blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
Mitchell Stokes 3384679aec BGE Dynamic Loading:
* Adding keyword arguments to LibLoad
   - load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
   - verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
 * Also making error reporting better for when an invalid group/idcode is given.
2011-03-22 02:39:08 +00:00

202 lines
6.9 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_BlenderSceneConverter.h
* \ingroup bgeconv
*/
#ifndef __KX_BLENDERSCENECONVERTER_H
#define __KX_BLENDERSCENECONVERTER_H
#include "KX_HashedPtr.h"
#include "GEN_Map.h"
#include <stdio.h>
#include "KX_ISceneConverter.h"
#include "KX_IpoConvert.h"
class KX_WorldInfo;
class SCA_IActuator;
class SCA_IController;
class RAS_MeshObject;
class RAS_IPolyMaterial;
class BL_InterpolatorList;
class BL_Material;
struct Main;
struct Scene;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
// Use vector of pairs to allow removal of entities between scene switch
vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
vector<pair<KX_Scene*,BL_Material *> > m_materials;
// Should also have a list of collision shapes.
// For the time being this is held in KX_Scene::m_shapes
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
GEN_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
Main* m_maggie;
vector<struct Main*> m_DynamicMaggie;
STR_String m_newfilename;
class KX_KetsjiEngine* m_ketsjiEngine;
class KX_Scene* m_currentScene; // Scene being converted
bool m_alwaysUseExpandFraming;
bool m_usemat;
bool m_useglslmat;
public:
KX_BlenderSceneConverter(
Main* maggie,
class KX_KetsjiEngine* engine
);
virtual ~KX_BlenderSceneConverter();
/* Scenename: name of the scene to be converted.
* destinationscene: pass an empty scene, everything goes into this
* dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(
class KX_Scene* destinationscene,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas
);
virtual void RemoveScene(class KX_Scene *scene);
void SetNewFileName(const STR_String& filename);
bool TryAndLoadNewFile();
void SetAlwaysUseExpandFraming(bool to_what);
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
void UnregisterGameObject(KX_GameObject *gameobject);
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
void RegisterBlenderMaterial(BL_Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *adtList, struct AnimData *for_adt);
BL_InterpolatorList *FindInterpolatorList(struct AnimData *for_adt);
void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
SCA_IController *FindGameController(struct bController *for_controller);
void RegisterWorldInfo(KX_WorldInfo *worldinfo);
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
virtual void resetNoneDynamicObjectToIpo();
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
virtual void TestHandlesPhysicsObjectToAnimationIpo();
// use blender materials
virtual void SetMaterials(bool val);
virtual bool GetMaterials();
// use blender glsl materials
virtual void SetGLSLMaterials(bool val);
virtual bool GetGLSLMaterials();
struct Scene* GetBlenderSceneForName(const STR_String& name);
// struct Main* GetMain() { return m_maggie; };
struct Main* GetMainDynamicPath(const char *path);
vector<struct Main*> &GetMainDynamic();
bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
bool MergeScene(KX_Scene *to, KX_Scene *from);
RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
bool FreeBlendFile(struct Main *maggie);
bool FreeBlendFile(const char *path);
void PrintStats() {
printf("BGE STATS!\n");
printf("\nAssets...\n");
printf("\t m_worldinfos: %d\n", (int)m_worldinfos.size());
printf("\t m_polymaterials: %d\n", (int)m_polymaterials.size());
printf("\t m_meshobjects: %d\n", (int)m_meshobjects.size());
printf("\t m_materials: %d\n", (int)m_materials.size());
printf("\nMappings...\n");
printf("\t m_map_blender_to_gameobject: %d\n", (int)m_map_blender_to_gameobject.size());
printf("\t m_map_mesh_to_gamemesh: %d\n", (int)m_map_mesh_to_gamemesh.size());
printf("\t m_map_blender_to_gameactuator: %d\n", (int)m_map_blender_to_gameactuator.size());
printf("\t m_map_blender_to_gamecontroller: %d\n", (int)m_map_blender_to_gamecontroller.size());
printf("\t m_map_blender_to_gameAdtList: %d\n", (int)m_map_blender_to_gameAdtList.size());
#ifdef WITH_CXX_GUARDEDALLOC
MEM_printmemlist_pydict();
#endif
// /printf("\t m_ketsjiEngine->m_scenes: %d\n", m_ketsjiEngine->CurrentScenes()->size());
}
/* LibLoad Options */
enum
{
LIB_LOAD_LOAD_ACTIONS = 1,
LIB_LOAD_VERBOSE = 2,
};
#ifdef WITH_PYTHON
PyObject *GetPyNamespace();
#endif
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderSceneConverter"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_BLENDERSCENECONVERTER_H