blender/source/gameengine/Converter/KX_IpoConvert.cpp
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

758 lines
21 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#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"
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->SetModifyPosition(true);
}
ipo = ipoList->GetScalarInterpolator(OB_LOC_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetPosition()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyPosition(true);
}
ipo = ipoList->GetScalarInterpolator(OB_LOC_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetPosition()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyPosition(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->SetModifyPosition(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DLOC_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaPosition()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyPosition(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DLOC_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaPosition()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyPosition(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->SetModifyOrientation(true);
}
ipo = ipoList->GetScalarInterpolator(OB_ROT_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetEulerAngles()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyOrientation(true);
}
ipo = ipoList->GetScalarInterpolator(OB_ROT_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetEulerAngles()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyOrientation(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->SetModifyOrientation(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DROT_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyOrientation(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DROT_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyOrientation(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->SetModifyScaling(true);
}
ipo = ipoList->GetScalarInterpolator(OB_SIZE_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetScaling()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyScaling(true);
}
ipo = ipoList->GetScalarInterpolator(OB_SIZE_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetScaling()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyScaling(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->SetModifyScaling(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Y);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaScaling()[1]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyScaling(true);
}
ipo = ipoList->GetScalarInterpolator(OB_DSIZE_Z);
if (ipo) {
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&(ipocontr->GetIPOTransform().GetDeltaScaling()[2]),
ipo);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetModifyScaling(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);
}
}
}
void BL_ConvertMaterialIpos(
Material* blendermaterial,
KX_GameObject* gameobj,
KX_BlenderSceneConverter *converter
)
{
if (blendermaterial->ipo) {
KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController();
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();
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();
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();
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();
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();
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();
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();
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();
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();
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();
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();
gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode());
}
KX_IInterpolator *interpolator =
new KX_ScalarInterpolator(
&ipocontr->m_emit,
ipo);
ipocontr->AddInterpolator(interpolator);
}
}
}