
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2480 lines
70 KiB
C++
2480 lines
70 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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
|
|
* 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 LICENSE BLOCK *****
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* Convert blender data to ketsji
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include <math.h>
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|
|
|
#include "BL_BlenderDataConversion.h"
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|
#include "KX_BlenderGL.h"
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|
#include "KX_BlenderScalarInterpolator.h"
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|
|
|
#include "RAS_IPolygonMaterial.h"
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|
#include "KX_PolygonMaterial.h"
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|
|
|
// Expressions
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|
#include "ListValue.h"
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|
#include "IntValue.h"
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|
// Collision & Fuzzics LTD
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|
|
|
#include "PHY_Pro.h"
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|
|
|
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|
#include "KX_Scene.h"
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|
#include "KX_GameObject.h"
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|
#include "RAS_FramingManager.h"
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|
#include "RAS_MeshObject.h"
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|
|
|
#include "KX_ConvertActuators.h"
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|
#include "KX_ConvertControllers.h"
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|
#include "KX_ConvertSensors.h"
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|
|
|
#include "SCA_LogicManager.h"
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|
#include "SCA_EventManager.h"
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|
#include "SCA_TimeEventManager.h"
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|
#include "KX_Light.h"
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|
#include "KX_Camera.h"
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|
#include "KX_EmptyObject.h"
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|
#include "MT_Point3.h"
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|
#include "MT_Transform.h"
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|
#include "MT_MinMax.h"
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|
#include "SCA_IInputDevice.h"
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|
#include "RAS_TexMatrix.h"
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|
#include "RAS_ICanvas.h"
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|
#include "RAS_MaterialBucket.h"
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|
//#include "KX_BlenderPolyMaterial.h"
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|
#include "RAS_Polygon.h"
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|
#include "RAS_TexVert.h"
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|
#include "RAS_BucketManager.h"
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|
#include "RAS_IRenderTools.h"
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|
#include "BL_Material.h"
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|
#include "KX_BlenderMaterial.h"
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|
#include "BL_Texture.h"
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|
|
|
#include "DNA_action_types.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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|
#include "BKE_object.h"
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|
#include "BKE_scene.h"
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|
#include "BL_SkinMeshObject.h"
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|
#include "BL_ShapeDeformer.h"
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|
#include "BL_SkinDeformer.h"
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|
#include "BL_MeshDeformer.h"
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|
//#include "BL_ArmatureController.h"
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|
|
|
#include "BlenderWorldInfo.h"
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|
|
|
#include "KX_KetsjiEngine.h"
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|
#include "KX_BlenderSceneConverter.h"
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|
|
|
#include"SND_Scene.h"
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|
#include "SND_SoundListener.h"
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|
|
|
/* This little block needed for linking to Blender... */
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|
#ifdef WIN32
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|
#include "BLI_winstuff.h"
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|
#endif
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|
|
|
/* This list includes only data type definitions */
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|
#include "DNA_object_types.h"
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|
#include "DNA_material_types.h"
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|
#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lamp_types.h"
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|
#include "DNA_group_types.h"
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#include "DNA_scene_types.h"
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|
#include "DNA_camera_types.h"
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#include "DNA_property_types.h"
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|
#include "DNA_text_types.h"
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|
#include "DNA_sensor_types.h"
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|
#include "DNA_controller_types.h"
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|
#include "DNA_actuator_types.h"
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|
#include "DNA_mesh_types.h"
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|
#include "DNA_meshdata_types.h"
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|
#include "DNA_view3d_types.h"
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|
#include "DNA_world_types.h"
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|
#include "DNA_sound_types.h"
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|
#include "DNA_key_types.h"
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|
#include "DNA_armature_types.h"
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|
|
|
#include "MEM_guardedalloc.h"
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|
#include "BKE_utildefines.h"
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|
#include "BKE_key.h"
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|
#include "BKE_mesh.h"
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|
#include "MT_Point3.h"
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|
|
|
#include "BLI_arithb.h"
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|
|
|
extern "C" {
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|
#include "BKE_customdata.h"
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|
#include "BKE_cdderivedmesh.h"
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|
#include "BKE_DerivedMesh.h"
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|
}
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|
|
|
#include "BKE_material.h" /* give_current_material */
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|
/* end of blender include block */
|
|
|
|
#include "KX_BlenderInputDevice.h"
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|
#include "KX_ConvertProperties.h"
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|
#include "KX_HashedPtr.h"
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|
|
|
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|
#include "KX_ScalarInterpolator.h"
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|
|
|
#include "KX_IpoConvert.h"
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|
#include "SYS_System.h"
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|
|
|
#include "SG_Node.h"
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|
#include "SG_BBox.h"
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|
#include "SG_Tree.h"
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|
|
|
// defines USE_ODE to choose physics engine
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|
#include "KX_ConvertPhysicsObject.h"
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|
|
|
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|
// This file defines relationships between parents and children
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// in the game engine.
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|
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|
#include "KX_SG_NodeRelationships.h"
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|
#include "KX_SG_BoneParentNodeRelationship.h"
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|
|
|
#include "BL_ArmatureObject.h"
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|
#include "BL_DeformableGameObject.h"
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|
|
|
#ifdef __cplusplus
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|
extern "C" {
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|
#endif
|
|
#include "BSE_headerbuttons.h"
|
|
void update_for_newframe();
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|
//void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
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|
//#include "BKE_ipo.h"
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|
//void do_all_data_ipos(void);
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#ifdef __cplusplus
|
|
}
|
|
#endif
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|
|
|
static int default_face_mode = TF_DYNAMIC;
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|
|
|
static unsigned int KX_rgbaint2uint_new(unsigned int icol)
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|
{
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|
union
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|
{
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|
unsigned int integer;
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|
unsigned char cp[4];
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|
} out_color, in_color;
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|
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in_color.integer = icol;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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|
return out_color.integer;
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|
}
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|
|
|
/* Now the real converting starts... */
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|
static unsigned int KX_Mcol2uint_new(MCol col)
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|
{
|
|
/* color has to be converted without endian sensitivity. So no shifting! */
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|
union
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|
{
|
|
MCol col;
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|
unsigned int integer;
|
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unsigned char cp[4];
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|
} out_color, in_color;
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|
in_color.col = col;
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out_color.cp[0] = in_color.cp[3]; // red
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out_color.cp[1] = in_color.cp[2]; // green
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out_color.cp[2] = in_color.cp[1]; // blue
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out_color.cp[3] = in_color.cp[0]; // alpha
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|
return out_color.integer;
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}
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|
|
static void SetDefaultFaceType(Scene* scene)
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|
{
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|
default_face_mode = TF_DYNAMIC;
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Scene *sce;
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Base *base;
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|
for(SETLOOPER(scene,base))
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{
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if (base->object->type == OB_LAMP)
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{
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default_face_mode = TF_DYNAMIC|TF_LIGHT;
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return;
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}
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}
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}
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|
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// --
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static void GetRGB(short type,
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MFace* mface,
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MCol* mmcol,
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Material *mat,
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unsigned int &c0,
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unsigned int &c1,
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unsigned int &c2,
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unsigned int &c3)
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{
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|
unsigned int color = 0xFFFFFFFFL;
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switch(type)
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{
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case 0: // vertex colors
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{
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if(mmcol) {
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c0 = KX_Mcol2uint_new(mmcol[0]);
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c1 = KX_Mcol2uint_new(mmcol[1]);
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c2 = KX_Mcol2uint_new(mmcol[2]);
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if (mface->v4)
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c3 = KX_Mcol2uint_new(mmcol[3]);
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}else // backup white
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{
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new( color );
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}
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} break;
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|
|
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case 1: // material rgba
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{
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if (mat) {
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union {
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unsigned char cp[4];
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unsigned int integer;
|
|
} col_converter;
|
|
col_converter.cp[3] = (unsigned char) (mat->r*255.0);
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col_converter.cp[2] = (unsigned char) (mat->g*255.0);
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col_converter.cp[1] = (unsigned char) (mat->b*255.0);
|
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col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
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color = col_converter.integer;
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|
}
|
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c0 = KX_rgbaint2uint_new(color);
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
|
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} break;
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default: // white
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{
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c0 = KX_rgbaint2uint_new(color);
|
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c1 = KX_rgbaint2uint_new(color);
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c2 = KX_rgbaint2uint_new(color);
|
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if (mface->v4)
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c3 = KX_rgbaint2uint_new(color);
|
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} break;
|
|
}
|
|
}
|
|
|
|
typedef struct MTF_localLayer
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|
{
|
|
MTFace *face;
|
|
char *name;
|
|
}MTF_localLayer;
|
|
|
|
// ------------------------------------
|
|
BL_Material* ConvertMaterial(
|
|
Material *mat,
|
|
MTFace* tface,
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|
const char *tfaceName,
|
|
MFace* mface,
|
|
MCol* mmcol,
|
|
int lightlayer,
|
|
Object* blenderobj,
|
|
MTF_localLayer *layers,
|
|
bool glslmat)
|
|
{
|
|
//this needs some type of manager
|
|
BL_Material *material = new BL_Material();
|
|
|
|
int numchan = -1, texalpha = 0;
|
|
bool validmat = (mat!=0);
|
|
bool validface = (tface!=0);
|
|
|
|
short type = 0;
|
|
if( validmat )
|
|
type = 1; // material color
|
|
|
|
material->IdMode = DEFAULT_BLENDER;
|
|
material->glslmat = (validmat)? glslmat: false;
|
|
|
|
// --------------------------------
|
|
if(validmat) {
|
|
|
|
// use vertex colors by explicitly setting
|
|
if(mat->mode &MA_VERTEXCOLP || glslmat)
|
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type = 0;
|
|
|
|
// use lighting?
