From 89c1875bc9a761b52f2f2041203bfcf3ef34030e Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Sat, 14 Jun 2008 20:42:15 +0000 Subject: [PATCH] BGE patch: support Set Scene in BGE. Linked Set Scene should have no name conflict in Object, Object data and Action of the main scene to avoid confusion in Python scripting. Nested Set Scene are supported. You will need Python scripting to create cross references between objects in the main scene and the Set (e.g TrackTo actuator) --- source/blender/blenkernel/BKE_scene.h | 2 +- .../Converter/BL_BlenderDataConversion.cpp | 15 ++++++++++----- 2 files changed, 11 insertions(+), 6 deletions(-) diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h index c50f5498de9..2bd528ab8c8 100644 --- a/source/blender/blenkernel/BKE_scene.h +++ b/source/blender/blenkernel/BKE_scene.h @@ -53,7 +53,7 @@ struct RenderData; } /* note; doesn't work when scene is empty */ -#define SETLOOPER(s, b) sce= s, b= sce->base.first; b; b= (b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL) +#define SETLOOPER(s, b) sce= s, b= (Base*)sce->base.first; b; b= (Base*)(b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL) void free_avicodecdata(struct AviCodecData *acd); diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 82d16ffa181..5a9cda67941 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -88,6 +88,7 @@ #include "BKE_main.h" #include "BKE_global.h" #include "BKE_object.h" +#include "BKE_scene.h" #include "BL_SkinMeshObject.h" #include "BL_SkinDeformer.h" #include "BL_MeshDeformer.h" @@ -1808,6 +1809,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie, { Scene *blenderscene = GetSceneForName(maggie, scenename); + // for SETLOOPER + Scene *sce; + Base *base; // Get the frame settings of the canvas. // Get the aspect ratio of the canvas as designed by the user. @@ -1881,9 +1885,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } SetDefaultFaceType(blenderscene); - - Base *base = static_cast(blenderscene->base.first); - while(base) + // 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. + for (SETLOOPER(blenderscene, base)) { Object* blenderobject = base->object; KX_GameObject* gameobj = gameobject_from_blenderobject( @@ -2038,7 +2044,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (gameobj) gameobj->Release(); - base = base->next; } if (blenderscene->camera) { @@ -2048,7 +2053,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } // Set up armatures - for (base = static_cast(blenderscene->base.first); base; base=base->next){ + for(SETLOOPER(blenderscene, base)){ if (base->object->type==OB_MESH){ Mesh *me = (Mesh*)base->object->data;