blender/source/gameengine/Converter/KX_IpoConvert.cpp

785 lines
22 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "BKE_material.h" /* give_current_material */
#include "KX_GameObject.h"
#include "KX_IpoConvert.h"
#include "KX_IInterpolator.h"
#include "KX_ScalarInterpolator.h"
#include "KX_BlenderScalarInterpolator.h"
#include "KX_BlenderSceneConverter.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_world_types.h"
#include "DNA_camera_types.h"
#include "DNA_material_types.h"
/* end of blender include block */
#include "KX_IPO_SGController.h"
#include "KX_LightIpoSGController.h"
#include "KX_CameraIpoSGController.h"
#include "KX_WorldIpoController.h"
#include "KX_ObColorIpoSGController.h"
#include "KX_MaterialIpoController.h"
#include "SG_Node.h"
#include "STR_HashedString.h"
static BL_InterpolatorList *GetIpoList(struct Ipo *for_ipo, KX_BlenderSceneConverter *converter) {
BL_InterpolatorList *ipoList= converter->FindInterpolatorList(for_ipo);
if (!ipoList) {
ipoList = new BL_InterpolatorList(for_ipo);
converter->RegisterInterpolatorList(ipoList, for_ipo);
}
return ipoList;
}
void BL_ConvertIpos(struct Object* blenderobject,KX_GameObject* gameobj,KX_BlenderSceneConverter *converter)
{
if (blenderobject->ipo) {
KX_IpoSGController* ipocontr = new KX_IpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
// For ipo_as_force, we need to know which SM object and Scene the
// object associated with this ipo is in. Is this already known here?
// I think not.... then it must be done later :(
// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
// gameobj->GetSumoObject());
ipocontr->SetGameObject(gameobj);
ipocontr->GetIPOTransform().SetPosition(
MT_Point3(
blenderobject->loc[0]/*+blenderobject->dloc[0]*/,
blenderobject->loc[1]/*+blenderobject->dloc[1]*/,
blenderobject->loc[2]/*+blenderobject->dloc[2]*/
)
);
ipocontr->GetIPOTransform().SetEulerAngles(
MT_Vector3(
blenderobject->rot[0],
blenderobject->rot[1],
blenderobject->rot[2]
)
);
ipocontr->GetIPOTransform().SetScaling(
MT_Vector3(
blenderobject->size[0],
blenderobject->size[1],
blenderobject->size[2]
)
);
BL_InterpolatorList *ipoList= GetIpoList(blenderobject->ipo, converter);
// For each active channel in the ipoList add an
// interpolator to the game object.
KX_IScalarInterpolator *ipo;
ipo = ipoList->GetScalarInterpolator(OB_LOC_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetPosition()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_LOC_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_LOC_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetPosition()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_LOC_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_LOC_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetPosition()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_LOC_Z, true);
}
// Master the art of cut & paste programming...
ipo = ipoList->GetScalarInterpolator(OB_DLOC_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaPosition()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DLOC_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DLOC_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaPosition()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DLOC_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DLOC_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaPosition()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DLOC_Z, true);
}
// Explore the finesse of reuse and slight modification
ipo = ipoList->GetScalarInterpolator(OB_ROT_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetEulerAngles()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_ROT_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_ROT_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetEulerAngles()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_ROT_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_ROT_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetEulerAngles()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_ROT_Z, true);
}
// Hmmm, the need for a macro comes to mind...
ipo = ipoList->GetScalarInterpolator(OB_DROT_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DROT_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DROT_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DROT_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DROT_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DROT_Z, true);
}
// Hang on, almost there...
ipo = ipoList->GetScalarInterpolator(OB_SIZE_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetScaling()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_SIZE_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_SIZE_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetScaling()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_SIZE_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_SIZE_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetScaling()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_SIZE_Z, true);
}
// The last few...
ipo = ipoList->GetScalarInterpolator(OB_DSIZE_X);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaScaling()[0]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DSIZE_X, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaScaling()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DSIZE_Y, true);
}
ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaScaling()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DSIZE_Z, true);
}
{
KX_ObColorIpoSGController* ipocontr=NULL;
ipo = ipoList->GetScalarInterpolator(OB_COL_R);
if (ipo)
{
if (!ipocontr)
{
ipocontr = new KX_ObColorIpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[0],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(OB_COL_G);
if (ipo)
{
if (!ipocontr)
{
ipocontr = new KX_ObColorIpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[1],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(OB_COL_B);
if (ipo)
{
if (!ipocontr)
{
ipocontr = new KX_ObColorIpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[2],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(OB_COL_A);
if (ipo)
{
if (!ipocontr)
{
ipocontr = new KX_ObColorIpoSGController();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[3],
ipo);
ipocontr->AddInterpolator(interpolator);
}
}
}
}
void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_BlenderSceneConverter *converter)
{
if (blenderlamp->ipo) {
KX_LightIpoSGController* ipocontr = new KX_LightIpoSGController();
lightobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(lightobj->GetSGNode());
ipocontr->m_energy = blenderlamp->energy;
ipocontr->m_col_rgb[0] = blenderlamp->r;
ipocontr->m_col_rgb[1] = blenderlamp->g;
ipocontr->m_col_rgb[2] = blenderlamp->b;
ipocontr->m_dist = blenderlamp->dist;
BL_InterpolatorList *ipoList= GetIpoList(blenderlamp->ipo, converter);
// For each active channel in the ipoList add an
// interpolator to the game object.
