forked from bartvdbraak/blender
e435fbc3c5
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
1875 lines
53 KiB
C++
1875 lines
53 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Convert blender data to ketsji
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include <math.h>
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#include "BL_BlenderDataConversion.h"
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#include "KX_BlenderGL.h"
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#include "KX_BlenderScalarInterpolator.h"
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#include "RAS_IPolygonMaterial.h"
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#include "KX_PolygonMaterial.h"
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// Expressions
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#include "ListValue.h"
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#include "IntValue.h"
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// Collision & Fuzzics LTD
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#include "PHY_Pro.h"
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#include "KX_Scene.h"
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#include "KX_GameObject.h"
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#include "RAS_FramingManager.h"
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#include "RAS_MeshObject.h"
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#include "KX_ConvertActuators.h"
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#include "KX_ConvertControllers.h"
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#include "KX_ConvertSensors.h"
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#include "SCA_LogicManager.h"
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#include "SCA_EventManager.h"
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#include "SCA_TimeEventManager.h"
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#include "KX_Light.h"
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#include "KX_Camera.h"
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#include "KX_EmptyObject.h"
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#include "MT_Point3.h"
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#include "MT_Transform.h"
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#include "MT_MinMax.h"
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#include "SCA_IInputDevice.h"
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#include "RAS_TexMatrix.h"
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#include "RAS_ICanvas.h"
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#include "RAS_MaterialBucket.h"
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//#include "KX_BlenderPolyMaterial.h"
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#include "RAS_Polygon.h"
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#include "RAS_TexVert.h"
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#include "RAS_BucketManager.h"
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#include "RAS_IRenderTools.h"
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#include "BL_Material.h"
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#include "KX_BlenderMaterial.h"
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#include "BL_Texture.h"
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#include "DNA_action_types.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BL_SkinMeshObject.h"
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#include "BL_SkinDeformer.h"
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#include "BL_MeshDeformer.h"
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//#include "BL_ArmatureController.h"
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#include "BlenderWorldInfo.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.h"
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#include"SND_Scene.h"
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#include "SND_SoundListener.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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/* This list includes only data type definitions */
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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#include "DNA_text_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_key_types.h"
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#include "DNA_armature_types.h"
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#include "MEM_guardedalloc.h"
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#include "BKE_utildefines.h"
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#include "BKE_key.h"
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#include "BKE_mesh.h"
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#include "MT_Point3.h"
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#include "BKE_material.h" /* give_current_material */
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/* end of blender include block */
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#include "KX_BlenderInputDevice.h"
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#include "KX_ConvertProperties.h"
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#include "KX_HashedPtr.h"
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#include "KX_ScalarInterpolator.h"
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#include "KX_IpoConvert.h"
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#include "SYS_System.h"
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#include "SG_Node.h"
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#include "SG_BBox.h"
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#include "SG_Tree.h"
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// defines USE_ODE to choose physics engine
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#include "KX_ConvertPhysicsObject.h"
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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#include "KX_SG_BoneParentNodeRelationship.h"
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#include "BL_ArmatureObject.h"
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#include "BL_DeformableGameObject.h"
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static int default_face_mode = TF_DYNAMIC;
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static unsigned int KX_rgbaint2uint_new(unsigned int icol)
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{
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union
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{
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unsigned int integer;
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unsigned char cp[4];
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} out_colour, in_colour;
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in_colour.integer = icol;
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out_colour.cp[0] = in_colour.cp[3]; // red
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out_colour.cp[1] = in_colour.cp[2]; // green
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out_colour.cp[2] = in_colour.cp[1]; // blue
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out_colour.cp[3] = in_colour.cp[0]; // alpha
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return out_colour.integer;
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}
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/* Now the real converting starts... */
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static unsigned int KX_Mcol2uint_new(MCol col)
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{
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/* color has to be converted without endian sensitivity. So no shifting! */
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union
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{
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MCol col;
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unsigned int integer;
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unsigned char cp[4];
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} out_colour, in_colour;
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in_colour.col = col;
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out_colour.cp[0] = in_colour.cp[3]; // red
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out_colour.cp[1] = in_colour.cp[2]; // green
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out_colour.cp[2] = in_colour.cp[1]; // blue
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out_colour.cp[3] = in_colour.cp[0]; // alpha
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return out_colour.integer;
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}
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static void SetDefaultFaceType(Scene* scene)
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{
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default_face_mode = TF_DYNAMIC;
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Base *base = static_cast<Base*>(scene->base.first);
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while(base)
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{
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if (base->object->type == OB_LAMP)
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{
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default_face_mode = TF_DYNAMIC|TF_LIGHT;
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return;
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}
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base = base->next;
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}
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}
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// --
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static void GetRGB(short type,
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MFace* mface,
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MCol* mmcol,
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Material *mat,
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unsigned int &c0,
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unsigned int &c1,
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unsigned int &c2,
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unsigned int &c3)
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{
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unsigned int colour = 0xFFFFFFFFL;
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switch(type)
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{
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case 0: // vertex colors
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{
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if(mmcol) {
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c0 = KX_Mcol2uint_new(mmcol[0]);
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c1 = KX_Mcol2uint_new(mmcol[1]);
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c2 = KX_Mcol2uint_new(mmcol[2]);
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if (mface->v4)
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c3 = KX_Mcol2uint_new(mmcol[3]);
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}else // backup white
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{
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c0 = KX_rgbaint2uint_new(colour);
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c1 = KX_rgbaint2uint_new(colour);
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c2 = KX_rgbaint2uint_new(colour);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new( colour );
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}
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} break;
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case 1: // material rgba
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{
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if (mat) {
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union {
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unsigned char cp[4];
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unsigned int integer;
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} col_converter;
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col_converter.cp[3] = (unsigned char) (mat->r*255.0);
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col_converter.cp[2] = (unsigned char) (mat->g*255.0);
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col_converter.cp[1] = (unsigned char) (mat->b*255.0);
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col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
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colour = col_converter.integer;
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}
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c0 = KX_rgbaint2uint_new(colour);
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c1 = KX_rgbaint2uint_new(colour);
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c2 = KX_rgbaint2uint_new(colour);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(colour);
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} break;
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default: // white
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{
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c0 = KX_rgbaint2uint_new(colour);
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c1 = KX_rgbaint2uint_new(colour);
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c2 = KX_rgbaint2uint_new(colour);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(colour);
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} break;
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}
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}
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// ------------------------------------
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BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, MTFace* tface, MFace* mface, MCol* mmcol, int lightlayer, Object* blenderobj )
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{
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//this needs some type of manager
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BL_Material *material = new BL_Material();
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int numchan = -1;
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bool validmat = (mat!=0);
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bool validface = (mesh->mtface && tface);
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short type = 0;
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if( validmat )
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type = 1; // material color
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material->IdMode = DEFAULT_BLENDER;
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// --------------------------------
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if(validmat) {
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// use vertex colors by explicitly setting
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if(mat->mode &MA_VERTEXCOLP)
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type = 0;
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// use lighting?
