blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
Bastien Montagne 3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00

1478 lines
44 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Converter/KX_BlenderSceneConverter.cpp
* \ingroup bgeconv
*/
#ifdef _MSC_VER
# pragma warning (disable:4786) /* suppress stl-MSVC debug info warning */
#endif
#include "KX_Scene.h"
#include "KX_GameObject.h"
#include "KX_IpoConvert.h"
#include "RAS_MeshObject.h"
#include "KX_PhysicsEngineEnums.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h" // So we can handle adding new text datablocks for Python to import
#include "BL_Material.h"
#include "BL_ActionActuator.h"
#include "KX_BlenderMaterial.h"
#include "BL_System.h"
#include "DummyPhysicsEnvironment.h"
#ifdef WITH_BULLET
#include "CcdPhysicsEnvironment.h"
#endif
#include "KX_LibLoadStatus.h"
#include "KX_BlenderScalarInterpolator.h"
#include "BL_BlenderDataConversion.h"
#include "KX_WorldInfo.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
/* This list includes only data type definitions */
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "BKE_main.h"
#include "BKE_fcurve.h"
#include "BLI_math.h"
extern "C"
{
#include "DNA_object_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "BKE_animsys.h"
#include "BKE_library.h"
#include "BKE_material.h" // BKE_material_copy
#include "BKE_mesh.h" // BKE_mesh_copy
#include "DNA_space_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "RNA_define.h"
#include "../../blender/editors/include/ED_keyframing.h"
}
/* Only for dynamic loading and merging */
#include "RAS_BucketManager.h" // XXX cant stay
#include "KX_BlenderSceneConverter.h"
#include "KX_MeshProxy.h"
extern "C" {
#include "PIL_time.h"
#include "BKE_context.h"
#include "BLO_readfile.h"
#include "BKE_idcode.h"
#include "BKE_report.h"
#include "DNA_space_types.h"
#include "DNA_windowmanager_types.h" /* report api */
#include "../../blender/blenlib/BLI_linklist.h"
}
#include "BLI_task.h"
// This is used to avoid including BLI_task.h in KX_BlenderSceneConverter.h
typedef struct ThreadInfo {
TaskPool *m_pool;
ThreadMutex m_mutex;
} ThreadInfo;
KX_BlenderSceneConverter::KX_BlenderSceneConverter(
Main *maggie,
KX_KetsjiEngine *engine)
:m_maggie(maggie),
m_ketsjiEngine(engine),
m_alwaysUseExpandFraming(false),
m_usemat(false),
m_useglslmat(false),
m_use_mat_cache(true)
{
BKE_main_id_tag_all(maggie, false); /* avoid re-tagging later on */
m_newfilename = "";
m_threadinfo = new ThreadInfo();
m_threadinfo->m_pool = BLI_task_pool_create(engine->GetTaskScheduler(), NULL);
BLI_mutex_init(&m_threadinfo->m_mutex);
}
KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
{
// clears meshes, and hashmaps from blender to gameengine data
// delete sumoshapes
int numAdtLists = m_map_blender_to_gameAdtList.size();
for (int i = 0; i < numAdtLists; i++) {
BL_InterpolatorList *adtList = *m_map_blender_to_gameAdtList.at(i);
delete (adtList);
}
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator itw = m_worldinfos.begin();
while (itw != m_worldinfos.end()) {
delete itw->second;
itw++;
}
m_worldinfos.clear();
vector<pair<KX_Scene *,RAS_IPolyMaterial *> >::iterator itp = m_polymaterials.begin();
while (itp != m_polymaterials.end()) {
delete itp->second;
itp++;
}
m_polymaterials.clear();
// delete after RAS_IPolyMaterial
vector<pair<KX_Scene *,BL_Material *> >::iterator itmat = m_materials.begin();
while (itmat != m_materials.end()) {
delete itmat->second;
itmat++;
}
m_materials.clear();
vector<pair<KX_Scene *,RAS_MeshObject *> >::iterator itm = m_meshobjects.begin();
while (itm != m_meshobjects.end()) {
delete itm->second;
itm++;
}
m_meshobjects.clear();
/* free any data that was dynamically loaded */
while (m_DynamicMaggie.size() != 0) {
FreeBlendFile(m_DynamicMaggie[0]);
}
m_DynamicMaggie.clear();
if (m_threadinfo) {
/* Thread infos like mutex must be freed after FreeBlendFile function.
