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author | Mitchell Stokes <mogurijin@gmail.com> | 2010-08-28 06:07:55 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2010-08-28 06:07:55 +0400 |
commit | 5c23537daa5c669b672528b0ed2bcaef2038f766 (patch) | |
tree | d8dafae80815cdd6d05e23ededc87df0098b2eb3 /source/gameengine/Converter/KX_BlenderSceneConverter.h | |
parent | 5729b991fa06734a7a7d58b4ff0f2feab5db8bca (diff) |
Committing patch [#23278] (by me)
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for:
* Decrypting .blend files and loading them without having to store the .blend on the hard drive
* Pulling .blend data out of an archive and loading it (again skipping the hard drive)
So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems).
Example usage:
import bge
with f as open('myfile.blend', 'rb'):
data = f.read()
bge.logic.LibLoad('Name', 'Scene', data)
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.h | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index 23d506c98ff..20f3f863563 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -142,7 +142,9 @@ public: struct Main* GetMainDynamicPath(const char *path); vector<struct Main*> &GetMainDynamic(); - bool LinkBlendFile(const char *path, char *group, KX_Scene *scene_merge, char **err_str); + bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str); + bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str); + bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str); bool MergeScene(KX_Scene *to, KX_Scene *from); RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name); bool FreeBlendFile(struct Main *maggie); |