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material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
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MTex *mttmp = 0;
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numchan = getNumTexChannels(mat);
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int valid_index = 0;
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// use the face texture if
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// 1) it is set in the buttons
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// 2) we have a face texture and a material but no valid texture in slot 1
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bool facetex = false;
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if(validface && mat->mode &MA_FACETEXTURE)
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facetex = true;
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if(validface && !mat->mtex[0])
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facetex = true;
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if(validface && mat->mtex[0]) {
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MTex *tmp = mat->mtex[0];
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if(!tmp->tex || tmp->tex && !tmp->tex->ima )
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facetex = true;
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}
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numchan = numchan>MAXTEX?MAXTEX:numchan;
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// foreach MTex
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for(int i=0; i<numchan; i++) {
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// use face tex
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if(i==0 && facetex ) {
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Image*tmp = (Image*)(tface->tpage);
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if(tmp) {
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material->img[i] = tmp;
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
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material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
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material->ras_mode|= ( tface->transp &(TF_ADD | TF_ALPHA))?TRANSP:0;
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if(material->img[i]->flag & IMA_REFLECT)
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material->mapping[i].mapping |= USEREFL;
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else
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material->mapping[i].mapping |= USEUV;
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if(material->ras_mode & USE_LIGHT)
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material->ras_mode &= ~USE_LIGHT;
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if(tface->mode & TF_LIGHT)
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material->ras_mode |= USE_LIGHT;
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valid_index++;
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}
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else {
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material->img[i] = 0;
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material->texname[i] = "";
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}
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continue;
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}
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mttmp = getImageFromMaterial( mat, i );
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if( mttmp ) {
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if( mttmp->tex ) {
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if( mttmp->tex->type == TEX_IMAGE ) {
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material->mtexname[i] = mttmp->tex->id.name;
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material->img[i] = mttmp->tex->ima;
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if( material->img[i] ) {
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
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// -----------------------
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if( mttmp->tex->imaflag &TEX_USEALPHA ) {
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material->flag[i] |= USEALPHA;
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}
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// -----------------------
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else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
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material->flag[i] |= CALCALPHA;
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}
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else if(mttmp->tex->flag &TEX_NEGALPHA) {
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material->flag[i] |= USENEGALPHA;
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}
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material->color_blend[i] = mttmp->colfac;
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material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
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material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
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}
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}
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else if(mttmp->tex->type == TEX_ENVMAP) {
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if( mttmp->tex->env->stype == ENV_LOAD ) {
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material->mtexname[i]= mttmp->tex->id.name;
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material->cubemap[i] = mttmp->tex->env;
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if(material->cubemap[i]->ima) {
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material->texname[i] = material->cubemap[i]->ima->id.name;
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material->mapping[i].mapping |= USEENV;
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}
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else {
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// in the player, we need to split it our self
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material->cubemap[i]->ima = mttmp->tex->ima;
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if(material->cubemap[i]->ima) {
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material->texname[i] = material->cubemap[i]->ima->id.name;
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material->mapping[i].mapping |= USEENV;
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}
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//
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}
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}
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}
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material->flag[i] |= (mat->ipo!=0)?HASIPO:0;
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/// --------------------------------
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// mapping methods
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material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
