2011-02-23 10:52:22 +00:00
/*
2010-09-04 19:06:15 +00:00
* * * * * * 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 * * * * *
* Convert blender data to ketsji
*/
2011-02-25 13:30:41 +00:00
/** \file gameengine/Converter/BL_BlenderDataConversion.cpp
* \ ingroup bgeconv
*/
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# ifdef _MSC_VER
# pragma warning (disable:4786)
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# endif
# include <math.h>
2013-03-02 18:05:52 +00:00
# include <vector>
# include <algorithm>
2010-09-04 19:06:15 +00:00
# include "BL_BlenderDataConversion.h"
# include "KX_BlenderScalarInterpolator.h"
# include "RAS_IPolygonMaterial.h"
// Expressions
# include "ListValue.h"
# include "IntValue.h"
// Collision & Fuzzics LTD
# include "PHY_Pro.h"
# include "KX_Scene.h"
# include "KX_GameObject.h"
# include "RAS_FramingManager.h"
# include "RAS_MeshObject.h"
# include "KX_ConvertActuators.h"
# include "KX_ConvertControllers.h"
# include "KX_ConvertSensors.h"
# include "SCA_LogicManager.h"
# include "SCA_EventManager.h"
# include "SCA_TimeEventManager.h"
# include "KX_Light.h"
# include "KX_Camera.h"
# include "KX_EmptyObject.h"
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
# include "KX_FontObject.h"
2010-09-04 19:06:15 +00:00
# include "MT_Point3.h"
# include "MT_Transform.h"
# include "MT_MinMax.h"
# include "SCA_IInputDevice.h"
# include "RAS_TexMatrix.h"
# include "RAS_ICanvas.h"
# include "RAS_MaterialBucket.h"
//#include "KX_BlenderPolyMaterial.h"
# include "RAS_Polygon.h"
# include "RAS_TexVert.h"
# include "RAS_BucketManager.h"
# include "BL_Material.h"
# include "KX_BlenderMaterial.h"
# include "BL_Texture.h"
# include "DNA_action_types.h"
# include "BKE_main.h"
# include "BKE_global.h"
# include "BKE_object.h"
# include "BL_ModifierDeformer.h"
# include "BL_ShapeDeformer.h"
# include "BL_SkinDeformer.h"
# include "BL_MeshDeformer.h"
# include "KX_SoftBodyDeformer.h"
//#include "BL_ArmatureController.h"
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# include "BLI_utildefines.h"
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# include "BLI_listbase.h"
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# include "BlenderWorldInfo.h"
# include "KX_KetsjiEngine.h"
# include "KX_BlenderSceneConverter.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_object_types.h"
# include "DNA_material_types.h"
# include "DNA_texture_types.h"
# include "DNA_image_types.h"
# include "DNA_lamp_types.h"
# include "DNA_group_types.h"
# include "DNA_scene_types.h"
# include "DNA_camera_types.h"
# include "DNA_property_types.h"
# include "DNA_text_types.h"
# include "DNA_sensor_types.h"
# include "DNA_controller_types.h"
# include "DNA_actuator_types.h"
# include "DNA_mesh_types.h"
# include "DNA_meshdata_types.h"
# include "DNA_view3d_types.h"
# include "DNA_world_types.h"
# include "DNA_sound_types.h"
# include "DNA_key_types.h"
# include "DNA_armature_types.h"
# include "DNA_object_force.h"
# include "MEM_guardedalloc.h"
2011-01-07 19:18:31 +00:00
2010-09-04 19:06:15 +00:00
# include "BKE_key.h"
# include "BKE_mesh.h"
# include "MT_Point3.h"
# include "BLI_math.h"
extern " C " {
# include "BKE_scene.h"
# include "BKE_customdata.h"
# include "BKE_cdderivedmesh.h"
# include "BKE_DerivedMesh.h"
2011-05-17 16:20:07 +00:00
# include "BKE_material.h" /* give_current_material */
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
# include "BKE_image.h"
# include "IMB_imbuf_types.h"
2011-05-17 16:20:07 +00:00
extern Material defmaterial ; /* material.c */
2010-09-04 19:06:15 +00:00
}
/* end of blender include block */
# include "KX_BlenderInputDevice.h"
# include "KX_ConvertProperties.h"
# include "KX_HashedPtr.h"
# include "KX_ScalarInterpolator.h"
# include "KX_IpoConvert.h"
2011-05-06 20:18:42 +00:00
# include "BL_System.h"
2010-09-04 19:06:15 +00:00
# include "SG_Node.h"
# include "SG_BBox.h"
# include "SG_Tree.h"
# include "KX_ConvertPhysicsObject.h"
2013-01-23 07:26:39 +00:00
# ifdef WITH_BULLET
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# include "CcdPhysicsEnvironment.h"
# include "CcdGraphicController.h"
# endif
# include "KX_MotionState.h"
// This file defines relationships between parents and children
// in the game engine.
# include "KX_SG_NodeRelationships.h"
# include "KX_SG_BoneParentNodeRelationship.h"
# include "BL_ArmatureObject.h"
# include "BL_DeformableGameObject.h"
2010-05-31 22:35:22 +00:00
# include "KX_NavMeshObject.h"
2010-06-04 23:29:49 +00:00
# include "KX_ObstacleSimulation.h"
2010-05-19 01:42:17 +00:00
2010-09-04 19:06:15 +00:00
# ifdef __cplusplus
extern " C " {
# endif
//XXX void update_for_newframe();
2012-05-05 14:33:36 +00:00
//void BKE_scene_update_for_newframe(struct Scene *sce, unsigned int lay);
2010-09-04 19:06:15 +00:00
//void do_all_data_ipos(void);
# ifdef __cplusplus
}
# endif
2012-12-22 05:38:32 +00:00
# include "BLI_threads.h"
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
static bool default_light_mode = 0 ;
2010-09-04 19:06:15 +00:00
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
static std : : map < int , SCA_IInputDevice : : KX_EnumInputs > create_translate_table ( )
{
std : : map < int , SCA_IInputDevice : : KX_EnumInputs > m ;
/* The reverse table. In order to not confuse ourselves, we */
/* immediately convert all events that come in to KX codes. */
m [ LEFTMOUSE ] = SCA_IInputDevice : : KX_LEFTMOUSE ;
m [ MIDDLEMOUSE ] = SCA_IInputDevice : : KX_MIDDLEMOUSE ;
m [ RIGHTMOUSE ] = SCA_IInputDevice : : KX_RIGHTMOUSE ;
m [ WHEELUPMOUSE ] = SCA_IInputDevice : : KX_WHEELUPMOUSE ;
m [ WHEELDOWNMOUSE ] = SCA_IInputDevice : : KX_WHEELDOWNMOUSE ;
m [ MOUSEX ] = SCA_IInputDevice : : KX_MOUSEX ;
m [ MOUSEY ] = SCA_IInputDevice : : KX_MOUSEY ;
// TIMERS
m [ TIMER0 ] = SCA_IInputDevice : : KX_TIMER0 ;
m [ TIMER1 ] = SCA_IInputDevice : : KX_TIMER1 ;
m [ TIMER2 ] = SCA_IInputDevice : : KX_TIMER2 ;
// SYSTEM
2012-09-16 04:58:18 +00:00
#if 0
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
/* **** XXX **** */
m [ KEYBD ] = SCA_IInputDevice : : KX_KEYBD ;
m [ RAWKEYBD ] = SCA_IInputDevice : : KX_RAWKEYBD ;
m [ REDRAW ] = SCA_IInputDevice : : KX_REDRAW ;
m [ INPUTCHANGE ] = SCA_IInputDevice : : KX_INPUTCHANGE ;
m [ QFULL ] = SCA_IInputDevice : : KX_QFULL ;
m [ WINFREEZE ] = SCA_IInputDevice : : KX_WINFREEZE ;
m [ WINTHAW ] = SCA_IInputDevice : : KX_WINTHAW ;
m [ WINCLOSE ] = SCA_IInputDevice : : KX_WINCLOSE ;
m [ WINQUIT ] = SCA_IInputDevice : : KX_WINQUIT ;
m [ Q_FIRSTTIME ] = SCA_IInputDevice : : KX_Q_FIRSTTIME ;
/* **** XXX **** */
2012-09-16 04:58:18 +00:00
# endif
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
// standard keyboard
m [ AKEY ] = SCA_IInputDevice : : KX_AKEY ;
m [ BKEY ] = SCA_IInputDevice : : KX_BKEY ;
m [ CKEY ] = SCA_IInputDevice : : KX_CKEY ;
m [ DKEY ] = SCA_IInputDevice : : KX_DKEY ;
m [ EKEY ] = SCA_IInputDevice : : KX_EKEY ;
m [ FKEY ] = SCA_IInputDevice : : KX_FKEY ;
m [ GKEY ] = SCA_IInputDevice : : KX_GKEY ;
//XXX clean up
# ifdef WIN32
# define HKEY 'h'
# endif
m [ HKEY ] = SCA_IInputDevice : : KX_HKEY ;
//XXX clean up
# ifdef WIN32
# undef HKEY
# endif
m [ IKEY ] = SCA_IInputDevice : : KX_IKEY ;
m [ JKEY ] = SCA_IInputDevice : : KX_JKEY ;
m [ KKEY ] = SCA_IInputDevice : : KX_KKEY ;
m [ LKEY ] = SCA_IInputDevice : : KX_LKEY ;
m [ MKEY ] = SCA_IInputDevice : : KX_MKEY ;
m [ NKEY ] = SCA_IInputDevice : : KX_NKEY ;
m [ OKEY ] = SCA_IInputDevice : : KX_OKEY ;
m [ PKEY ] = SCA_IInputDevice : : KX_PKEY ;
m [ QKEY ] = SCA_IInputDevice : : KX_QKEY ;
m [ RKEY ] = SCA_IInputDevice : : KX_RKEY ;
m [ SKEY ] = SCA_IInputDevice : : KX_SKEY ;
m [ TKEY ] = SCA_IInputDevice : : KX_TKEY ;
m [ UKEY ] = SCA_IInputDevice : : KX_UKEY ;
m [ VKEY ] = SCA_IInputDevice : : KX_VKEY ;
m [ WKEY ] = SCA_IInputDevice : : KX_WKEY ;
m [ XKEY ] = SCA_IInputDevice : : KX_XKEY ;
m [ YKEY ] = SCA_IInputDevice : : KX_YKEY ;
m [ ZKEY ] = SCA_IInputDevice : : KX_ZKEY ;
m [ ZEROKEY ] = SCA_IInputDevice : : KX_ZEROKEY ;
m [ ONEKEY ] = SCA_IInputDevice : : KX_ONEKEY ;
m [ TWOKEY ] = SCA_IInputDevice : : KX_TWOKEY ;
m [ THREEKEY ] = SCA_IInputDevice : : KX_THREEKEY ;
m [ FOURKEY ] = SCA_IInputDevice : : KX_FOURKEY ;
m [ FIVEKEY ] = SCA_IInputDevice : : KX_FIVEKEY ;
m [ SIXKEY ] = SCA_IInputDevice : : KX_SIXKEY ;
m [ SEVENKEY ] = SCA_IInputDevice : : KX_SEVENKEY ;
m [ EIGHTKEY ] = SCA_IInputDevice : : KX_EIGHTKEY ;
m [ NINEKEY ] = SCA_IInputDevice : : KX_NINEKEY ;
m [ CAPSLOCKKEY ] = SCA_IInputDevice : : KX_CAPSLOCKKEY ;
m [ LEFTCTRLKEY ] = SCA_IInputDevice : : KX_LEFTCTRLKEY ;
m [ LEFTALTKEY ] = SCA_IInputDevice : : KX_LEFTALTKEY ;
m [ RIGHTALTKEY ] = SCA_IInputDevice : : KX_RIGHTALTKEY ;
m [ RIGHTCTRLKEY ] = SCA_IInputDevice : : KX_RIGHTCTRLKEY ;
m [ RIGHTSHIFTKEY ] = SCA_IInputDevice : : KX_RIGHTSHIFTKEY ;
m [ LEFTSHIFTKEY ] = SCA_IInputDevice : : KX_LEFTSHIFTKEY ;
m [ ESCKEY ] = SCA_IInputDevice : : KX_ESCKEY ;
m [ TABKEY ] = SCA_IInputDevice : : KX_TABKEY ;
m [ RETKEY ] = SCA_IInputDevice : : KX_RETKEY ;
m [ SPACEKEY ] = SCA_IInputDevice : : KX_SPACEKEY ;
m [ LINEFEEDKEY ] = SCA_IInputDevice : : KX_LINEFEEDKEY ;
m [ BACKSPACEKEY ] = SCA_IInputDevice : : KX_BACKSPACEKEY ;
m [ DELKEY ] = SCA_IInputDevice : : KX_DELKEY ;
m [ SEMICOLONKEY ] = SCA_IInputDevice : : KX_SEMICOLONKEY ;
m [ PERIODKEY ] = SCA_IInputDevice : : KX_PERIODKEY ;
m [ COMMAKEY ] = SCA_IInputDevice : : KX_COMMAKEY ;
m [ QUOTEKEY ] = SCA_IInputDevice : : KX_QUOTEKEY ;
m [ ACCENTGRAVEKEY ] = SCA_IInputDevice : : KX_ACCENTGRAVEKEY ;
m [ MINUSKEY ] = SCA_IInputDevice : : KX_MINUSKEY ;
m [ SLASHKEY ] = SCA_IInputDevice : : KX_SLASHKEY ;
m [ BACKSLASHKEY ] = SCA_IInputDevice : : KX_BACKSLASHKEY ;
m [ EQUALKEY ] = SCA_IInputDevice : : KX_EQUALKEY ;
m [ LEFTBRACKETKEY ] = SCA_IInputDevice : : KX_LEFTBRACKETKEY ;
m [ RIGHTBRACKETKEY ] = SCA_IInputDevice : : KX_RIGHTBRACKETKEY ;
m [ LEFTARROWKEY ] = SCA_IInputDevice : : KX_LEFTARROWKEY ;
m [ DOWNARROWKEY ] = SCA_IInputDevice : : KX_DOWNARROWKEY ;
