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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Converter
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
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.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp74
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h8
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp140
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp8
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp89
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h3
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp1
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp3
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.h11
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp47
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h16
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.cpp74
-rw-r--r--source/gameengine/Converter/BL_SkinMeshObject.h45
-rw-r--r--source/gameengine/Converter/CMakeLists.txt1
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp25
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h2
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/Converter/Makefile1
-rw-r--r--source/gameengine/Converter/SConscript2
19 files changed, 263 insertions, 289 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index cdfce321713..bf774bf7568 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -53,16 +53,20 @@ BL_ArmatureObject::BL_ArmatureObject(
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
- m_mrdPose(NULL),
m_framePose(NULL),
- m_lastframe(0.),
+ m_lastframe(0.0),
m_activeAct(NULL),
- m_activePriority(999)
+ m_activePriority(999),
+ m_lastapplyframe(0.0)
{
m_armature = get_armature(m_objArma);
- m_pose = m_objArma->pose;
-}
+ /* we make a copy of blender object's pose, and then always swap it with
+ * the original pose before calling into blender functions, to deal with
+ * replica's or other objects using the same blender object */
+ m_pose = NULL;
+ copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */);
+}
CValue* BL_ArmatureObject::GetReplica()
{
@@ -79,34 +83,39 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
{
KX_GameObject::ProcessReplica(replica);
+ replica->m_pose = NULL;
+ copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */);
}
BL_ArmatureObject::~BL_ArmatureObject()
{
- if (m_mrdPose)
- free_pose(m_mrdPose);
+ if (m_pose)
+ free_pose(m_pose);
}
-/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
-/* there is only 1 unique Pose per Armature */
-void BL_ArmatureObject::ApplyPose()
+bool BL_ArmatureObject::VerifyPose()
{
- if (m_pose) {
- // copy to armature object
- if (m_objArma->pose != m_pose)/* This should never happen but it does - Campbell */
- extract_pose_from_pose(m_objArma->pose, m_pose);
-
- // is this needed anymore?
- //if (!m_mrdPose)
- // copy_pose (&m_mrdPose, m_pose, 0);
- //else
- // extract_pose_from_pose(m_mrdPose, m_pose);
+ if(m_lastapplyframe != m_lastframe) {
+ extract_pose_from_pose(m_objArma->pose, m_pose);
+ where_is_pose(m_objArma);
+ m_lastapplyframe = m_lastframe;
+ extract_pose_from_pose(m_pose, m_objArma->pose);
+ return false;
}
+ else
+ return true;
+}
+
+void BL_ArmatureObject::ApplyPose()
+{
+ if(VerifyPose())
+ extract_pose_from_pose(m_objArma->pose, m_pose);
}
void BL_ArmatureObject::SetPose(bPose *pose)
{
- m_pose = pose;
+ extract_pose_from_pose(m_pose, pose);
+ m_lastapplyframe = -1.0;
}
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
@@ -162,6 +171,7 @@ void BL_ArmatureObject::GetPose(bPose **pose)
if (*pose == m_pose)
// no need to copy if the pointers are the same
return;
+
extract_pose_from_pose(*pose, m_pose);
}
}
@@ -171,20 +181,16 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose)
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
- // is this needed anymore?
- //if (!m_mrdPose){
- // copy_pose (&m_mrdPose, m_pose, 0);
- //}
-
if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
- copy_pose(pose, m_objArma->pose, 1);
+ copy_pose(pose, m_pose, 1);
+ }
+ else {
+ extract_pose_from_pose(*pose, m_pose);
}
- else
- extract_pose_from_pose(*pose, m_objArma->pose);
}
@@ -198,16 +204,18 @@ double BL_ArmatureObject::GetLastFrame()
return m_lastframe;
}
-bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
+bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
{
- Object* par_arma = m_objArma;
- where_is_pose(par_arma);
- bPoseChannel *pchan= get_pose_channel(par_arma->pose, bone->name);
+ bPoseChannel *pchan;
+
+ ApplyPose();
+ pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan) {
matrix.setValue(&pchan->pose_mat[0][0]);
return true;
}
+
return false;
}
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index a612ca77ec0..6f2c0d2f4c9 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -59,7 +59,10 @@ public:
void GetMRDPose(struct bPose **pose);
void GetPose(struct bPose **pose);
void SetPose (struct bPose *pose);
+
void ApplyPose();
+ bool VerifyPose();
+
bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
struct bArmature * GetArmature() { return m_armature; }
@@ -69,7 +72,7 @@ public:
/// Retrieve the pose matrix for the specified bone.