|
|
material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
|
|
MTex *mttmp = 0;
|
|
numchan = getNumTexChannels(mat);
|
|
int valid_index = 0;
|
|
|
|
// use the face texture if
|
|
// 1) it is set in the buttons
|
|
// 2) we have a face texture and a material but no valid texture in slot 1
|
|
bool facetex = false;
|
|
if(validface && mat->mode &MA_FACETEXTURE)
|
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facetex = true;
|
|
if(validface && !mat->mtex[0])
|
|
facetex = true;
|
|
if(validface && mat->mtex[0]) {
|
|
MTex *tmp = mat->mtex[0];
|
|
if(!tmp->tex || tmp->tex && !tmp->tex->ima )
|
|
facetex = true;
|
|
}
|
|
numchan = numchan>MAXTEX?MAXTEX:numchan;
|
|
|
|
// foreach MTex
|
|
for(int i=0; i<numchan; i++) {
|
|
// use face tex
|
|
|
|
if(i==0 && facetex ) {
|
|
Image*tmp = (Image*)(tface->tpage);
|
|
|
|
if(tmp) {
|
|
material->img[i] = tmp;
|
|
material->texname[i] = material->img[i]->id.name;
|
|
material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
|
|
material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
|
|
|
|
if(material->img[i]->flag & IMA_REFLECT)
|
|
material->mapping[i].mapping |= USEREFL;
|
|
else
|
|
{
|
|
mttmp = getImageFromMaterial( mat, i );
|
|
if(mttmp && mttmp->texco &TEXCO_UV)
|
|
{
|
|
STR_String uvName = mttmp->uvname;
|
|
|
|
if (!uvName.IsEmpty())
|
|
material->mapping[i].uvCoName = mttmp->uvname;
|
|
else
|
|
material->mapping[i].uvCoName = "";
|
|
}
|
|
material->mapping[i].mapping |= USEUV;
|
|
}
|
|
|
|
if(material->ras_mode & USE_LIGHT)
|
|
material->ras_mode &= ~USE_LIGHT;
|
|
if(tface->mode & TF_LIGHT)
|
|
material->ras_mode |= USE_LIGHT;
|
|
|
|
valid_index++;
|
|
}
|
|
else {
|
|
material->img[i] = 0;
|
|
material->texname[i] = "";
|
|
}
|
|
continue;
|
|
}
|
|
|
|
mttmp = getImageFromMaterial( mat, i );
|
|
if( mttmp ) {
|
|
if( mttmp->tex ) {
|
|
if( mttmp->tex->type == TEX_IMAGE ) {
|
|
material->mtexname[i] = mttmp->tex->id.name;
|
|
material->img[i] = mttmp->tex->ima;
|
|
if( material->img[i] ) {
|
|
|
|
material->texname[i] = material->img[i]->id.name;
|
|
material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
|
|
// -----------------------
|
|
if( mttmp->tex->imaflag &TEX_USEALPHA ) {
|
|
material->flag[i] |= USEALPHA;
|
|
}
|
|
// -----------------------
|
|
else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
|
|
material->flag[i] |= CALCALPHA;
|
|
}
|
|
else if(mttmp->tex->flag &TEX_NEGALPHA) {
|
|
material->flag[i] |= USENEGALPHA;
|
|
}
|
|
|
|
material->color_blend[i] = mttmp->colfac;
|
|
material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
|
|
material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
|
|
|
|
if(!glslmat && (material->flag[i] & TEXALPHA))
|
|
texalpha = 1;
|
|
}
|
|
}
|
|
else if(mttmp->tex->type == TEX_ENVMAP) {
|
|
if( mttmp->tex->env->stype == ENV_LOAD ) {
|
|
|
|
material->mtexname[i] = mttmp->tex->id.name;
|
|
EnvMap *env = mttmp->tex->env;
|
|
env->ima = mttmp->tex->ima;
|
|
material->cubemap[i] = env;
|
|
|
|
if (material->cubemap[i])
|
|
{
|
|
if (!material->cubemap[i]->cube[0])
|
|
BL_Texture::SplitEnvMap(material->cubemap[i]);
|
|
|
|
material->texname[i]= material->cubemap[i]->ima->id.name;
|
|
material->mapping[i].mapping |= USEENV;
|
|
}
|
|
}
|
|
}
|
|
material->flag[i] |= (mat->ipo!=0)?HASIPO:0;
|
|
/// --------------------------------
|
|
// mapping methods
|
|
material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
|
|
|
|
if(mttmp->texco & TEXCO_OBJECT) {
|
|
material->mapping[i].mapping |= USEOBJ;
|
|
if(mttmp->object)
|
|
material->mapping[i].objconame = mttmp->object->id.name;
|
|
}
|
|
else if(mttmp->texco &TEXCO_REFL)
|
|
material->mapping[i].mapping |= USEREFL;
|
|
else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
|
|
material->mapping[i].mapping |= USEORCO;
|
|
else if(mttmp->texco &TEXCO_UV)
|
|
{
|
|
STR_String uvName = mttmp->uvname;
|
|
|
|
if (!uvName.IsEmpty())
|
|
material->mapping[i].uvCoName = mttmp->uvname;
|
|
else
|
|
material->mapping[i].uvCoName = "";
|
|
material->mapping[i].mapping |= USEUV;
|
|
}
|
|
else if(mttmp->texco &TEXCO_NORM)
|
|
material->mapping[i].mapping |= USENORM;
|
|
else if(mttmp->texco &TEXCO_TANGENT)
|
|
material->mapping[i].mapping |= USETANG;
|
|
else
|
|
material->mapping[i].mapping |= DISABLE;
|
|
|
|
material->mapping[i].scale[0] = mttmp->size[0];
|
|
material->mapping[i].scale[1] = mttmp->size[1];
|
|
material->mapping[i].scale[2] = mttmp->size[2];
|
|
material->mapping[i].offsets[0] = mttmp->ofs[0];
|
|
material->mapping[i].offsets[1] = mttmp->ofs[1];
|
|
material->mapping[i].offsets[2] = mttmp->ofs[2];
|
|
|
|
material->mapping[i].projplane[0] = mttmp->projx;
|
|
material->mapping[i].projplane[1] = mttmp->projy;
|
|
material->mapping[i].projplane[2] = mttmp->projz;
|
|
/// --------------------------------
|
|
|
|
switch( mttmp->blendtype ) {
|
|
case MTEX_BLEND:
|
|
material->blend_mode[i] = BLEND_MIX;
|
|
break;
|
|
case MTEX_MUL:
|
|
material->blend_mode[i] = BLEND_MUL;
|
|
break;
|
|
case MTEX_ADD:
|
|
material->blend_mode[i] = BLEND_ADD;
|
|
break;
|
|
case MTEX_SUB:
|
|
material->blend_mode[i] = BLEND_SUB;
|
|
break;
|
|
case MTEX_SCREEN:
|
|
material->blend_mode[i] = BLEND_SCR;
|
|
break;
|
|
}
|
|
valid_index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// above one tex the switches here
|
|
// are not used
|
|
switch(valid_index) {
|
|
case 0:
|
|
material->IdMode = DEFAULT_BLENDER;
|
|
break;
|
|
case 1:
|
|
material->IdMode = ONETEX;
|
|
break;
|
|
default:
|
|
material->IdMode = GREATERTHAN2;
|
|
break;
|
|
}
|
|
material->SetUsers(mat->id.us);
|
|
|
|
material->num_enabled = valid_index;
|
|
|
|
material->speccolor[0] = mat->specr;
|
|
material->speccolor[1] = mat->specg;
|
|
material->speccolor[2] = mat->specb;
|
|
material->hard = (float)mat->har/4.0f;
|
|
material->matcolor[0] = mat->r;
|
|
material->matcolor[1] = mat->g;
|
|
material->matcolor[2] = mat->b;
|
|
material->matcolor[3] = mat->alpha;
|
|
material->alpha = mat->alpha;
|
|
material->emit = mat->emit;
|
|
material->spec_f = mat->spec;
|
|
material->ref = mat->ref;
|
|
material->amb = mat->amb;
|
|
|
|
material->ras_mode |= (mat->mode & MA_WIRE)? WIRE: 0;
|
|
}
|
|
else {
|
|
int valid = 0;
|
|
|
|
// check for tface tex to fallback on
|
|
if( validface ){
|
|
|
|
// no light bugfix
|
|
if(tface->mode) material->ras_mode |= USE_LIGHT;
|
|
|
|
material->img[0] = (Image*)(tface->tpage);
|
|
// ------------------------
|
|
if(material->img[0]) {
|
|
material->texname[0] = material->img[0]->id.name;
|
|
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
|
|
material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
|
|
material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
|
|
valid++;
|
|
}
|
|
}
|
|
material->SetUsers(-1);
|
|
material->num_enabled = valid;
|
|
material->IdMode = TEXFACE;
|
|
material->speccolor[0] = 1.f;
|
|
material->speccolor[1] = 1.f;
|
|
material->speccolor[2] = 1.f;
|
|
material->hard = 35.f;
|
|
material->matcolor[0] = 0.5f;
|
|
material->matcolor[1] = 0.5f;
|
|
material->matcolor[2] = 0.5f;
|
|
material->spec_f = 0.5f;
|
|
material->ref = 0.8f;
|
|
}
|
|
MT_Point2 uv[4];
|
|
MT_Point2 uv2[4];
|
|
const char *uvName = "", *uv2Name = "";
|
|
|
|
uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
|
|
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
|
|
|
|
if( validface ) {
|
|
|
|
material->ras_mode |= !(
|
|
(mface->flag & ME_HIDE) ||
|
|
(tface->mode & TF_INVISIBLE)
|
|
)?POLY_VIS:0;
|
|
|
|
material->transp = tface->transp;
|
|
material->tile = tface->tile;
|
|
material->mode = tface->mode;
|
|
|
|
uv[0] = MT_Point2(tface->uv[0]);
|
|
uv[1] = MT_Point2(tface->uv[1]);
|
|
uv[2] = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv[3] = MT_Point2(tface->uv[3]);
|
|
|
|
uvName = tfaceName;
|
|
}
|
|
else {
|
|
// nothing at all
|
|
material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
|
|
material->mode = default_face_mode;
|
|
material->transp = TF_SOLID;
|
|
material->tile = 0;
|
|
}
|
|
|
|
// with ztransp enabled, enforce alpha blending mode
|
|
if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
|
|
material->transp = TF_ALPHA;
|
|
|
|
// always zsort alpha + add
|
|
if((material->transp == TF_ALPHA || texalpha) && (material->transp != TF_CLIP)) {
|
|
material->ras_mode |= ALPHA;
|
|
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
|
|
}
|
|
|
|
// collider or not?
