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authorCampbell Barton <ideasman42@gmail.com>2009-08-07 07:51:28 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-08-07 07:51:28 +0400
commite7c53e20a18573e05970beb93184fc32b88c98c9 (patch)
tree26e78b9142491b42e76ea1c6f506d6c6d5f7dcc0 /source/gameengine/Converter/KX_BlenderSceneConverter.cpp
parenta791cfc5d3103eab975220144356048b8e1a0149 (diff)
gameObject -> blenderObject mapping was being created but wasnt needed.
Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp37
1 files changed, 11 insertions, 26 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index d817999393c..59c073c2b1f 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -375,10 +375,6 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
//This cache mecanism is buggy so I leave it disable and the memory leak
//that would result from this is fixed in RemoveScene()
m_map_mesh_to_gamemesh.clear();
- //Don't clear this lookup, it is needed for the baking physics into ipo animation
- //To avoid it's infinite grows, object will be unregister when they are deleted
- //see KX_Scene::NewRemoveObject
- //m_map_gameobject_to_blender.clear();
}
// This function removes all entities stored in the converter for that scene
@@ -492,27 +488,28 @@ void KX_BlenderSceneConverter::RegisterGameObject(
KX_GameObject *gameobject,
struct Object *for_blenderobject)
{
- m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
+ /* only maintained while converting, freed during game runtime */
m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
}
void KX_BlenderSceneConverter::UnregisterGameObject(
KX_GameObject *gameobject)
{
- CHashedPtr gptr(gameobject);
- struct Object **bobp= m_map_gameobject_to_blender[gptr];
+#if 0
+ struct Object *bobp= gameobject->GetBlenderObject();
if (bobp) {
- CHashedPtr bptr(*bobp);
+ CHashedPtr bptr(bobp);
KX_GameObject **gobp= m_map_blender_to_gameobject[bptr];
if (gobp && *gobp == gameobject)
+ {
// also maintain m_map_blender_to_gameobject if the gameobject
// being removed is matching the blender object
m_map_blender_to_gameobject.remove(bptr);
- m_map_gameobject_to_blender.remove(gptr);
+ }
}
+#endif
}
-
KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
struct Object *for_blenderobject)
{
@@ -521,18 +518,6 @@ KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
return obp?*obp:NULL;
}
-
-
-struct Object *KX_BlenderSceneConverter::FindBlenderObject(
- KX_GameObject *for_gameobject)
-{
- struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
-
- return obp?*obp:NULL;
-}
-
-
-
void KX_BlenderSceneConverter::RegisterGameMesh(
RAS_MeshObject *gamemesh,
struct Mesh *for_blendermesh)
@@ -717,7 +702,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
- Object* blenderObject = FindBlenderObject(gameObj);
+ Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject)
{
//erase existing ipo's
@@ -781,7 +766,7 @@ void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo(){
for (int ix=0;ix<parentList->GetCount();ix++){
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
if (!gameobj->IsDynamic()){
- Object* blenderobject = FindBlenderObject(gameobj);
+ Object* blenderobject = gameobj->GetBlenderObject();
if (!blenderobject)
continue;
if (blenderobject->type==OB_ARMATURE)
@@ -835,7 +820,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
- Object* blenderObject = FindBlenderObject(gameObj);
+ Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->ipo)
{
const MT_Point3& position = gameObj->NodeGetWorldPosition();
@@ -933,7 +918,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
- Object* blenderObject = FindBlenderObject(gameObj);
+ Object* blenderObject = gameObj->GetBlenderObject();
if (blenderObject && blenderObject->ipo)
{
Ipo* ipo = blenderObject->ipo;