
|
|
GEN_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
|
|
|
|
for(int i=0; i<mapStringToActions.size(); i++)
|
|
{
|
|
ID *action= (ID*) *mapStringToActions.at(i);
|
|
|
|
if(IS_TAGGED(action))
|
|
{
|
|
STR_HashedString an = action->name+2;
|
|
mapStringToActions.remove(an);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
//scene->FreeTagged(); /* removed tagged objects and meshes*/
|
|
CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};
|
|
|
|
for(int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
|
|
{
|
|
CListValue *obs= obj_lists[ob_ls_idx];
|
|
RAS_MeshObject* mesh;
|
|
|
|
for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
|
|
if(IS_TAGGED(gameobj->GetBlenderObject())) {
|
|
|
|
int size_before = obs->GetCount();
|
|
|
|
/* Eventually calls RemoveNodeDestructObject
|
|
* frees m_map_gameobject_to_blender from UnregisterGameObject */
|
|
scene->RemoveObject(gameobj);
|
|
|
|
if(size_before != obs->GetCount())
|
|
ob_idx--;
|
|
else {
|
|
printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
|
|
}
|
|
}
|
|
else {
|
|
/* free the mesh, we could be referecing a linked one! */
|
|
int mesh_index= gameobj->GetMeshCount();
|
|
while(mesh_index--) {
|
|
mesh= gameobj->GetMesh(mesh_index);
|
|
if(IS_TAGGED(mesh->GetMesh())) {
|
|
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* make sure action actuators are not referencing tagged actions */
|
|
for (int act_idx=0; act_idx<gameobj->GetActuators().size(); act_idx++)
|
|
{
|
|
if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION))
|
|
{
|
|
BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx];
|
|
if(IS_TAGGED(act->GetAction()))
|
|
act->SetAction(NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int size;
|
|
|
|
// delete the entities of this scene
|
|
/* TODO - */
|
|
/*
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
|
|
size = m_worldinfos.size();
|
|
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
|
|
if ((*worldit).second) {
|
|
delete (*worldit).second;
|
|
*worldit = m_worldinfos.back();
|
|
m_worldinfos.pop_back();
|
|
size--;
|
|
} else {
|
|
i++;
|
|
worldit++;
|
|
}
|
|
}*/
|
|
|
|
|
|
/* Worlds dont reference original blender data so we need to make a set from them */
|
|
typedef std::set<KX_WorldInfo*> KX_WorldInfoSet;
|
|
KX_WorldInfoSet worldset;
|
|
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
|
|
{
|
|
KX_Scene* scene = scenes->at(scene_idx);
|
|
if(scene->GetWorldInfo())
|
|
worldset.insert( scene->GetWorldInfo() );
|
|
}
|
|
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
|
|
size = m_worldinfos.size();
|
|
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
|
|
if ((*worldit).second && (worldset.count((*worldit).second)) == 0) {
|
|
delete (*worldit).second;
|
|
*worldit = m_worldinfos.back();
|
|
m_worldinfos.pop_back();
|
|
size--;
|
|
} else {
|
|
i++;
|
|
worldit++;
|
|
}
|
|
}
|
|
worldset.clear();
|
|
/* done freeing the worlds */
|
|
|
|
|
|
|
|
|
|
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
|
|
size = m_polymaterials.size();
|
|
|
|
|
|
|
|
for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
|
|
RAS_IPolyMaterial *mat= (*polymit).second;
|
|
Material *bmat= NULL;
|
|
|
|
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
|
|
if(mat->GetFlag() & RAS_BLENDERMAT) {
|
|
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
|
|
bmat= bl_mat->GetBlenderMaterial();
|
|
|
|
} else {
|
|
KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
|
|
bmat= kx_mat->GetBlenderMaterial();
|
|
}
|
|
|
|
if (IS_TAGGED(bmat)) {
|
|
/* only remove from bucket */
|
|
((*polymit).first)->GetBucketManager()->RemoveMaterial(mat);
|
|
}
|
|
|
|
i++;
|
|
polymit++;
|
|
}
|
|
|
|
|
|
|
|
for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
|
|
RAS_IPolyMaterial *mat= (*polymit).second;
|
|
Material *bmat= NULL;
|
|
|
|
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
|
|
if(mat->GetFlag() & RAS_BLENDERMAT) {
|
|
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
|
|
bmat= bl_mat->GetBlenderMaterial();
|
|
|
|
} else {
|
|
KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat);
|
|
bmat= kx_mat->GetBlenderMaterial();
|
|
}