|
|
material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
|
|
|
|
// these flags are irrelevant at this point, remove so they
|
|
// don't hurt material bucketing
|
|
material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
|
|
|
|
// get uv sets
|
|
if(validmat)
|
|
{
|
|
bool isFirstSet = true;
|
|
|
|
// only two sets implemented, but any of the eight
|
|
// sets can make up the two layers
|
|
for (int vind = 0; vind<material->num_enabled; vind++)
|
|
{
|
|
BL_Mapping &map = material->mapping[vind];
|
|
|
|
if (map.uvCoName.IsEmpty())
|
|
isFirstSet = false;
|
|
else
|
|
{
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer& layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
|
|
{
|
|
MT_Point2 uvSet[4];
|
|
|
|
uvSet[0] = MT_Point2(layer.face->uv[0]);
|
|
uvSet[1] = MT_Point2(layer.face->uv[1]);
|
|
uvSet[2] = MT_Point2(layer.face->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uvSet[3] = MT_Point2(layer.face->uv[3]);
|
|
else
|
|
uvSet[3] = MT_Point2(0.0f, 0.0f);
|
|
|
|
if (isFirstSet)
|
|
{
|
|
uv[0] = uvSet[0]; uv[1] = uvSet[1];
|
|
uv[2] = uvSet[2]; uv[3] = uvSet[3];
|
|
isFirstSet = false;
|
|
uvName = layer.name;
|
|
}
|
|
else if(strcmp(layer.name, uvName) != 0)
|
|
{
|
|
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
|
|
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
|
|
map.mapping |= USECUSTOMUV;
|
|
uv2Name = layer.name;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int rgb[4];
|
|
GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
|
|
|
|
// swap the material color, so MCol on TF_BMFONT works
|
|
if (validmat && type==1 && (tface && tface->mode & TF_BMFONT))
|
|
{
|
|
rgb[0] = KX_rgbaint2uint_new(rgb[0]);
|
|
rgb[1] = KX_rgbaint2uint_new(rgb[1]);
|
|
rgb[2] = KX_rgbaint2uint_new(rgb[2]);
|
|
rgb[3] = KX_rgbaint2uint_new(rgb[3]);
|
|
}
|
|
|
|
material->SetConversionRGB(rgb);
|
|
material->SetConversionUV(uvName, uv);
|
|
material->SetConversionUV2(uv2Name, uv2);
|
|
|
|
if(validmat)
|
|
material->matname =(mat->id.name);
|
|
|
|
material->tface = tface;
|
|
material->material = mat;
|
|
return material;
|
|
}
|
|
|
|
|
|
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
|
|
{
|
|
RAS_MeshObject *meshobj;
|
|
bool skinMesh = false;
|
|
int lightlayer = blenderobj->lay;
|
|
|
|
// Get DerivedMesh data
|
|
DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
int totvert = dm->getNumVerts(dm);
|
|
|
|
MFace *mface = dm->getFaceArray(dm);
|
|
MTFace *tface = static_cast<MTFace*>(dm->getFaceDataArray(dm, CD_MTFACE));
|
|
MCol *mcol = static_cast<MCol*>(dm->getFaceDataArray(dm, CD_MCOL));
|
|
float (*tangent)[3] = NULL;
|
|
int totface = dm->getNumFaces(dm);
|
|
const char *tfaceName = "";
|
|
|
|
if(tface) {
|
|
DM_add_tangent_layer(dm);
|
|
tangent = (float(*)[3])dm->getFaceDataArray(dm, CD_TANGENT);
|
|
}
|
|
|
|
// Determine if we need to make a skinned mesh
|
|
if (mesh->dvert || mesh->key) {
|
|
meshobj = new BL_SkinMeshObject(mesh, lightlayer);
|
|
skinMesh = true;
|
|
}
|
|
else
|
|
meshobj = new RAS_MeshObject(mesh, lightlayer);
|
|
|
|
// Extract avaiable layers
|
|
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
|
|
for (int lay=0; lay<MAX_MTFACE; lay++) {
|
|
layers[lay].face = 0;
|
|
layers[lay].name = "";
|
|
}
|
|
|
|
int validLayers = 0;
|
|
for (int i=0; i<dm->faceData.totlayer; i++)
|
|
{
|
|
if (dm->faceData.layers[i].type == CD_MTFACE)
|
|
{
|
|
assert(validLayers <= 8);
|
|
|
|
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
|
|
layers[validLayers].name = dm->faceData.layers[i].name;
|
|
if(tface == layers[validLayers].face)
|
|
tfaceName = layers[validLayers].name;
|
|
validLayers++;
|
|
}
|
|
}
|
|
|
|
meshobj->SetName(mesh->id.name);
|
|
meshobj->m_sharedvertex_map.resize(totvert);
|
|
|
|
for (int f=0;f<totface;f++,mface++)
|
|
{
|
|
Material* ma = 0;
|
|
bool collider = true;
|
|
MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
|
|
MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
|
|
unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
|
|
|
|
MT_Vector3 no0, no1, no2, no3;
|
|
MT_Point3 pt0, pt1, pt2, pt3;
|
|
MT_Vector4 tan0, tan1, tan2, tan3;
|
|
|
|
/* get coordinates, normals and tangents */
|
|
pt0 = MT_Point3(mvert[mface->v1].co);
|
|
pt1 = MT_Point3(mvert[mface->v2].co);
|
|
pt2 = MT_Point3(mvert[mface->v3].co);
|
|
pt3 = (mface->v4)? MT_Point3(mvert[mface->v4].co): MT_Point3(0.0, 0.0, 0.0);
|
|
|
|
if(mface->flag & ME_SMOOTH) {
|
|
float n0[3], n1[3], n2[3], n3[3];
|
|
|
|
NormalShortToFloat(n0, mvert[mface->v1].no);
|
|
NormalShortToFloat(n1, mvert[mface->v2].no);
|
|
NormalShortToFloat(n2, mvert[mface->v3].no);
|
|
no0 = n0;
|
|
no1 = n1;
|
|
no2 = n2;
|
|
|
|
if(mface->v4) {
|
|
NormalShortToFloat(n3, mvert[mface->v4].no);
|
|
no3 = n3;
|
|
}
|
|
else
|
|
no3 = MT_Vector3(0.0, 0.0, 0.0);
|
|
}
|
|
else {
|
|
float fno[3];
|
|
|
|
if(mface->v4)
|
|
CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
|
|
mvert[mface->v3].co, mvert[mface->v4].co, fno);
|
|
else
|
|
CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
|
|
mvert[mface->v3].co, fno);
|
|
|
|
no0 = no1 = no2 = no3 = MT_Vector3(fno);
|
|
}
|
|
|
|
if(tangent) {
|
|
tan0 = tangent[f*4 + 0];
|
|
tan1 = tangent[f*4 + 1];
|
|
tan2 = tangent[f*4 + 2];
|
|
|
|
if (mface->v4)
|
|
tan3 = tangent[f*4 + 3];
|
|
}
|
|
|
|
/* get material */
|
|
ma = give_current_material(blenderobj, mface->mat_nr+1);
|
|
|
|
{
|
|
bool visible = true;
|
|
RAS_IPolyMaterial* polymat = NULL;
|
|
BL_Material *bl_mat = NULL;
|
|
|
|
if(converter->GetMaterials()) {
|
|
/* do Blender Multitexture and Blender GLSL materials */
|
|
unsigned int rgb[4];
|
|
MT_Point2 uv[4];
|
|
|
|
/* first is the BL_Material */
|
|
bl_mat = ConvertMaterial(ma, tface, tfaceName, mface, mcol,
|
|
lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
|
|
|
|
bl_mat->material_index = (int)mface->mat_nr;
|
|
|
|
visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
|
|
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
|
|
|
|
/* vertex colors and uv's were stored in bl_mat temporarily */
|
|
bl_mat->GetConversionRGB(rgb);
|
|
rgb0 = rgb[0]; rgb1 = rgb[1];
|
|
rgb2 = rgb[2]; rgb3 = rgb[3];
|
|
|
|
bl_mat->GetConversionUV(uv);
|
|
uv0 = uv[0]; uv1 = uv[1];
|
|
uv2 = uv[2]; uv3 = uv[3];
|
|
|
|
bl_mat->GetConversionUV2(uv);
|
|
uv20 = uv[0]; uv21 = uv[1];
|
|
uv22 = uv[2]; uv23 = uv[3];
|
|
|
|
/* then the KX_BlenderMaterial */
|
|
polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer);
|
|
}
|
|
else {
|
|
/* do Texture Face materials */
|
|
Image* bima = (tface)? (Image*)tface->tpage: NULL;
|
|
STR_String imastr = (tface)? (bima? (bima)->id.name : "" ) : "";
|
|
|
|
char transp=0;
|
|
short mode=0, tile=0;
|
|
int tilexrep=4,tileyrep = 4;
|
|
|
|
if (bima) {
|
|
tilexrep = bima->xrep;
|
|
tileyrep = bima->yrep;
|
|
}
|
|
|
|
/* get tface properties if available */
|
|
if(tface) {
|
|
/* TF_DYNAMIC means the polygon is a collision face */
|
|
collider = ((tface->mode & TF_DYNAMIC) != 0);
|
|
transp = tface->transp;
|
|
tile = tface->tile;
|
|
mode = tface->mode;
|
|
|
|
visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
|
|
|
|
uv0 = MT_Point2(tface->uv[0]);
|
|
uv1 = MT_Point2(tface->uv[1]);
|
|
uv2 = MT_Point2(tface->uv[2]);
|
|
|
|
if (mface->v4)
|
|
uv3 = MT_Point2(tface->uv[3]);
|
|
}
|
|
else {
|
|
/* no texfaces, set COLLSION true and everything else FALSE */
|
|
mode = default_face_mode;
|
|
transp = TF_SOLID;
|
|
tile = 0;
|
|
}
|
|
|
|
/* get vertex colors */
|
|
if (mcol) {
|
|
/* we have vertex colors */
|
|
rgb0 = KX_Mcol2uint_new(mcol[0]);
|
|
rgb1 = KX_Mcol2uint_new(mcol[1]);
|
|
rgb2 = KX_Mcol2uint_new(mcol[2]);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_Mcol2uint_new(mcol[3]);
|
|
}
|
|
else {
|
|
/* no vertex colors, take from material, otherwise white */
|
|
unsigned int color = 0xFFFFFFFFL;
|
|
|
|
if (ma)
|
|
{
|
|
union
|
|
{
|
|
unsigned char cp[4];
|
|
unsigned int integer;
|
|
} col_converter;
|
|
|
|
col_converter.cp[3] = (unsigned char) (ma->r*255.0);
|
|
col_converter.cp[2] = (unsigned char) (ma->g*255.0);
|
|
col_converter.cp[1] = (unsigned char) (ma->b*255.0);
|
|
col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
|
|
|
|
color = col_converter.integer;
|
|
}
|
|
|
|
rgb0 = KX_rgbaint2uint_new(color);
|
|
rgb1 = KX_rgbaint2uint_new(color);
|
|
rgb2 = KX_rgbaint2uint_new(color);