m [ RIGHTARROWKEY ] = SCA_IInputDevice : : KX_RIGHTARROWKEY ;
m [ UPARROWKEY ] = SCA_IInputDevice : : KX_UPARROWKEY ;
m [ PAD2 ] = SCA_IInputDevice : : KX_PAD2 ;
m [ PAD4 ] = SCA_IInputDevice : : KX_PAD4 ;
m [ PAD6 ] = SCA_IInputDevice : : KX_PAD6 ;
m [ PAD8 ] = SCA_IInputDevice : : KX_PAD8 ;
m [ PAD1 ] = SCA_IInputDevice : : KX_PAD1 ;
m [ PAD3 ] = SCA_IInputDevice : : KX_PAD3 ;
m [ PAD5 ] = SCA_IInputDevice : : KX_PAD5 ;
m [ PAD7 ] = SCA_IInputDevice : : KX_PAD7 ;
m [ PAD9 ] = SCA_IInputDevice : : KX_PAD9 ;
m [ PADPERIOD ] = SCA_IInputDevice : : KX_PADPERIOD ;
m [ PADSLASHKEY ] = SCA_IInputDevice : : KX_PADSLASHKEY ;
m [ PADASTERKEY ] = SCA_IInputDevice : : KX_PADASTERKEY ;
m [ PAD0 ] = SCA_IInputDevice : : KX_PAD0 ;
m [ PADMINUS ] = SCA_IInputDevice : : KX_PADMINUS ;
m [ PADENTER ] = SCA_IInputDevice : : KX_PADENTER ;
m [ PADPLUSKEY ] = SCA_IInputDevice : : KX_PADPLUSKEY ;
m [ F1KEY ] = SCA_IInputDevice : : KX_F1KEY ;
m [ F2KEY ] = SCA_IInputDevice : : KX_F2KEY ;
m [ F3KEY ] = SCA_IInputDevice : : KX_F3KEY ;
m [ F4KEY ] = SCA_IInputDevice : : KX_F4KEY ;
m [ F5KEY ] = SCA_IInputDevice : : KX_F5KEY ;
m [ F6KEY ] = SCA_IInputDevice : : KX_F6KEY ;
m [ F7KEY ] = SCA_IInputDevice : : KX_F7KEY ;
m [ F8KEY ] = SCA_IInputDevice : : KX_F8KEY ;
m [ F9KEY ] = SCA_IInputDevice : : KX_F9KEY ;
m [ F10KEY ] = SCA_IInputDevice : : KX_F10KEY ;
m [ F11KEY ] = SCA_IInputDevice : : KX_F11KEY ;
m [ F12KEY ] = SCA_IInputDevice : : KX_F12KEY ;
m [ F13KEY ] = SCA_IInputDevice : : KX_F13KEY ;
m [ F14KEY ] = SCA_IInputDevice : : KX_F14KEY ;
m [ F15KEY ] = SCA_IInputDevice : : KX_F15KEY ;
m [ F16KEY ] = SCA_IInputDevice : : KX_F16KEY ;
m [ F17KEY ] = SCA_IInputDevice : : KX_F17KEY ;
m [ F18KEY ] = SCA_IInputDevice : : KX_F18KEY ;
m [ F19KEY ] = SCA_IInputDevice : : KX_F19KEY ;
2013-06-20 03:22:55 +00:00
m [ OSKEY ] = SCA_IInputDevice : : KX_OSKEY ;
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
m [ PAUSEKEY ] = SCA_IInputDevice : : KX_PAUSEKEY ;
m [ INSERTKEY ] = SCA_IInputDevice : : KX_INSERTKEY ;
m [ HOMEKEY ] = SCA_IInputDevice : : KX_HOMEKEY ;
m [ PAGEUPKEY ] = SCA_IInputDevice : : KX_PAGEUPKEY ;
m [ PAGEDOWNKEY ] = SCA_IInputDevice : : KX_PAGEDOWNKEY ;
m [ ENDKEY ] = SCA_IInputDevice : : KX_ENDKEY ;
return m ;
}
static std : : map < int , SCA_IInputDevice : : KX_EnumInputs > gReverseKeyTranslateTable = create_translate_table ( ) ;
2010-09-04 19:06:15 +00:00
static unsigned int KX_rgbaint2uint_new ( unsigned int icol )
{
union
{
unsigned int integer ;
unsigned char cp [ 4 ] ;
} out_color , in_color ;
in_color . integer = icol ;
out_color . cp [ 0 ] = in_color . cp [ 3 ] ; // red
out_color . cp [ 1 ] = in_color . cp [ 2 ] ; // green
out_color . cp [ 2 ] = in_color . cp [ 1 ] ; // blue
out_color . cp [ 3 ] = in_color . cp [ 0 ] ; // alpha
return out_color . integer ;
}
/* Now the real converting starts... */
static unsigned int KX_Mcol2uint_new ( MCol col )
{
/* color has to be converted without endian sensitivity. So no shifting! */
union
{
MCol col ;
unsigned int integer ;
unsigned char cp [ 4 ] ;
} out_color , in_color ;
in_color . col = col ;
out_color . cp [ 0 ] = in_color . cp [ 3 ] ; // red
out_color . cp [ 1 ] = in_color . cp [ 2 ] ; // green
out_color . cp [ 2 ] = in_color . cp [ 1 ] ; // blue
out_color . cp [ 3 ] = in_color . cp [ 0 ] ; // alpha
return out_color . integer ;
}
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
static void SetDefaultLightMode ( Scene * scene )
2010-09-04 19:06:15 +00:00
{
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
default_light_mode = false ;
2010-12-17 15:37:59 +00:00
Scene * sce_iter ;
2010-09-04 19:06:15 +00:00
Base * base ;
2012-03-24 07:52:14 +00:00
for ( SETLOOPER ( scene , sce_iter , base ) )
2010-09-04 19:06:15 +00:00
{
if ( base - > object - > type = = OB_LAMP )
{
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
default_light_mode = true ;
2010-09-04 19:06:15 +00:00
return ;
}
}
}
2013-03-21 23:11:52 +00:00
static bool GetMaterialUseVColor ( Material * ma , const bool glslmat )
{
if ( ma ) {
2013-03-21 23:20:46 +00:00
/* glsl uses vertex colors, otherwise use material setting
* defmaterial doesn ' t have VERTEXCOLP as default [ # 34505 ] */
return ( glslmat | | ma = = & defmaterial | | ( ma - > mode & MA_VERTEXCOLP ) ! = 0 ) ;
2013-03-21 23:11:52 +00:00
}
else {
/* no material, use vertex colors */
return true ;
}
}
2010-09-04 19:06:15 +00:00
// --
2013-03-21 23:11:52 +00:00
static void GetRGB (
const bool use_vcol ,
MFace * mface ,
MCol * mmcol ,
Material * mat ,
unsigned int c [ 4 ] )
2010-09-04 19:06:15 +00:00
{
unsigned int color = 0xFFFFFFFFL ;
2013-03-21 23:11:52 +00:00
if ( use_vcol = = true ) {
if ( mmcol ) {
c [ 0 ] = KX_Mcol2uint_new ( mmcol [ 0 ] ) ;
c [ 1 ] = KX_Mcol2uint_new ( mmcol [ 1 ] ) ;
c [ 2 ] = KX_Mcol2uint_new ( mmcol [ 2 ] ) ;
2010-09-04 19:06:15 +00:00
if ( mface - > v4 )
2013-03-21 23:11:52 +00:00
c [ 3 ] = KX_Mcol2uint_new ( mmcol [ 3 ] ) ;
}
else { // backup white
2012-12-18 20:56:25 +00:00
c [ 0 ] = KX_rgbaint2uint_new ( color ) ;
c [ 1 ] = KX_rgbaint2uint_new ( color ) ;
c [ 2 ] = KX_rgbaint2uint_new ( color ) ;
2010-09-04 19:06:15 +00:00
if ( mface - > v4 )
2013-03-21 23:11:52 +00:00
c [ 3 ] = KX_rgbaint2uint_new ( color ) ;
}
2010-09-04 19:06:15 +00:00
}
2013-03-21 23:11:52 +00:00
else {
/* material rgba */
if ( mat ) {
union {
unsigned char cp [ 4 ] ;
unsigned int integer ;
} col_converter ;
col_converter . cp [ 3 ] = ( unsigned char ) ( mat - > r * 255.0f ) ;
col_converter . cp [ 2 ] = ( unsigned char ) ( mat - > g * 255.0f ) ;
col_converter . cp [ 1 ] = ( unsigned char ) ( mat - > b * 255.0f ) ;
col_converter . cp [ 0 ] = ( unsigned char ) ( mat - > alpha * 255.0f ) ;
color = col_converter . integer ;
}
c [ 0 ] = KX_rgbaint2uint_new ( color ) ;
c [ 1 ] = KX_rgbaint2uint_new ( color ) ;
c [ 2 ] = KX_rgbaint2uint_new ( color ) ;
if ( mface - > v4 ) {
c [ 3 ] = KX_rgbaint2uint_new ( color ) ;
}
}
#if 0 /* white, unused */
{
c [ 0 ] = KX_rgbaint2uint_new ( color ) ;
c [ 1 ] = KX_rgbaint2uint_new ( color ) ;
c [ 2 ] = KX_rgbaint2uint_new ( color ) ;
if ( mface - > v4 )
c [ 3 ] = KX_rgbaint2uint_new ( color ) ;
}
# endif
2010-09-04 19:06:15 +00:00
}
2012-06-06 22:38:39 +00:00
typedef struct MTF_localLayer {
2010-09-04 19:06:15 +00:00
MTFace * face ;
const char * name ;
2012-06-06 22:38:39 +00:00
} MTF_localLayer ;
2010-09-04 19:06:15 +00:00
2012-12-18 20:56:25 +00:00
static void GetUVs ( BL_Material * material , MTF_localLayer * layers , MFace * mface , MTFace * tface , MT_Point2 uvs [ 4 ] [ MAXTEX ] )
2012-11-11 01:54:30 +00:00
{
2012-12-18 20:56:25 +00:00
int unit = 0 ;
if ( tface )
{
uvs [ 0 ] [ 0 ] . setValue ( tface - > uv [ 0 ] ) ;
uvs [ 1 ] [ 0 ] . setValue ( tface - > uv [ 1 ] ) ;
uvs [ 2 ] [ 0 ] . setValue ( tface - > uv [ 2 ] ) ;
if ( mface - > v4 )
uvs [ 3 ] [ 0 ] . setValue ( tface - > uv [ 3 ] ) ;
2012-11-11 01:54:30 +00:00
}
2012-12-18 20:56:25 +00:00
else
{
uvs [ 0 ] [ 0 ] = uvs [ 1 ] [ 0 ] = uvs [ 2 ] [ 0 ] = uvs [ 3 ] [ 0 ] = MT_Point2 ( 0.f , 0.f ) ;
}
2013-03-02 18:05:52 +00:00
vector < STR_String > found_layers ;
2012-12-18 20:56:25 +00:00
for ( int vind = 0 ; vind < MAXTEX ; vind + + )
{
BL_Mapping & map = material - > mapping [ vind ] ;
2012-11-11 01:54:30 +00:00
2012-12-18 20:56:25 +00:00
if ( ! ( map . mapping & USEUV ) ) continue ;
2012-11-11 01:54:30 +00:00
2013-03-02 18:05:52 +00:00
if ( std : : find ( found_layers . begin ( ) , found_layers . end ( ) , map . uvCoName ) ! = found_layers . end ( ) )
continue ;
2012-12-18 20:56:25 +00:00
//If no UVSet is specified, try grabbing one from the UV/Image editor
if ( map . uvCoName . IsEmpty ( ) & & tface )
{
uvs [ 0 ] [ unit ] . setValue ( tface - > uv [ 0 ] ) ;
uvs [ 1 ] [ unit ] . setValue ( tface - > uv [ 1 ] ) ;
uvs [ 2 ] [ unit ] . setValue ( tface - > uv [ 2 ] ) ;
2012-11-11 01:54:30 +00:00
2012-12-18 20:56:25 +00:00
if ( mface - > v4 )
uvs [ 3 ] [ unit ] . setValue ( tface - > uv [ 3 ] ) ;
+ + unit ;
continue ;
}
for ( int lay = 0 ; lay < MAX_MTFACE ; lay + + )
{
MTF_localLayer & layer = layers [ lay ] ;
if ( layer . face = = 0 ) break ;
if ( map . uvCoName . IsEmpty ( ) | | strcmp ( map . uvCoName . ReadPtr ( ) , layer . name ) = = 0 )
{
uvs [ 0 ] [ unit ] . setValue ( layer . face - > uv [ 0 ] ) ;
uvs [ 1 ] [ unit ] . setValue ( layer . face - > uv [ 1 ] ) ;
uvs [ 2 ] [ unit ] . setValue ( layer . face - > uv [ 2 ] ) ;
if ( mface - > v4 )
uvs [ 3 ] [ unit ] . setValue ( layer . face - > uv [ 3 ] ) ;
else
uvs [ 3 ] [ unit ] . setValue ( 0.0f , 0.0f ) ;
+ + unit ;
2013-03-02 18:05:52 +00:00
found_layers . push_back ( map . uvCoName ) ;
2012-12-18 20:56:25 +00:00
break ;
}
2012-11-11 01:54:30 +00:00
}
}
}
2010-09-04 19:06:15 +00:00
// ------------------------------------
2012-09-16 00:22:55 +00:00
static bool ConvertMaterial (
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BL_Material * material ,
Material * mat ,
MTFace * tface ,
const char * tfaceName ,
MFace * mface ,
2012-12-18 20:56:25 +00:00
MCol * mmcol ,
bool glslmat )
2010-09-04 19:06:15 +00:00
{
material - > Initialize ( ) ;
2012-12-18 20:56:25 +00:00
int texalpha = 0 ;
2013-03-22 04:40:45 +00:00
const bool validmat = ( mat ! = NULL ) ;
const bool validface = ( tface ! = NULL ) ;
const bool use_vcol = GetMaterialUseVColor ( mat , glslmat ) ;
2012-12-18 20:56:25 +00:00
2010-09-04 19:06:15 +00:00
material - > IdMode = DEFAULT_BLENDER ;
2013-03-21 23:11:52 +00:00
material - > glslmat = ( validmat ) ? glslmat : false ;
2010-09-04 19:06:15 +00:00
material - > materialindex = mface - > mat_nr ;
// --------------------------------
2012-03-24 07:52:14 +00:00
if ( validmat ) {
2012-12-18 20:56:25 +00:00
2010-09-04 19:06:15 +00:00
// use lighting?
material - > ras_mode | = ( mat - > mode & MA_SHLESS ) ? 0 : USE_LIGHT ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > ras_mode | = ( mat - > game . flag & GEMAT_BACKCULL ) ? 0 : TWOSIDED ;
2011-08-24 20:28:54 +00:00
// cast shadows?