Because it needs to lock the mutex, even if there's no active task when it's
in the scene converter destructor. */
BLI_task_pool_free(m_threadinfo->m_pool);
BLI_mutex_end(&m_threadinfo->m_mutex);
delete m_threadinfo;
}
}
void KX_BlenderSceneConverter::SetNewFileName(const STR_String &filename)
{
m_newfilename = filename;
}
bool KX_BlenderSceneConverter::TryAndLoadNewFile()
{
bool result = false;
return result;
}
Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String &name)
{
Scene *sce;
/**
* Find the specified scene by name, or NULL if nothing matches.
*/
if ((sce = (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
for (vector<Main *>::iterator it=m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) {
Main *main = *it;
if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
}
return NULL;
}
void KX_BlenderSceneConverter::ConvertScene(KX_Scene *destinationscene, RAS_IRasterizer *rendertools,
RAS_ICanvas *canvas, bool libloading)
{
//find out which physics engine
Scene *blenderscene = destinationscene->GetBlenderScene();
PHY_IPhysicsEnvironment *phy_env = NULL;
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
m_currentScene = destinationscene;
destinationscene->SetSceneConverter(this);
// This doesn't really seem to do anything except cause potential issues
// when doing threaded conversion, so it's disabled for now.
// SG_SetActiveStage(SG_STAGE_CONVERTER);
switch (blenderscene->gm.physicsEngine) {
#ifdef WITH_BULLET
case WOPHY_BULLET:
{
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
int visualizePhysics = SYS_GetCommandLineInt(syshandle, "show_physics", 0);
phy_env = CcdPhysicsEnvironment::Create(blenderscene, visualizePhysics);
physics_engine = UseBullet;
break;
}
#endif
default:
case WOPHY_NONE:
{
// We should probably use some sort of factory here
phy_env = new DummyPhysicsEnvironment();
physics_engine = UseNone;
break;
}
}
destinationscene->SetPhysicsEnvironment(phy_env);
BL_ConvertBlenderObjects(
m_maggie,
destinationscene,
m_ketsjiEngine,
physics_engine,
rendertools,
canvas,
this,
m_alwaysUseExpandFraming,
libloading);
//These lookup are not needed during game
m_map_blender_to_gameactuator.clear();
m_map_blender_to_gamecontroller.clear();
m_map_blender_to_gameobject.clear();
//Clearing this lookup table has the effect of disabling the cache of meshes
//between scenes, even if they are shared in the blend file.
//This cache mecanism is buggy so I leave it disable and the memory leak
//that would result from this is fixed in RemoveScene()
m_map_mesh_to_gamemesh.clear();
}
// This function removes all entities stored in the converter for that scene
// It should be used instead of direct delete scene
// Note that there was some provision for sharing entities (meshes...) between
// scenes but that is now disabled so all scene will have their own copy
// and we can delete them here. If the sharing is reactivated, change this code too..
// (see KX_BlenderSceneConverter::ConvertScene)
void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
{
int i, size;
// delete the scene first as it will stop the use of entities
delete scene;
// delete the entities of this scene
vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit;
size = m_worldinfos.size();
for (i = 0, worldit = m_worldinfos.begin(); i < size; ) {
if (worldit->first == scene) {
delete worldit->second;
*worldit = m_worldinfos.back();
m_worldinfos.pop_back();
size--;
}
else {
i++;
worldit++;
}
}
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit;
size = m_polymaterials.size();
for (i = 0, polymit = m_polymaterials.begin(); i < size; ) {
if (polymit->first == scene) {
m_polymat_cache[scene].erase(polymit->second->GetBlenderMaterial());
delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
}
else {
i++;
polymit++;
}
}
m_polymat_cache.erase(scene);
vector<pair<KX_Scene *, BL_Material *> >::iterator matit;
size = m_materials.size();
for (i = 0, matit = m_materials.begin(); i < size; ) {
if (matit->first == scene) {
m_mat_cache[scene].erase(matit->second->material);
delete matit->second;
*matit = m_materials.back();
m_materials.pop_back();
size--;
}
else {
i++;
matit++;
}
}
m_mat_cache.erase(scene);
vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit;
size = m_meshobjects.size();
for (i = 0, meshit = m_meshobjects.begin(); i < size; ) {
if (meshit->first == scene) {
delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
}
else {
i++;
meshit++;
}
}
}
// use blender materials
void KX_BlenderSceneConverter::SetMaterials(bool val)
{
m_usemat = val;
m_useglslmat = false;
}
void KX_BlenderSceneConverter::SetGLSLMaterials(bool val)
{
m_usemat = val;
m_useglslmat = val;
}
void KX_BlenderSceneConverter::SetCacheMaterials(bool val)
{
m_use_mat_cache = val;
}