|
|
|
|
if (mface->v4)
|
|
rgb3 = KX_rgbaint2uint_new(color);
|
|
}
|
|
|
|
// only zsort alpha + add
|
|
bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
|
|
bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
|
|
|
|
polymat = new KX_PolygonMaterial(imastr, ma,
|
|
tile, tilexrep, tileyrep,
|
|
mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
|
|
|
|
if (ma) {
|
|
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
|
|
polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
|
|
polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
|
|
}
|
|
else {
|
|
polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
|
|
polymat->m_shininess = 35.0;
|
|
}
|
|
}
|
|
|
|
/* mark face as flat, so vertices are split */
|
|
bool flat = (mface->flag & ME_SMOOTH) == 0;
|
|
|
|
// see if a bucket was reused or a new one was created
|
|
// this way only one KX_BlenderMaterial object has to exist per bucket
|
|
bool bucketCreated;
|
|
RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
|
|
if (bucketCreated) {
|
|
// this is needed to free up memory afterwards
|
|
converter->RegisterPolyMaterial(polymat);
|
|
if(converter->GetMaterials()) {
|
|
converter->RegisterBlenderMaterial(bl_mat);
|
|
}
|
|
} else {
|
|
// delete the material objects since they are no longer needed
|
|
// from now on, use the polygon material from the material bucket
|
|
delete polymat;
|
|
if(converter->GetMaterials()) {
|
|
delete bl_mat;
|
|
}
|
|
polymat = bucket->GetPolyMaterial();
|
|
}
|
|
|
|
int nverts = (mface->v4)? 4: 3;
|
|
RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
|
|
|
|
poly->SetVisible(visible);
|
|
poly->SetCollider(collider);
|
|
//poly->SetEdgeCode(mface->edcode);
|
|
|
|
meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
|
|
meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
|
|
meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
|
|
|
|
if (nverts==4)
|
|
meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
|
|
}
|
|
|
|
if (tface)
|
|
tface++;
|
|
if (mcol)
|
|
mcol+=4;
|
|
|
|
for (int lay=0; lay<MAX_MTFACE; lay++)
|
|
{
|
|
MTF_localLayer &layer = layers[lay];
|
|
if (layer.face == 0) break;
|
|
|
|
layer.face++;
|
|
}
|
|
}
|
|
meshobj->m_sharedvertex_map.clear();
|
|
|
|
// pre calculate texture generation
|
|
for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
|
|
mit != meshobj->GetLastMaterial(); ++ mit) {
|
|
mit->m_bucket->GetPolyMaterial()->OnConstruction();
|
|
}
|
|
|
|
if (layers)
|
|
delete []layers;
|
|
|
|
dm->release(dm);
|
|
|
|
return meshobj;
|
|
}
|
|
|
|
|
|
|
|
static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_MaterialProps *materialProps = new PHY_MaterialProps;
|
|
|
|
MT_assert(materialProps && "Create physics material properties failed");
|
|
|
|
Material* blendermat = give_current_material(blenderobject, 0);
|
|
|
|
if (blendermat)
|
|
{
|
|
MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f);
|
|
|
|
materialProps->m_restitution = blendermat->reflect;
|
|
materialProps->m_friction = blendermat->friction;
|
|
materialProps->m_fh_spring = blendermat->fh;
|
|
materialProps->m_fh_damping = blendermat->xyfrict;
|
|
materialProps->m_fh_distance = blendermat->fhdist;
|
|
materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0;
|
|
}
|
|
else {
|
|
//give some defaults
|
|
materialProps->m_restitution = 0.f;
|
|
materialProps->m_friction = 0.5;
|
|
materialProps->m_fh_spring = 0.f;
|
|
materialProps->m_fh_damping = 0.f;
|
|
materialProps->m_fh_distance = 0.f;
|
|
materialProps->m_fh_normal = false;
|
|
|
|
}
|
|
|
|
return materialProps;
|
|
}
|
|
|
|
static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject,
|
|
KX_Scene *kxscene)
|
|
{
|
|
PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
|
|
|
|
MT_assert(shapeProps);
|
|
|
|
shapeProps->m_mass = blenderobject->mass;
|
|
|
|
// This needs to be fixed in blender. For now, we use:
|
|
|
|
// in Blender, inertia stands for the size value which is equivalent to
|
|
// the sphere radius
|
|
shapeProps->m_inertia = blenderobject->formfactor;
|
|
|
|
MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
|
|
MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
|
|
|
|
shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
|
|
shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
|
|
|
|
shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0];
|
|
shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
|
|
shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2];
|
|
shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0);
|
|
|
|
shapeProps->m_do_fh = (blenderobject->gameflag & OB_DO_FH) != 0;
|
|
shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0;
|
|
|
|
return shapeProps;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
|
|
{
|
|
MVert *mvert;
|
|
BoundBox *bb;
|
|
MT_Point3 min, max;
|
|
float mloc[3], msize[3];
|
|
int a;
|
|
|
|
if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
|
|
bb= me->bb;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
if (!loc) loc= mloc;
|
|
if (!size) size= msize;
|
|
|
|
mvert= me->mvert;
|
|
for(a=0; a<me->totvert; a++, mvert++) {
|
|
DO_MINMAX(mvert->co, min, max);
|
|
}
|
|
|
|
if(me->totvert) {
|
|
loc[0]= (min[0]+max[0])/2.0;
|
|
loc[1]= (min[1]+max[1])/2.0;
|
|
loc[2]= (min[2]+max[2])/2.0;
|
|
|
|
size[0]= (max[0]-min[0])/2.0;
|
|
size[1]= (max[1]-min[1])/2.0;
|
|
size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= loc[0]-size[0];
|
|
bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= loc[0]+size[0];
|
|
|
|
bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= loc[1]-size[1];
|
|
bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= loc[1]+size[1];
|
|
|
|
bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= loc[2]-size[2];
|
|
bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= loc[2]+size[2];
|
|
|
|
float radius = 0;
|
|
for (a=0, mvert = me->mvert; a < me->totvert; a++, mvert++)
|
|
{
|
|
float vert_radius = MT_Vector3(mvert->co).length2();
|
|
if (vert_radius > radius)
|
|
radius = vert_radius;
|
|
}
|
|
return sqrt(radius);
|
|
}
|
|
|
|
|
|
|
|
|
|
static void my_tex_space_mesh(Mesh *me)
|
|
{
|
|
KeyBlock *kb;
|
|
float *fp, loc[3], size[3], min[3], max[3];
|
|
int a;
|
|
|
|
my_boundbox_mesh(me, loc, size);
|
|
|
|
if(me->texflag & AUTOSPACE) {
|
|
if(me->key) {
|
|
kb= me->key->refkey;
|
|
if (kb) {
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
fp= (float *)kb->data;
|
|
for(a=0; a<kb->totelem; a++, fp+=3) {
|
|
DO_MINMAX(fp, min, max);
|
|
}
|
|
if(kb->totelem) {
|
|
loc[0]= (min[0]+max[0])/2.0; loc[1]= (min[1]+max[1])/2.0; loc[2]= (min[2]+max[2])/2.0;
|
|
size[0]= (max[0]-min[0])/2.0; size[1]= (max[1]-min[1])/2.0; size[2]= (max[2]-min[2])/2.0;
|
|
}
|
|
else {
|
|
loc[0]= loc[1]= loc[2]= 0.0;
|
|
size[0]= size[1]= size[2]= 0.0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
VECCOPY(me->loc, loc);
|
|
VECCOPY(me->size, size);
|
|
me->rot[0]= me->rot[1]= me->rot[2]= 0.0;
|
|
|
|
if(me->size[0]==0.0) me->size[0]= 1.0;
|
|
else if(me->size[0]>0.0 && me->size[0]<0.00001) me->size[0]= 0.00001;
|
|
else if(me->size[0]<0.0 && me->size[0]> -0.00001) me->size[0]= -0.00001;
|
|
|
|
if(me->size[1]==0.0) me->size[1]= 1.0;
|
|
else if(me->size[1]>0.0 && me->size[1]<0.00001) me->size[1]= 0.00001;
|
|
else if(me->size[1]<0.0 && me->size[1]> -0.00001) me->size[1]= -0.00001;
|
|
|
|
if(me->size[2]==0.0) me->size[2]= 1.0;
|
|
else if(me->size[2]>0.0 && me->size[2]<0.00001) me->size[2]= 0.00001;
|
|
else if(me->size[2]<0.0 && me->size[2]> -0.00001) me->size[2]= -0.00001;
|
|
}
|
|
|
|
}
|
|
|
|
static void my_get_local_bounds(Object *ob, float *center, float *size)
|
|
{
|
|
BoundBox *bb= NULL;
|
|
/* uses boundbox, function used by Ketsji */
|
|
switch (ob->type)
|
|
{
|
|
case OB_MESH:
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
if(bb==0)
|
|
{
|
|
my_tex_space_mesh((struct Mesh *)ob->data);
|
|
bb= ( (Mesh *)ob->data )->bb;
|
|
}
|
|
break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
case OB_FONT:
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=0.0;
|
|
break;
|
|
case OB_MBALL:
|
|
bb= ob->bb;
|
|
break;
|
|
}
|
|
|
|
if(bb==NULL)
|
|
{
|
|
center[0]= center[1]= center[2]= 0.0;
|
|
size[0] = size[1]=size[2]=1.0;
|
|
}
|
|
else
|
|
{
|
|
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
|
|