material - > ras_mode | = ( mat - > mode & MA_SHADBUF ) ? CAST_SHADOW : 0 ;
2010-09-04 19:06:15 +00:00
MTex * mttmp = 0 ;
int valid_index = 0 ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
/* In Multitexture use the face texture if and only if
2012-03-03 16:31:46 +00:00
* it is set in the buttons
* In GLSL is not working yet : / 3.2011 */
2010-09-04 19:06:15 +00:00
bool facetex = false ;
2012-03-24 07:52:14 +00:00
if ( validface & & mat - > mode & MA_FACETEXTURE )
2010-09-04 19:06:15 +00:00
facetex = true ;
// foreach MTex
2012-12-18 20:56:25 +00:00
for ( int i = 0 ; i < MAXTEX ; i + + ) {
2010-09-04 19:06:15 +00:00
// use face tex
2012-03-24 07:52:14 +00:00
if ( i = = 0 & & facetex ) {
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
facetex = false ;
2010-09-04 19:06:15 +00:00
Image * tmp = ( Image * ) ( tface - > tpage ) ;
2012-03-24 07:52:14 +00:00
if ( tmp ) {
2010-09-04 19:06:15 +00:00
material - > img [ i ] = tmp ;
material - > texname [ i ] = material - > img [ i ] - > id . name ;
material - > flag [ i ] | = MIPMAP ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > flag [ i ] | = ( mat - > game . alpha_blend & GEMAT_ALPHA_SORT ) ? USEALPHA : 0 ;
material - > flag [ i ] | = ( mat - > game . alpha_blend & GEMAT_ALPHA ) ? USEALPHA : 0 ;
material - > flag [ i ] | = ( mat - > game . alpha_blend & GEMAT_ADD ) ? CALCALPHA : 0 ;
2013-02-23 07:36:40 +00:00
if ( material - > img [ i ] - > flag & IMA_REFLECT ) {
2010-09-04 19:06:15 +00:00
material - > mapping [ i ] . mapping | = USEREFL ;
2013-02-23 07:36:40 +00:00
}
else {
mttmp = getMTexFromMaterial ( mat , i ) ;
2013-02-23 07:15:37 +00:00
if ( mttmp & & ( mttmp - > texco & TEXCO_UV ) ) {
/* string may be "" but thats detected as empty after */
material - > mapping [ i ] . uvCoName = mttmp - > uvname ;
2010-09-04 19:06:15 +00:00
}
material - > mapping [ i ] . mapping | = USEUV ;
}
valid_index + + ;
}
else {
material - > img [ i ] = 0 ;
material - > texname [ i ] = " " ;
}
continue ;
}
2013-02-23 07:36:40 +00:00
mttmp = getMTexFromMaterial ( mat , i ) ;
if ( mttmp ) {
if ( mttmp - > tex ) {
2012-03-24 07:52:14 +00:00
if ( mttmp - > tex - > type = = TEX_IMAGE ) {
2010-09-04 19:06:15 +00:00
material - > mtexname [ i ] = mttmp - > tex - > id . name ;
material - > img [ i ] = mttmp - > tex - > ima ;
2012-03-24 07:52:14 +00:00
if ( material - > img [ i ] ) {
2010-09-04 19:06:15 +00:00
material - > texname [ i ] = material - > img [ i ] - > id . name ;
material - > flag [ i ] | = ( mttmp - > tex - > imaflag & TEX_MIPMAP ) ? MIPMAP : 0 ;
// -----------------------
2013-01-05 13:51:07 +00:00
if ( material - > img [ i ] & & ( material - > img [ i ] - > flag & IMA_IGNORE_ALPHA ) = = 0 )
2010-09-04 19:06:15 +00:00
material - > flag [ i ] | = USEALPHA ;
// -----------------------
2013-01-05 13:51:07 +00:00
if ( mttmp - > tex - > imaflag & TEX_CALCALPHA ) {
2010-09-04 19:06:15 +00:00
material - > flag [ i ] | = CALCALPHA ;
}
2012-03-24 07:52:14 +00:00
else if ( mttmp - > tex - > flag & TEX_NEGALPHA ) {
2010-09-04 19:06:15 +00:00
material - > flag [ i ] | = USENEGALPHA ;
}
material - > color_blend [ i ] = mttmp - > colfac ;
material - > flag [ i ] | = ( mttmp - > mapto & MAP_ALPHA ) ? TEXALPHA : 0 ;
material - > flag [ i ] | = ( mttmp - > texflag & MTEX_NEGATIVE ) ? TEXNEG : 0 ;
2012-03-24 07:52:14 +00:00
if ( ! glslmat & & ( material - > flag [ i ] & TEXALPHA ) )
2010-09-04 19:06:15 +00:00
texalpha = 1 ;
}
}
2012-03-24 07:52:14 +00:00
else if ( mttmp - > tex - > type = = TEX_ENVMAP ) {
if ( mttmp - > tex - > env - > stype = = ENV_LOAD ) {
2010-09-04 19:06:15 +00:00
material - > mtexname [ i ] = mttmp - > tex - > id . name ;
EnvMap * env = mttmp - > tex - > env ;
env - > ima = mttmp - > tex - > ima ;
material - > cubemap [ i ] = env ;
if ( material - > cubemap [ i ] )
{
if ( ! material - > cubemap [ i ] - > cube [ 0 ] )
BL_Texture : : SplitEnvMap ( material - > cubemap [ i ] ) ;
2012-10-22 08:15:51 +00:00
material - > texname [ i ] = material - > cubemap [ i ] - > ima - > id . name ;
2010-09-04 19:06:15 +00:00
material - > mapping [ i ] . mapping | = USEENV ;
}
}
}
2012-03-18 07:38:51 +00:00
#if 0 /* this flag isn't used anymore */
2011-05-17 02:44:52 +00:00
material - > flag [ i ] | = ( BKE_animdata_from_id ( mat - > id ) ! = NULL ) ? HASIPO : 0 ;
# endif
2010-09-04 19:06:15 +00:00
/// --------------------------------
// mapping methods
2013-02-23 04:15:47 +00:00
if ( mat - > septex & ( 1 < < i ) ) {
// If this texture slot isn't in use, set it to disabled to prevent multi-uv problems
material - > mapping [ i ] . mapping = DISABLE ;
} else {
material - > mapping [ i ] . mapping | = ( mttmp - > texco & TEXCO_REFL ) ? USEREFL : 0 ;
if ( mttmp - > texco & TEXCO_OBJECT ) {
material - > mapping [ i ] . mapping | = USEOBJ ;
if ( mttmp - > object )
material - > mapping [ i ] . objconame = mttmp - > object - > id . name ;
}
else if ( mttmp - > texco & TEXCO_REFL )
material - > mapping [ i ] . mapping | = USEREFL ;
else if ( mttmp - > texco & ( TEXCO_ORCO | TEXCO_GLOB ) )
material - > mapping [ i ] . mapping | = USEORCO ;
2013-02-23 07:15:37 +00:00
else if ( mttmp - > texco & TEXCO_UV ) {
/* string may be "" but thats detected as empty after */
material - > mapping [ i ] . uvCoName = mttmp - > uvname ;
2013-02-23 04:15:47 +00:00
material - > mapping [ i ] . mapping | = USEUV ;
}
else if ( mttmp - > texco & TEXCO_NORM )
material - > mapping [ i ] . mapping | = USENORM ;
else if ( mttmp - > texco & TEXCO_TANGENT )
material - > mapping [ i ] . mapping | = USETANG ;
2010-09-04 19:06:15 +00:00
else
2013-02-23 04:15:47 +00:00
material - > mapping [ i ] . mapping | = DISABLE ;
material - > mapping [ i ] . scale [ 0 ] = mttmp - > size [ 0 ] ;
material - > mapping [ i ] . scale [ 1 ] = mttmp - > size [ 1 ] ;
material - > mapping [ i ] . scale [ 2 ] = mttmp - > size [ 2 ] ;
material - > mapping [ i ] . offsets [ 0 ] = mttmp - > ofs [ 0 ] ;
material - > mapping [ i ] . offsets [ 1 ] = mttmp - > ofs [ 1 ] ;
material - > mapping [ i ] . offsets [ 2 ] = mttmp - > ofs [ 2 ] ;
material - > mapping [ i ] . projplane [ 0 ] = mttmp - > projx ;
material - > mapping [ i ] . projplane [ 1 ] = mttmp - > projy ;
material - > mapping [ i ] . projplane [ 2 ] = mttmp - > projz ;
2010-09-04 19:06:15 +00:00
}
/// --------------------------------
2012-10-21 07:58:38 +00:00
switch ( mttmp - > blendtype ) {
2010-09-04 19:06:15 +00:00
case MTEX_BLEND :
material - > blend_mode [ i ] = BLEND_MIX ;
break ;
case MTEX_MUL :
material - > blend_mode [ i ] = BLEND_MUL ;
break ;
case MTEX_ADD :
material - > blend_mode [ i ] = BLEND_ADD ;
break ;
case MTEX_SUB :
material - > blend_mode [ i ] = BLEND_SUB ;
break ;
case MTEX_SCREEN :
material - > blend_mode [ i ] = BLEND_SCR ;
break ;
}
valid_index + + ;
}
}
}
// above one tex the switches here
// are not used
2012-10-21 07:58:38 +00:00
switch ( valid_index ) {
2010-09-04 19:06:15 +00:00
case 0 :
material - > IdMode = DEFAULT_BLENDER ;
break ;
case 1 :
material - > IdMode = ONETEX ;
break ;
default :
material - > IdMode = GREATERTHAN2 ;
break ;
}
material - > SetUsers ( mat - > id . us ) ;
material - > num_enabled = valid_index ;
material - > speccolor [ 0 ] = mat - > specr ;
material - > speccolor [ 1 ] = mat - > specg ;
material - > speccolor [ 2 ] = mat - > specb ;
material - > hard = ( float ) mat - > har / 4.0f ;
material - > matcolor [ 0 ] = mat - > r ;
material - > matcolor [ 1 ] = mat - > g ;
material - > matcolor [ 2 ] = mat - > b ;
material - > matcolor [ 3 ] = mat - > alpha ;
material - > alpha = mat - > alpha ;
material - > emit = mat - > emit ;
material - > spec_f = mat - > spec ;
material - > ref = mat - > ref ;
material - > amb = mat - > amb ;
material - > ras_mode | = ( mat - > material_type = = MA_TYPE_WIRE ) ? WIRE : 0 ;
}
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
else { // No Material
2010-09-04 19:06:15 +00:00
int valid = 0 ;
// check for tface tex to fallback on
2012-03-28 05:03:24 +00:00
if ( validface ) {
2010-09-04 19:06:15 +00:00
material - > img [ 0 ] = ( Image * ) ( tface - > tpage ) ;
// ------------------------
2012-03-24 07:52:14 +00:00
if ( material - > img [ 0 ] ) {
2010-09-04 19:06:15 +00:00
material - > texname [ 0 ] = material - > img [ 0 ] - > id . name ;
material - > mapping [ 0 ] . mapping | = ( ( material - > img [ 0 ] - > flag & IMA_REFLECT ) ! = 0 ) ? USEREFL : 0 ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
/* see if depth of the image is 32bits */
2012-03-24 07:52:14 +00:00
if ( BKE_image_has_alpha ( material - > img [ 0 ] ) ) {
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > flag [ 0 ] | = USEALPHA ;
material - > alphablend = GEMAT_ALPHA ;
}
else
material - > alphablend = GEMAT_SOLID ;
2010-09-04 19:06:15 +00:00
valid + + ;
}
}
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
else
material - > alphablend = GEMAT_SOLID ;
2010-09-04 19:06:15 +00:00
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 ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
// No material - old default TexFace properties
material - > ras_mode | = USE_LIGHT ;
2010-09-04 19:06:15 +00:00
}
2012-03-03 16:31:46 +00:00
/* No material, what to do? let's see what is in the UV and set the material accordingly
* light and visible is always on */
2012-03-24 07:52:14 +00:00
if ( validface ) {
2010-09-04 19:06:15 +00:00
material - > tile = tface - > tile ;
2012-12-18 20:56:25 +00:00
}
2010-09-04 19:06:15 +00:00
else {
// nothing at all
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > alphablend = GEMAT_SOLID ;
2010-09-04 19:06:15 +00:00
material - > tile = 0 ;
}
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
if ( validmat & & validface ) {
material - > alphablend = mat - > game . alpha_blend ;
}
2010-09-04 19:06:15 +00:00
// with ztransp enabled, enforce alpha blending mode
2012-03-24 07:52:14 +00:00
if ( validmat & & ( mat - > mode & MA_TRANSP ) & & ( mat - > mode & MA_ZTRANSP ) & & ( material - > alphablend = = GEMAT_SOLID ) )
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > alphablend = GEMAT_ALPHA ;
2010-09-04 19:06:15 +00:00
2011-09-25 12:31:21 +00:00
// always zsort alpha + add
2012-03-24 07:52:14 +00:00
if ( ( ELEM3 ( material - > alphablend , GEMAT_ALPHA , GEMAT_ALPHA_SORT , GEMAT_ADD ) | | texalpha ) & & ( material - > alphablend ! = GEMAT_CLIP ) ) {
2010-09-04 19:06:15 +00:00
material - > ras_mode | = ALPHA ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
material - > ras_mode | = ( mat & & ( mat - > game . alpha_blend & GEMAT_ALPHA_SORT ) ) ? ZSORT : 0 ;
2010-09-04 19:06:15 +00:00
}
2012-12-18 20:56:25 +00:00
// XXX The RGB values here were meant to be temporary storage for the conversion process,
// but fonts now make use of them too, so we leave them in for now.
unsigned int rgb [ 4 ] ;
2013-03-21 23:11:52 +00:00
GetRGB ( use_vcol , mface , mmcol , mat , rgb ) ;
2010-09-04 19:06:15 +00:00
2012-12-18 20:56:25 +00:00
// swap the material color, so MCol on bitmap font works
2013-03-21 23:11:52 +00:00
if ( validmat & & ( use_vcol = = false ) & & ( mat - > game . flag & GEMAT_TEXT ) )
2012-12-18 20:56:25 +00:00
{
rgb [ 0 ] = KX_rgbaint2uint_new ( rgb [ 0 ] ) ;
rgb [ 1 ] = KX_rgbaint2uint_new ( rgb [ 1 ] ) ;
rgb [ 2 ] = KX_rgbaint2uint_new ( rgb [ 2 ] ) ;
rgb [ 3 ] = KX_rgbaint2uint_new ( rgb [ 3 ] ) ;
2010-09-04 19:06:15 +00:00
}
2012-03-24 07:52:14 +00:00
if ( validmat )
2010-09-04 19:06:15 +00:00
material - > matname = ( mat - > id . name ) ;
2012-04-10 13:10:44 +00:00
if ( tface ) {
material - > tface = * tface ;
}
else {
memset ( & material - > tface , 0 , sizeof ( material - > tface ) ) ;
}
2010-09-04 19:06:15 +00:00
material - > material = mat ;
return true ;
}
2012-12-19 01:48:54 +00:00
static RAS_MaterialBucket * material_from_mesh ( Material * ma , MFace * mface , MTFace * tface , MCol * mcol , MTF_localLayer * layers , int lightlayer , unsigned int * rgb , MT_Point2 uvs [ 4 ] [ RAS_TexVert : : MAX_UNIT ] , const char * tfaceName , KX_Scene * scene , KX_BlenderSceneConverter * converter )
2012-12-18 20:56:25 +00:00
{
2013-07-15 22:35:09 +00:00
RAS_IPolyMaterial * polymat = converter - > FindCachedPolyMaterial ( scene , ma ) ;
BL_Material * bl_mat = converter - > FindCachedBlenderMaterial ( scene , ma ) ;
2012-12-18 20:56:25 +00:00
KX_BlenderMaterial * kx_blmat = NULL ;
2013-11-04 19:21:50 +00:00
/* first is the BL_Material */
if ( ! bl_mat )
{
bl_mat = new BL_Material ( ) ;
2012-12-18 20:56:25 +00:00
2013-11-04 19:21:50 +00:00
ConvertMaterial ( bl_mat , ma , tface , tfaceName , mface , mcol ,
converter - > GetGLSLMaterials ( ) ) ;
2012-12-18 20:56:25 +00:00
2013-11-04 19:21:50 +00:00
if ( ma & & ( ma - > mode & MA_FACETEXTURE ) = = 0 )
converter - > CacheBlenderMaterial ( scene , ma , bl_mat ) ;
2012-12-18 20:56:25 +00:00
}
2013-11-04 19:21:50 +00:00
const bool use_vcol = GetMaterialUseVColor ( ma , bl_mat - > glslmat ) ;
GetRGB ( use_vcol , mface , mcol , ma , rgb ) ;
2012-12-18 20:56:25 +00:00
2013-11-04 19:21:50 +00:00
GetUVs ( bl_mat , layers , mface , tface , uvs ) ;
2012-12-18 20:56:25 +00:00
2013-11-04 19:21:50 +00:00
/* then the KX_BlenderMaterial */
if ( polymat = = NULL )
{
kx_blmat = new KX_BlenderMaterial ( ) ;
2013-02-16 04:38:53 +00:00
2013-11-04 19:21:50 +00:00
kx_blmat - > Initialize ( scene , bl_mat , ( ma ? & ma - > game : NULL ) , lightlayer ) ;
polymat = static_cast < RAS_IPolyMaterial * > ( kx_blmat ) ;
if ( ma & & ( ma - > mode & MA_FACETEXTURE ) = = 0 )
2013-07-15 22:35:09 +00:00
converter - > CachePolyMaterial ( scene , ma , polymat ) ;
2012-12-18 20:56:25 +00:00
}
// see if a bucket was reused or a new one was created
// this way only one KX_BlenderMaterial object has to exist per bucket
bool bucketCreated ;
RAS_MaterialBucket * bucket = scene - > FindBucket ( polymat , bucketCreated ) ;
if ( bucketCreated ) {
// this is needed to free up memory afterwards
converter - > RegisterPolyMaterial ( polymat ) ;
2013-11-04 19:21:50 +00:00
converter - > RegisterBlenderMaterial ( bl_mat ) ;
2012-12-18 20:56:25 +00:00
}
return bucket ;
}
2010-09-04 19:06:15 +00:00
/* blenderobj can be NULL, make sure its checked for */
2012-12-18 20:56:25 +00:00
RAS_MeshObject * BL_ConvertMesh ( Mesh * mesh , Object * blenderobj , KX_Scene * scene , KX_BlenderSceneConverter * converter , bool libloading )
2010-09-04 19:06:15 +00:00
{
RAS_MeshObject * meshobj ;
int lightlayer = blenderobj ? blenderobj - > lay : ( 1 < < 20 ) - 1 ; // all layers if no object.
2013-12-17 22:42:47 +00:00
// Without checking names, we get some reuse we don't want that can cause
// problems with material LoDs.
if ( ( meshobj = converter - > FindGameMesh ( mesh /*, ob->lay*/ ) ) ! = NULL ) {
STR_String bge_name = meshobj - > GetName ( ) ;
STR_String blender_name = ( ( Mesh * ) blenderobj - > data ) - > id . name + 2 ;
if ( bge_name = = blender_name )
return meshobj ;
}
2010-09-04 19:06:15 +00:00
// Get DerivedMesh data
DerivedMesh * dm = CDDM_from_mesh ( mesh , blenderobj ) ;
2012-02-23 14:24:45 +00:00
DM_ensure_tessface ( dm ) ;
2010-09-04 19:06:15 +00:00
MVert * mvert = dm - > getVertArray ( dm ) ;
int totvert = dm - > getNumVerts ( dm ) ;
2010-09-07 05:47:34 +00:00
MFace * mface = dm - > getTessFaceArray ( dm ) ;
MTFace * tface = static_cast < MTFace * > ( dm - > getTessFaceDataArray ( dm , CD_MTFACE ) ) ;
MCol * mcol = static_cast < MCol * > ( dm - > getTessFaceDataArray ( dm , CD_MCOL ) ) ;
2011-02-16 00:04:37 +00:00
float ( * tangent ) [ 4 ] = NULL ;
2010-09-07 05:47:34 +00:00
int totface = dm - > getNumTessFaces ( dm ) ;
2010-09-04 19:06:15 +00:00
const char * tfaceName = " " ;
2012-03-24 07:52:14 +00:00
if ( tface ) {
2010-09-04 19:06:15 +00:00
DM_add_tangent_layer ( dm ) ;
2011-02-27 06:19:40 +00:00
tangent = ( float ( * ) [ 4 ] ) dm - > getTessFaceDataArray ( dm , CD_TANGENT ) ;
2010-09-04 19:06:15 +00:00
}
meshobj = new RAS_MeshObject ( mesh ) ;
// Extract avaiable layers
MTF_localLayer * layers = new MTF_localLayer [ MAX_MTFACE ] ;
for ( int lay = 0 ; lay < MAX_MTFACE ; lay + + ) {
layers [ lay ] . face = 0 ;
layers [ lay ] . name = " " ;
}
int validLayers = 0 ;
for ( int i = 0 ; i < dm - > faceData . totlayer ; i + + )
{
if ( dm - > faceData . layers [ i ] . type = = CD_MTFACE )
{
2013-05-02 09:45:00 +00:00
if ( validLayers > = MAX_MTFACE ) {
printf ( " %s: corrupted mesh %s - too many CD_MTFACE layers \n " , __func__ , mesh - > id . name ) ;
break ;
}
2010-09-04 19:06:15 +00:00
layers [ validLayers ] . face = ( MTFace * ) ( dm - > faceData . layers [ i ] . data ) ;
layers [ validLayers ] . name = dm - > faceData . layers [ i ] . name ;
2012-03-24 07:52:14 +00:00
if ( tface = = layers [ validLayers ] . face )
2010-09-04 19:06:15 +00:00
tfaceName = layers [ validLayers ] . name ;
validLayers + + ;
}
}
meshobj - > SetName ( mesh - > id . name + 2 ) ;
meshobj - > m_sharedvertex_map . resize ( totvert ) ;
2012-12-18 20:56:25 +00:00
Material * ma = 0 ;
bool collider = true ;
MT_Point2 uvs [ 4 ] [ RAS_TexVert : : MAX_UNIT ] ;
unsigned int rgb [ 4 ] = { 0 } ;
2010-09-04 19:06:15 +00:00
2012-12-18 20:56:25 +00:00
MT_Point3 pt [ 4 ] ;
MT_Vector3 no [ 4 ] ;
MT_Vector4 tan [ 4 ] ;
2010-09-04 19:06:15 +00:00
2013-02-23 04:49:46 +00:00
/* ugh, if there is a less annoying way to do this please use that.