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|
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if(mttmp->texco & TEXCO_OBJECT) {
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material->mapping[i].mapping |= USEOBJ;
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if(mttmp->object)
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material->mapping[i].objconame = mttmp->object->id.name;
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}
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else if(mttmp->texco &TEXCO_REFL)
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material->mapping[i].mapping |= USEREFL;
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else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
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material->mapping[i].mapping |= USEORCO;
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else if(mttmp->texco &TEXCO_UV)
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material->mapping[i].mapping |= USEUV;
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else if(mttmp->texco &TEXCO_NORM)
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material->mapping[i].mapping |= USENORM;
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else if(mttmp->texco &TEXCO_TANGENT)
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material->mapping[i].mapping |= USETANG;
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else
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material->mapping[i].mapping |= DISABLE;
|
|
|
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material->mapping[i].scale[0] = mttmp->size[0];
|
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material->mapping[i].scale[1] = mttmp->size[1];
|
|
material->mapping[i].scale[2] = mttmp->size[2];
|
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material->mapping[i].offsets[0] = mttmp->ofs[0];
|
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material->mapping[i].offsets[1] = mttmp->ofs[1];
|
|
material->mapping[i].offsets[2] = mttmp->ofs[2];
|
|
|
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material->mapping[i].projplane[0] = mttmp->projx;
|
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material->mapping[i].projplane[1] = mttmp->projy;
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material->mapping[i].projplane[2] = mttmp->projz;
|
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/// --------------------------------
|
|
|
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switch( mttmp->blendtype ) {
|
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case MTEX_BLEND:
|
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material->blend_mode[i] = BLEND_MIX;
|
|
break;
|
|
case MTEX_MUL:
|
|
material->blend_mode[i] = BLEND_MUL;
|
|
break;
|
|
case MTEX_ADD:
|
|
material->blend_mode[i] = BLEND_ADD;
|
|
break;
|
|
case MTEX_SUB:
|
|
material->blend_mode[i] = BLEND_SUB;
|
|
break;
|
|
case MTEX_SCREEN:
|
|
material->blend_mode[i] = BLEND_SCR;
|
|
break;
|
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}
|
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valid_index++;
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}
|
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}
|
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}
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// above one tex the switches here
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// are not used
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|
switch(valid_index) {
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case 0:
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material->IdMode = DEFAULT_BLENDER;
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break;
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case 1:
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material->IdMode = ONETEX;
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|
break;
|
|
default:
|
|
material->IdMode = GREATERTHAN2;
|
|
break;
|
|
}
|
|
material->SetUsers(mat->id.us);
|
|
|
|
material->num_enabled = valid_index;
|
|
|
|
material->speccolor[0] = mat->specr;
|
|
material->speccolor[1] = mat->specg;
|
|
material->speccolor[2] = mat->specb;
|
|
material->hard = (float)mat->har/4.0f;
|
|
material->matcolor[0] = mat->r;
|
|
material->matcolor[1] = mat->g;
|
|
material->matcolor[2] = mat->b;
|
|
material->matcolor[3] = mat->alpha;
|
|
material->alpha = mat->alpha;
|
|
material->emit = mat->emit;
|
|
material->spec_f = mat->spec;
|
|
material->ref = mat->ref;
|
|
material->amb = mat->amb;
|
|
|
|
// set alpha testing without z-sorting
|
|
if( ( validface && (!tface->transp)) && mat->mode & MA_ZTRA) {
|
|
// sets the RAS_IPolyMaterial::m_flag |RAS_FORCEALPHA
|
|
// this is so we don't have the overhead of the z-sorting code
|
|
material->ras_mode|=ALPHA_TEST;
|
|
}
|
|
else{
|
|
// use regular z-sorting
|
|
material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0;
|
|
}
|
|
material->ras_mode |= ((mat->mode & MA_WIRE) != 0)?WIRE:0;
|
|
}
|
|
else {
|
|
int valid = 0;
|
|
// check for tface tex to fallback on
|
|
if( validface ){
|
|
|
|
// no light bugfix
|
|
if(tface->mode) material->ras_mode |= USE_LIGHT;
|
|
|
|
material->img[0] = (Image*)(tface->tpage);
|
|
// ------------------------
|
|
if(material->img[0]) {
|
|
material->texname[0] = material->img[0]->id.name;
|
|
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
|
|
material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
|
|
material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
|
|
material->ras_mode|= ( tface->transp & (TF_ADD|TF_ALPHA))?TRANSP:0;
|
|
valid++;
|
|
}
|
|
}
|
|
material->SetUsers(-1);
|
|
material->num_enabled = valid;
|
|
material->IdMode = TEXFACE;
|
|
material->speccolor[0] = 1.f;
|
|
material->speccolor[1] = 1.f;
|
|
material->speccolor[2] = 1.f;
|
|
material->hard = 35.f;
|
|
material->matcolor[0] = 0.5f;
|
|
material->matcolor[1] = 0.5f;
|
|
material->matcolor[2] = 0.5f;
|
|
material->spec_f = 0.5f;
|
|
material->ref = 0.8f;
|
|
}
|
|
MT_Point2 uv[4];
|
|
|
|
if( validface ) {
|
|
|
|
material->ras_mode |= !(
|
|
(tface->flag & TF_HIDE) ||
|
|
(tface->mode & TF_INVISIBLE)
|
|
)?POLY_VIS:0;
|
|
|
|
material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
|
|
material->transp = tface->transp;
|
|
|
|
if(tface->transp)
|
|
material->ras_mode |= TRANSP;
|
|
|
|
material->tile = tface->tile;
|
|
material->mode = tface->mode;
|
|
|
|
uv[0] = MT_Point2(tface->uv[0]);
|
|
uv[1] = MT_Point2(tface->uv[1]);
|
|
uv[2] = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv[3] = MT_Point2(tface->uv[3]);
|
|
}
|
|
else {
|
|
// nothing at all
|
|
material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT));
|
|
material->mode = default_face_mode;
|
|
material->transp = TF_SOLID;
|
|
material->tile = 0;
|
|
}
|
|
unsigned int rgb[4];
|
|
GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
|
|
material->SetConversionRGB(rgb);
|
|
material->SetConversionUV(uv);
|
|
|
|
material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
|
|
if(validmat)
|
|
material->matname =(mat->id.name);
|
|
|
|
material->tface = tface;
|
|
material->material = mat;
|
|
return material;
|
|
}
|
|
|
|
|
|