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
|
|
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
|
|
|
|
center[0]= 0.5*(bb->vec[0][0] + bb->vec[4][0]);
|
|
center[1]= 0.5*(bb->vec[0][1] + bb->vec[2][1]);
|
|
center[2]= 0.5*(bb->vec[0][2] + bb->vec[1][2]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
|
|
struct Object* blenderobject,
|
|
RAS_MeshObject* meshobj,
|
|
KX_Scene* kxscene,
|
|
int activeLayerBitInfo,
|
|
e_PhysicsEngine physics_engine,
|
|
KX_BlenderSceneConverter *converter,
|
|
bool processCompoundChildren
|
|
)
|
|
|
|
{
|
|
//SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
|
//int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
|
|
//bool bRigidBody = (userigidbody == 0);
|
|
|
|
// get Root Parent of blenderobject
|
|
struct Object* parent= blenderobject->parent;
|
|
while(parent && parent->parent) {
|
|
parent= parent->parent;
|
|
}
|
|
|
|
bool isCompoundChild = false;
|
|
|
|
if (parent && (parent->gameflag & OB_DYNAMIC)) {
|
|
|
|
if ((parent->gameflag & OB_CHILD) != 0)
|
|
{
|
|
isCompoundChild = true;
|
|
}
|
|
}
|
|
if (processCompoundChildren != isCompoundChild)
|
|
return;
|
|
|
|
|
|
PHY_ShapeProps* shapeprops =
|
|
CreateShapePropsFromBlenderObject(blenderobject,
|
|
kxscene);
|
|
|
|
|
|
PHY_MaterialProps* smmaterial =
|
|
CreateMaterialFromBlenderObject(blenderobject, kxscene);
|
|
|
|
KX_ObjectProperties objprop;
|
|
|
|
objprop.m_isCompoundChild = isCompoundChild;
|
|
objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0;
|
|
|
|
if ((objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0))
|
|
{
|
|
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
|
|
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
|
|
objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
|
|
objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
|
|
} else {
|
|
objprop.m_dyna = false;
|
|
objprop.m_angular_rigidbody = false;
|
|
objprop.m_ghost = false;
|
|
objprop.m_disableSleeping = false;
|
|
}
|
|
//mmm, for now, taks this for the size of the dynamicobject
|
|
// Blender uses inertia for radius of dynamic object
|
|
objprop.m_radius = blenderobject->inertia;
|
|
objprop.m_in_active_layer = (blenderobject->lay & activeLayerBitInfo) != 0;
|
|
objprop.m_dynamic_parent=NULL;
|
|
objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
|
|
objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
|
|
KX_BoxBounds bb;
|
|
my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends);
|
|
if (blenderobject->gameflag & OB_BOUNDS)
|
|
{
|
|
switch (blenderobject->boundtype)
|
|
{
|
|
case OB_BOUND_BOX:
|
|
objprop.m_boundclass = KX_BOUNDBOX;
|
|
//mmm, has to be divided by 2 to be proper extends
|
|
objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
|
|
objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
|
|
objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
|
|
break;
|
|
case OB_BOUND_POLYT:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDPOLYTOPE;
|
|
break;
|
|
}
|
|
// Object is not a mesh... fall through OB_BOUND_POLYH to
|
|
// OB_BOUND_SPHERE
|
|
case OB_BOUND_POLYH:
|
|
if (blenderobject->type == OB_MESH)
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDMESH;
|
|
break;
|
|
}
|
|
// Object is not a mesh... can't use polyheder.
|
|
// Fall through and become a sphere.
|
|
case OB_BOUND_SPHERE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDSPHERE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
|
|
break;
|
|
}
|
|
case OB_BOUND_CYLINDER:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCYLINDER;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
case OB_BOUND_CONE:
|
|
{
|
|
objprop.m_boundclass = KX_BOUNDCONE;
|
|
objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
|
|
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (parent && (parent->gameflag & OB_DYNAMIC)) {
|
|
|
|
KX_GameObject *parentgameobject = converter->FindGameObject(parent);
|
|
objprop.m_dynamic_parent = parentgameobject;
|
|
//cannot be dynamic:
|
|
objprop.m_dyna = false;
|
|
shapeprops->m_mass = 0.f;
|
|
}
|
|
|
|
|
|
objprop.m_concave = (blenderobject->boundtype & 4) != 0;
|
|
|
|
switch (physics_engine)
|
|
{
|
|
#ifdef USE_BULLET
|
|
case UseBullet:
|
|
KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
#endif
|
|
#ifdef USE_SUMO_SOLID
|
|
case UseSumo:
|
|
KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif
|
|
|
|
#ifdef USE_ODE
|
|
case UseODE:
|
|
KX_ConvertODEEngineObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
|
|
break;
|
|
#endif //USE_ODE
|
|
|
|
case UseDynamo:
|
|
//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
|
|
break;
|
|
|
|
case UseNone:
|
|
default:
|
|
break;
|
|
}
|
|
delete shapeprops;
|
|
delete smmaterial;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
|
|
RAS_LightObject lightobj;
|
|
KX_LightObject *gamelight;
|
|
|
|
lightobj.m_att1 = la->att1;
|
|
lightobj.m_att2 = (la->mode & LA_QUAD)?la->att2:0.0;
|
|
lightobj.m_red = la->r;
|
|
lightobj.m_green = la->g;
|
|
lightobj.m_blue = la->b;
|
|
lightobj.m_distance = la->dist;
|
|
lightobj.m_energy = la->energy;
|
|
lightobj.m_layer = layerflag;
|
|
lightobj.m_spotblend = la->spotblend;
|
|
lightobj.m_spotsize = la->spotsize;
|
|
|
|
lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
|
|
lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
|
|
|
|
if (la->mode & LA_NEG)
|
|
{
|
|
lightobj.m_red = -lightobj.m_red;
|
|
lightobj.m_green = -lightobj.m_green;
|
|
lightobj.m_blue = -lightobj.m_blue;
|
|
}
|
|
|
|
if (la->type==LA_SUN) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
|
|
} else if (la->type==LA_SPOT) {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
|
|
} else {
|
|
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
|
|
}
|
|
|
|
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
|
|
lightobj, converter->GetGLSLMaterials());
|
|
|
|
BL_ConvertLampIpos(la, gamelight, converter);
|
|
|
|
return gamelight;
|
|
}
|
|
|
|
static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
|
|
Camera* ca = static_cast<Camera*>(ob->data);
|
|
RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob));
|
|
KX_Camera *gamecamera;
|
|
|
|
gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
|
|
gamecamera->SetName(ca->id.name + 2);
|
|
|
|
BL_ConvertCameraIpos(ca, gamecamera, converter);
|
|
|
|
return gamecamera;
|
|
}
|
|
|
|
static KX_GameObject *gameobject_from_blenderobject(
|
|
Object *ob,
|
|
KX_Scene *kxscene,
|
|
RAS_IRenderTools *rendertools,
|
|
KX_BlenderSceneConverter *converter,
|
|
Scene *blenderscene)
|
|
{
|
|
KX_GameObject *gameobj = NULL;
|
|
|
|
switch(ob->type)
|
|
{
|
|
case OB_LAMP:
|
|
{
|
|
KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
|
|
gameobj = gamelight;
|
|
|
|
gamelight->AddRef();
|
|
kxscene->GetLightList()->Add(gamelight);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_CAMERA:
|
|
{
|
|
KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter);
|
|
gameobj = gamecamera;
|
|
|
|
//don't add a reference: the camera list in kxscene->m_cameras is not released at the end
|
|
//gamecamera->AddRef();
|
|
kxscene->AddCamera(gamecamera);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_MESH:
|
|
{
|
|
Mesh* mesh = static_cast<Mesh*>(ob->data);
|
|
RAS_MeshObject* meshobj = converter->FindGameMesh(mesh, ob->lay);
|
|
float center[3], extents[3];
|
|
float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents);
|
|
|
|
if (!meshobj) {
|
|
meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter);
|
|
converter->RegisterGameMesh(meshobj, mesh);
|
|
}
|
|
|
|
// needed for python scripting
|
|
kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
|
|
|
|
gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks);
|
|
|
|
// set transformation
|
|
gameobj->AddMesh(meshobj);
|
|
|
|
// for all objects: check whether they want to
|
|
// respond to updates
|
|
bool ignoreActivityCulling =
|
|
((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
|
|
gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
|
|
|
|
// two options exists for deform: shape keys and armature
|
|
// only support relative shape key
|
|
bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
|
|
bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
|
|
bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert);
|
|
|
|
if (bHasShapeKey) {
|
|
// not that we can have shape keys without dvert!