* since these are converted from floats to floats , theres no real
* advantage to use MT_ types - campbell */
for ( unsigned int i = 0 ; i < 4 ; i + + ) {
const float zero_vec [ 4 ] = { 0.0f } ;
pt [ i ] . setValue ( zero_vec ) ;
no [ i ] . setValue ( zero_vec ) ;
tan [ i ] . setValue ( zero_vec ) ;
}
2013-03-21 21:10:14 +00:00
/* we need to manually initialize the uvs (MoTo doesn't do that) [#34550] */
for ( unsigned int i = 0 ; i < RAS_TexVert : : MAX_UNIT ; i + + ) {
uvs [ 0 ] [ i ] = uvs [ 1 ] [ i ] = uvs [ 2 ] [ i ] = uvs [ 3 ] [ i ] = MT_Point2 ( 0.f , 0.f ) ;
}
2012-12-18 20:56:25 +00:00
for ( int f = 0 ; f < totface ; f + + , mface + + )
{
2010-09-04 19:06:15 +00:00
/* get coordinates, normals and tangents */
2012-12-18 20:56:25 +00:00
pt [ 0 ] . setValue ( mvert [ mface - > v1 ] . co ) ;
pt [ 1 ] . setValue ( mvert [ mface - > v2 ] . co ) ;
pt [ 2 ] . setValue ( mvert [ mface - > v3 ] . co ) ;
if ( mface - > v4 ) pt [ 3 ] . setValue ( mvert [ mface - > v4 ] . co ) ;
2010-09-04 19:06:15 +00:00
2012-03-24 07:52:14 +00:00
if ( mface - > flag & ME_SMOOTH ) {
2010-09-04 19:06:15 +00:00
float n0 [ 3 ] , n1 [ 3 ] , n2 [ 3 ] , n3 [ 3 ] ;
normal_short_to_float_v3 ( n0 , mvert [ mface - > v1 ] . no ) ;
normal_short_to_float_v3 ( n1 , mvert [ mface - > v2 ] . no ) ;
normal_short_to_float_v3 ( n2 , mvert [ mface - > v3 ] . no ) ;
2012-12-18 20:56:25 +00:00
no [ 0 ] = n0 ;
no [ 1 ] = n1 ;
no [ 2 ] = n2 ;
2010-09-04 19:06:15 +00:00
2012-03-24 07:52:14 +00:00
if ( mface - > v4 ) {
2010-09-04 19:06:15 +00:00
normal_short_to_float_v3 ( n3 , mvert [ mface - > v4 ] . no ) ;
2012-12-18 20:56:25 +00:00
no [ 3 ] = n3 ;
2010-09-04 19:06:15 +00:00
}
}
else {
float fno [ 3 ] ;
2012-03-24 07:52:14 +00:00
if ( mface - > v4 )
2012-04-29 15:47:02 +00:00
normal_quad_v3 ( fno , mvert [ mface - > v1 ] . co , mvert [ mface - > v2 ] . co , mvert [ mface - > v3 ] . co , mvert [ mface - > v4 ] . co ) ;
2010-09-04 19:06:15 +00:00
else
2012-04-29 15:47:02 +00:00
normal_tri_v3 ( fno , mvert [ mface - > v1 ] . co , mvert [ mface - > v2 ] . co , mvert [ mface - > v3 ] . co ) ;
2010-09-04 19:06:15 +00:00
2012-12-18 20:56:25 +00:00
no [ 0 ] = no [ 1 ] = no [ 2 ] = no [ 3 ] = MT_Vector3 ( fno ) ;
2010-09-04 19:06:15 +00:00
}
2012-03-24 07:52:14 +00:00
if ( tangent ) {
2012-12-18 20:56:25 +00:00
tan [ 0 ] = tangent [ f * 4 + 0 ] ;
tan [ 1 ] = tangent [ f * 4 + 1 ] ;
tan [ 2 ] = tangent [ f * 4 + 2 ] ;
2010-09-04 19:06:15 +00:00
if ( mface - > v4 )
2012-12-18 20:56:25 +00:00
tan [ 3 ] = tangent [ f * 4 + 3 ] ;
2010-09-04 19:06:15 +00:00
}
2012-03-24 07:52:14 +00:00
if ( blenderobj )
2010-09-04 19:06:15 +00:00
ma = give_current_material ( blenderobj , mface - > mat_nr + 1 ) ;
else
ma = mesh - > mat ? mesh - > mat [ mface - > mat_nr ] : NULL ;
2011-05-17 02:44:52 +00:00
/* ckeck for texface since texface _only_ is used as a fallback */
2012-03-24 07:52:14 +00:00
if ( ma = = NULL & & tface = = NULL ) {
2011-05-17 02:44:52 +00:00
ma = & defmaterial ;
}
2010-09-04 19:06:15 +00:00
{
bool visible = true ;
bool twoside = false ;
2012-12-18 20:56:25 +00:00
RAS_MaterialBucket * bucket = material_from_mesh ( ma , mface , tface , mcol , layers , lightlayer , rgb , uvs , tfaceName , scene , converter ) ;
2010-09-04 19:06:15 +00:00
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
// set render flags
if ( ma )
{
visible = ( ( ma - > game . flag & GEMAT_INVISIBLE ) = = 0 ) ;
twoside = ( ( ma - > game . flag & GEMAT_BACKCULL ) = = 0 ) ;
collider = ( ( ma - > game . flag & GEMAT_NOPHYSICS ) = = 0 ) ;
}
2012-06-06 22:38:39 +00:00
else {
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
visible = true ;
twoside = false ;
collider = true ;
}
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/* mark face as flat, so vertices are split */
bool flat = ( mface - > flag & ME_SMOOTH ) = = 0 ;
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2010-09-04 19:06:15 +00:00
int nverts = ( mface - > v4 ) ? 4 : 3 ;
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2010-09-04 19:06:15 +00:00
RAS_Polygon * poly = meshobj - > AddPolygon ( bucket , nverts ) ;
poly - > SetVisible ( visible ) ;
poly - > SetCollider ( collider ) ;
poly - > SetTwoside ( twoside ) ;
//poly->SetEdgeCode(mface->edcode);
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meshobj - > AddVertex ( poly , 0 , pt [ 0 ] , uvs [ 0 ] , tan [ 0 ] , rgb [ 0 ] , no [ 0 ] , flat , mface - > v1 ) ;
meshobj - > AddVertex ( poly , 1 , pt [ 1 ] , uvs [ 1 ] , tan [ 1 ] , rgb [ 1 ] , no [ 1 ] , flat , mface - > v2 ) ;
meshobj - > AddVertex ( poly , 2 , pt [ 2 ] , uvs [ 2 ] , tan [ 2 ] , rgb [ 2 ] , no [ 2 ] , flat , mface - > v3 ) ;
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if ( nverts = = 4 )
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meshobj - > AddVertex ( poly , 3 , pt [ 3 ] , uvs [ 3 ] , tan [ 3 ] , rgb [ 3 ] , no [ 3 ] , flat , mface - > v4 ) ;
2010-09-04 19:06:15 +00:00
}
if ( tface )
tface + + ;
if ( mcol )
mcol + = 4 ;
for ( int lay = 0 ; lay < MAX_MTFACE ; lay + + )
{
MTF_localLayer & layer = layers [ lay ] ;
if ( layer . face = = 0 ) break ;
layer . face + + ;
}
}
// keep meshobj->m_sharedvertex_map for reinstance phys mesh.
// 2.49a and before it did: meshobj->m_sharedvertex_map.clear();
// but this didnt save much ram. - Campbell
meshobj - > EndConversion ( ) ;
// pre calculate texture generation
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// However, we want to delay this if we're libloading so we can make sure we have the right scene.
if ( ! libloading ) {
for ( list < RAS_MeshMaterial > : : iterator mit = meshobj - > GetFirstMaterial ( ) ;
mit ! = meshobj - > GetLastMaterial ( ) ; + + mit ) {
mit - > m_bucket - > GetPolyMaterial ( ) - > OnConstruction ( ) ;
}
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}
if ( layers )
delete [ ] layers ;
dm - > release ( dm ) ;
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2010-09-04 19:06:15 +00:00
converter - > RegisterGameMesh ( meshobj , mesh ) ;
return meshobj ;
}
static PHY_MaterialProps * CreateMaterialFromBlenderObject ( struct Object * blenderobject )
{
PHY_MaterialProps * materialProps = new PHY_MaterialProps ;
MT_assert ( materialProps & & " Create physics material properties failed " ) ;
2013-01-05 08:53:39 +00:00
Material * blendermat = give_current_material ( blenderobject , 1 ) ;
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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 )
{
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 ) ;
2012-07-18 23:03:27 +00:00
shapeProps - > m_lin_drag = 1.0f - blenderobject - > damping ;
shapeProps - > m_ang_drag = 1.0f - blenderobject - > rdamping ;
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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 ;
// velocity clamping XXX
shapeProps - > m_clamp_vel_min = blenderobject - > min_vel ;
shapeProps - > m_clamp_vel_max = blenderobject - > max_vel ;
2012-05-28 21:36:29 +00:00
// Character physics properties
shapeProps - > m_step_height = blenderobject - > step_height ;
shapeProps - > m_jump_speed = blenderobject - > jump_speed ;
shapeProps - > m_fall_speed = blenderobject - > fall_speed ;
2010-09-04 19:06:15 +00:00
return shapeProps ;
}
//////////////////////////////////////////////////////////
static float my_boundbox_mesh ( Mesh * me , float * loc , float * size )
{
MVert * mvert ;
BoundBox * bb ;
2011-04-10 09:37:04 +00:00
float min [ 3 ] , max [ 3 ] ;
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float mloc [ 3 ] , msize [ 3 ] ;
float radius = 0.0f , vert_radius , * co ;
int a ;
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if ( me - > bb = = 0 ) {
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me - > bb = BKE_boundbox_alloc_unit ( ) ;
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}
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bb = me - > bb ;
INIT_MINMAX ( min , max ) ;
if ( ! loc ) loc = mloc ;
if ( ! size ) size = msize ;
mvert = me - > mvert ;
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for ( a = 0 ; a < me - > totvert ; a + + , mvert + + ) {
co = mvert - > co ;
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/* bounds */
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minmax_v3v3_v3 ( min , max , co ) ;
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/* radius */
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vert_radius = len_squared_v3 ( co ) ;
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if ( vert_radius > radius )
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radius = vert_radius ;
2010-09-04 19:06:15 +00:00
}
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if ( me - > totvert ) {
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loc [ 0 ] = ( min [ 0 ] + max [ 0 ] ) / 2.0f ;
loc [ 1 ] = ( min [ 1 ] + max [ 1 ] ) / 2.0f ;
loc [ 2 ] = ( min [ 2 ] + max [ 2 ] ) / 2.0f ;
2010-09-04 19:06:15 +00:00
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size [ 0 ] = ( max [ 0 ] - min [ 0 ] ) / 2.0f ;
size [ 1 ] = ( max [ 1 ] - min [ 1 ] ) / 2.0f ;
size [ 2 ] = ( max [ 2 ] - min [ 2 ] ) / 2.0f ;
2010-09-04 19:06:15 +00:00
}
else {
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loc [ 0 ] = loc [ 1 ] = loc [ 2 ] = 0.0f ;
size [ 0 ] = size [ 1 ] = size [ 2 ] = 0.0f ;
2010-09-04 19:06:15 +00:00
}
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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 ] ;
2010-09-04 19:06:15 +00:00
2012-10-22 08:15:51 +00:00
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 ] ;
2010-09-04 19:06:15 +00:00
2012-10-22 08:15:51 +00:00
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 ] ;
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return sqrt ( radius ) ;
}
static void my_tex_space_mesh ( Mesh * me )
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{
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KeyBlock * kb ;
float * fp , loc [ 3 ] , size [ 3 ] , min [ 3 ] , max [ 3 ] ;
int a ;
my_boundbox_mesh ( me , loc , size ) ;
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if ( me - > texflag & ME_AUTOSPACE ) {
if ( me - > key ) {
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kb = me - > key - > refkey ;
if ( kb ) {
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2010-09-04 19:06:15 +00:00
INIT_MINMAX ( min , max ) ;
2011-10-28 12:40:15 +00:00
2010-09-04 19:06:15 +00:00
fp = ( float * ) kb - > data ;
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for ( a = 0 ; a < kb - > totelem ; a + + , fp + = 3 ) {
minmax_v3v3_v3 ( min , max , fp ) ;
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}
2012-03-24 07:52:14 +00:00
if ( kb - > totelem ) {
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loc [ 0 ] = ( min [ 0 ] + max [ 0 ] ) / 2.0f ; loc [ 1 ] = ( min [ 1 ] + max [ 1 ] ) / 2.0f ; loc [ 2 ] = ( min [ 2 ] + max [ 2 ] ) / 2.0f ;
size [ 0 ] = ( max [ 0 ] - min [ 0 ] ) / 2.0f ; size [ 1 ] = ( max [ 1 ] - min [ 1 ] ) / 2.0f ; size [ 2 ] = ( max [ 2 ] - min [ 2 ] ) / 2.0f ;
2011-10-28 12:40:15 +00:00
}
else {
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loc [ 0 ] = loc [ 1 ] = loc [ 2 ] = 0.0 ;
size [ 0 ] = size [ 1 ] = size [ 2 ] = 0.0 ;
2010-09-04 19:06:15 +00:00
}
}
2011-10-28 12:40:15 +00:00
}
copy_v3_v3 ( me - > loc , loc ) ;
copy_v3_v3 ( me - > size , size ) ;
2012-10-22 08:15:51 +00:00
me - > rot [ 0 ] = me - > rot [ 1 ] = me - > rot [ 2 ] = 0.0f ;
2011-10-28 12:40:15 +00:00
2012-07-18 23:03:27 +00:00
if ( me - > size [ 0 ] = = 0.0f ) me - > size [ 0 ] = 1.0f ;
2012-10-22 08:15:51 +00:00
else if ( me - > size [ 0 ] > 0.0f & & me - > size [ 0 ] < 0.00001f ) me - > size [ 0 ] = 0.00001f ;
else if ( me - > size [ 0 ] < 0.0f & & me - > size [ 0 ] > - 0.00001f ) me - > size [ 0 ] = - 0.00001f ;
2011-10-28 12:40:15 +00:00
2012-10-22 08:15:51 +00:00
if ( me - > size [ 1 ] = = 0.0f ) me - > size [ 1 ] = 1.0f ;
else if ( me - > size [ 1 ] > 0.0f & & me - > size [ 1 ] < 0.00001f ) me - > size [ 1 ] = 0.00001f ;
else if ( me - > size [ 1 ] < 0.0f & & me - > size [ 1 ] > - 0.00001f ) me - > size [ 1 ] = - 0.00001f ;
2011-10-28 12:40:15 +00:00
2012-10-22 08:15:51 +00:00
if ( me - > size [ 2 ] = = 0.0f ) me - > size [ 2 ] = 1.0f ;
else if ( me - > size [ 2 ] > 0.0f & & me - > size [ 2 ] < 0.00001f ) me - > size [ 2 ] = 0.00001f ;
else if ( me - > size [ 2 ] < 0.0f & & me - > size [ 2 ] > - 0.00001f ) me - > size [ 2 ] = - 0.00001f ;
2010-09-04 19:06:15 +00:00
}
}
static void my_get_local_bounds ( Object * ob , DerivedMesh * dm , float * center , float * size )
{
BoundBox * bb = NULL ;
/* uses boundbox, function used by Ketsji */
switch ( ob - > type )
{
case OB_MESH :
if ( dm )
{
float min_r [ 3 ] , max_r [ 3 ] ;
INIT_MINMAX ( min_r , max_r ) ;
dm - > getMinMax ( dm , min_r , max_r ) ;
2012-10-22 08:15:51 +00:00
size [ 0 ] = 0.5f * fabsf ( max_r [ 0 ] - min_r [ 0 ] ) ;
size [ 1 ] = 0.5f * fabsf ( max_r [ 1 ] - min_r [ 1 ] ) ;
size [ 2 ] = 0.5f * fabsf ( max_r [ 2 ] - min_r [ 2 ] ) ;
2010-09-04 19:06:15 +00:00
2012-10-22 08:15:51 +00:00
center [ 0 ] = 0.5f * ( max_r [ 0 ] + min_r [ 0 ] ) ;
center [ 1 ] = 0.5f * ( max_r [ 1 ] + min_r [ 1 ] ) ;
center [ 2 ] = 0.5f * ( max_r [ 2 ] + min_r [ 2 ] ) ;
2010-09-04 19:06:15 +00:00
return ;
} else
{
bb = ( ( Mesh * ) ob - > data ) - > bb ;
2012-03-24 07:52:14 +00:00
if ( bb = = 0 )
2010-09-04 19:06:15 +00:00
{
my_tex_space_mesh ( ( struct Mesh * ) ob - > data ) ;
bb = ( ( Mesh * ) ob - > data ) - > bb ;
}
}
break ;
case OB_CURVE :
case OB_SURF :
2012-10-22 08:15:51 +00:00
center [ 0 ] = center [ 1 ] = center [ 2 ] = 0.0 ;
2010-09-04 19:06:15 +00:00
size [ 0 ] = size [ 1 ] = size [ 2 ] = 0.0 ;
break ;
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
case OB_FONT :
2012-10-22 08:15:51 +00:00
center [ 0 ] = center [ 1 ] = center [ 2 ] = 0.0 ;
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
size [ 0 ] = size [ 1 ] = size [ 2 ] = 1.0 ;
break ;
2010-09-04 19:06:15 +00:00
case OB_MBALL :
bb = ob - > bb ;
break ;
}
2012-03-24 07:52:14 +00:00
if ( bb = = NULL )
2010-09-04 19:06:15 +00:00
{
2012-10-22 08:15:51 +00:00
center [ 0 ] = center [ 1 ] = center [ 2 ] = 0.0 ;
size [ 0 ] = size [ 1 ] = size [ 2 ] = 1.0 ;
2010-09-04 19:06:15 +00:00
}
else
{
2012-07-18 23:03:27 +00:00
size [ 0 ] = 0.5f * fabsf ( bb - > vec [ 0 ] [ 0 ] - bb - > vec [ 4 ] [ 0 ] ) ;
size [ 1 ] = 0.5f * fabsf ( bb - > vec [ 0 ] [ 1 ] - bb - > vec [ 2 ] [ 1 ] ) ;
size [ 2 ] = 0.5f * fabsf ( bb - > vec [ 0 ] [ 2 ] - bb - > vec [ 1 ] [ 2 ] ) ;
2012-10-22 08:15:51 +00:00
2012-07-18 23:03:27 +00:00
center [ 0 ] = 0.5f * ( bb - > vec [ 0 ] [ 0 ] + bb - > vec [ 4 ] [ 0 ] ) ;
center [ 1 ] = 0.5f * ( bb - > vec [ 0 ] [ 1 ] + bb - > vec [ 2 ] [ 1 ] ) ;
center [ 2 ] = 0.5f * ( bb - > vec [ 0 ] [ 2 ] + bb - > vec [ 1 ] [ 2 ] ) ;
2010-09-04 19:06:15 +00:00
}
}
//////////////////////////////////////////////////////
2012-09-16 00:22:55 +00:00
static void BL_CreateGraphicObjectNew ( KX_GameObject * gameobj ,
const MT_Point3 & localAabbMin ,
const MT_Point3 & localAabbMax ,
KX_Scene * kxscene ,
bool isActive ,
e_PhysicsEngine physics_engine )
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{
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if ( gameobj - > GetMeshCount ( ) > 0 )
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{
switch ( physics_engine )
{
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# ifdef WITH_BULLET
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case UseBullet :
{
CcdPhysicsEnvironment * env = ( CcdPhysicsEnvironment * ) kxscene - > GetPhysicsEnvironment ( ) ;
assert ( env ) ;
PHY_IMotionState * motionstate = new KX_MotionState ( gameobj - > GetSGNode ( ) ) ;
CcdGraphicController * ctrl = new CcdGraphicController ( env , motionstate ) ;
gameobj - > SetGraphicController ( ctrl ) ;
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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ctrl - > SetNewClientInfo ( gameobj - > getClientInfo ( ) ) ;
ctrl - > SetLocalAabb ( localAabbMin , localAabbMax ) ;
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if ( isActive ) {
// add first, this will create the proxy handle, only if the object is visible
if ( gameobj - > GetVisible ( ) )
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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env - > AddCcdGraphicController ( ctrl ) ;
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// update the mesh if there is a deformer, this will also update the bounding box for modifiers
RAS_Deformer * deformer = gameobj - > GetDeformer ( ) ;
if ( deformer )
deformer - > UpdateBuckets ( ) ;
}
}
break ;
# endif
default :
break ;
}
}
}
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static void BL_CreatePhysicsObjectNew ( KX_GameObject * gameobj ,
struct Object * blenderobject ,
RAS_MeshObject * meshobj ,
KX_Scene * kxscene ,
int activeLayerBitInfo ,
e_PhysicsEngine physics_engine ,
KX_BlenderSceneConverter * converter ,
bool processCompoundChildren
)
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{
//SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
//int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
//bool bRigidBody = (userigidbody == 0);
// object has physics representation?
