forked from bartvdbraak/blender
2e6d576182
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
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __KX_BLENDERSCENECONVERTER_H
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#define __KX_BLENDERSCENECONVERTER_H
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#include "KX_HashedPtr.h"
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#include "GEN_Map.h"
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#include "KX_ISceneConverter.h"
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#include "KX_IpoConvert.h"
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class KX_WorldInfo;
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class SCA_IActuator;
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class SCA_IController;
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class RAS_MeshObject;
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class RAS_IPolyMaterial;
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class BL_InterpolatorList;
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class BL_Material;
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struct IpoCurve;
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struct Main;
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struct SpaceIpo;
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class KX_BlenderSceneConverter : public KX_ISceneConverter
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{
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vector<KX_WorldInfo*> m_worldinfos;
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vector<RAS_IPolyMaterial*> m_polymaterials;
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vector<RAS_MeshObject*> m_meshobjects;
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vector<BL_Material *> m_materials;
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GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
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GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
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// GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
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GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
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GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
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GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist;
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Main* m_maggie;
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SpaceIpo* m_sipo;
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STR_String m_newfilename;
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class KX_KetsjiEngine* m_ketsjiEngine;
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bool m_alwaysUseExpandFraming;
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bool m_usemat;
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void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
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struct Ipo* findIpoForName(char* objName);
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public:
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KX_BlenderSceneConverter(
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Main* maggie,
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SpaceIpo *sipo,
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class KX_KetsjiEngine* engine
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);
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virtual ~KX_BlenderSceneConverter();
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/* Scenename: name of the scene to be converted.
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* destinationscene: pass an empty scene, everything goes into this
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* dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(
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const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas
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);
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void SetNewFileName(const STR_String& filename);
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bool TryAndLoadNewFile();
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void SetAlwaysUseExpandFraming(bool to_what);
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void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
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KX_GameObject *FindGameObject(struct Object *for_blenderobject);
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struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
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void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
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RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh, unsigned int onlayer);
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// void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
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// DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
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void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
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void RegisterBlenderMaterial(BL_Material *mat);
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void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo);
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BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo);
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void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
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SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
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void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
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SCA_IController *FindGameController(struct bController *for_controller);
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void RegisterWorldInfo(KX_WorldInfo *worldinfo);
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virtual void ResetPhysicsObjectsAnimationIpo();
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///this generates ipo curves for position, rotation, allowing to use game physics in animation
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virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
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virtual void TestHandlesPhysicsObjectToAnimationIpo();
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// use blender materials
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virtual void SetMaterials(bool val);
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virtual bool GetMaterials();
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};
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#endif //__KX_BLENDERSCENECONVERTER_H
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