bool KX_BlenderSceneConverter::GetMaterials()
{
return m_usemat;
}
bool KX_BlenderSceneConverter::GetGLSLMaterials()
{
return m_useglslmat;
}
bool KX_BlenderSceneConverter::GetCacheMaterials()
{
return m_use_mat_cache;
}
void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene *, BL_Material *> >::iterator it;
for (it = m_materials.begin(); it != m_materials.end(); ++it)
if (it->second == mat)
return;
m_materials.push_back(pair<KX_Scene *, BL_Material *> (m_currentScene, mat));
}
void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(bool to_what)
{
m_alwaysUseExpandFraming= to_what;
}
void KX_BlenderSceneConverter::RegisterGameObject(KX_GameObject *gameobject, Object *for_blenderobject)
{
/* only maintained while converting, freed during game runtime */
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject), gameobject);
}
/* only need to run this during conversion since
* m_map_blender_to_gameobject is freed after conversion */
void KX_BlenderSceneConverter::UnregisterGameObject(KX_GameObject *gameobject)
{
Object *bobp = gameobject->GetBlenderObject();
if (bobp) {
CHashedPtr bptr(bobp);
KX_GameObject **gobp = m_map_blender_to_gameobject[bptr];
if (gobp && *gobp == gameobject) {
// also maintain m_map_blender_to_gameobject if the gameobject
// being removed is matching the blender object
m_map_blender_to_gameobject.remove(bptr);
}
}
}
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(Object *for_blenderobject)
{
KX_GameObject **obp = m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
return obp ? *obp : NULL;
}
void KX_BlenderSceneConverter::RegisterGameMesh(RAS_MeshObject *gamemesh, Mesh *for_blendermesh)
{
if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
}
m_meshobjects.push_back(pair<KX_Scene *, RAS_MeshObject *> (m_currentScene,gamemesh));
}
RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(Mesh *for_blendermesh)
{
RAS_MeshObject **meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
if (meshp) {
return *meshp;
}
else {
return NULL;
}
}
void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
{
// First make sure we don't register the material twice
vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator it;
for (it = m_polymaterials.begin(); it != m_polymaterials.end(); ++it)
if (it->second == polymat)
return;
m_polymaterials.push_back(pair<KX_Scene *, RAS_IPolyMaterial *> (m_currentScene, polymat));
}
void KX_BlenderSceneConverter::CachePolyMaterial(KX_Scene *scene, Material *mat, RAS_IPolyMaterial *polymat)
{
if (m_use_mat_cache && mat)
m_polymat_cache[scene][mat] = polymat;
}
RAS_IPolyMaterial *KX_BlenderSceneConverter::FindCachedPolyMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_polymat_cache[scene][mat] : NULL;
}
void KX_BlenderSceneConverter::CacheBlenderMaterial(KX_Scene *scene, Material *mat, BL_Material *blmat)
{
if (m_use_mat_cache && mat)
m_mat_cache[scene][mat] = blmat;
}
BL_Material *KX_BlenderSceneConverter::FindCachedBlenderMaterial(KX_Scene *scene, Material *mat)
{
return (m_use_mat_cache) ? m_mat_cache[scene][mat] : NULL;
}
void KX_BlenderSceneConverter::RegisterInterpolatorList(BL_InterpolatorList *actList, bAction *for_act)
{
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_act), actList);
}
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(bAction *for_act)
{
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_act)];
return listp ? *listp : NULL;
}
void KX_BlenderSceneConverter::RegisterGameActuator(SCA_IActuator *act, bActuator *for_actuator)
{
m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
}
SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(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, bController *for_controller)
{
m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
}
SCA_IController *KX_BlenderSceneConverter::FindGameController(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)
{
//TODO this entire function is deprecated, written for 2.4x
//the functionality should be rewritten, currently it does nothing
KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
int i;
for (i = 0; i < numScenes; i++) {
KX_Scene *scene = scenes->at(i);
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->IsRecordAnimation()) {
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()
{
//TODO the functionality should be rewritten
}
// 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->IsRecordAnimation()) {
if (blenderObject->adt == NULL)
BKE_animdata_add_id(&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] = (float)orn[c][r];
mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat);
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, (float)frameNumber, INSERTKEY_FAST);
insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, (float)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 isn't 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->IsRecordAnimation()) {
Object *blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->adt) {
bAction *act = verify_adt_action(&blenderObject->id, false);
FCurve *fcu;
if (!act) {
continue;
}
/* for now, not much choice but to run this on all curves... */
for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
/* Note: calling `sort_time_fcurve()` here is not needed, since
* all keys have been added in 'right' order. */
calchandles_fcurve(fcu);
}
#if 0
// XXX animato
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 (BLI_path_cmp((*it)->name, path) == 0)
return *it;
return NULL;
}
void KX_BlenderSceneConverter::MergeAsyncLoads()
{
vector<KX_Scene *> *merge_scenes;
vector<KX_LibLoadStatus *>::iterator mit;
vector<KX_Scene *>::iterator sit;
BLI_mutex_lock(&m_threadinfo->m_mutex);
for (mit = m_mergequeue.begin(); mit != m_mergequeue.end(); ++mit) {
merge_scenes = (vector<KX_Scene *> *)(*mit)->GetData();
for (sit=merge_scenes->begin(); sit!=merge_scenes->end(); ++sit) {
(*mit)->GetMergeScene()->MergeScene(*sit);
delete (*sit);
}
delete merge_scenes;
(*mit)->SetData(NULL);
(*mit)->Finish();
}
m_mergequeue.clear();
BLI_mutex_unlock(&m_threadinfo->m_mutex);
}
void KX_BlenderSceneConverter::FinalizeAsyncLoads()
{
// Finish all loading libraries.
if (m_threadinfo) {
BLI_task_pool_work_and_wait(m_threadinfo->m_pool);
}
// Merge all libraries data in the current scene, to avoid memory leak of unmerged scenes.
MergeAsyncLoads();
}
void KX_BlenderSceneConverter::AddScenesToMergeQueue(KX_LibLoadStatus *status)
{
BLI_mutex_lock(&m_threadinfo->m_mutex);
m_mergequeue.push_back(status);
BLI_mutex_unlock(&m_threadinfo->m_mutex);
}
static void async_convert(TaskPool *pool, void *ptr, int UNUSED(threadid))
{
KX_Scene *new_scene = NULL;
KX_LibLoadStatus *status = (KX_LibLoadStatus *)ptr;
vector<Scene *> *scenes = (vector<Scene *> *)status->GetData();
vector<KX_Scene *> *merge_scenes = new vector<KX_Scene *>(); // Deleted in MergeAsyncLoads
for (unsigned int i = 0; i < scenes->size(); ++i) {
new_scene = status->GetEngine()->CreateScene((*scenes)[i], true);
if (new_scene)
merge_scenes->push_back(new_scene);
status->AddProgress((1.0f / scenes->size()) * 0.9f); // We'll call conversion 90% and merging 10% for now
}
delete scenes;
status->SetData(merge_scenes);
status->GetConverter()->AddScenesToMergeQueue(status);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
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, options);
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFilePath(const char *filepath, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
BlendHandle *bpy_openlib = BLO_blendhandle_from_file(filepath, NULL);
// Error checking is done in LinkBlendFile
return LinkBlendFile(bpy_openlib, filepath, group, scene_merge, err_str, options);
}
static void load_datablocks(Main *main_tmp, BlendHandle *bpy_openlib, const char *path, int idcode)
{
LinkNode *names = NULL;
int totnames_dummy;
names = BLO_blendhandle_get_datablock_names(bpy_openlib, idcode, &totnames_dummy);
int i = 0;
LinkNode *n = names;
while (n) {
BLO_library_link_named_part(main_tmp, &bpy_openlib, idcode, (char *)n->link);
n = (LinkNode *)n->next;
i++;
}
BLI_linklist_free(names, free); /* free linklist *and* each node's data */
}
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
Main *main_newlib; /* stored as a dynamic 'main' until we free it */
const int idcode = BKE_idcode_from_name(group);
ReportList reports;
static char err_local[255];
// TIMEIT_START(bge_link_blend_file);
KX_LibLoadStatus *status;
/* 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);
*err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (GetMainDynamicPath(path)) {
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
*err_str = err_local;
BLO_blendhandle_close(bpy_openlib);
return NULL;
}
if (bpy_openlib == NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
*err_str = err_local;
return NULL;
}
main_newlib = BKE_main_new();
BKE_reports_init(&reports, RPT_STORE);
short flag = 0; /* don't need any special options */
/* created only for linking, then freed */
Main *main_tmp = BLO_library_link_begin(main_newlib, &bpy_openlib, (char *)path);
load_datablocks(main_tmp, bpy_openlib, path, idcode);
if (idcode == ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
load_datablocks(main_tmp, bpy_openlib, path, ID_TXT);
}
/* now do another round of linking for Scenes so all actions are properly loaded */
if (idcode == ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
load_datablocks(main_tmp, bpy_openlib, path, ID_AC);
}
BLO_library_link_end(main_tmp, &bpy_openlib, flag, NULL, NULL);