static void BL_ComputeTriTangentSpace(const MT_Vector3 &v1, const MT_Vector3 &v2, const MT_Vector3 &v3,
|
|
const MT_Vector2 &uv1, const MT_Vector2 &uv2, const MT_Vector2 &uv3,
|
|
MFace* mface, MT_Vector3 *tan1, MT_Vector3 *tan2)
|
|
{
|
|
MT_Vector3 dx1(v2 - v1), dx2(v3 - v1);
|
|
MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1);
|
|
|
|
MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y());
|
|
duv1 *= r;
|
|
duv2 *= r;
|
|
MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2);
|
|
MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1);
|
|
|
|
tan1[mface->v1] += sdir;
|
|
tan1[mface->v2] += sdir;
|
|
tan1[mface->v3] += sdir;
|
|
|
|
tan2[mface->v1] += tdir;
|
|
tan2[mface->v2] += tdir;
|
|
tan2[mface->v3] += tdir;
|
|
}
|
|
|
|
static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh)
|
|
{
|
|
MFace* mface = static_cast<MFace*>(mesh->mface);
|
|
MTFace* tface = static_cast<MTFace*>(mesh->mtface);
|
|
|
|
MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert];
|
|
MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert];
|
|
|
|
unsigned int v;
|
|
for (v = 0; v < mesh->totvert; v++)
|
|
{
|
|
tan1[v] = MT_Vector3(0.0, 0.0, 0.0);
|
|
tan2[v] = MT_Vector3(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
for (unsigned int p = 0; p < mesh->totface; p++, mface++, tface++)
|
|
{
|
|
MT_Vector3 v1(mesh->mvert[mface->v1].co),
|
|
v2(mesh->mvert[mface->v2].co),
|
|
v3(mesh->mvert[mface->v3].co);
|
|
|
|
MT_Vector2 uv1(tface->uv[0]),
|
|
uv2(tface->uv[1]),
|
|
uv3(tface->uv[2]);
|
|
|
|
BL_ComputeTriTangentSpace(v1, v2, v3, uv1, uv2, uv3, mface, tan1, tan2);
|
|
if (mface->v4)
|
|
{
|
|
MT_Vector3 v4(mesh->mvert[mface->v4].co);
|
|
MT_Vector2 uv4(tface->uv[3]);
|
|
|
|
BL_ComputeTriTangentSpace(v1, v3, v4, uv1, uv3, uv4, mface, tan1, tan2);
|
|
}
|
|
}
|
|
|
|
MT_Vector4 *tangent = new MT_Vector4[mesh->totvert];
|
|
for (v = 0; v < mesh->totvert; v++)
|
|
{
|
|
const MT_Vector3 no(mesh->mvert[v].no[0]/32767.0,
|
|
mesh->mvert[v].no[1]/32767.0,
|
|
mesh->mvert[v].no[2]/32767.0);
|
|
// Gram-Schmidt orthogonalize
|
|
MT_Vector3 t(tan1[v] - no.cross(no.cross(tan1[v])));
|
|
if (!MT_fuzzyZero(t))
|
|
t /= t.length();
|
|
|
|
tangent[v].x() = t.x();
|
|
tangent[v].y() = t.y();
|
|
tangent[v].z() = t.z();
|
|
// Calculate handedness
|
|
tangent[v].w() = no.dot(tan1[v].cross(tan2[v])) < 0.0 ? -1.0 : 1.0;
|
|
}
|
|
|
|
delete [] tan1;
|
|
delete [] tan2;
|
|
|
|
return tangent;
|
|
}
|
|
|
|
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
|
|
{
|
|
RAS_MeshObject *meshobj;
|
|
bool skinMesh = false;
|
|
|
|
int lightlayer = blenderobj->lay;
|
|
|
|
MFace* mface = static_cast<MFace*>(mesh->mface);
|
|
MTFace* tface = static_cast<MTFace*>(mesh->mtface);
|
|
MCol* mmcol = mesh->mcol;
|
|
MT_assert(mface || mesh->totface == 0);
|
|
|
|
// Determine if we need to make a skinned mesh
|
|
if (mesh->dvert){
|
|
meshobj = new BL_SkinMeshObject(lightlayer);
|
|
skinMesh = true;
|
|
}
|
|
else {
|
|
meshobj = new RAS_MeshObject(lightlayer);
|
|
}
|
|
MT_Vector4 *tangent = 0;
|
|
if (tface)
|
|
tangent = BL_ComputeMeshTangentSpace(mesh);
|
|
|
|
meshobj->SetName(mesh->id.name);
|
|
|
|
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
|
|
|
|
for (int f=0;f<mesh->totface;f++,mface++)
|
|
{
|
|
|
|
bool collider = true;
|
|
|
|
// only add valid polygons
|
|
if (mface->v3)
|
|
{
|
|
MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
|
|
// rgb3 is set from the adjoint face in a square
|
|
unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
|
|
MT_Vector3 no0(mesh->mvert[mface->v1].no[0], mesh->mvert[mface->v1].no[1], mesh->mvert[mface->v1].no[2]),
|
|
no1(mesh->mvert[mface->v2].no[0], mesh->mvert[mface->v2].no[1], mesh->mvert[mface->v2].no[2]),
|
|
no2(mesh->mvert[mface->v3].no[0], mesh->mvert[mface->v3].no[1], mesh->mvert[mface->v3].no[2]),
|
|
no3(0.0, 0.0, 0.0);
|
|
MT_Point3 pt0(mesh->mvert[mface->v1].co),
|
|
pt1(mesh->mvert[mface->v2].co),
|
|
pt2(mesh->mvert[mface->v3].co),
|
|
pt3(0.0, 0.0, 0.0);
|
|
MT_Vector4 tan0(0.0, 0.0, 0.0, 0.0),
|
|
tan1(0.0, 0.0, 0.0, 0.0),
|
|
tan2(0.0, 0.0, 0.0, 0.0),
|
|
tan3(0.0, 0.0, 0.0, 0.0);
|
|
|
|
no0 /= 32767.0;
|
|
no1 /= 32767.0;
|
|
no2 /= 32767.0;
|
|
if (mface->v4)
|
|
{
|
|
pt3 = MT_Point3(mesh->mvert[mface->v4].co);
|
|
no3 = MT_Vector3(mesh->mvert[mface->v4].no[0], mesh->mvert[mface->v4].no[1], mesh->mvert[mface->v4].no[2]);
|
|
no3 /= 32767.0;
|
|
}
|
|
|
|
if(!(mface->flag & ME_SMOOTH))
|
|
{
|
|
MT_Vector3 norm = ((pt1-pt0).cross(pt2-pt0)).safe_normalized();
|
|
norm[0] = ((int) (10*norm[0]))/10.0;
|
|
norm[1] = ((int) (10*norm[1]))/10.0;
|
|
norm[2] = ((int) (10*norm[2]))/10.0;
|
|
no0=no1=no2=no3= norm;
|
|
|
|
}
|
|
|
|
{
|
|
Material* ma = 0;
|
|
bool polyvisible = true;
|
|
RAS_IPolyMaterial* polymat = NULL;
|
|
|
|
if(converter->GetMaterials())
|
|
{
|
|
if(mesh->totcol > 1)
|
|
ma = mesh->mat[mface->mat_nr];
|
|
else
|
|
ma = give_current_material(blenderobj, 1);
|
|
|
|
BL_Material *bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj);
|
|
// set the index were dealing with
|
|
bl_mat->material_index = (int)mface->mat_nr;
|
|
|
|
polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
|
|
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
|
|
|
|
polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
|
|
converter->RegisterBlenderMaterial(bl_mat);
|
|
|
|
unsigned int rgb[4];
|
|
bl_mat->GetConversionRGB(rgb);
|
|
rgb0 = rgb[0];
|
|
rgb1 = rgb[1];
|
|
rgb2 = rgb[2];
|
|
rgb3 = rgb[3];
|
|
MT_Point2 uv[4];
|
|
bl_mat->GetConversionUV(uv);
|
|
uv0 = uv[0];
|
|
uv1 = uv[1];
|
|
uv2 = uv[2];
|
|
uv3 = uv[3];
|
|
if(tangent){
|
|
tan0 = tangent[mface->v1];
|
|
tan1 = tangent[mface->v2];
|
|
tan2 = tangent[mface->v3];
|
|
if (mface->v4)
|
|
tan3 = tangent[mface->v4];
|
|
}
|
|
// this is needed to free up memory afterwards
|
|
converter->RegisterPolyMaterial(polymat);
|
|
}
|
|
else
|
|
{
|
|
ma = give_current_material(blenderobj, 1);
|
|
|
|
Image* bima = ((mesh->mtface && tface) ? (Image*) tface->tpage : NULL);
|
|
|
|
STR_String imastr =
|
|
((mesh->mtface && tface) ?
|
|
(bima? (bima)->id.name : "" ) : "" );
|
|
|
|
char transp=0;
|
|
short mode=0, tile=0;
|
|
int tilexrep=4,tileyrep = 4;
|
|
|
|
if (bima)
|
|
{
|
|
tilexrep = bima->xrep;
|
|
tileyrep = bima->yrep;
|
|
|
|
}
|
|
|
|
if (mesh->mtface && tface)
|
|
{
|
|
// Use texface colors if available
|
|
//TF_DYNAMIC means the polygon is a collision face
|
|
collider = ((tface->mode & TF_DYNAMIC) != 0);
|
|
transp = tface->transp;
|
|
tile = tface->tile;
|
|
mode = tface->mode;
|
|
|
|
polyvisible = !((tface->flag & TF_HIDE)||(tface->mode & TF_INVISIBLE));
|
|
|
|
uv0 = MT_Point2(tface->uv[0]);
|
|
uv1 = MT_Point2(tface->uv[1]);
|
|
uv2 = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv3 = MT_Point2(tface->uv[3]);
|
|
}
|
|
if (mmcol)
|
|
{
|
|
// Use vertex colours
|
|
rgb0 = KX_Mcol2uint_new(mmcol[0]);
|
|
rgb1 = KX_Mcol2uint_new(mmcol[1]);
|
|
rgb2 = KX_Mcol2uint_new(mmcol[2]);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_Mcol2uint_new(mmcol[3]);
|
|
}
|
|
else
|
|
{
|
|
// If there are no vertex colors OR texfaces,
|
|
// Initialize face to white and set COLLSION true and everything else FALSE
|
|
unsigned int colour = 0xFFFFFFFFL;
|
|
mode = default_face_mode;
|
|
transp = TF_SOLID;
|
|
tile = 0;
|
|
if (ma)
|
|
{
|
|
// If we have a material, take the default colour from the material.
