blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

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4.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __KX_BLENDERSCENECONVERTER_H
#define __KX_BLENDERSCENECONVERTER_H
#include "KX_HashedPtr.h"
#include "GEN_Map.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 IpoCurve;
struct Main;
struct SpaceIpo;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
vector<KX_WorldInfo*> m_worldinfos;
vector<RAS_IPolyMaterial*> m_polymaterials;
vector<RAS_MeshObject*> m_meshobjects;
vector<BL_Material *> m_materials;
GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
Main* m_maggie;
SpaceIpo* m_sipo;
STR_String m_newfilename;
class KX_KetsjiEngine* m_ketsjiEngine;
bool m_alwaysUseExpandFraming;
bool m_usemat;
void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
struct Ipo* findIpoForName(char* objName);
public:
KX_BlenderSceneConverter(
Main* maggie,
SpaceIpo *sipo,
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(
const STR_String& scenename,
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas
);
void SetNewFileName(const STR_String& filename);
bool TryAndLoadNewFile();
void SetAlwaysUseExpandFraming(bool to_what);
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh, unsigned int onlayer);
// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
void RegisterBlenderMaterial(BL_Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
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();
///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();
};
#endif //__KX_BLENDERSCENECONVERTER_H