BLO_blendhandle_close(bpy_openlib);
BKE_reports_clear(&reports);
/* done linking */
/* needed for lookups*/
GetMainDynamic().push_back(main_newlib);
BLI_strncpy(main_newlib->name, path, sizeof(main_newlib->name));
status = new KX_LibLoadStatus(this, m_ketsjiEngine, scene_merge, path);
if (idcode == ID_ME) {
/* Convert all new meshes into BGE meshes */
ID *mesh;
for (mesh = (ID *)main_newlib->mesh.first; mesh; mesh = (ID *)mesh->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("MeshName: %s\n", mesh->name + 2);
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders
scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
}
}
else if (idcode == ID_AC) {
/* Convert all actions */
ID *action;
for (action= (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name + 2);
scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
else if (idcode == ID_SCE) {
/* Merge all new linked in scene into the existing one */
ID *scene;
// scenes gets deleted by the thread when it's done using it (look in async_convert())
vector<Scene *> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene *>() : NULL;
for (scene = (ID *)main_newlib->scene.first; scene; scene = (ID *)scene->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("SceneName: %s\n", scene->name + 2);
if (options & LIB_LOAD_ASYNC) {
scenes->push_back((Scene *)scene);
}
else {
/* merge into the base scene */
KX_Scene* other = m_ketsjiEngine->CreateScene((Scene *)scene, true);
scene_merge->MergeScene(other);
// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
delete other;
}
}
if (options & LIB_LOAD_ASYNC) {
status->SetData(scenes);
BLI_task_pool_push(m_threadinfo->m_pool, async_convert, (void *)status, false, TASK_PRIORITY_LOW);
}
#ifdef WITH_PYTHON
/* Handle any text datablocks */
if (options & LIB_LOAD_LOAD_SCRIPTS)
addImportMain(main_newlib);
#endif
/* Now handle all the actions */
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
for (action = (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name + 2);
scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
}
}
}
if (!(options & LIB_LOAD_ASYNC))
status->Finish();
// TIMEIT_END(bge_link_blend_file);
m_status_map[main_newlib->name] = status;
return status;
}
/* Note m_map_*** are all ok and don't need to be freed
* most are temp and NewRemoveObject frees m_map_gameobject_to_blender */
bool KX_BlenderSceneConverter::FreeBlendFile(Main *maggie)
{
int maggie_index = -1;
int i = 0;
if (maggie == NULL)
return false;
// If the given library is currently in loading, we do nothing.
if (m_status_map.count(maggie->name)) {
BLI_mutex_lock(&m_threadinfo->m_mutex);
const bool finished = m_status_map[maggie->name]->IsFinished();
BLI_mutex_unlock(&m_threadinfo->m_mutex);
if (!finished) {
printf("Library (%s) is currently being loaded asynchronously, and cannot be freed until this process is done\n", maggie->name);
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) {
BKE_main_id_tag_all(main, false);
}
else {
maggie_index = i;
}
i++;
}
/* should never happen but just to be safe */
if (maggie_index == -1)
return false;
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
BKE_main_id_tag_all(maggie, true);
/* 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())) {
m_ketsjiEngine->RemoveScene(scene->GetName());
m_mat_cache.erase(scene);
m_polymat_cache.erase(scene);
scene_idx--;
numScenes--;
}
else {
/* in case the mesh might be refered to later */
{
CTR_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);
m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh()));
i--;
}
}
}
/* Now unregister actions */
{
CTR_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);
m_map_blender_to_gameAdtList.remove(CHashedPtr(action));
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 {
gameobj->RemoveTaggedActions();
/* 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;
}
else {
/* also free the mesh if it's using a tagged material */
int mat_index = mesh->NumMaterials();
while (mat_index--) {
if (IS_TAGGED(mesh->GetMeshMaterial(mat_index)->m_bucket->GetPolyMaterial()->GetBlenderMaterial())) {
gameobj->RemoveMeshes(); /* XXX - slack, same as above */
break;
}
}
}
}
/* make sure action actuators are not referencing tagged actions */
for (unsigned 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 - */
#if 0
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++;
}
}
#endif
/* Worlds don't 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;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial *>(mat);
bmat = bl_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;
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat = bl_mat->GetBlenderMaterial();
if (IS_TAGGED(bmat)) {
// Remove the poly material coresponding to this Blender Material.