|
|
union
|
|
{
|
|
unsigned char cp[4];
|
|
unsigned int integer;
|
|
} col_converter;
|
|
|
|
col_converter.cp[3] = (unsigned char) (ma->r*255.0);
|
|
col_converter.cp[2] = (unsigned char) (ma->g*255.0);
|
|
col_converter.cp[1] = (unsigned char) (ma->b*255.0);
|
|
col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
|
|
|
|
colour = col_converter.integer;
|
|
}
|
|
|
|
rgb0 = KX_rgbaint2uint_new(colour);
|
|
rgb1 = KX_rgbaint2uint_new(colour);
|
|
rgb2 = KX_rgbaint2uint_new(colour);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_rgbaint2uint_new(colour);
|
|
}
|
|
|
|
bool istriangle = (mface->v4==0);
|
|
bool zsort = ma?(ma->mode & MA_ZTRA) != 0:false;
|
|
|
|
polymat = new KX_PolygonMaterial(imastr, ma,
|
|
tile, tilexrep, tileyrep,
|
|
mode, transp, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mmcol);
|
|
|
|
if (ma)
|
|
{
|
|
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
|
|
polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
|
|
polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
|
|
|
|
} else
|
|
{
|
|
polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
|
|
polymat->m_shininess = 35.0;
|
|
}
|
|
// this is needed to free up memory afterwards
|
|
converter->RegisterPolyMaterial(polymat);
|
|
|
|
}
|
|
|
|
RAS_MaterialBucket* bucket = scene->FindBucket(polymat);
|
|
|
|
int nverts = mface->v4?4:3;
|
|
int vtxarray = meshobj->FindVertexArray(nverts,polymat);
|
|
RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
|
|
if (skinMesh) {
|
|
int d1, d2, d3, d4=0;
|
|
bool flat;
|
|
|
|
/* If the face is set to solid, all fnors are the same */
|
|
if (mface->flag & ME_SMOOTH)
|
|
flat = false;
|
|
else
|
|
flat = true;
|
|
|
|
d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat);
|
|
d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat);
|
|
d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
|
|
if (nverts==4)
|
|
d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
|
|
poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,tan0,rgb0,no0,d1,flat, polymat));
|
|
poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,tan1,rgb1,no1,d2,flat, polymat));
|
|
poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,tan2,rgb2,no2,d3,flat, polymat));
|
|
if (nverts==4)
|
|
poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,tan3,rgb3,no3,d4, flat,polymat));
|
|
}
|
|
else
|
|
{
|
|
poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,tan0,rgb0,no0,polymat,mface->v1));
|
|
poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,tan1,rgb1,no1,polymat,mface->v2));
|
|
poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,tan2,rgb2,no2,polymat,mface->v3));
|
|
if (nverts==4)
|
|
poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,tan3,rgb3,no3,polymat,mface->v4));
|
|
}
|
|
meshobj->AddPolygon(poly);
|
|
if (poly->IsCollider())
|
|
{
|
|
RAS_TriangleIndex idx;
|
|
idx.m_index[0] = mface->v1;
|
|
idx.m_index[1] = mface->v2;
|
|
idx.m_index[2] = mface->v3;
|
|
idx.m_collider = collider;
|
|
meshobj->m_triangle_indices.push_back(idx);
|
|
if (nverts==4)
|
|
{
|
|
idx.m_index[0] = mface->v1;
|
|
idx.m_index[1] = mface->v3;
|
|
idx.m_index[2] = mface->v4;
|
|
idx.m_collider = collider;
|
|
meshobj->m_triangle_indices.push_back(idx);
|
|
}
|
|
}
|
|
|
|
// poly->SetVisibleWireframeEdges(mface->edcode);
|
|
poly->SetCollider(collider);
|
|
}
|
|
}
|
|
if (tface)
|
|
tface++;
|
|
if (mmcol)
|
|
mmcol+=4;
|
|
}
|
|
meshobj->UpdateMaterialList();
|
|
|
|
|
|
|
|
// -----------------------------------
|
|
// pre calculate texture generation
|
|
for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
|
|
mit != meshobj->GetLastMaterial(); ++ mit) {
|
|
(*mit)->GetPolyMaterial()->OnConstruction();
|
|
}
|
|
|
|
if(tangent)
|
|
delete [] tangent;
|
|
|
|
|
|
return meshobj;
|
|
}
|
|
|
|
|
|
|
|
static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_MaterialProps *materialProps = new PHY_MaterialProps;
|
|
|
|
MT_assert(materialProps && "Create physics material properties failed");
|
|
|
|
Material* blendermat = give_current_material(blenderobject, 0);
|
|
|
|
if (blendermat)
|
|
{
|
|
MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f);
|
|
|
|
materialProps->m_restitution = blendermat->reflect;
|
|
materialProps->m_friction = blendermat->friction;
|
|
materialProps->m_fh_spring = blendermat->fh;
|
|
materialProps->m_fh_damping = blendermat->xyfrict;
|
|
materialProps->m_fh_distance = blendermat->fhdist;
|
|
materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0;
|
|
}
|
|
else {
|
|
//give some defaults
|
|
materialProps->m_restitution = 0.f;
|
|
materialProps->m_friction = 0.5;
|
|
materialProps->m_fh_spring = 0.f;
|
|
materialProps->m_fh_damping = 0.f;
|
|
materialProps->m_fh_distance = 0.f;
|
|
materialProps->m_fh_normal = false;
|
|
|
|
}
|
|
|
|
return materialProps;
|
|
}
|
|
|
|
static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
|
|
|
|
MT_assert(shapeProps);
|
|
|
|
shapeProps->m_mass = blenderobject->mass;
|
|
|
|
// This needs to be fixed in blender. For now, we use:
|
|
|
|
// in Blender, inertia stands for the size value which is equivalent to
|
|
// the sphere radius
|
|
shapeProps->m_inertia = blenderobject->formfactor;
|
|
|
|
MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
|
|
MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
|
|
|
|
shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
|
|
shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
|
|
|
|
shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0];
|
|
shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
|
|
shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2];
|
|
shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0);
|
|
|
|
shapeProps->m_do_fh = (blenderobject->gameflag & OB_DO_FH) != 0;
|
|
shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0;
|
|
|
|
return shapeProps;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
|
|
{
|
|
MVert *mvert;
|
|
BoundBox *bb;
|
|
MT_Point3 min, max;
|
|
float mloc[3], msize[3];
|
|
int a;
|
|
|
|
if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
|
|
bb= me->bb;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
if (!loc) loc= mloc;
|
|
if (!size) size= msize;
|
|
|
|
mvert= me->mvert;
|
|
for(a=0; a<me->totvert; a++, mvert++) {
|
|
DO_MINMAX(mvert->co, min, max);
|
|
}
|
|
|
|
if(me->totvert) {
|
|
loc[0]= (min[0]+max[0])/2.0;
|
|
loc[1]= (min[1]+max[1])/2.0;
|
|
loc[2]= (min[2]+max[2])/2.0;
|
|
|
|
size[0]= (max[0]-min[0])/2.0;
|
|
size[1]= (max[1]-min[1])/2.0;
|
|
size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= loc[0]-size[0];
|
|
bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= loc[0]+size[0];
|
|
|
|
bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= loc[1]-size[1];
|
|
bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= loc[1]+size[1];
|
|
|
|
bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= loc[2]-size[2];