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if ( ! ( blenderobject - > gameflag & OB_COLLISION ) ) {
// Respond to all collisions so that Near sensors work on No Collision
// objects.
gameobj - > SetUserCollisionGroup ( 0xff ) ;
gameobj - > SetUserCollisionMask ( 0xff ) ;
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return ;
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}
gameobj - > SetUserCollisionGroup ( blenderobject - > col_group ) ;
gameobj - > SetUserCollisionMask ( blenderobject - > col_mask ) ;
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// get Root Parent of blenderobject
struct Object * parent = blenderobject - > parent ;
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while ( parent & & parent - > parent ) {
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parent = parent - > parent ;
}
bool isCompoundChild = false ;
bool hasCompoundChildren = ! parent & & ( blenderobject - > gameflag & OB_CHILD ) ;
/* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
* and cant be apart of the parents compound shape */
if ( parent & & ( parent - > gameflag & ( OB_DYNAMIC | OB_COLLISION ) ) ) {
if ( ( parent - > gameflag & OB_CHILD ) ! = 0 & & ( blenderobject - > gameflag & OB_CHILD ) )
{
isCompoundChild = true ;
}
}
if ( processCompoundChildren ! = isCompoundChild )
return ;
PHY_ShapeProps * shapeprops =
CreateShapePropsFromBlenderObject ( blenderobject ) ;
PHY_MaterialProps * smmaterial =
CreateMaterialFromBlenderObject ( blenderobject ) ;
KX_ObjectProperties objprop ;
objprop . m_lockXaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS ) ! = 0 ;
objprop . m_lockYaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS ) ! = 0 ;
objprop . m_lockZaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS ) ! = 0 ;
objprop . m_lockXRotaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS ) ! = 0 ;
objprop . m_lockYRotaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS ) ! = 0 ;
objprop . m_lockZRotaxis = ( blenderobject - > gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS ) ! = 0 ;
objprop . m_isCompoundChild = isCompoundChild ;
objprop . m_hasCompoundChildren = hasCompoundChildren ;
objprop . m_margin = blenderobject - > margin ;
// ACTOR is now a separate feature
objprop . m_isactor = ( blenderobject - > gameflag & OB_ACTOR ) ! = 0 ;
objprop . m_dyna = ( blenderobject - > gameflag & OB_DYNAMIC ) ! = 0 ;
objprop . m_softbody = ( blenderobject - > gameflag & OB_SOFT_BODY ) ! = 0 ;
objprop . m_angular_rigidbody = ( blenderobject - > gameflag & OB_RIGID_BODY ) ! = 0 ;
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objprop . m_character = ( blenderobject - > gameflag & OB_CHARACTER ) ! = 0 ;
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objprop . m_record_animation = ( blenderobject - > gameflag & OB_RECORD_ANIMATION ) ! = 0 ;
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///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic'
if ( objprop . m_angular_rigidbody | | ! objprop . m_dyna )
{
objprop . m_contactProcessingThreshold = blenderobject - > m_contactProcessingThreshold ;
} else
{
objprop . m_contactProcessingThreshold = 0.f ;
}
objprop . m_sensor = ( blenderobject - > gameflag & OB_SENSOR ) ! = 0 ;
if ( objprop . m_softbody )
{
///for game soft bodies
if ( blenderobject - > bsoft )
{
objprop . m_gamesoftFlag = blenderobject - > bsoft - > flag ;
///////////////////
objprop . m_soft_linStiff = blenderobject - > bsoft - > linStiff ;
objprop . m_soft_angStiff = blenderobject - > bsoft - > angStiff ; /* angular stiffness 0..1 */
objprop . m_soft_volume = blenderobject - > bsoft - > volume ; /* volume preservation 0..1 */
objprop . m_soft_viterations = blenderobject - > bsoft - > viterations ; /* Velocities solver iterations */
objprop . m_soft_piterations = blenderobject - > bsoft - > piterations ; /* Positions solver iterations */
objprop . m_soft_diterations = blenderobject - > bsoft - > diterations ; /* Drift solver iterations */
objprop . m_soft_citerations = blenderobject - > bsoft - > citerations ; /* Cluster solver iterations */
objprop . m_soft_kSRHR_CL = blenderobject - > bsoft - > kSRHR_CL ; /* Soft vs rigid hardness [0,1] (cluster only) */
objprop . m_soft_kSKHR_CL = blenderobject - > bsoft - > kSKHR_CL ; /* Soft vs kinetic hardness [0,1] (cluster only) */
objprop . m_soft_kSSHR_CL = blenderobject - > bsoft - > kSSHR_CL ; /* Soft vs soft hardness [0,1] (cluster only) */
objprop . m_soft_kSR_SPLT_CL = blenderobject - > bsoft - > kSR_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
objprop . m_soft_kSK_SPLT_CL = blenderobject - > bsoft - > kSK_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
objprop . m_soft_kSS_SPLT_CL = blenderobject - > bsoft - > kSS_SPLT_CL ; /* Soft vs rigid impulse split [0,1] (cluster only) */
objprop . m_soft_kVCF = blenderobject - > bsoft - > kVCF ; /* Velocities correction factor (Baumgarte) */
objprop . m_soft_kDP = blenderobject - > bsoft - > kDP ; /* Damping coefficient [0,1] */
objprop . m_soft_kDG = blenderobject - > bsoft - > kDG ; /* Drag coefficient [0,+inf] */
objprop . m_soft_kLF = blenderobject - > bsoft - > kLF ; /* Lift coefficient [0,+inf] */
objprop . m_soft_kPR = blenderobject - > bsoft - > kPR ; /* Pressure coefficient [-inf,+inf] */
objprop . m_soft_kVC = blenderobject - > bsoft - > kVC ; /* Volume conversation coefficient [0,+inf] */
objprop . m_soft_kDF = blenderobject - > bsoft - > kDF ; /* Dynamic friction coefficient [0,1] */
objprop . m_soft_kMT = blenderobject - > bsoft - > kMT ; /* Pose matching coefficient [0,1] */
objprop . m_soft_kCHR = blenderobject - > bsoft - > kCHR ; /* Rigid contacts hardness [0,1] */
objprop . m_soft_kKHR = blenderobject - > bsoft - > kKHR ; /* Kinetic contacts hardness [0,1] */
objprop . m_soft_kSHR = blenderobject - > bsoft - > kSHR ; /* Soft contacts hardness [0,1] */
objprop . m_soft_kAHR = blenderobject - > bsoft - > kAHR ; /* Anchors hardness [0,1] */
objprop . m_soft_collisionflags = blenderobject - > bsoft - > collisionflags ; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
objprop . m_soft_numclusteriterations = blenderobject - > bsoft - > numclusteriterations ; /* number of iterations to refine collision clusters*/
//objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
/* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
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objprop . m_soft_welding = 0.f ;
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objprop . m_margin = blenderobject - > bsoft - > margin ;
objprop . m_contactProcessingThreshold = 0.f ;
} else
{
objprop . m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT ;
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objprop . m_soft_linStiff = 0.5 ;
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objprop . m_soft_angStiff = 1.f ; /* angular stiffness 0..1 */
objprop . m_soft_volume = 1.f ; /* volume preservation 0..1 */
objprop . m_soft_viterations = 0 ;
objprop . m_soft_piterations = 1 ;
objprop . m_soft_diterations = 0 ;
objprop . m_soft_citerations = 4 ;
objprop . m_soft_kSRHR_CL = 0.1f ;
objprop . m_soft_kSKHR_CL = 1.f ;
objprop . m_soft_kSSHR_CL = 0.5 ;
objprop . m_soft_kSR_SPLT_CL = 0.5f ;
objprop . m_soft_kSK_SPLT_CL = 0.5f ;
objprop . m_soft_kSS_SPLT_CL = 0.5f ;
objprop . m_soft_kVCF = 1 ;
objprop . m_soft_kDP = 0 ;
objprop . m_soft_kDG = 0 ;
objprop . m_soft_kLF = 0 ;
objprop . m_soft_kPR = 0 ;
objprop . m_soft_kVC = 0 ;
objprop . m_soft_kDF = 0.2f ;
objprop . m_soft_kMT = 0.05f ;
objprop . m_soft_kCHR = 1.0f ;
objprop . m_soft_kKHR = 0.1f ;
objprop . m_soft_kSHR = 1.f ;
objprop . m_soft_kAHR = 0.7f ;
objprop . m_soft_collisionflags = OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS ;
objprop . m_soft_numclusteriterations = 16 ;
objprop . m_soft_welding = 0.f ;
objprop . m_margin = 0.f ;
objprop . m_contactProcessingThreshold = 0.f ;
}
}
objprop . m_ghost = ( blenderobject - > gameflag & OB_GHOST ) ! = 0 ;
objprop . m_disableSleeping = ( blenderobject - > gameflag & OB_COLLISION_RESPONSE ) ! = 0 ; //abuse the OB_COLLISION_RESPONSE flag
//mmm, for now, taks this for the size of the dynamicobject
// Blender uses inertia for radius of dynamic object
objprop . m_radius = blenderobject - > inertia ;
objprop . m_in_active_layer = ( blenderobject - > lay & activeLayerBitInfo ) ! = 0 ;
objprop . m_dynamic_parent = NULL ;
objprop . m_isdeformable = ( ( blenderobject - > gameflag2 & 2 ) ) ! = 0 ;
objprop . m_boundclass = objprop . m_dyna ? KX_BOUNDSPHERE : KX_BOUNDMESH ;
if ( ( blenderobject - > gameflag & OB_SOFT_BODY ) & & ! ( blenderobject - > gameflag & OB_BOUNDS ) )
{
objprop . m_boundclass = KX_BOUNDMESH ;
}
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if ( ( blenderobject - > gameflag & OB_CHARACTER ) & & ! ( blenderobject - > gameflag & OB_BOUNDS ) )
{
objprop . m_boundclass = KX_BOUNDSPHERE ;
}
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KX_BoxBounds bb ;
DerivedMesh * dm = NULL ;
if ( gameobj - > GetDeformer ( ) )
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dm = gameobj - > GetDeformer ( ) - > GetPhysicsMesh ( ) ;
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my_get_local_bounds ( blenderobject , dm , objprop . m_boundobject . box . m_center , bb . m_extends ) ;
if ( blenderobject - > gameflag & OB_BOUNDS )
{
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switch ( blenderobject - > collision_boundtype )
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{
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 ;
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case OB_BOUND_CONVEX_HULL :
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if ( blenderobject - > type = = OB_MESH )
{
objprop . m_boundclass = KX_BOUNDPOLYTOPE ;
break ;
}
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// Object is not a mesh... fall through OB_BOUND_TRIANGLE_MESH to
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// OB_BOUND_SPHERE
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case OB_BOUND_TRIANGLE_MESH :
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if ( blenderobject - > type = = OB_MESH )
{
objprop . m_boundclass = KX_BOUNDMESH ;
break ;
}
// Object is not a mesh... can't use polyhedron.