m_polymat_cache[polymit->first].erase(bmat);
delete polymit->second;
*polymit = m_polymaterials.back();
m_polymaterials.pop_back();
size--;
} else {
i++;
polymit++;
}
}
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)) {
// Remove the bl material coresponding to this Blender Material.
m_mat_cache[matit->first].erase(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;
RAS_BucketManager::BucketList::iterator bit;
list<RAS_MeshSlot>::iterator msit;
RAS_BucketManager::BucketList buckets;
size = m_meshobjects.size();
for (i = 0, meshit = m_meshobjects.begin(); i < size;) {
RAS_MeshObject *me = meshit->second;
if (IS_TAGGED(me->GetMesh())) {
// Before deleting the mesh object, make sure the rasterizer is
// no longer referencing it.
buckets = meshit->first->GetBucketManager()->GetSolidBuckets();
for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
if (msit->m_mesh == meshit->second)
(*bit)->RemoveMesh(&(*msit++));
else
msit++;
}
}
// And now the alpha buckets
buckets = meshit->first->GetBucketManager()->GetAlphaBuckets();
for (bit = buckets.begin(); bit != buckets.end(); bit++) {
msit = (*bit)->msBegin();
while (msit != (*bit)->msEnd()) {
if (msit->m_mesh == meshit->second)
(*bit)->RemoveMesh(&(*msit++));
else
msit++;
}
}
// Now it should be safe to delete
delete meshit->second;
*meshit = m_meshobjects.back();
m_meshobjects.pop_back();
size--;
}
else {
i++;
meshit++;
}
}
#ifdef WITH_PYTHON
/* make sure this maggie is removed from the import list if it's there
* (this operation is safe if it isn't in the list) */
removeImportMain(maggie);
#endif
delete m_status_map[maggie->name];
m_status_map.erase(maggie->name);
BKE_main_free(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++;
}
}
MaterialCache::iterator matcacheit = m_mat_cache.find(from);
if (matcacheit != m_mat_cache.end()) {
// Merge cached BL_Material map.
m_mat_cache[to].insert(matcacheit->second.begin(), matcacheit->second.end());
m_mat_cache.erase(matcacheit);
}
PolyMaterialCache::iterator polymatcacheit = m_polymat_cache.find(from);
if (polymatcacheit != m_polymat_cache.end()) {
// Merge cached RAS_IPolyMaterial map.
m_polymat_cache[to].insert(polymatcacheit->second.begin(), polymatcacheit->second.end());
m_polymat_cache.erase(polymatcacheit);
}
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));
Main *from_maggie = m_maggie;
if (me == NULL) {
// The mesh wasn't in the current main, try any dynamic (i.e., LibLoaded) ones
vector<Main *>::iterator it;
for (it = GetMainDynamic().begin(); it != GetMainDynamic().end(); it++) {
me = static_cast<ID *>(BLI_findstring(&(*it)->mesh, name, offsetof(ID, name) + 2));
from_maggie = *it;
if (me)
break;
}
}
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) {
#ifdef DEBUG
printf("Mesh has a user \"%s\"\n", name);
#endif
me = (ID*)BKE_mesh_copy_ex(from_maggie, (Mesh*)me);
id_us_min(me);
}
BLI_remlink(&from_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.tag &= ~LIB_TAG_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.tag & LIB_TAG_DOIT) == 0) {
Material *mat_old = mesh->mat[i];
Material *mat_new = BKE_material_copy(mat_old);
mat_new->id.tag |= LIB_TAG_DOIT;
id_us_min(&mat_old->id);
BLI_remlink(&G.main->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
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;
id_us_plus(&mat_new->id);
id_us_min(&mat_old->id);
}
}
}
}
}
m_currentScene = kx_scene; // This needs to be set in case we LibLoaded earlier
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this, false);
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;
}