|
|
bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= loc[2]+size[2];
|
|
|
|
float radius = 0;
|
|
for (a=0, mvert = me->mvert; a < me->totvert; a++, mvert++)
|
|
{
|
|
float vert_radius = MT_Vector3(mvert->co).length2();
|
|
if (vert_radius > radius)
|
|
radius = vert_radius;
|
|
}
|
|
return sqrt(radius);
|
|
}
|
|
|
|
|
|
|
|
|
|
static void my_tex_space_mesh(Mesh *me)
|
|
{
|
|
KeyBlock *kb;
|
|
float *fp, loc[3], size[3], min[3], max[3];
|
|
int a;
|
|
|
|
my_boundbox_mesh(me, loc, size);
|
|
|
|
if(me->texflag & AUTOSPACE) {
|
|
if(me->key) {
|
|
kb= me->key->refkey;
|
|
if (kb) {
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
fp= (float *)kb->data;
|
|
for(a=0; a<kb->totelem; a++, fp+=3) {
|
|
DO_MINMAX(fp, min, max);
|
|
}
|
|
if(kb->totelem) {
|
|
loc[0]= (min[0]+max[0])/2.0; loc[1]= (min[1]+max[1])/2.0; loc[2]= (min[2]+max[2])/2.0;
|
|
size[0]= (max[0]-min[0])/2.0; size[1]= (max[1]-min[1])/2.0; size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
VECCOPY(me->loc, loc);
|
|
VECCOPY(me->size, size);
|
|
me->rot[0]= me->rot[1]= me->rot[2]= 0.0;
|
|
|
|
if(me->size[0]==0.0) me->size[0]= 1.0;
|
|
else if(me->size[0]>0.0 && me->size[0]<0.00001) me->size[0]= 0.00001;
|
|
else if(me->size[0]<0.0 && me->size[0]> -0.00001) me->size[0]= -0.00001;
|
|
|
|
if(me->size[1]==0.0) me->size[1]= 1.0;
|
|
else if(me->size[1]>0.0 && me->size[1]<0.00001) me->size[1]= 0.00001;
|
|
else if(me->size[1]<0.0 && me->size[1]> -0.00001) me->size[1]= -0.00001;
|
|
|
|
if(me->size[2]==0.0) me->size[2]= 1.0;
|
|
else if(me->size[2]>0.0 && me->size[2]<0.00001) me->size[2]= 0.00001;
|
|
else if(me->size[2]<0.0 && me->size[2]> -0.00001) me->size[2]= -0.00001;
|
|
}
|
|
|
|
}
|
|
|
|
static void my_get_local_bounds(Object *ob, float *centre, float *size)
|
|
{
|
|
BoundBox *bb= NULL;
|
|
/* uses boundbox, function used by Ketsji */
|
|
switch (ob->type)
|
|
{
|
|
case OB_MESH:
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
if(bb==0)
|
|
{
|
|
my_tex_space_mesh((struct Mesh *)ob->data);
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
}
|
|
break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
case OB_FONT:
|
|
centre[0]= centre[1]= centre[2]= 0.0;
|
|
size[0] = size[1]=size[2]=0.0;
|
|
break;
|
|
case OB_MBALL:
|
|
bb= ob->bb;
|
|
break;
|
|
}
|
|
|
|
if(bb==NULL)
|
|
{
|
|
centre[0]= centre[1]= centre[2]= 0.0;
|
|
size[0] = size[1]=size[2]=1.0;
|
|
}
|
|
else
|
|
{
|
|
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
|
|
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
|
|
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
|
|
|
|
centre[0]= 0.5*(bb->vec[0][0] + bb->vec[4][0]);
|
|
centre[1]= 0.5*(bb->vec[0][1] + bb->vec[2][1]);
|
|
centre[2]= 0.5*(bb->vec[0][2] + bb->vec[1][2]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
|
|
struct Object* blenderobject,
|
|
RAS_MeshObject* meshobj,
|
|
KX_Scene* kxscene,
|
|
int activeLayerBitInfo,
|
|
e_PhysicsEngine physics_engine,
|
|
KX_BlenderSceneConverter *converter
|
|
)
|
|
|
|
{
|
|
//SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
|
//int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
|
|
//bool bRigidBody = (userigidbody == 0);
|
|
|
|
PHY_ShapeProps* shapeprops =
|
|
CreateShapePropsFromBlenderObject(blenderobject,
|
|
kxscene);
|
|
|
|
|
|
PHY_MaterialProps* smmaterial =
|
|
CreateMaterialFromBlenderObject(blenderobject, kxscene);
|
|
|
|
KX_ObjectProperties objprop;
|
|
if ((objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0))
|
|
{
|
|
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
|
|
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
|
|
objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
|
|
objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
|
|
} else {
|
|
objprop.m_dyna = false;
|
|
objprop.m_angular_rigidbody = false;
|
|
objprop.m_ghost = false;
|
|
objprop.m_disableSleeping = false;
|
|
}
|
|
//mmm, for now, taks this for the size of the dynamicobject
|
|
// Blender uses inertia for radius of dynamic object
|
|
objprop.m_radius = blenderobject->inertia;
|
|
objprop.m_in_active_layer = (blenderobject->lay & activeLayerBitInfo) != 0;
|
|
objprop.m_dynamic_parent=NULL;
|
|
objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
|
|
objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
|
|
|
|
KX_BoxBounds bb;
|
|
my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
|
|
if (blenderobject->gameflag & OB_BOUNDS)
|
|
{
|
|
switch (blenderobject->boundtype)
|
|
{
|
|
case OB_BOUND_BOX:
|
|
objprop.m_boundclass = KX_BOUNDBOX;
|
|
//mmm, has to be divided by 2 to be proper extends
|
|
objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
|
|
objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
|
|
objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
|
|
break;
|
|
case OB_BOUND_POLYT:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDPOLYTOPE;
|
|
break;
|
|
}
|
|
// Object is not a mesh... fall through OB_BOUND_POLYH to
|
|
// OB_BOUND_SPHERE
|
|
case OB_BOUND_POLYH:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDMESH;
|
|
break;
|
|
}
|
|
// Object is not a mesh... can't use polyheder.
|
|
// Fall through and become a sphere.
|
|
case OB_BOUND_SPHERE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDSPHERE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
|
|
break;
|
|
}
|
|
case OB_BOUND_CYLINDER:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCYLINDER;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
case OB_BOUND_CONE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCONE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// get Root Parent of blenderobject
|
|
struct Object* parent= blenderobject->parent;
|
|
while(parent && parent->parent) {
|
|
parent= parent->parent;
|
|
}
|
|
|
|
if (parent && (parent->gameflag & OB_DYNAMIC)) {
|
|
|
|
KX_GameObject *parentgameobject = converter->FindGameObject(parent);
|
|
objprop.m_dynamic_parent = parentgameobject;
|
|
|
|
}
|
|
|
|
objprop.m_concave = (blenderobject->boundtype & 4) != 0;
|
|
|
|
switch (physics_engine)
|
|
{
|
|
#ifdef USE_BULLET
|
|
case UseBullet:
|
|
KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
#endif
|
|
#ifdef USE_SUMO_SOLID
|
|
case UseSumo:
|
|
KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif
|
|
|
|
#ifdef USE_ODE
|
|
case UseODE:
|
|
KX_ConvertODEEngineObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif //USE_ODE
|
|
|
|
case UseDynamo:
|
|
//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
case UseNone:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static KX_LightObject *gamelight_from_blamp(Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
|
|
RAS_LightObject lightobj;
|
|
KX_LightObject *gamelight;
|
|
|
|
lightobj.m_att1 = la->att1;
|
|
lightobj.m_att2 = (la->mode & LA_QUAD)?la->att2:0.0;
|
|
lightobj.m_red = la->r;
|
|
lightobj.m_green = la->g;
|
|