|
|
BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, (BL_SkinMeshObject*)meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
|
|
if (bHasArmature)
|
|
dcont->LoadShapeDrivers(ob->parent);
|
|
} else if (bHasArmature) {
|
|
BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, (BL_SkinMeshObject*)meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
|
|
} else if (bHasDvert) {
|
|
// this case correspond to a mesh that can potentially deform but not with the
|
|
// object to which it is attached for the moment. A skin mesh was created in
|
|
// BL_ConvertMesh() so must create a deformer too!
|
|
BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
|
|
ob, (BL_SkinMeshObject*)meshobj);
|
|
((BL_DeformableGameObject*)gameobj)->m_pDeformer = dcont;
|
|
}
|
|
|
|
MT_Point3 min = MT_Point3(center) - MT_Vector3(extents);
|
|
MT_Point3 max = MT_Point3(center) + MT_Vector3(extents);
|
|
SG_BBox bbox = SG_BBox(min, max);
|
|
gameobj->GetSGNode()->SetBBox(bbox);
|
|
gameobj->GetSGNode()->SetRadius(radius);
|
|
|
|
break;
|
|
}
|
|
|
|
case OB_ARMATURE:
|
|
{
|
|
gameobj = new BL_ArmatureObject(
|
|
kxscene,
|
|
KX_Scene::m_callbacks,
|
|
ob // handle
|
|
);
|
|
/* Get the current pose from the armature object and apply it as the rest pose */
|
|
break;
|
|
}
|
|
|
|
case OB_EMPTY:
|
|
{
|
|
gameobj = new KX_EmptyObject(kxscene,KX_Scene::m_callbacks);
|
|
// set transformation
|
|
break;
|
|
}
|
|
}
|
|
if (gameobj)
|
|
{
|
|
gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment());
|
|
gameobj->SetLayer(ob->lay);
|
|
gameobj->SetBlenderObject(ob);
|
|
}
|
|
return gameobj;
|
|
}
|
|
|
|
struct parentChildLink {
|
|
struct Object* m_blenderchild;
|
|
SG_Node* m_gamechildnode;
|
|
};
|
|
|
|
#include "DNA_constraint_types.h"
|
|
#include "BIF_editconstraint.h"
|
|
|
|
bPoseChannel *get_active_posechannel2 (Object *ob)
|
|
{
|
|
bArmature *arm= (bArmature*)ob->data;
|
|
bPoseChannel *pchan;
|
|
|
|
/* find active */
|
|
for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer))
|
|
return pchan;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
ListBase *get_active_constraints2(Object *ob)
|
|
{
|
|
if (!ob)
|
|
return NULL;
|
|
|
|
if (ob->flag & OB_POSEMODE) {
|
|
bPoseChannel *pchan;
|
|
|
|
pchan = get_active_posechannel2(ob);
|
|
if (pchan)
|
|
return &pchan->constraints;
|
|
}
|
|
else
|
|
return &ob->constraints;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void RBJconstraints(Object *ob)//not used
|
|
{
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
|
|
conlist = get_active_constraints2(ob);
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
|
|
printf("%i\n",curcon->type);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
#include "PHY_IPhysicsEnvironment.h"
|
|
#include "KX_IPhysicsController.h"
|
|
#include "PHY_DynamicTypes.h"
|
|
|
|
KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje->GetPhysicsController();
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
|
|
|
|
for (int j=0;j<sumolist->GetCount();j++)
|
|
{
|
|
KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
|
|
if (gameobje->GetName()==busc)
|
|
return gameobje;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// convert blender objects into ketsji gameobjects
|
|
void BL_ConvertBlenderObjects(struct Main* maggie,
|
|
const STR_String& scenename,
|
|
KX_Scene* kxscene,
|
|
KX_KetsjiEngine* ketsjiEngine,
|
|
e_PhysicsEngine physics_engine,
|
|
PyObject* pythondictionary,
|
|
SCA_IInputDevice* keydev,
|
|
RAS_IRenderTools* rendertools,
|
|
RAS_ICanvas* canvas,
|
|
KX_BlenderSceneConverter* converter,
|
|
bool alwaysUseExpandFraming
|
|
)
|
|
{
|
|
|
|
Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
|
|
// for SETLOOPER
|
|
Scene *sce;
|
|
Base *base;
|
|
|
|
// Get the frame settings of the canvas.
|
|
// Get the aspect ratio of the canvas as designed by the user.
|
|
|
|
RAS_FrameSettings::RAS_FrameType frame_type;
|
|
int aspect_width;
|
|
int aspect_height;
|
|
vector<MT_Vector3> inivel,iniang;
|
|
set<Group*> grouplist; // list of groups to be converted
|
|
set<Object*> allblobj; // all objects converted
|
|
set<Object*> groupobj; // objects from groups (never in active layer)
|
|
|
|
if (alwaysUseExpandFraming) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
aspect_width = canvas->GetWidth();
|
|
aspect_height = canvas->GetHeight();
|
|
} else {
|
|
if (blenderscene->framing.type == SCE_GAMEFRAMING_BARS) {
|
|
frame_type = RAS_FrameSettings::e_frame_bars;
|
|
} else if (blenderscene->framing.type == SCE_GAMEFRAMING_EXTEND) {
|
|
frame_type = RAS_FrameSettings::e_frame_extend;
|
|
} else {
|
|
frame_type = RAS_FrameSettings::e_frame_scale;
|
|
}
|
|
|
|
aspect_width = blenderscene->r.xsch;
|
|
aspect_height = blenderscene->r.ysch;
|
|
}
|
|
|
|
RAS_FrameSettings frame_settings(
|
|
frame_type,
|
|
blenderscene->framing.col[0],
|
|
blenderscene->framing.col[1],
|
|
blenderscene->framing.col[2],
|
|
aspect_width,
|
|
aspect_height
|
|
);
|
|
kxscene->SetFramingType(frame_settings);
|
|
|
|
kxscene->SetGravity(MT_Vector3(0,0,(blenderscene->world != NULL) ? -blenderscene->world->gravity : -9.8));
|
|
|
|
/* set activity culling parameters */
|
|
if (blenderscene->world) {
|
|
kxscene->SetActivityCulling( (blenderscene->world->mode & WO_ACTIVITY_CULLING) != 0);
|
|
kxscene->SetActivityCullingRadius(blenderscene->world->activityBoxRadius);
|
|
} else {
|
|
kxscene->SetActivityCulling(false);
|
|
}
|
|
|
|
int activeLayerBitInfo = blenderscene->lay;
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
CListValue* templist = new CListValue();
|
|
CListValue* sumolist = new CListValue();
|
|
|
|
vector<parentChildLink> vec_parent_child;
|
|
|
|
CListValue* objectlist = kxscene->GetObjectList();
|
|
CListValue* inactivelist = kxscene->GetInactiveList();
|
|
CListValue* parentlist = kxscene->GetRootParentList();
|
|
|
|
SCA_LogicManager* logicmgr = kxscene->GetLogicManager();
|
|
SCA_TimeEventManager* timemgr = kxscene->GetTimeEventManager();
|
|
|
|
CListValue* logicbrick_conversionlist = new CListValue();
|
|
|
|
//SG_TreeFactory tf;
|
|
|
|
// Convert actions to actionmap
|
|
bAction *curAct;
|
|
for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next)
|
|
{
|
|
logicmgr->RegisterActionName(curAct->id.name, curAct);
|
|
}
|
|
|
|
SetDefaultFaceType(blenderscene);
|
|
// Let's support scene set.
|
|
// Beware of name conflict in linked data, it will not crash but will create confusion
|
|
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
|
|
// no conflicting name for Object, Object data and Action.
|
|
for (SETLOOPER(blenderscene, base))
|
|
{
|
|
Object* blenderobject = base->object;
|
|
allblobj.insert(blenderobject);
|
|
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
base->object,
|
|
kxscene,
|
|
rendertools,
|
|
converter,
|
|
blenderscene);
|
|
|
|
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame) blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
blenderobject->rot[0],
|
|
blenderobject->rot[1],
|
|
blenderobject->rot[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
BL_ConvertIpos(blenderobject,gameobj,converter);
|
|
BL_ConvertMaterialIpos(blenderobject, gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name);
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
templist->Add(gameobj->AddRef());
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks());
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
// problem here: the parent inverse transform combines scaling and rotation
|
|
// in the basis but the scenegraph needs separate rotation and scaling.