// 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 ;
}
case OB_BOUND_CAPSULE :
{
objprop . m_boundclass = KX_BOUNDCAPSULE ;
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 ] - objprop . m_boundobject . c . m_radius ) ;
if ( objprop . m_boundobject . c . m_height < 0.f )
objprop . m_boundobject . c . m_height = 0.f ;
break ;
}
}
}
if ( parent /* && (parent->gameflag & OB_DYNAMIC)*/ ) {
// parented object cannot be dynamic
KX_GameObject * parentgameobject = converter - > FindGameObject ( parent ) ;
objprop . m_dynamic_parent = parentgameobject ;
//cannot be dynamic:
objprop . m_dyna = false ;
objprop . m_softbody = false ;
shapeprops - > m_mass = 0.f ;
}
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objprop . m_concave = ( blenderobject - > collision_boundtype = = OB_BOUND_TRIANGLE_MESH ) ;
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switch ( physics_engine )
{
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# ifdef WITH_BULLET
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case UseBullet :
KX_ConvertBulletObject ( gameobj , meshobj , dm , kxscene , shapeprops , smmaterial , & objprop ) ;
break ;
# endif
case UseNone :
default :
break ;
}
delete shapeprops ;
delete smmaterial ;
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if ( dm ) {
dm - > needsFree = 1 ;
dm - > release ( dm ) ;
}
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}
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static KX_LightObject * gamelight_from_blamp ( Object * ob , Lamp * la , unsigned int layerflag , KX_Scene * kxscene , RAS_IRasterizer * rasterizer , KX_BlenderSceneConverter * converter )
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{
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RAS_LightObject lightobj ;
KX_LightObject * gamelight ;
lightobj . m_att1 = la - > att1 ;
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lightobj . m_att2 = ( la - > mode & LA_QUAD ) ? la - > att2 : 0.0f ;
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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 ;
bool glslmat = converter - > GetGLSLMaterials ( ) ;
// in GLSL NEGATIVE LAMP is handled inside the lamp update function
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if ( glslmat = = 0 ) {
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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 ;
}
2013-11-04 19:21:07 +00:00
gamelight = new KX_LightObject ( kxscene , KX_Scene : : m_callbacks , rasterizer ,
2010-09-04 19:06:15 +00:00
lightobj , glslmat ) ;
return gamelight ;
}
2011-12-30 07:55:15 +00:00
static KX_Camera * gamecamera_from_bcamera ( Object * ob , KX_Scene * kxscene , KX_BlenderSceneConverter * converter )
{
2010-09-04 19:06:15 +00:00
Camera * ca = static_cast < Camera * > ( ob - > data ) ;
2011-11-04 14:36:06 +00:00
RAS_CameraData camdata ( ca - > lens , ca - > ortho_scale , ca - > sensor_x , ca - > sensor_y , ca - > sensor_fit , ca - > clipsta , ca - > clipend , ca - > type = = CAM_PERSP , ca - > YF_dofdist ) ;
2010-09-04 19:06:15 +00:00
KX_Camera * gamecamera ;
gamecamera = new KX_Camera ( kxscene , KX_Scene : : m_callbacks , camdata ) ;
gamecamera - > SetName ( ca - > id . name + 2 ) ;
return gamecamera ;
}
static KX_GameObject * gameobject_from_blenderobject (
Object * ob ,
KX_Scene * kxscene ,
2013-11-04 19:21:07 +00:00
RAS_IRasterizer * rendertools ,
2012-12-18 20:56:25 +00:00
KX_BlenderSceneConverter * converter ,
bool libloading )
2010-09-04 19:06:15 +00:00
{
KX_GameObject * gameobj = NULL ;
2012-03-29 01:56:08 +00:00
Scene * blenderscene = kxscene - > GetBlenderScene ( ) ;
2010-09-04 19:06:15 +00:00
2012-10-21 07:58:38 +00:00
switch ( ob - > type ) {
2010-09-04 19:06:15 +00:00
case OB_LAMP :
{
2012-03-29 01:56:08 +00:00
KX_LightObject * gamelight = gamelight_from_blamp ( ob , static_cast < Lamp * > ( ob - > data ) , ob - > lay , kxscene , rendertools , converter ) ;
2010-09-04 19:06:15 +00:00
gameobj = gamelight ;
2012-03-29 01:56:08 +00:00
if ( blenderscene - > lay & ob - > lay )
{
gamelight - > AddRef ( ) ;
kxscene - > GetLightList ( ) - > Add ( gamelight ) ;
}
2010-09-04 19:06:15 +00:00
break ;
}
case OB_CAMERA :
{
KX_Camera * gamecamera = gamecamera_from_bcamera ( ob , kxscene , converter ) ;
gameobj = gamecamera ;
//don't add a reference: the camera list in kxscene->m_cameras is not released at the end
//gamecamera->AddRef();
kxscene - > AddCamera ( gamecamera ) ;
break ;
}
case OB_MESH :
{
Mesh * mesh = static_cast < Mesh * > ( ob - > data ) ;
float center [ 3 ] , extents [ 3 ] ;
float radius = my_boundbox_mesh ( ( Mesh * ) ob - > data , center , extents ) ;
2012-12-18 20:56:25 +00:00
RAS_MeshObject * meshobj = BL_ConvertMesh ( mesh , ob , kxscene , converter , libloading ) ;
2010-09-04 19:06:15 +00:00
// needed for python scripting
kxscene - > GetLogicManager ( ) - > RegisterMeshName ( meshobj - > GetName ( ) , meshobj ) ;
2011-02-16 17:07:18 +00:00
2010-05-27 20:18:56 +00:00
if ( ob - > gameflag & OB_NAVMESH )
{
2010-05-31 22:35:22 +00:00
gameobj = new KX_NavMeshObject ( kxscene , KX_Scene : : m_callbacks ) ;
2010-05-27 20:18:56 +00:00
gameobj - > AddMesh ( meshobj ) ;
break ;
}
2011-02-16 17:07:18 +00:00
2010-09-04 19:06:15 +00:00
gameobj = new BL_DeformableGameObject ( ob , kxscene , KX_Scene : : m_callbacks ) ;
// set transformation
gameobj - > AddMesh ( meshobj ) ;
2013-12-17 22:42:47 +00:00
// gather levels of detail
if ( BLI_countlist ( & ob - > lodlevels ) > 1 ) {
LodLevel * lod = ( ( LodLevel * ) ob - > lodlevels . first ) - > next ;
Mesh * lodmesh = mesh ;
Object * lodmatob = ob ;
gameobj - > AddLodMesh ( meshobj ) ;
for ( ; lod ; lod = lod - > next ) {
if ( ! lod - > source | | lod - > source - > type ! = OB_MESH ) continue ;
if ( lod - > flags & OB_LOD_USE_MESH ) {
lodmesh = static_cast < Mesh * > ( lod - > source - > data ) ;
}
if ( lod - > flags & OB_LOD_USE_MAT ) {
lodmatob = lod - > source ;
}
gameobj - > AddLodMesh ( BL_ConvertMesh ( lodmesh , lodmatob , kxscene , converter , libloading ) ) ;
}
}
2010-09-04 19:06:15 +00:00
// for all objects: check whether they want to
// respond to updates
bool ignoreActivityCulling =
( ( ob - > gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING ) ! = 0 ) ;
gameobj - > SetIgnoreActivityCulling ( ignoreActivityCulling ) ;
gameobj - > SetOccluder ( ( ob - > gameflag & OB_OCCLUDER ) ! = 0 , false ) ;
2013-01-26 23:52:55 +00:00
// we only want obcolor used if there is a material in the mesh
// that requires it
Material * mat = NULL ;
bool bUseObjectColor = false ;
for ( int i = 0 ; i < mesh - > totcol ; i + + ) {
mat = mesh - > mat [ i ] ;
if ( ! mat ) break ;
2013-02-09 12:30:42 +00:00
if ( ( mat - > shade_flag & MA_OBCOLOR ) ) {
2013-01-26 23:52:55 +00:00
bUseObjectColor = true ;
break ;
}
}
if ( bUseObjectColor )
gameobj - > SetObjectColor ( ob - > col ) ;
2010-09-04 19:06:15 +00:00
// two options exists for deform: shape keys and armature
// only support relative shape key
bool bHasShapeKey = mesh - > key ! = NULL & & mesh - > key - > type = = KEY_RELATIVE ;
bool bHasDvert = mesh - > dvert ! = NULL & & ob - > defbase . first ;
bool bHasArmature = ( BL_ModifierDeformer : : HasArmatureDeformer ( ob ) & & ob - > parent & & ob - > parent - > type = = OB_ARMATURE & & bHasDvert ) ;
bool bHasModifier = BL_ModifierDeformer : : HasCompatibleDeformer ( ob ) ;
2013-01-23 07:26:39 +00:00
# ifdef WITH_BULLET
2010-09-04 19:06:15 +00:00
bool bHasSoftBody = ( ! ob - > parent & & ( ob - > gameflag & OB_SOFT_BODY ) ) ;
2010-10-31 01:04:31 +00:00
# endif
2010-09-04 19:06:15 +00:00
if ( bHasModifier ) {
BL_ModifierDeformer * dcont = new BL_ModifierDeformer ( ( BL_DeformableGameObject * ) gameobj ,
kxscene - > GetBlenderScene ( ) , ob , meshobj ) ;
( ( BL_DeformableGameObject * ) gameobj ) - > SetDeformer ( dcont ) ;
if ( bHasShapeKey & & bHasArmature )
dcont - > LoadShapeDrivers ( ob - > parent ) ;
} else if ( bHasShapeKey ) {
// not that we can have shape keys without dvert!
BL_ShapeDeformer * dcont = new BL_ShapeDeformer ( ( BL_DeformableGameObject * ) gameobj ,
ob , meshobj ) ;
( ( BL_DeformableGameObject * ) gameobj ) - > SetDeformer ( dcont ) ;
if ( bHasArmature )
dcont - > LoadShapeDrivers ( ob - > parent ) ;
} else if ( bHasArmature ) {
BL_SkinDeformer * dcont = new BL_SkinDeformer ( ( BL_DeformableGameObject * ) gameobj ,
ob , meshobj ) ;
( ( BL_DeformableGameObject * ) gameobj ) - > SetDeformer ( dcont ) ;
} else if ( bHasDvert ) {
// this case correspond to a mesh that can potentially deform but not with the
// object to which it is attached for the moment. A skin mesh was created in
// BL_ConvertMesh() so must create a deformer too!
BL_MeshDeformer * dcont = new BL_MeshDeformer ( ( BL_DeformableGameObject * ) gameobj ,
ob , meshobj ) ;
( ( BL_DeformableGameObject * ) gameobj ) - > SetDeformer ( dcont ) ;
2013-01-23 07:26:39 +00:00
# ifdef WITH_BULLET
2010-09-04 19:06:15 +00:00
} else if ( bHasSoftBody ) {
KX_SoftBodyDeformer * dcont = new KX_SoftBodyDeformer ( meshobj , ( BL_DeformableGameObject * ) gameobj ) ;
( ( BL_DeformableGameObject * ) gameobj ) - > SetDeformer ( dcont ) ;
2010-10-10 07:01:56 +00:00
# endif
2010-09-04 19:06:15 +00:00
}
MT_Point3 min = MT_Point3 ( center ) - MT_Vector3 ( extents ) ;
MT_Point3 max = MT_Point3 ( center ) + MT_Vector3 ( extents ) ;
SG_BBox bbox = SG_BBox ( min , max ) ;
gameobj - > GetSGNode ( ) - > SetBBox ( bbox ) ;
gameobj - > GetSGNode ( ) - > SetRadius ( radius ) ;
break ;
}
case OB_ARMATURE :
{
2011-07-26 06:10:05 +00:00
bArmature * arm = ( bArmature * ) ob - > data ;
2010-09-04 19:06:15 +00:00
gameobj = new BL_ArmatureObject (
kxscene ,
KX_Scene : : m_callbacks ,
ob ,
2011-07-26 06:10:05 +00:00
kxscene - > GetBlenderScene ( ) , // handle
arm - > gevertdeformer
2010-09-04 19:06:15 +00:00
) ;
/* 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 ;
}
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
case OB_FONT :
{
2013-07-19 22:54:02 +00:00
bool do_color_management = ! ( blenderscene - > gm . flag & GAME_GLSL_NO_COLOR_MANAGEMENT ) ;
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
/* font objects have no bounding box */
2013-07-19 22:54:02 +00:00
gameobj = new KX_FontObject ( kxscene , KX_Scene : : m_callbacks , rendertools , ob , do_color_management ) ;
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
/* add to the list only the visible fonts */
2012-03-24 07:52:14 +00:00
if ( ( ob - > lay & kxscene - > GetBlenderScene ( ) - > lay ) ! = 0 )
Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/
Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have)
The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.
Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)
[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF.
So instead of:
BLF_draw(fontid, (char *)text, strlen(text));
We would do:
MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.
Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
a) constructor: load the font of the object, and store other values.
b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API
*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.
Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
kxscene - > AddFont ( static_cast < KX_FontObject * > ( gameobj ) ) ;
break ;
}
2010-09-04 19:06:15 +00:00
}
if ( gameobj )
{
gameobj - > SetLayer ( ob - > lay ) ;
gameobj - > SetBlenderObject ( ob ) ;
/* set the visibility state based on the objects render option in the outliner */
2012-03-24 07:52:14 +00:00
if ( ob - > restrictflag & OB_RESTRICT_RENDER ) gameobj - > SetVisible ( 0 , 0 ) ;
2010-09-04 19:06:15 +00:00
}
return gameobj ;
}
struct parentChildLink {
struct Object * m_blenderchild ;
SG_Node * m_gamechildnode ;
} ;
# include "DNA_constraint_types.h"
//XXX #include "BIF_editconstraint.h"
2013-03-25 02:41:30 +00:00
static bPoseChannel * get_active_posechannel2 ( Object * ob )
2010-09-04 19:06:15 +00:00
{
bArmature * arm = ( bArmature * ) ob - > data ;
bPoseChannel * pchan ;
/* find active */
2012-03-24 07:52:14 +00:00
for ( pchan = ( bPoseChannel * ) ob - > pose - > chanbase . first ; pchan ; pchan = pchan - > next ) {
if ( pchan - > bone & & ( pchan - > bone = = arm - > act_bone ) & & ( pchan - > bone - > layer & arm - > layer ) )
2010-09-04 19:06:15 +00:00
return pchan ;
}
return NULL ;
}
2012-09-16 00:22:55 +00:00
static ListBase * get_active_constraints2 ( Object * ob )
2010-09-04 19:06:15 +00:00
{
if ( ! ob )
return NULL ;
// XXX - shouldnt we care about the pose data and not the mode???
if ( ob - > mode & OB_MODE_POSE ) {
bPoseChannel * pchan ;
pchan = get_active_posechannel2 ( ob ) ;
if ( pchan )
return & pchan - > constraints ;
}
else
return & ob - > constraints ;
return NULL ;
}
2012-09-18 04:55:52 +00:00
static void UNUSED_FUNCTION ( RBJconstraints ) ( Object * ob ) //not used
2010-09-04 19:06:15 +00:00
{
ListBase * conlist ;
bConstraint * curcon ;
conlist = get_active_constraints2 ( ob ) ;
if ( conlist ) {
2013-03-18 11:44:56 +00:00
for ( curcon = ( bConstraint * ) conlist - > first ; curcon ; curcon = ( bConstraint * ) curcon - > next ) {
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printf ( " %i \n " , curcon - > type ) ;
}
}
}
# include "PHY_IPhysicsEnvironment.h"
# include "PHY_DynamicTypes.h"
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static KX_GameObject * getGameOb ( STR_String busc , CListValue * sumolist )
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{
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2011-09-01 02:12:53 +00:00
for ( int j = 0 ; j < sumolist - > GetCount ( ) ; j + + )
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{
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KX_GameObject * gameobje = ( KX_GameObject * ) sumolist - > GetValue ( j ) ;
if ( gameobje - > GetName ( ) = = busc )
return gameobje ;
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}
return 0 ;
}
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/* helper for BL_ConvertBlenderObjects, avoids code duplication
* note : all var names match args are passed from the caller */
static void bl_ConvertBlenderObject_Single (
KX_BlenderSceneConverter * converter ,
Scene * blenderscene , Object * blenderobject ,
vector < MT_Vector3 > & inivel , vector < MT_Vector3 > & iniang ,
vector < parentChildLink > & vec_parent_child ,
CListValue * logicbrick_conversionlist ,
CListValue * objectlist , CListValue * inactivelist , CListValue * sumolist ,
KX_Scene * kxscene , KX_GameObject * gameobj ,
SCA_LogicManager * logicmgr , SCA_TimeEventManager * timemgr ,
bool isInActiveLayer
)
{
MT_Point3 posPrev ;
MT_Matrix3x3 angor ;
if ( converter - > addInitFromFrame ) blenderscene - > r . cfra = blenderscene - > r . sfra ;
MT_Point3 pos (
blenderobject - > loc [ 0 ] + blenderobject - > dloc [ 0 ] ,
blenderobject - > loc [ 1 ] + blenderobject - > dloc [ 1 ] ,
blenderobject - > loc [ 2 ] + blenderobject - > dloc [ 2 ]
) ;
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MT_Matrix3x3 rotation ;
float rotmat [ 3 ] [ 3 ] ;
BKE_object_rot_to_mat3 ( blenderobject , rotmat , FALSE ) ;
rotation . setValue3x3 ( ( float * ) rotmat ) ;
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MT_Vector3 scale ( blenderobject - > size ) ;
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if ( converter - > addInitFromFrame ) { //rcruiz
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blenderscene - > r . cfra = blenderscene - > r . sfra - 1 ;
//XXX update_for_newframe();
MT_Vector3 tmp = pos - MT_Point3 ( blenderobject - > loc [ 0 ] + blenderobject - > dloc [ 0 ] ,
blenderobject - > loc [ 1 ] + blenderobject - > dloc [ 1 ] ,
blenderobject - > loc [ 2 ] + blenderobject - > dloc [ 2 ]
) ;
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float rotmatPrev [ 3 ] [ 3 ] ;
BKE_object_rot_to_mat3 ( blenderobject , rotmatPrev , FALSE ) ;
float eulxyz [ 3 ] , eulxyzPrev [ 3 ] ;
mat3_to_eul ( eulxyz , rotmat ) ;
mat3_to_eul ( eulxyzPrev , rotmatPrev ) ;
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double fps = ( double ) blenderscene - > r . frs_sec /
( double ) blenderscene - > r . frs_sec_base ;
tmp . scale ( fps , fps , fps ) ;
inivel . push_back ( tmp ) ;
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tmp [ 0 ] = eulxyz [ 0 ] - eulxyzPrev [ 0 ] ;
tmp [ 1 ] = eulxyz [ 1 ] - eulxyzPrev [ 1 ] ;
tmp [ 2 ] = eulxyz [ 2 ] - eulxyzPrev [ 2 ] ;
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tmp . scale ( fps , fps , fps ) ;
iniang . push_back ( tmp ) ;
blenderscene - > r . cfra = blenderscene - > r . sfra ;
//XXX update_for_newframe();
}
gameobj - > NodeSetLocalPosition ( pos ) ;
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gameobj - > NodeSetLocalOrientation ( rotation ) ;
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gameobj - > NodeSetLocalScale ( scale ) ;
gameobj - > NodeUpdateGS ( 0 ) ;
sumolist - > Add ( gameobj - > AddRef ( ) ) ;
BL_ConvertProperties ( blenderobject , gameobj , timemgr , kxscene , isInActiveLayer ) ;
gameobj - > SetName ( blenderobject - > id . name + 2 ) ;
// update children/parent hierarchy
if ( ( blenderobject - > parent ! = 0 ) & & ( ! converter - > addInitFromFrame ) )
{
// blender has an additional 'parentinverse' offset in each object
SG_Callbacks callback ( NULL , NULL , NULL , KX_Scene : : KX_ScenegraphUpdateFunc , KX_Scene : : KX_ScenegraphRescheduleFunc ) ;
SG_Node * parentinversenode = new SG_Node ( NULL , kxscene , callback ) ;
// define a normal parent relationship for this node.