lightobj.m_blue = la->b;
|
|
lightobj.m_distance = la->dist;
|
|
lightobj.m_energy = la->energy;
|
|
lightobj.m_layer = layerflag;
|
|
lightobj.m_spotblend = la->spotblend;
|
|
lightobj.m_spotsize = la->spotsize;
|
|
|
|
lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
|
|
lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
|
|
|
|
if (la->mode & LA_NEG)
|
|
{
|
|
lightobj.m_red = -lightobj.m_red;
|
|
lightobj.m_green = -lightobj.m_green;
|
|
lightobj.m_blue = -lightobj.m_blue;
|
|
}
|
|
|
|
if (la->type==LA_SUN) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
|
|
} else if (la->type==LA_SPOT) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
|
|
} else {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
|
|
}
|
|
|
|
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj);
|
|
BL_ConvertLampIpos(la, gamelight, converter);
|
|
|
|
return gamelight;
|
|
}
|
|
|
|
static KX_Camera *gamecamera_from_bcamera(Camera *ca, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
|
|
RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP);
|
|
KX_Camera *gamecamera;
|
|
|
|
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
|
|
gamecamera->SetName(ca->id.name + 2);
|
|
|
|
BL_ConvertCameraIpos(ca, gamecamera, converter);
|
|
|
|
return gamecamera;
|
|
}
|
|
|
|
static KX_GameObject *gameobject_from_blenderobject(
|
|
Object *ob,
|
|
KX_Scene *kxscene,
|
|
RAS_IRenderTools *rendertools,
|
|
KX_BlenderSceneConverter *converter,
|
|
Scene *blenderscene)
|
|
{
|
|
KX_GameObject *gameobj = NULL;
|
|
|
|
switch(ob->type)
|
|
{
|
|
case OB_LAMP:
|
|
{
|
|
KX_LightObject* gamelight= gamelight_from_blamp(static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
|
|
gameobj = gamelight;
|
|
|
|
gamelight->AddRef();
|
|
kxscene->GetLightList()->Add(gamelight);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_CAMERA:
|
|
{
|
|
KX_Camera* gamecamera = gamecamera_from_bcamera(static_cast<Camera*>(ob->data), kxscene, converter);
|
|
gameobj = gamecamera;
|
|
|
|
gamecamera->AddRef();
|
|
kxscene->AddCamera(gamecamera);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_MESH:
|
|
{
|
|
Mesh* mesh = static_cast<Mesh*>(ob->data);
|
|
RAS_MeshObject* meshobj = converter->FindGameMesh(mesh, ob->lay);
|
|
float centre[3], extents[3];
|
|
float radius = my_boundbox_mesh((Mesh*) ob->data, centre, extents);
|
|
|
|
if (!meshobj) {
|
|
meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter);
|
|
converter->RegisterGameMesh(meshobj, mesh);
|
|
}
|
|
|
|
// needed for python scripting
|
|
kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
|
|
gameobj = new BL_DeformableGameObject(kxscene,KX_Scene::m_callbacks);
|
|
|
|
// set transformation
|
|
gameobj->AddMesh(meshobj);
|
|
|
|
// for all objects: check whether they want to
|
|
// respond to updates
|
|
bool ignoreActivityCulling =
|
|
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
|
|
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
|
|
|
|
// If this is a skin object, make Skin Controller
|
|
if (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && ((Mesh*)ob->data)->dvert){
|
|
BL_SkinDeformer *dcont = new BL_SkinDeformer(ob, (BL_SkinMeshObject*)meshobj );
|
|
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
|
|
}
|
|
else if (((Mesh*)ob->data)->dvert){
|
|
BL_MeshDeformer *dcont = new BL_MeshDeformer(ob, (BL_SkinMeshObject*)meshobj );
|
|
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
|
|
}
|
|
|
|
MT_Point3 min = MT_Point3(centre) - MT_Vector3(extents);
|
|
MT_Point3 max = MT_Point3(centre) + MT_Vector3(extents);
|
|
SG_BBox bbox = SG_BBox(min, max);
|
|
gameobj->GetSGNode()->SetBBox(bbox);
|
|
gameobj->GetSGNode()->SetRadius(radius);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_ARMATURE:
|
|
{
|
|
gameobj = new BL_ArmatureObject(
|
|
kxscene,
|
|
KX_Scene::m_callbacks,
|
|
ob // handle
|
|
);
|
|
/* Get the current pose from the armature object and apply it as the rest pose */
|
|
break;
|
|
}
|
|
|
|
case OB_EMPTY:
|
|
{
|
|
gameobj = new KX_EmptyObject(kxscene,KX_Scene::m_callbacks);
|
|
// set transformation
|
|
break;
|
|
}
|
|
}
|
|
|
|
return gameobj;
|
|
}
|
|
|
|
struct parentChildLink {
|
|
struct Object* m_blenderchild;
|
|
SG_Node* m_gamechildnode;
|
|
};
|
|
|
|
/**
|
|
* Find the specified scene by name, or the first
|
|
* scene if nothing matches (shouldn't happen).
|
|
*/
|
|
static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scenename) {
|
|
Scene *sce;
|
|
|
|
for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
|
|
if (scenename == (sce->id.name+2))
|
|
return sce;
|
|
|
|
return (Scene*) maggie->scene.first;
|
|
}
|
|
|
|
|
|
// convert blender objects into ketsji gameobjects
|
|
void BL_ConvertBlenderObjects(struct Main* maggie,
|
|
const STR_String& scenename,
|
|
KX_Scene* kxscene,
|
|
KX_KetsjiEngine* ketsjiEngine,
|
|
e_PhysicsEngine physics_engine,
|
|
PyObject* pythondictionary,
|
|
SCA_IInputDevice* keydev,
|
|
RAS_IRenderTools* rendertools,
|
|
RAS_ICanvas* canvas,
|
|
KX_BlenderSceneConverter* converter,
|
|
bool alwaysUseExpandFraming
|
|
)
|
|
{
|
|
|
|
Scene *blenderscene = GetSceneForName(maggie, scenename);
|
|
|
|
// Get the frame settings of the canvas.
|
|
// Get the aspect ratio of the canvas as designed by the user.
|
|
|
|
RAS_FrameSettings::RAS_FrameType frame_type;
|
|
int aspect_width;
|
|
int aspect_height;
|
|
|
|
if (alwaysUseExpandFraming) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
aspect_width = canvas->GetWidth();
|
|
aspect_height = canvas->GetHeight();
|
|
} else {
|
|
if (blenderscene->framing.type == SCE_GAMEFRAMING_BARS) {
|
|
frame_type = RAS_FrameSettings::e_frame_bars;
|
|
} else if (blenderscene->framing.type == SCE_GAMEFRAMING_EXTEND) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
} else {
|
|
frame_type = RAS_FrameSettings::e_frame_scale;
|
|
}
|
|
|
|
aspect_width = blenderscene->r.xsch;
|
|
aspect_height = blenderscene->r.ysch;
|
|
}
|
|
|
|
RAS_FrameSettings frame_settings(
|
|
frame_type,
|
|
blenderscene->framing.col[0],
|
|
blenderscene->framing.col[1],
|
|
blenderscene->framing.col[2],
|
|
aspect_width,
|
|
aspect_height
|
|
);
|
|
kxscene->SetFramingType(frame_settings);
|
|
|
|
kxscene->SetGravity(MT_Vector3(0,0,(blenderscene->world != NULL) ? -blenderscene->world->gravity : -9.8));
|
|
|
|
/* set activity culling parameters */
|
|
if (blenderscene->world) {
|
|
kxscene->SetActivityCulling( (blenderscene->world->mode & WO_ACTIVITY_CULLING) != 0);
|
|
kxscene->SetActivityCullingRadius(blenderscene->world->activityBoxRadius);
|
|
} else {
|
|
kxscene->SetActivityCulling(false);
|
|
}
|
|
|
|
int activeLayerBitInfo = blenderscene->lay;
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
CListValue* templist = new CListValue();
|
|
CListValue* sumolist = new CListValue();
|
|
|
|
vector<parentChildLink> vec_parent_child;
|
|
|
|
CListValue* objectlist = kxscene->GetObjectList();
|
|