|
|
|
|
if(bmat) {
|
|
//printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2);
|
|
}
|
|
else {
|
|
//printf("LOST MAT !!!");
|
|
}
|
|
|
|
if (IS_TAGGED(bmat)) {
|
|
|
|
delete (*polymit).second;
|
|
*polymit = m_polymaterials.back();
|
|
m_polymaterials.pop_back();
|
|
size--;
|
|
//printf("tagged !\n");
|
|
} else {
|
|
i++;
|
|
polymit++;
|
|
//printf("(un)tagged !\n");
|
|
}
|
|
}
|
|
|
|
vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
|
|
size = m_materials.size();
|
|
for (i=0, matit=m_materials.begin(); i<size; ) {
|
|
BL_Material *mat= (*matit).second;
|
|
if (IS_TAGGED(mat->material)) {
|
|
delete (*matit).second;
|
|
*matit = m_materials.back();
|
|
m_materials.pop_back();
|
|
size--;
|
|
} else {
|
|
i++;
|
|
matit++;
|
|
}
|
|
}
|
|
|
|
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
|
|
size = m_meshobjects.size();
|
|
for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
|
|
RAS_MeshObject *me= (*meshit).second;
|
|
if (IS_TAGGED(me->GetMesh())) {
|
|
delete (*meshit).second;
|
|
*meshit = m_meshobjects.back();
|
|
m_meshobjects.pop_back();
|
|
size--;
|
|
} else {
|
|
i++;
|
|
meshit++;
|
|
}
|
|
}
|
|
|
|
free_main(maggie);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool KX_BlenderSceneConverter::FreeBlendFile(const char *path)
|
|
{
|
|
return FreeBlendFile(GetMainDynamicPath(path));
|
|
}
|
|
|
|
bool KX_BlenderSceneConverter::MergeScene(KX_Scene *to, KX_Scene *from)
|
|
{
|
|
|
|
{
|
|
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itp = m_worldinfos.begin();
|
|
while (itp != m_worldinfos.end()) {
|
|
if ((*itp).first==from)
|
|
(*itp).first= to;
|
|
itp++;
|
|
}
|
|
}
|
|
|
|
{
|
|
vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
|
|
while (itp != m_polymaterials.end()) {
|
|
if ((*itp).first==from) {
|
|
(*itp).first= to;
|
|
|
|
/* also switch internal data */
|
|
RAS_IPolyMaterial*mat= (*itp).second;
|
|
mat->Replace_IScene(to);
|
|
}
|
|
itp++;
|
|
}
|
|
}
|
|
|
|
{
|
|
vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itp = m_meshobjects.begin();
|
|
while (itp != m_meshobjects.end()) {
|
|
if ((*itp).first==from)
|
|
(*itp).first= to;
|
|
itp++;
|
|
}
|
|
}
|
|
|
|
{
|
|
vector<pair<KX_Scene*,BL_Material*> >::iterator itp = m_materials.begin();
|
|
while (itp != m_materials.end()) {
|
|
if ((*itp).first==from)
|
|
(*itp).first= to;
|
|
itp++;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* This function merges a mesh from the current scene into another main
|
|
* it does not convert */
|
|
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name)
|
|
{
|
|
/* Find a mesh in the current main */
|
|
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
|
|
|
|
if(me==NULL) {
|
|
printf("Could not be found \"%s\"\n", name);
|
|
return NULL;
|
|
}
|
|
|
|
/* Watch this!, if its used in the original scene can cause big troubles */
|
|
if(me->us > 0) {
|
|
printf("Mesh has a user \"%s\"\n", name);
|
|
me = (ID*)copy_mesh((Mesh*)me);
|
|
me->us--;
|
|
}
|
|
BLI_remlink(&m_maggie->mesh, me); /* even if we made the copy it needs to be removed */
|
|
BLI_addtail(&maggie->mesh, me);
|
|
|
|
|
|
/* Must copy the materials this uses else we cant free them */
|
|
{
|
|
Mesh *mesh= (Mesh *)me;
|
|
|
|
/* ensure all materials are tagged */
|
|
for(int i=0; i<mesh->totcol; i++)
|
|
if(mesh->mat[i])
|
|
mesh->mat[i]->id.flag &= ~LIB_DOIT;
|
|
|
|
for(int i=0; i<mesh->totcol; i++)
|
|
{
|
|
Material *mat_old= mesh->mat[i];
|
|
|
|
/* if its tagged its a replaced material */
|
|
if(mat_old && (mat_old->id.flag & LIB_DOIT)==0)
|
|
{
|
|
Material *mat_old= mesh->mat[i];
|
|
Material *mat_new= copy_material( mat_old );
|
|
|
|
mat_new->id.flag |= LIB_DOIT;
|
|
mat_old->id.us--;
|
|
|
|
BLI_remlink(&m_maggie->mat, mat_new);
|
|
BLI_addtail(&maggie->mat, mat_new);
|
|
|
|
mesh->mat[i]= mat_new;
|
|
|
|
/* the same material may be used twice */
|
|
for(int j=i+1; j<mesh->totcol; j++)
|
|
{
|
|
if(mesh->mat[j]==mat_old)
|
|
{
|
|
mesh->mat[j]= mat_new;
|
|
mat_new->id.us++;
|
|
mat_old->id.us--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this);
|
|
kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
|
|
return meshobj;
|
|
}
|