KX_IScalarInterpolator *ipo;
ipo = ipoList->GetScalarInterpolator(LA_ENERGY);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_energy, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyEnergy(true);
}
ipo = ipoList->GetScalarInterpolator(LA_DIST);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_dist, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyDist(true);
}
ipo = ipoList->GetScalarInterpolator(LA_COL_R);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_col_rgb[0], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyColor(true);
}
ipo = ipoList->GetScalarInterpolator(LA_COL_G);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_col_rgb[1], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyColor(true);
}
ipo = ipoList->GetScalarInterpolator(LA_COL_B);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_col_rgb[2], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyColor(true);
}
}
}
void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj,KX_BlenderSceneConverter *converter)
{
if (blendercamera->ipo) {
KX_CameraIpoSGController* ipocontr = new KX_CameraIpoSGController();
cameraobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(cameraobj->GetSGNode());
ipocontr->m_lens = blendercamera->lens;
ipocontr->m_clipstart = blendercamera->clipsta;
ipocontr->m_clipend = blendercamera->clipend;
BL_InterpolatorList *ipoList= GetIpoList(blendercamera->ipo, converter);
// For each active channel in the ipoList add an
// interpolator to the game object.
KX_IScalarInterpolator *ipo;
ipo = ipoList->GetScalarInterpolator(CAM_LENS);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_lens, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyLens(true);
}
ipo = ipoList->GetScalarInterpolator(CAM_STA);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_clipstart, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipStart(true);
}
ipo = ipoList->GetScalarInterpolator(CAM_END);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_clipend, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyClipEnd(true);
}
}
}
void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
{
if (blenderworld->ipo) {
KX_WorldIpoController* ipocontr = new KX_WorldIpoController();
// Erwin, hook up the world ipo controller here
// Gino: hook it up to what ?
// is there a userinterface element for that ?
// for now, we have some new python hooks to access the data, for a work-around
ipocontr->m_mist_start = blenderworld->miststa;
ipocontr->m_mist_dist = blenderworld->mistdist;
ipocontr->m_mist_rgb[0] = blenderworld->horr;
ipocontr->m_mist_rgb[1] = blenderworld->horg;
ipocontr->m_mist_rgb[2] = blenderworld->horb;
BL_InterpolatorList *ipoList= GetIpoList(blenderworld->ipo, converter);
// For each active channel in the ipoList add an
// interpolator to the game object.
KX_IScalarInterpolator *ipo;
ipo = ipoList->GetScalarInterpolator(WO_HOR_R);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[0], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistColor(true);
}
ipo = ipoList->GetScalarInterpolator(WO_HOR_G);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[1], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistColor(true);
}
ipo = ipoList->GetScalarInterpolator(WO_HOR_B);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[2], ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistColor(true);
}
ipo = ipoList->GetScalarInterpolator(WO_MISTDI);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_mist_dist, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistDist(true);
}
ipo = ipoList->GetScalarInterpolator(WO_MISTSTA);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(&ipocontr->m_mist_start, ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyMistStart(true);
}
}
}
static void ConvertMaterialIpos(
Material* blendermaterial,
dword matname_hash,
KX_GameObject* gameobj,
KX_BlenderSceneConverter *converter
)
{
if (blendermaterial->ipo) {
KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
BL_InterpolatorList *ipoList= GetIpoList(blendermaterial->ipo, converter);
ipocontr->m_rgba[0] = blendermaterial->r;
ipocontr->m_rgba[1] = blendermaterial->g;
ipocontr->m_rgba[2] = blendermaterial->b;
ipocontr->m_rgba[3] = blendermaterial->alpha;
ipocontr->m_specrgb[0] = blendermaterial->specr;
ipocontr->m_specrgb[1] = blendermaterial->specg;
ipocontr->m_specrgb[2] = blendermaterial->specb;
ipocontr->m_hard = blendermaterial->har;
ipocontr->m_spec = blendermaterial->spec;
ipocontr->m_ref = blendermaterial->ref;
ipocontr->m_emit = blendermaterial->emit;
ipocontr->m_alpha = blendermaterial->alpha;
KX_IScalarInterpolator *ipo;
// --
ipo = ipoList->GetScalarInterpolator(MA_COL_R);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[0],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_COL_G);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[1],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_COL_B);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[2],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_ALPHA);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_rgba[3],
ipo);
ipocontr->AddInterpolator(interpolator);
}
// --
ipo = ipoList->GetScalarInterpolator(MA_SPEC_R );
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_specrgb[0],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_SPEC_G);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_specrgb[1],
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_SPEC_B);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_specrgb[2],
ipo);
ipocontr->AddInterpolator(interpolator);
}
// --
ipo = ipoList->GetScalarInterpolator(MA_HARD);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_hard,
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_SPEC);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_spec,
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_REF);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_ref,
ipo);
ipocontr->AddInterpolator(interpolator);
}
ipo = ipoList->GetScalarInterpolator(MA_EMIT);
if (ipo) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_emit,
ipo);
ipocontr->AddInterpolator(interpolator);
}
}
}
void BL_ConvertMaterialIpos(
struct Object* blenderobject,
KX_GameObject* gameobj,
KX_BlenderSceneConverter *converter
)
{
if (blenderobject->totcol==1)
{
Material *mat = give_current_material(blenderobject, 1);
// if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL
// --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor
// because this yields a better performance as not all the vertex colors need to be edited
if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
}
else
{
for (int material_index=1; material_index <= blenderobject->totcol; material_index++)
{
Material *mat = give_current_material(blenderobject, material_index);
STR_HashedString matname;
if(mat) {
matname= mat->id.name;
ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
}
}
}
}