svn merge -r 16351:16368 https://svn.blender.org/svnroot/bf-blender/trunk/blender
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@@ -184,20 +184,21 @@ bool KX_BlenderSceneConverter::TryAndLoadNewFile()
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return result;
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}
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Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
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{
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Scene *sce;
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/**
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* Find the specified scene by name, or the first
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* scene if nothing matches (shouldn't happen).
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*/
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static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
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Scene *sce;
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for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
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if (scenename == (sce->id.name+2))
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for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
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if (name == (sce->id.name+2))
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return sce;
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return (Scene*) maggie->scene.first;
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return (Scene*)m_maggie->scene.first;
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}
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#include "KX_PythonInit.h"
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@@ -263,7 +264,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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class RAS_ICanvas* canvas)
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{
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//find out which physics engine
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Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
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Scene *blenderscene = GetBlenderSceneForName(scenename);
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e_PhysicsEngine physics_engine = UseBullet;
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// hook for registration function during conversion.
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@@ -823,7 +824,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
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KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
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if (gameObj->IsDynamic())
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{
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KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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Object* blenderObject = FindBlenderObject(gameObj);
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if (blenderObject)
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@@ -851,7 +852,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
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const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
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//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
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const MT_Point3& position = gameObj->NodeGetWorldPosition();
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Ipo* ipo = blenderObject->ipo;
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@@ -979,7 +980,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
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KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
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if (gameObj->IsDynamic())
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{
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KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
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Object* blenderObject = FindBlenderObject(gameObj);
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if (blenderObject)
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@@ -1007,8 +1008,8 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
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const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
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const MT_Point3& position = gameObj->NodeGetWorldPosition();
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//const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
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//const MT_Point3& position = gameObj->NodeGetWorldPosition();
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Ipo* ipo = blenderObject->ipo;
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if (ipo)
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