|
|
// This is not important for OpenGL (it uses 4x4 matrix) but it is important
|
|
// for the physic engine that needs a separate scaling
|
|
//parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
|
|
|
|
// Extract the rotation and the scaling from the basis
|
|
MT_Matrix3x3 ori(parinvtrans.getBasis());
|
|
MT_Vector3 x(ori.getColumn(0));
|
|
MT_Vector3 y(ori.getColumn(1));
|
|
MT_Vector3 z(ori.getColumn(2));
|
|
MT_Vector3 scale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(scale[0]))
|
|
x /= scale[0];
|
|
if (!MT_fuzzyZero(scale[1]))
|
|
y /= scale[1];
|
|
if (!MT_fuzzyZero(scale[2]))
|
|
z /= scale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(scale);
|
|
|
|
parentinversenode->AddChild(gameobj->GetSGNode());
|
|
}
|
|
|
|
// needed for python scripting
|
|
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
|
|
|
|
// needed for group duplication
|
|
logicmgr->RegisterGameObj(blenderobject, gameobj);
|
|
for (int i = 0; i < gameobj->GetMeshCount(); i++)
|
|
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
|
|
|
|
converter->RegisterGameObject(gameobj, blenderobject);
|
|
// this was put in rapidly, needs to be looked at more closely
|
|
// only draw/use objects in active 'blender' layers
|
|
|
|
logicbrick_conversionlist->Add(gameobj->AddRef());
|
|
|
|
if (converter->addInitFromFrame){
|
|
posPrev=gameobj->NodeGetWorldPosition();
|
|
angor=gameobj->NodeGetWorldOrientation();
|
|
}
|
|
if (isInActiveLayer)
|
|
{
|
|
objectlist->Add(gameobj->AddRef());
|
|
//tf.Add(gameobj->GetSGNode());
|
|
|
|
gameobj->NodeUpdateGS(0,true);
|
|
gameobj->AddMeshUser();
|
|
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
grouplist.insert(blenderobject->dup_group);
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
/* Note about memory leak issues:
|
|
When a CValue derived class is created, m_refcount is initialized to 1
|
|
so the class must be released after being used to make sure that it won't
|
|
hang in memory. If the object needs to be stored for a long time,
|
|
use AddRef() so that this Release() does not free the object.
|
|
Make sure that for any AddRef() there is a Release()!!!!
|
|
Do the same for any object derived from CValue, CExpression and NG_NetworkMessage
|
|
*/
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
|
|
}
|
|
|
|
if (!grouplist.empty())
|
|
{
|
|
// now convert the group referenced by dupli group object
|
|
// keep track of all groups already converted
|
|
set<Group*> allgrouplist = grouplist;
|
|
set<Group*> tempglist;
|
|
// recurse
|
|
while (!grouplist.empty())
|
|
{
|
|
set<Group*>::iterator git;
|
|
tempglist.clear();
|
|
tempglist.swap(grouplist);
|
|
for (git=tempglist.begin(); git!=tempglist.end(); git++)
|
|
{
|
|
Group* group = *git;
|
|
GroupObject* go;
|
|
for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
|
|
{
|
|
Object* blenderobject = go->ob;
|
|
if (converter->FindGameObject(blenderobject) == NULL)
|
|
{
|
|
allblobj.insert(blenderobject);
|
|
groupobj.insert(blenderobject);
|
|
KX_GameObject* gameobj = gameobject_from_blenderobject(
|
|
blenderobject,
|
|
kxscene,
|
|
rendertools,
|
|
converter,
|
|
blenderscene);
|
|
|
|
// this code is copied from above except that
|
|
// object from groups are never in active layer
|
|
bool isInActiveLayer = false;
|
|
bool addobj=true;
|
|
|
|
if (converter->addInitFromFrame)
|
|
if (!isInActiveLayer)
|
|
addobj=false;
|
|
|
|
if (gameobj&&addobj)
|
|
{
|
|
MT_Point3 posPrev;
|
|
MT_Matrix3x3 angor;
|
|
if (converter->addInitFromFrame)
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
|
|
MT_Point3 pos = MT_Point3(
|
|
blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
MT_Vector3 eulxyz = MT_Vector3(
|
|
blenderobject->rot[0],
|
|
blenderobject->rot[1],
|
|
blenderobject->rot[2]
|
|
);
|
|
MT_Vector3 scale = MT_Vector3(
|
|
blenderobject->size[0],
|
|
blenderobject->size[1],
|
|
blenderobject->size[2]
|
|
);
|
|
if (converter->addInitFromFrame){//rcruiz
|
|
float eulxyzPrev[3];
|
|
blenderscene->r.cfra=blenderscene->r.sfra-1;
|
|
update_for_newframe();
|
|
MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
|
|
blenderobject->loc[1]+blenderobject->dloc[1],
|
|
blenderobject->loc[2]+blenderobject->dloc[2]
|
|
);
|
|
eulxyzPrev[0]=blenderobject->rot[0];
|
|
eulxyzPrev[1]=blenderobject->rot[1];
|
|
eulxyzPrev[2]=blenderobject->rot[2];
|
|
|
|
double fps = (double) blenderscene->r.frs_sec/
|
|
(double) blenderscene->r.frs_sec_base;
|
|
|
|
tmp.scale(fps, fps, fps);
|
|
inivel.push_back(tmp);
|
|
tmp=eulxyz-eulxyzPrev;
|
|
tmp.scale(fps, fps, fps);
|
|
iniang.push_back(tmp);
|
|
blenderscene->r.cfra=blenderscene->r.sfra;
|
|
update_for_newframe();
|
|
}
|
|
|
|
gameobj->NodeSetLocalPosition(pos);
|
|
gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
|
|
gameobj->NodeSetLocalScale(scale);
|
|
gameobj->NodeUpdateGS(0,true);
|
|
|
|
BL_ConvertIpos(blenderobject,gameobj,converter);
|
|
BL_ConvertMaterialIpos(blenderobject,gameobj, converter);
|
|
|
|
sumolist->Add(gameobj->AddRef());
|
|
|
|
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
|
|
|
|
|
|
gameobj->SetName(blenderobject->id.name);
|
|
|
|
// templist to find Root Parents (object with no parents)
|
|
templist->Add(gameobj->AddRef());
|
|
|
|
// update children/parent hierarchy
|
|
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
|
|
{
|
|
// blender has an additional 'parentinverse' offset in each object
|
|
SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks());
|
|
|
|
// define a normal parent relationship for this node.
|
|
KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
|
|
parentinversenode->SetParentRelation(parent_relation);
|
|
|
|
parentChildLink pclink;
|
|
pclink.m_blenderchild = blenderobject;
|
|
pclink.m_gamechildnode = parentinversenode;
|
|
vec_parent_child.push_back(pclink);
|
|
|
|
float* fl = (float*) blenderobject->parentinv;
|
|
MT_Transform parinvtrans(fl);
|
|
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
|
|
|
|
// Extract the rotation and the scaling from the basis
|
|
MT_Matrix3x3 ori(parinvtrans.getBasis());
|
|
MT_Vector3 x(ori.getColumn(0));
|
|
MT_Vector3 y(ori.getColumn(1));
|
|
MT_Vector3 z(ori.getColumn(2));
|
|
MT_Vector3 scale(x.length(), y.length(), z.length());
|
|
if (!MT_fuzzyZero(scale[0]))
|
|
x /= scale[0];
|
|
if (!MT_fuzzyZero(scale[1]))
|
|
y /= scale[1];
|
|
if (!MT_fuzzyZero(scale[2]))
|
|
z /= scale[2];
|
|
ori.setColumn(0, x);
|
|
ori.setColumn(1, y);
|
|
ori.setColumn(2, z);
|
|
parentinversenode->SetLocalOrientation(ori);
|
|
parentinversenode->SetLocalScale(scale);
|
|
|
|
parentinversenode->AddChild(gameobj->GetSGNode());
|
|
}
|
|
|
|
// needed for python scripting
|
|
logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
|
|
|
|
// needed for group duplication
|
|
logicmgr->RegisterGameObj(blenderobject, gameobj);
|
|
for (int i = 0; i < gameobj->GetMeshCount(); i++)
|
|
logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
|
|
|
|
converter->RegisterGameObject(gameobj, blenderobject);
|
|
// this was put in rapidly, needs to be looked at more closely
|
|
// only draw/use objects in active 'blender' layers
|
|
|
|
logicbrick_conversionlist->Add(gameobj->AddRef());
|
|
|
|
if (converter->addInitFromFrame){
|
|
posPrev=gameobj->NodeGetWorldPosition();
|
|
angor=gameobj->NodeGetWorldOrientation();
|
|
}
|
|
if (isInActiveLayer)
|
|
{
|
|
objectlist->Add(gameobj->AddRef());
|
|
//tf.Add(gameobj->GetSGNode());
|
|
|
|
gameobj->NodeUpdateGS(0,true);
|
|
gameobj->AddMeshUser();
|
|
|
|
}
|
|
else
|
|
{
|
|
//we must store this object otherwise it will be deleted
|
|
//at the end of this function if it is not a root object
|
|
inactivelist->Add(gameobj->AddRef());
|
|
|
|
}
|
|
if (gameobj->IsDupliGroup())
|
|
{
|
|
// check that the group is not already converted
|
|
if (allgrouplist.insert(blenderobject->dup_group).second)
|
|
grouplist.insert(blenderobject->dup_group);
|
|
}
|
|
if (converter->addInitFromFrame){
|
|
gameobj->NodeSetLocalPosition(posPrev);
|
|
gameobj->NodeSetLocalOrientation(angor);
|
|
}
|
|
|
|
}
|
|
if (gameobj)
|
|
gameobj->Release();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// non-camera objects not supported as camera currently
|
|
if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
|
|
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
|
|
|
|
if(gamecamera)
|
|
kxscene->SetActiveCamera(gamecamera);
|
|
}
|
|
|
|
// Set up armatures
|
|
set<Object*>::iterator oit;
|
|
for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
|
|
{
|
|
Object* blenderobj = *oit;
|
|
if (blenderobj->type==OB_MESH){
|
|
Mesh *me = (Mesh*)blenderobj->data;
|
|
|
|
if (me->dvert){
|
|
KX_GameObject *obj = converter->FindGameObject(blenderobj);
|
|
|
|
if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){
|
|
KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
|
|
if (par)
|
|
((BL_SkinDeformer*)(((BL_DeformableGameObject*)obj)->m_pDeformer))->SetArmature((BL_ArmatureObject*) par);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// create hierarchy information
|
|
int i;
|
|
vector<parentChildLink>::iterator pcit;
|
|
|
|
for (pcit = vec_parent_child.begin();!(pcit==vec_parent_child.end());++pcit)
|
|
{
|
|
|
|
struct Object* blenderchild = pcit->m_blenderchild;
|
|
switch (blenderchild->partype)
|
|
{
|
|
case PARVERT1:
|
|
{
|
|
// creat a new vertex parent relationship for this node.
