blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
Mitchell Stokes 84966c3d0a BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
      import bge

      def finished_cb(status):
          print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))

      bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb

LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-22 05:38:32 +00:00

223 lines
7.7 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_BlenderSceneConverter.h
* \ingroup bgeconv
*/
#ifndef __KX_BLENDERSCENECONVERTER_H__
#define __KX_BLENDERSCENECONVERTER_H__
#include "KX_HashedPtr.h"
#include "CTR_Map.h"
#include <stdio.h>
#include "KX_ISceneConverter.h"
#include "KX_IpoConvert.h"
#include <map>
using namespace std;
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;
struct ThreadInfo;
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;
vector<class KX_LibLoadStatus*> m_mergequeue;
ThreadInfo *m_threadinfo;
// Cached material conversions
map<struct Material*, BL_Material*> m_mat_cache;
map<struct Material*, RAS_IPolyMaterial*> m_polymat_cache;
// Saved KX_LibLoadStatus objects
map<char *, class KX_LibLoadStatus*> m_status_map;
// Should also have a list of collision shapes.
// For the time being this is held in KX_Scene::m_shapes
CTR_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
CTR_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
CTR_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
CTR_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
CTR_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,
bool libloading=false
);
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 CachePolyMaterial(struct Material *mat, RAS_IPolyMaterial *polymat);
RAS_IPolyMaterial *FindCachedPolyMaterial(struct Material *mat);
void RegisterBlenderMaterial(BL_Material *mat);
void CacheBlenderMaterial(struct Material *mat, BL_Material *blmat);
BL_Material *FindCachedBlenderMaterial(struct Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act);
BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act);
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();
class KX_LibLoadStatus *LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
class KX_LibLoadStatus *LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
class KX_LibLoadStatus *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);
virtual void MergeAsyncLoads();
void AddScenesToMergeQueue(class KX_LibLoadStatus *status);
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", m_map_blender_to_gameobject.size());
printf("\t m_map_mesh_to_gamemesh: %d\n", m_map_mesh_to_gamemesh.size());
printf("\t m_map_blender_to_gameactuator: %d\n", m_map_blender_to_gameactuator.size());
printf("\t m_map_blender_to_gamecontroller: %d\n", m_map_blender_to_gamecontroller.size());
printf("\t m_map_blender_to_gameAdtList: %d\n", 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,
LIB_LOAD_LOAD_SCRIPTS = 4,
LIB_LOAD_ASYNC = 8,
};
#ifdef WITH_PYTHON
PyObject *GetPyNamespace();
#endif
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderSceneConverter")
#endif
};
#endif /* __KX_BLENDERSCENECONVERTER_H__ */