CListValue* parentlist = kxscene->GetRootParentList();
|
|
|
|
SCA_LogicManager* logicmgr = kxscene->GetLogicManager();
|
|
SCA_TimeEventManager* timemgr = kxscene->GetTimeEventManager();
|
|
|
|
CListValue* logicbrick_conversionlist = new CListValue();
|
|
|
|
SG_TreeFactory tf;
|
|
|
|
// Convert actions to actionmap
|
|
bAction *curAct;
|
|
for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next)
|
|
{
|
|
logicmgr->RegisterActionName(curAct->id.name, curAct);
|
|
}
|
|
|
|
SetDefaultFaceType(blenderscene);
|
|
|
|
Base *base = static_cast<Base*>(blenderscene->base.first);
|
|
while(base)
|
|
{
|
|
Object* blenderobject = base->object;
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
base->object,
|
|
kxscene,
|
|
rendertools,
|
|
converter,
|
|
blenderscene);
|
|
|
|
if (gameobj)
|
|
{
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
blenderobject->rot[0],
|
|
blenderobject->rot[1],
|
|
blenderobject->rot[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
BL_ConvertIpos(blenderobject,gameobj,converter);
|
|
// TODO: expand to multiple ipos per mesh
|
|
Material *mat = give_current_material(blenderobject, 1);
|
|
if(mat) BL_ConvertMaterialIpos(mat, gameobj, converter);
|
|
|
|
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name);
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
templist->Add(gameobj->AddRef());
|
|
|
|
// update children/parent hierarchy
|
|
if (blenderobject->parent != 0)
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks());
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
|
|
|
|
parentinversenode->AddChild(gameobj->GetSGNode());
|
|
}
|
|
|
|
// needed for python scripting
|
|
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
|
|
|
|
// needed for dynamic object morphing
|
|
logicmgr->RegisterGameObj(gameobj, blenderobject);
|
|
for (int i = 0; i < gameobj->GetMeshCount(); i++)
|
|
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
|
|
|
|
converter->RegisterGameObject(gameobj, blenderobject);
|
|
|
|
// this was put in rapidly, needs to be looked at more closely
|
|
// only draw/use objects in active 'blender' layers
|
|
|
|
logicbrick_conversionlist->Add(gameobj->AddRef());
|
|
|
|
if (isInActiveLayer)
|
|
{
|
|
objectlist->Add(gameobj->AddRef());
|
|
tf.Add(gameobj->GetSGNode());
|
|
|
|
gameobj->NodeUpdateGS(0,true);
|
|
gameobj->Bucketize();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base = base->next;
|
|
}
|
|
|
|
if (blenderscene->camera) {
|
|
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
|
|
|
|
kxscene->SetActiveCamera(gamecamera);
|
|
}
|
|
|
|
// Set up armatures
|
|
for (base = static_cast<Base*>(blenderscene->base.first); base; base=base->next){
|
|
if (base->object->type==OB_MESH){
|
|
Mesh *me = (Mesh*)base->object->data;
|
|
|
|
if (me->dvert){
|
|
KX_GameObject *obj = converter->FindGameObject(base->object);
|
|
|
|
if (base->object->parent && base->object->parent->type==OB_ARMATURE && base->object->partype==PARSKEL){
|
|
KX_GameObject *par = converter->FindGameObject(base->object->parent);
|
|
if (par)
|
|
((BL_SkinDeformer*)(((BL_DeformableGameObject*)obj)->m_pDeformer))->SetArmature((BL_ArmatureObject*) par);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// create hierarchy information
|
|
int i;
|
|
vector<parentChildLink>::iterator pcit;
|
|
|
|
for (pcit = vec_parent_child.begin();!(pcit==vec_parent_child.end());++pcit)
|
|
{
|
|
|
|
struct Object* blenderchild = pcit->m_blenderchild;
|
|
switch (blenderchild->partype)
|
|
{
|
|
case PARVERT1:
|
|
{
|
|
// creat a new vertex parent relationship for this node.
|
|
KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New();
|
|
pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation);
|
|
break;
|
|
}
|
|
case PARSLOW:
|
|
{
|
|
// creat a new slow parent relationship for this node.
|
|
KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf);
|
|
pcit->m_gamechildnode->SetParentRelation(slow_parent_relation);
|
|
break;
|
|
}
|
|
case PARBONE:
|
|
{
|
|
// parent this to a bone
|
|
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
|
|
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
|
|
pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
|
|
|
|
break;
|
|
}
|
|
case PARSKEL: // skinned - ignore
|
|
break;
|
|
case PAROBJECT:
|
|
case PARCURVE:
|
|
case PARKEY:
|
|
case PARVERT3:
|
|
default:
|
|
// unhandled
|
|
break;
|
|
}
|
|
|
|
struct Object* blenderparent = blenderchild->parent;
|
|
KX_GameObject* parentobj = converter->FindGameObject(blenderparent);
|
|
if (parentobj)
|
|
{
|
|
parentobj-> GetSGNode()->AddChild(pcit->m_gamechildnode);
|
|
}
|
|
}
|
|
vec_parent_child.clear();
|
|
|
|
// find 'root' parents (object that has not parents in SceneGraph)
|
|
for (i=0;i<templist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) templist->GetValue(i);
|
|
if (gameobj->GetSGNode()->GetSGParent() == 0)
|
|
{
|
|
parentlist->Add(gameobj->AddRef());
|
|
gameobj->NodeUpdateGS(0,true);
|
|
}
|
|
}
|
|
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
RAS_MeshObject* meshobj = 0;
|
|
|
|
if (nummeshes > 0)
|
|
{
|
|
meshobj = gameobj->GetMesh(0);
|
|
}
|
|
|
|
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,activeLayerBitInfo,physics_engine,converter);
|
|
|
|
}
|
|
|
|
templist->Release();
|
|
sumolist->Release();
|
|
|
|
|
|
int executePriority=0; /* incremented by converter routines */
|
|
|
|
// convert global sound stuff
|
|
|
|
/* XXX, glob is the very very wrong place for this
|
|
* to be, re-enable once the listener has been moved into
|
|
* the scene. */
|
|
#if 1
|
|
SND_Scene* soundscene = kxscene->GetSoundScene();
|
|
SND_SoundListener* listener = soundscene->GetListener();
|
|
if (listener && G.listener)
|
|
{
|
|
listener->SetDopplerFactor(G.listener->dopplerfactor);
|
|
listener->SetDopplerVelocity(G.listener->dopplervelocity);
|
|
listener->SetGain(G.listener->gain);
|
|
}
|
|
#endif
|
|
|
|
// convert world
|
|
KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene->world);
|
|
converter->RegisterWorldInfo(worldinfo);
|
|
kxscene->SetWorldInfo(worldinfo);
|
|
|
|
#define CONVERT_LOGIC
|
|
#ifdef CONVERT_LOGIC
|
|
// convert logic bricks, sensors, controllers and actuators
|
|
for (i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
|
|
BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, activeLayerBitInfo,isInActiveLayer,rendertools,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
|
|
BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,activeLayerBitInfo,isInActiveLayer,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
|
|
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,activeLayerBitInfo,isInActiveLayer,canvas,converter);
|
|
}
|
|
#endif //CONVERT_LOGIC
|
|
|
|
logicbrick_conversionlist->Release();
|
|
|
|
// Calculate the scene btree -
|
|
// too slow - commented out.
|
|
//kxscene->SetNodeTree(tf.MakeTree());
|
|
}
|
|
|