|
|
KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New();
|
|
pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation);
|
|
break;
|
|
}
|
|
case PARSLOW:
|
|
{
|
|
// creat a new slow parent relationship for this node.
|
|
KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf);
|
|
pcit->m_gamechildnode->SetParentRelation(slow_parent_relation);
|
|
break;
|
|
}
|
|
case PARBONE:
|
|
{
|
|
// parent this to a bone
|
|
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
|
|
|
|
if(parent_bone) {
|
|
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
|
|
pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case PARSKEL: // skinned - ignore
|
|
break;
|
|
case PAROBJECT:
|
|
case PARCURVE:
|
|
case PARKEY:
|
|
case PARVERT3:
|
|
default:
|
|
// unhandled
|
|
break;
|
|
}
|
|
|
|
struct Object* blenderparent = blenderchild->parent;
|
|
KX_GameObject* parentobj = converter->FindGameObject(blenderparent);
|
|
if (parentobj)
|
|
{
|
|
parentobj-> GetSGNode()->AddChild(pcit->m_gamechildnode);
|
|
}
|
|
}
|
|
vec_parent_child.clear();
|
|
|
|
// find 'root' parents (object that has not parents in SceneGraph)
|
|
for (i=0;i<templist->GetCount();++i)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) templist->GetValue(i);
|
|
if (gameobj->GetSGNode()->GetSGParent() == 0)
|
|
{
|
|
parentlist->Add(gameobj->AddRef());
|
|
gameobj->NodeUpdateGS(0,true);
|
|
}
|
|
}
|
|
|
|
bool processCompoundChildren = false;
|
|
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
RAS_MeshObject* meshobj = 0;
|
|
if (nummeshes > 0)
|
|
{
|
|
meshobj = gameobj->GetMesh(0);
|
|
}
|
|
int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
|
|
}
|
|
|
|
processCompoundChildren = true;
|
|
// create physics information
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
|
|
int nummeshes = gameobj->GetMeshCount();
|
|
RAS_MeshObject* meshobj = 0;
|
|
if (nummeshes > 0)
|
|
{
|
|
meshobj = gameobj->GetMesh(0);
|
|
}
|
|
int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
|
|
}
|
|
|
|
|
|
//set ini linearVel and int angularVel //rcruiz
|
|
if (converter->addInitFromFrame)
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
if (gameobj->IsDynamic()){
|
|
gameobj->setLinearVelocity(inivel[i],false);
|
|
gameobj->setAngularVelocity(iniang[i],false);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// create physics joints
|
|
for (i=0;i<sumolist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
|
|
struct Object* blenderobject = converter->FindBlenderObject(gameobj);
|
|
ListBase *conlist;
|
|
bConstraint *curcon;
|
|
conlist = get_active_constraints2(blenderobject);
|
|
|
|
if (conlist) {
|
|
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
|
|
if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
|
|
|
|
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
|
|
|
|
if (!dat->child){
|
|
|
|
PHY_IPhysicsController* physctr2 = 0;
|
|
|
|
if (dat->tar)
|
|
{
|
|
KX_GameObject *gotar=getGameOb(dat->tar->id.name,sumolist);
|
|
if (gotar && gotar->GetPhysicsController())
|
|
physctr2 = (PHY_IPhysicsController*) gotar->GetPhysicsController()->GetUserData();
|
|
}
|
|
|
|
if (gameobj->GetPhysicsController())
|
|
{
|
|
float radsPerDeg = 6.283185307179586232f / 360.f;
|
|
|
|
PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) gameobj->GetPhysicsController()->GetUserData();
|
|
//we need to pass a full constraint frame, not just axis
|
|
|
|
//localConstraintFrameBasis
|
|
MT_Matrix3x3 localCFrame(MT_Vector3(radsPerDeg*dat->axX,radsPerDeg*dat->axY,radsPerDeg*dat->axZ));
|
|
MT_Vector3 axis0 = localCFrame.getColumn(0);
|
|
MT_Vector3 axis1 = localCFrame.getColumn(1);
|
|
MT_Vector3 axis2 = localCFrame.getColumn(2);
|
|
|
|
int constraintId = kxscene->GetPhysicsEnvironment()->createConstraint(physctrl,physctr2,(PHY_ConstraintType)dat->type,(float)dat->pivX,
|
|
(float)dat->pivY,(float)dat->pivZ,
|
|
(float)axis0.x(),(float)axis0.y(),(float)axis0.z(),
|
|
(float)axis1.x(),(float)axis1.y(),(float)axis1.z(),
|
|
(float)axis2.x(),(float)axis2.y(),(float)axis2.z());
|
|
if (constraintId)
|
|
{
|
|
//if it is a generic 6DOF constraint, set all the limits accordingly
|
|
if (dat->type == PHY_GENERIC_6DOF_CONSTRAINT)
|
|
{
|
|
int dof;
|
|
int dofbit=1;
|
|
for (dof=0;dof<6;dof++)
|
|
{
|
|
if (dat->flag & dofbit)
|
|
{
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
|
|
} else
|
|
{
|
|
//minLimit > maxLimit means free(disabled limit) for this degree of freedom
|
|
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,1,-1);
|
|
}
|
|
dofbit<<=1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
templist->Release();
|
|
sumolist->Release();
|
|
|
|
int executePriority=0; /* incremented by converter routines */
|
|
|
|
// convert global sound stuff
|
|
|
|
/* XXX, glob is the very very wrong place for this
|
|
* to be, re-enable once the listener has been moved into
|
|
* the scene. */
|
|
#if 1
|
|
SND_Scene* soundscene = kxscene->GetSoundScene();
|
|
SND_SoundListener* listener = soundscene->GetListener();
|
|
if (listener && G.listener)
|
|
{
|
|
listener->SetDopplerFactor(G.listener->dopplerfactor);
|
|
listener->SetDopplerVelocity(G.listener->dopplervelocity);
|
|
listener->SetGain(G.listener->gain);
|
|
}
|
|
#endif
|
|
|
|
// convert world
|
|
KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene->world);
|
|
converter->RegisterWorldInfo(worldinfo);
|
|
kxscene->SetWorldInfo(worldinfo);
|
|
|
|
#define CONVERT_LOGIC
|
|
#ifdef CONVERT_LOGIC
|
|
// convert logic bricks, sensors, controllers and actuators
|
|
for (i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, layerMask,isInActiveLayer,rendertools,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,layerMask,isInActiveLayer,converter);
|
|
}
|
|
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
|
|
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
|
|
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
|
|
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
|
|
BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
|
|
// set the init state to all objects
|
|
gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
|
|
}
|
|
// apply the initial state to controllers, only on the active objects as this registers the sensors
|
|
for ( i=0;i<objectlist->GetCount();i++)
|
|
{
|
|
KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
|
|
gameobj->ResetState();
|
|
}
|
|
|
|
#endif //CONVERT_LOGIC
|
|
|
|
logicbrick_conversionlist->Release();
|
|
|
|
// Calculate the scene btree -
|
|
// too slow - commented out.
|
|
//kxscene->SetNodeTree(tf.MakeTree());
|
|
|
|
// instantiate dupli group, we will loop trough the object
|
|
// that are in active layers. Note that duplicating group
|
|
// has the effect of adding objects at the end of objectlist.
|
|
// Only loop through the first part of the list.
|
|
int objcount = objectlist->GetCount();
|
|
for (i=0;i<objcount;i++)
|
|
{
|
|
KX_GameObject* gameobj = (KX_GameObject*) objectlist->GetValue(i);
|
|
if (gameobj->IsDupliGroup())
|
|
{
|
|
kxscene->DupliGroupRecurse(gameobj, 0);
|
|
}
|
|
}
|
|
|
|
KX_Camera *activecam = kxscene->GetActiveCamera();
|
|
MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f;
|
|
RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
|
|
bucketmanager->OptimizeBuckets(distance);
|
|
}
|
|
|