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation : : New ( ) ;
parentinversenode - > SetParentRelation ( parent_relation ) ;
parentChildLink pclink ;
pclink . m_blenderchild = blenderobject ;
pclink . m_gamechildnode = parentinversenode ;
vec_parent_child . push_back ( pclink ) ;
float * fl = ( float * ) blenderobject - > parentinv ;
MT_Transform parinvtrans ( fl ) ;
parentinversenode - > SetLocalPosition ( parinvtrans . getOrigin ( ) ) ;
// problem here: the parent inverse transform combines scaling and rotation
// in the basis but the scenegraph needs separate rotation and scaling.
// This is not important for OpenGL (it uses 4x4 matrix) but it is important
// for the physic engine that needs a separate scaling
//parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
// Extract the rotation and the scaling from the basis
MT_Matrix3x3 ori ( parinvtrans . getBasis ( ) ) ;
MT_Vector3 x ( ori . getColumn ( 0 ) ) ;
MT_Vector3 y ( ori . getColumn ( 1 ) ) ;
MT_Vector3 z ( ori . getColumn ( 2 ) ) ;
MT_Vector3 parscale ( x . length ( ) , y . length ( ) , z . length ( ) ) ;
if ( ! MT_fuzzyZero ( parscale [ 0 ] ) )
x / = parscale [ 0 ] ;
if ( ! MT_fuzzyZero ( parscale [ 1 ] ) )
y / = parscale [ 1 ] ;
if ( ! MT_fuzzyZero ( parscale [ 2 ] ) )
z / = parscale [ 2 ] ;
ori . setColumn ( 0 , x ) ;
ori . setColumn ( 1 , y ) ;
ori . setColumn ( 2 , z ) ;
parentinversenode - > SetLocalOrientation ( ori ) ;
parentinversenode - > SetLocalScale ( parscale ) ;
parentinversenode - > AddChild ( gameobj - > GetSGNode ( ) ) ;
}
// needed for python scripting
logicmgr - > RegisterGameObjectName ( gameobj - > GetName ( ) , gameobj ) ;
// needed for group duplication
logicmgr - > RegisterGameObj ( blenderobject , gameobj ) ;
for ( int i = 0 ; i < gameobj - > GetMeshCount ( ) ; i + + )
logicmgr - > RegisterGameMeshName ( gameobj - > GetMesh ( i ) - > GetName ( ) , blenderobject ) ;
converter - > RegisterGameObject ( gameobj , blenderobject ) ;
// this was put in rapidly, needs to be looked at more closely
// only draw/use objects in active 'blender' layers
logicbrick_conversionlist - > Add ( gameobj - > AddRef ( ) ) ;
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if ( converter - > addInitFromFrame ) {
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posPrev = gameobj - > NodeGetWorldPosition ( ) ;
angor = gameobj - > NodeGetWorldOrientation ( ) ;
}
if ( isInActiveLayer )
{
objectlist - > Add ( gameobj - > AddRef ( ) ) ;
//tf.Add(gameobj->GetSGNode());
gameobj - > NodeUpdateGS ( 0 ) ;
gameobj - > AddMeshUser ( ) ;
}
else
{
//we must store this object otherwise it will be deleted
//at the end of this function if it is not a root object
inactivelist - > Add ( gameobj - > AddRef ( ) ) ;
}
if ( converter - > addInitFromFrame ) {
gameobj - > NodeSetLocalPosition ( posPrev ) ;
gameobj - > NodeSetLocalOrientation ( angor ) ;
}
}
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// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects ( struct Main * maggie ,
KX_Scene * kxscene ,
KX_KetsjiEngine * ketsjiEngine ,
e_PhysicsEngine physics_engine ,
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RAS_IRasterizer * rendertools ,
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RAS_ICanvas * canvas ,
KX_BlenderSceneConverter * converter ,
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bool alwaysUseExpandFraming ,
bool libloading
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)
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{
# define BL_CONVERTBLENDEROBJECT_SINGLE \
bl_ConvertBlenderObject_Single ( converter , \
blenderscene , blenderobject , \
inivel , iniang , \
vec_parent_child , \
logicbrick_conversionlist , \
objectlist , inactivelist , sumolist , \
kxscene , gameobj , \
logicmgr , timemgr , \
isInActiveLayer \
)
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Scene * blenderscene = kxscene - > GetBlenderScene ( ) ;
// for SETLOOPER
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Scene * sce_iter ;
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Base * base ;
// Get the frame settings of the canvas.
// Get the aspect ratio of the canvas as designed by the user.
RAS_FrameSettings : : RAS_FrameType frame_type ;
int aspect_width ;
int aspect_height ;
vector < MT_Vector3 > inivel , iniang ;
set < Group * > grouplist ; // list of groups to be converted
set < Object * > allblobj ; // all objects converted
set < Object * > groupobj ; // objects from groups (never in active layer)
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// This is bad, but we use this to make sure the first time this is called
// is not in a separate thread.
BL_Texture : : GetMaxUnits ( ) ;
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if ( alwaysUseExpandFraming ) {
frame_type = RAS_FrameSettings : : e_frame_extend ;
aspect_width = canvas - > GetWidth ( ) ;
aspect_height = canvas - > GetHeight ( ) ;
} else {
if ( blenderscene - > gm . framing . type = = SCE_GAMEFRAMING_BARS ) {
frame_type = RAS_FrameSettings : : e_frame_bars ;
} else if ( blenderscene - > gm . framing . type = = SCE_GAMEFRAMING_EXTEND ) {
frame_type = RAS_FrameSettings : : e_frame_extend ;
} else {
frame_type = RAS_FrameSettings : : e_frame_scale ;
}
2012-04-09 01:16:19 +00:00
aspect_width = ( int ) ( blenderscene - > r . xsch * blenderscene - > r . xasp ) ;
aspect_height = ( int ) ( blenderscene - > r . ysch * blenderscene - > r . yasp ) ;
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}
RAS_FrameSettings frame_settings (
frame_type ,
blenderscene - > gm . framing . col [ 0 ] ,
blenderscene - > gm . framing . col [ 1 ] ,
blenderscene - > gm . framing . col [ 2 ] ,
aspect_width ,
aspect_height
) ;
kxscene - > SetFramingType ( frame_settings ) ;
kxscene - > SetGravity ( MT_Vector3 ( 0 , 0 , - blenderscene - > gm . gravity ) ) ;
/* set activity culling parameters */
kxscene - > SetActivityCulling ( ( blenderscene - > gm . mode & WO_ACTIVITY_CULLING ) ! = 0 ) ;
kxscene - > SetActivityCullingRadius ( blenderscene - > gm . activityBoxRadius ) ;
kxscene - > SetDbvtCulling ( ( blenderscene - > gm . mode & WO_DBVT_CULLING ) ! = 0 ) ;
// no occlusion culling by default
kxscene - > SetDbvtOcclusionRes ( 0 ) ;
int activeLayerBitInfo = blenderscene - > lay ;
// list of all object converted, active and inactive
CListValue * sumolist = new CListValue ( ) ;
vector < parentChildLink > vec_parent_child ;
CListValue * objectlist = kxscene - > GetObjectList ( ) ;
CListValue * inactivelist = kxscene - > GetInactiveList ( ) ;
CListValue * parentlist = kxscene - > GetRootParentList ( ) ;
SCA_LogicManager * logicmgr = kxscene - > GetLogicManager ( ) ;
SCA_TimeEventManager * timemgr = kxscene - > GetTimeEventManager ( ) ;
CListValue * logicbrick_conversionlist = new CListValue ( ) ;
//SG_TreeFactory tf;
// Convert actions to actionmap
bAction * curAct ;
for ( curAct = ( bAction * ) maggie - > action . first ; curAct ; curAct = ( bAction * ) curAct - > id . next )
{
logicmgr - > RegisterActionName ( curAct - > id . name + 2 , curAct ) ;
}
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
SetDefaultLightMode ( blenderscene ) ;
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// Let's support scene set.
// Beware of name conflict in linked data, it will not crash but will create confusion
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
// no conflicting name for Object, Object data and Action.
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for ( SETLOOPER ( blenderscene , sce_iter , base ) )
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{
Object * blenderobject = base - > object ;
allblobj . insert ( blenderobject ) ;
KX_GameObject * gameobj = gameobject_from_blenderobject (
base - > object ,
kxscene ,
rendertools ,
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converter ,
libloading ) ;
2010-09-04 19:06:15 +00:00
bool isInActiveLayer = ( blenderobject - > lay & activeLayerBitInfo ) ! = 0 ;
bool addobj = true ;
if ( converter - > addInitFromFrame )
if ( ! isInActiveLayer )
addobj = false ;
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if ( gameobj )
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{
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if ( addobj )
{ /* macro calls object conversion funcs */
BL_CONVERTBLENDEROBJECT_SINGLE ;
2011-08-17 09:38:50 +00:00
2012-01-12 09:02:29 +00:00
if ( gameobj - > IsDupliGroup ( ) ) {
grouplist . insert ( blenderobject - > dup_group ) ;
}
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}
2012-01-12 09:02:29 +00:00
/* Note about memory leak issues:
* When a CValue derived class is created , m_refcount is initialized to 1
* so the class must be released after being used to make sure that it won ' t
* hang in memory . If the object needs to be stored for a long time ,
* use AddRef ( ) so that this Release ( ) does not free the object .
* Make sure that for any AddRef ( ) there is a Release ( ) ! ! ! !
* Do the same for any object derived from CValue , CExpression and NG_NetworkMessage
*/
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gameobj - > Release ( ) ;
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}
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}
if ( ! grouplist . empty ( ) )
{
// now convert the group referenced by dupli group object
// keep track of all groups already converted
set < Group * > allgrouplist = grouplist ;
set < Group * > tempglist ;
// recurse
while ( ! grouplist . empty ( ) )
{
set < Group * > : : iterator git ;
tempglist . clear ( ) ;
tempglist . swap ( grouplist ) ;
for ( git = tempglist . begin ( ) ; git ! = tempglist . end ( ) ; git + + )
{
Group * group = * git ;
GroupObject * go ;
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for ( go = ( GroupObject * ) group - > gobject . first ; go ; go = ( GroupObject * ) go - > next )
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{
Object * blenderobject = go - > ob ;
if ( converter - > FindGameObject ( blenderobject ) = = NULL )
{
allblobj . insert ( blenderobject ) ;
groupobj . insert ( blenderobject ) ;
KX_GameObject * gameobj = gameobject_from_blenderobject (
blenderobject ,
kxscene ,
rendertools ,
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converter ,
libloading ) ;
2010-09-04 19:06:15 +00:00
// this code is copied from above except that
// object from groups are never in active layer
bool isInActiveLayer = false ;
bool addobj = true ;
if ( converter - > addInitFromFrame )
if ( ! isInActiveLayer )
addobj = false ;
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if ( gameobj )
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{
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if ( addobj )
{ /* macro calls object conversion funcs */
BL_CONVERTBLENDEROBJECT_SINGLE ;
2010-09-04 19:06:15 +00:00
}
if ( gameobj - > IsDupliGroup ( ) )
{
if ( allgrouplist . insert ( blenderobject - > dup_group ) . second )
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{
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grouplist . insert ( blenderobject - > dup_group ) ;
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}
2010-09-04 19:06:15 +00:00
}
2012-01-12 09:02:29 +00:00
/* see comment above re: mem leaks */
2010-09-04 19:06:15 +00:00
gameobj - > Release ( ) ;
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}
2010-09-04 19:06:15 +00:00
}
}
}
}
}
// non-camera objects not supported as camera currently
if ( blenderscene - > camera & & blenderscene - > camera - > type = = OB_CAMERA ) {
KX_Camera * gamecamera = ( KX_Camera * ) converter - > FindGameObject ( blenderscene - > camera ) ;
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if ( gamecamera )
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kxscene - > SetActiveCamera ( gamecamera ) ;
}
// Set up armatures
set < Object * > : : iterator oit ;
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for ( oit = allblobj . begin ( ) ; oit ! = allblobj . end ( ) ; oit + + )
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{
Object * blenderobj = * oit ;
if ( blenderobj - > type = = OB_MESH ) {
Mesh * me = ( Mesh * ) blenderobj - > data ;
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if ( me - > dvert ) {
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BL_DeformableGameObject * obj = ( BL_DeformableGameObject * ) converter - > FindGameObject ( blenderobj ) ;
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if ( obj & & BL_ModifierDeformer : : HasArmatureDeformer ( blenderobj ) & & blenderobj - > parent & & blenderobj - > parent - > type = = OB_ARMATURE ) {
2010-09-04 19:06:15 +00:00
KX_GameObject * par = converter - > FindGameObject ( blenderobj - > parent ) ;
if ( par & & obj - > GetDeformer ( ) )
( ( BL_SkinDeformer * ) obj - > GetDeformer ( ) ) - > SetArmature ( ( BL_ArmatureObject * ) par ) ;
}
}
}
}
// create hierarchy information
int i ;
vector < parentChildLink > : : iterator pcit ;
for ( pcit = vec_parent_child . begin ( ) ; ! ( pcit = = vec_parent_child . end ( ) ) ; + + pcit )
{
struct Object * blenderchild = pcit - > m_blenderchild ;
struct Object * blenderparent = blenderchild - > parent ;
KX_GameObject * parentobj = converter - > FindGameObject ( blenderparent ) ;
KX_GameObject * childobj = converter - > FindGameObject ( blenderchild ) ;
assert ( childobj ) ;
if ( ! parentobj | | objectlist - > SearchValue ( childobj ) ! = objectlist - > SearchValue ( parentobj ) )
{
// special case: the parent and child object are not in the same layer.
// This weird situation is used in Apricot for test purposes.
// Resolve it by not converting the child
childobj - > GetSGNode ( ) - > DisconnectFromParent ( ) ;
delete pcit - > m_gamechildnode ;
// Now destroy the child object but also all its descendent that may already be linked
// Remove the child reference in the local list!
// Note: there may be descendents already if the children of the child were processed
// by this loop before the child. In that case, we must remove the children also
CListValue * childrenlist = childobj - > GetChildrenRecursive ( ) ;
childrenlist - > Add ( childobj - > AddRef ( ) ) ;
for ( i = 0 ; i < childrenlist - > GetCount ( ) ; i + + )
{
KX_GameObject * obj = static_cast < KX_GameObject * > ( childrenlist - > GetValue ( i ) ) ;
if ( sumolist - > RemoveValue ( obj ) )
obj - > Release ( ) ;
if ( logicbrick_conversionlist - > RemoveValue ( obj ) )
obj - > Release ( ) ;
}
childrenlist - > Release ( ) ;
// now destroy recursively
converter - > UnregisterGameObject ( childobj ) ; // removing objects during conversion make sure this runs too
kxscene - > RemoveObject ( childobj ) ;
continue ;
}
switch ( blenderchild - > partype )
{
case PARVERT1 :
{
// creat a new vertex parent relationship for this node.
KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation : : New ( ) ;
pcit - > m_gamechildnode - > SetParentRelation ( vertex_parent_relation ) ;
break ;
}
case PARSLOW :
{
// creat a new slow parent relationship for this node.
KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation : : New ( blenderchild - > sf ) ;
pcit - > m_gamechildnode - > SetParentRelation ( slow_parent_relation ) ;
break ;
2012-09-16 04:58:18 +00:00
}
2010-09-04 19:06:15 +00:00
case PARBONE :
{
// parent this to a bone
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Bone * parent_bone = BKE_armature_find_bone_name ( BKE_armature_from_object ( blenderchild - > parent ) ,
blenderchild - > parsubstr ) ;
2010-09-04 19:06:15 +00:00
2012-03-24 07:52:14 +00:00
if ( parent_bone ) {
2010-09-04 19:06:15 +00:00
KX_BoneParentRelation * bone_parent_relation = KX_BoneParentRelation : : New ( parent_bone ) ;
pcit - > m_gamechildnode - > SetParentRelation ( bone_parent_relation ) ;
}
break ;
}
case PARSKEL : // skinned - ignore
break ;
case PAROBJECT :
case PARCURVE :
case PARKEY :
case PARVERT3 :
default :
// unhandled
break ;
}
parentobj - > GetSGNode ( ) - > AddChild ( pcit - > m_gamechildnode ) ;
}
vec_parent_child . clear ( ) ;
// find 'root' parents (object that has not parents in SceneGraph)
for ( i = 0 ; i < sumolist - > GetCount ( ) ; + + i )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
if ( gameobj - > GetSGNode ( ) - > GetSGParent ( ) = = 0 )
{
parentlist - > Add ( gameobj - > AddRef ( ) ) ;
gameobj - > NodeUpdateGS ( 0 ) ;
}
}
// create graphic controller for culling
if ( kxscene - > GetDbvtCulling ( ) )
{
bool occlusion = false ;
for ( i = 0 ; i < sumolist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
if ( gameobj - > GetMeshCount ( ) > 0 )
{
MT_Point3 box [ 2 ] ;
gameobj - > GetSGNode ( ) - > BBox ( ) . getmm ( box , MT_Transform : : Identity ( ) ) ;
// box[0] is the min, box[1] is the max
bool isactive = objectlist - > SearchValue ( gameobj ) ;
BL_CreateGraphicObjectNew ( gameobj , box [ 0 ] , box [ 1 ] , kxscene , isactive , physics_engine ) ;
if ( gameobj - > GetOccluder ( ) )
occlusion = true ;
}
}
if ( occlusion )
kxscene - > SetDbvtOcclusionRes ( blenderscene - > gm . occlusionRes ) ;
}
if ( blenderscene - > world )
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetNumTimeSubSteps ( blenderscene - > gm . physubstep ) ;
2010-09-04 19:06:15 +00:00
// now that the scenegraph is complete, let's instantiate the deformers.
// We need that to create reusable derived mesh and physic shapes
for ( i = 0 ; i < sumolist - > GetCount ( ) ; + + i )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
if ( gameobj - > GetDeformer ( ) )
gameobj - > GetDeformer ( ) - > UpdateBuckets ( ) ;
}
// Set up armature constraints
for ( i = 0 ; i < sumolist - > GetCount ( ) ; + + i )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
if ( gameobj - > GetGameObjectType ( ) = = SCA_IObject : : OBJ_ARMATURE )
( ( BL_ArmatureObject * ) gameobj ) - > LoadConstraints ( converter ) ;
}
bool processCompoundChildren = false ;
// create physics information
for ( i = 0 ; i < sumolist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
int nummeshes = gameobj - > GetMeshCount ( ) ;
RAS_MeshObject * meshobj = 0 ;
if ( nummeshes > 0 )
{
meshobj = gameobj - > GetMesh ( 0 ) ;
}
int layerMask = ( groupobj . find ( blenderobject ) = = groupobj . end ( ) ) ? activeLayerBitInfo : 0 ;
BL_CreatePhysicsObjectNew ( gameobj , blenderobject , meshobj , kxscene , layerMask , physics_engine , converter , processCompoundChildren ) ;
}
processCompoundChildren = true ;
// create physics information
for ( i = 0 ; i < sumolist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
int nummeshes = gameobj - > GetMeshCount ( ) ;
RAS_MeshObject * meshobj = 0 ;
if ( nummeshes > 0 )
{
meshobj = gameobj - > GetMesh ( 0 ) ;
}
int layerMask = ( groupobj . find ( blenderobject ) = = groupobj . end ( ) ) ? activeLayerBitInfo : 0 ;
BL_CreatePhysicsObjectNew ( gameobj , blenderobject , meshobj , kxscene , layerMask , physics_engine , converter , processCompoundChildren ) ;
}
//set ini linearVel and int angularVel //rcruiz
if ( converter - > addInitFromFrame )
for ( i = 0 ; i < sumolist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
2012-03-28 05:03:24 +00:00
if ( gameobj - > IsDynamic ( ) ) {
2010-09-04 19:06:15 +00:00
gameobj - > setLinearVelocity ( inivel [ i ] , false ) ;
gameobj - > setAngularVelocity ( iniang [ i ] , false ) ;
}
2012-09-16 04:58:18 +00:00
}
2010-09-04 19:06:15 +00:00
// create physics joints
for ( i = 0 ; i < sumolist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) sumolist - > GetValue ( i ) ;
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
ListBase * conlist ;
bConstraint * curcon ;
conlist = get_active_constraints2 ( blenderobject ) ;
2012-03-24 07:52:14 +00:00
if ( ( gameobj - > GetLayer ( ) & activeLayerBitInfo ) = = 0 )
2011-05-30 15:40:01 +00:00
continue ;
2010-09-04 19:06:15 +00:00
if ( conlist ) {
2013-03-18 11:44:56 +00:00
for ( curcon = ( bConstraint * ) conlist - > first ; curcon ; curcon = ( bConstraint * ) curcon - > next ) {
2012-03-28 05:03:24 +00:00
if ( curcon - > type = = CONSTRAINT_TYPE_RIGIDBODYJOINT ) {
2010-09-04 19:06:15 +00:00
bRigidBodyJointConstraint * dat = ( bRigidBodyJointConstraint * ) curcon - > data ;
2012-04-19 15:14:28 +00:00
if ( ! dat - > child & & ! ( curcon - > flag & CONSTRAINT_OFF ) ) {
2010-09-04 19:06:15 +00:00
PHY_IPhysicsController * physctr2 = 0 ;
if ( dat - > tar )
{
KX_GameObject * gotar = getGameOb ( dat - > tar - > id . name + 2 , sumolist ) ;
2011-05-30 15:40:01 +00:00
if ( gotar & & ( ( gotar - > GetLayer ( ) & activeLayerBitInfo ) ! = 0 ) & & gotar - > GetPhysicsController ( ) )
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
physctr2 = gotar - > GetPhysicsController ( ) ;
2010-09-04 19:06:15 +00:00
}
if ( gameobj - > GetPhysicsController ( ) )
{
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
PHY_IPhysicsController * physctrl = gameobj - > GetPhysicsController ( ) ;
2010-09-04 19:06:15 +00:00
//we need to pass a full constraint frame, not just axis
2011-09-01 02:12:53 +00:00
2010-09-04 19:06:15 +00:00
//localConstraintFrameBasis
MT_Matrix3x3 localCFrame ( MT_Vector3 ( dat - > axX , dat - > axY , dat - > axZ ) ) ;
MT_Vector3 axis0 = localCFrame . getColumn ( 0 ) ;
MT_Vector3 axis1 = localCFrame . getColumn ( 1 ) ;
MT_Vector3 axis2 = localCFrame . getColumn ( 2 ) ;
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
int constraintId = kxscene - > GetPhysicsEnvironment ( ) - > CreateConstraint ( physctrl , physctr2 , ( PHY_ConstraintType ) dat - > type , ( float ) dat - > pivX ,
2010-09-04 19:06:15 +00:00
( float ) dat - > pivY , ( float ) dat - > pivZ ,
( float ) axis0 . x ( ) , ( float ) axis0 . y ( ) , ( float ) axis0 . z ( ) ,
( float ) axis1 . x ( ) , ( float ) axis1 . y ( ) , ( float ) axis1 . z ( ) ,
( float ) axis2 . x ( ) , ( float ) axis2 . y ( ) , ( float ) axis2 . z ( ) , dat - > flag ) ;
if ( constraintId )
{
//if it is a generic 6DOF constraint, set all the limits accordingly
if ( dat - > type = = PHY_GENERIC_6DOF_CONSTRAINT )
{
int dof ;
int dofbit = 1 ;
for ( dof = 0 ; dof < 6 ; dof + + )
{
if ( dat - > flag & dofbit )
{
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof , dat - > minLimit [ dof ] , dat - > maxLimit [ dof ] ) ;
2010-09-04 19:06:15 +00:00
} else
{
//minLimit > maxLimit means free(disabled limit) for this degree of freedom
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof , 1 , - 1 ) ;
2010-09-04 19:06:15 +00:00
}
dofbit < < = 1 ;
}
2011-02-27 09:21:13 +00:00
}
2012-03-24 07:52:14 +00:00
else if ( dat - > type = = PHY_CONE_TWIST_CONSTRAINT )
2011-02-27 09:21:13 +00:00
{
int dof ;
int dofbit = 1 < < 3 ; // bitflag use_angular_limit_x
for ( dof = 3 ; dof < 6 ; dof + + )
{
2012-03-24 07:52:14 +00:00
if ( dat - > flag & dofbit )
2011-02-27 09:21:13 +00:00
{
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof , dat - > minLimit [ dof ] , dat - > maxLimit [ dof ] ) ;
2011-02-27 09:21:13 +00:00
}
else
{
//maxLimit < 0 means free(disabled limit) for this degree of freedom
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof , 1 , - 1 ) ;
2011-02-27 09:21:13 +00:00
}
dofbit < < = 1 ;
2012-09-16 04:58:18 +00:00
}
2011-02-27 09:21:13 +00:00
}
else if ( dat - > type = = PHY_LINEHINGE_CONSTRAINT )
{
int dof = 3 ; // dof for angular x
int dofbit = 1 < < 3 ; // bitflag use_angular_limit_x
if ( dat - > flag & dofbit )
{
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof ,
2011-02-27 09:21:13 +00:00
dat - > minLimit [ dof ] , dat - > maxLimit [ dof ] ) ;
} else
{
//minLimit > maxLimit means free(disabled limit) for this degree of freedom
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code.
This is a squashed commit of the following:
BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks.
BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController.
BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController.
BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp.
BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes.
BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject.
BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController.
BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController.
BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController.
BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now.
BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController.
BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController.
BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate.
BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController.
BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController.
BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity().
BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface.
BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController.
BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController.
BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController.
BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation).
BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller.
BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
2013-11-04 19:22:47 +00:00
kxscene - > GetPhysicsEnvironment ( ) - > SetConstraintParam ( constraintId , dof , 1 , - 1 ) ;
2011-02-27 09:21:13 +00:00
}
2010-09-04 19:06:15 +00:00
}
}
}
}
}
}
}
}
sumolist - > Release ( ) ;
// convert world
2010-09-16 19:03:01 +00:00
KX_WorldInfo * worldinfo = new BlenderWorldInfo ( blenderscene , blenderscene - > world ) ;
2010-09-04 19:06:15 +00:00
converter - > RegisterWorldInfo ( worldinfo ) ;
kxscene - > SetWorldInfo ( worldinfo ) ;
2010-06-04 23:29:49 +00:00
//create object representations for obstacle simulation
KX_ObstacleSimulation * obssimulation = kxscene - > GetObstacleSimulation ( ) ;
if ( obssimulation )
{
for ( i = 0 ; i < objectlist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( objectlist - > GetValue ( i ) ) ;
2010-06-10 00:19:06 +00:00
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
if ( blenderobject - > gameflag & OB_HASOBSTACLE )
2010-06-04 23:29:49 +00:00
{
obssimulation - > AddObstacleForObj ( gameobj ) ;
}
}
}
2010-06-16 00:23:24 +00:00
//process navigation mesh objects
for ( i = 0 ; i < objectlist - > GetCount ( ) ; i + + )
2010-06-07 23:09:50 +00:00
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( objectlist - > GetValue ( i ) ) ;
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
if ( blenderobject - > type = = OB_MESH & & ( blenderobject - > gameflag & OB_NAVMESH ) )
{
KX_NavMeshObject * navmesh = static_cast < KX_NavMeshObject * > ( gameobj ) ;
navmesh - > SetVisible ( 0 , true ) ;
2010-06-16 00:23:24 +00:00
navmesh - > BuildNavMesh ( ) ;
2010-06-07 23:09:50 +00:00
if ( obssimulation )
obssimulation - > AddObstaclesForNavMesh ( navmesh ) ;
}
}
2010-06-16 00:23:24 +00:00
for ( i = 0 ; i < inactivelist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( inactivelist - > GetValue ( i ) ) ;
struct Object * blenderobject = gameobj - > GetBlenderObject ( ) ;
if ( blenderobject - > type = = OB_MESH & & ( blenderobject - > gameflag & OB_NAVMESH ) )
{
KX_NavMeshObject * navmesh = static_cast < KX_NavMeshObject * > ( gameobj ) ;
navmesh - > SetVisible ( 0 , true ) ;
}
}
2010-06-07 23:09:50 +00:00
2010-09-04 19:06:15 +00:00
# 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 = gameobj - > GetBlenderObject ( ) ;
int layerMask = ( groupobj . find ( blenderobj ) = = groupobj . end ( ) ) ? activeLayerBitInfo : 0 ;
bool isInActiveLayer = ( blenderobj - > lay & layerMask ) ! = 0 ;
2013-09-05 04:19:05 +00:00
BL_ConvertActuators ( maggie - > name , blenderobj , gameobj , logicmgr , kxscene , ketsjiEngine , layerMask , isInActiveLayer , converter ) ;
2010-09-04 19:06:15 +00:00
}
for ( i = 0 ; i < logicbrick_conversionlist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( logicbrick_conversionlist - > GetValue ( i ) ) ;
struct Object * blenderobj = gameobj - > GetBlenderObject ( ) ;
int layerMask = ( groupobj . find ( blenderobj ) = = groupobj . end ( ) ) ? activeLayerBitInfo : 0 ;
bool isInActiveLayer = ( blenderobj - > lay & layerMask ) ! = 0 ;
BL_ConvertControllers ( blenderobj , gameobj , logicmgr , layerMask , isInActiveLayer , converter ) ;
}
for ( i = 0 ; i < logicbrick_conversionlist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( logicbrick_conversionlist - > GetValue ( i ) ) ;
struct Object * blenderobj = gameobj - > GetBlenderObject ( ) ;
int layerMask = ( groupobj . find ( blenderobj ) = = groupobj . end ( ) ) ? activeLayerBitInfo : 0 ;
bool isInActiveLayer = ( blenderobj - > lay & layerMask ) ! = 0 ;
BL_ConvertSensors ( blenderobj , gameobj , logicmgr , kxscene , ketsjiEngine , layerMask , isInActiveLayer , canvas , converter ) ;
// set the init state to all objects
gameobj - > SetInitState ( ( blenderobj - > init_state ) ? blenderobj - > init_state : blenderobj - > state ) ;
}
// apply the initial state to controllers, only on the active objects as this registers the sensors
for ( i = 0 ; i < objectlist - > GetCount ( ) ; i + + )
{
KX_GameObject * gameobj = static_cast < KX_GameObject * > ( objectlist - > GetValue ( i ) ) ;
gameobj - > ResetState ( ) ;
}
# endif //CONVERT_LOGIC
logicbrick_conversionlist - > Release ( ) ;
// Calculate the scene btree -
// too slow - commented out.
//kxscene->SetNodeTree(tf.MakeTree());
// instantiate dupli group, we will loop trough the object
// that are in active layers. Note that duplicating group
// has the effect of adding objects at the end of objectlist.
// Only loop through the first part of the list.
int objcount = objectlist - > GetCount ( ) ;
for ( i = 0 ; i < objcount ; i + + )
{
KX_GameObject * gameobj = ( KX_GameObject * ) objectlist - > GetValue ( i ) ;
if ( gameobj - > IsDupliGroup ( ) )
{
kxscene - > DupliGroupRecurse ( gameobj , 0 ) ;
}
}
KX_Camera * activecam = kxscene - > GetActiveCamera ( ) ;
MT_Scalar distance = ( activecam ) ? activecam - > GetCameraFar ( ) - activecam - > GetCameraNear ( ) : 100.0f ;
RAS_BucketManager * bucketmanager = kxscene - > GetBucketManager ( ) ;
bucketmanager - > OptimizeBuckets ( distance ) ;
}
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
SCA_IInputDevice : : KX_EnumInputs ConvertKeyCode ( int key_code )
{
return gReverseKeyTranslateTable [ key_code ] ;
2011-12-21 20:32:29 +00:00
}