/// Returns true on success.
- bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const;
+ bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
/// Returns the bone length. The end of the bone is in the local y direction.
float GetBoneLength(Bone* bone) const;
@@ -79,11 +82,12 @@ protected:
Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
- struct bPose *m_mrdPose;
struct bPose *m_framePose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;
+
+ double m_lastapplyframe;
};
#endif
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index edc14dabc70..def4938b053 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -601,7 +601,6 @@ BL_Material* ConvertMaterial(
(tface->mode & TF_INVISIBLE)
)?POLY_VIS:0;
- material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
material->transp = tface->transp;
material->tile = tface->tile;
material->mode = tface->mode;
@@ -617,7 +616,7 @@ BL_Material* ConvertMaterial(
}
else {
// nothing at all
- material->ras_mode |= (COLLIDER|POLY_VIS| (validmat?0:USE_LIGHT));
+ material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
material->mode = default_face_mode;
material->transp = TF_SOLID;
material->tile = 0;
@@ -627,13 +626,19 @@ BL_Material* ConvertMaterial(
if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
material->transp = TF_ALPHA;
- // always zsort alpha + add
- if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
- && (material->transp != TF_CLIP)) {
+ // 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)
{
@@ -644,6 +649,7 @@ BL_Material* ConvertMaterial(
for (int vind = 0; vind<material->num_enabled; vind++)
{
BL_Mapping &map = material->mapping[vind];
+
if (map.uvCoName.IsEmpty())
isFirstSet = false;
else
@@ -673,7 +679,7 @@ BL_Material* ConvertMaterial(
isFirstSet = false;
uvName = layer.name;
}
- else
+ else if(strcmp(layer.name, uvName) != 0)
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
@@ -702,7 +708,6 @@ BL_Material* ConvertMaterial(
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
- material->ras_mode |= (mface->v4==0)?TRIANGLE:0;
if(validmat)
material->matname =(mat->id.name);
@@ -767,7 +772,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
meshobj->SetName(mesh->id.name);
- meshobj->m_xyz_index_to_vertex_index_mapping.resize(totvert);
+ meshobj->m_sharedvertex_map.resize(totvert);
for (int f=0;f<totface;f++,mface++)
{
@@ -830,7 +835,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
ma = give_current_material(blenderobj, mface->mat_nr+1);
{
- bool polyvisible = true;
+ bool visible = true;
RAS_IPolyMaterial* polymat = NULL;
BL_Material *bl_mat = NULL;
@@ -845,7 +850,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
bl_mat->material_index = (int)mface->mat_nr;
- polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
+ 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 */
@@ -862,7 +867,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
uv22 = uv[2]; uv23 = uv[3];
/* then the KX_BlenderMaterial */
- polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
+ polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer);
}
else {
/* do Texture Face materials */
@@ -886,7 +891,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tile = tface->tile;
mode = tface->mode;
- polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
+ visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
uv0 = MT_Point2(tface->uv[0]);
uv1 = MT_Point2(tface->uv[1]);
@@ -940,15 +945,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
rgb3 = KX_rgbaint2uint_new(color);
}
- bool istriangle = (mface->v4==0);
-
// 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, istriangle, blenderobj, tface, (unsigned int*)mcol);
+ mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
if (ma) {
polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
@@ -961,6 +964,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
}
+ /* 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;
@@ -981,49 +987,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
polymat = bucket->GetPolyMaterial();
}
- int nverts = mface->v4?4:3;
- int vtxarray = meshobj->FindVertexArray(nverts,polymat);
- RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
-
- bool flat;
-
- if (skinMesh) {
- /* If the face is set to solid, all fnors are the same */
- if (mface->flag & ME_SMOOTH)
- flat = false;
- else
- flat = true;
- }
- else
- flat = false;
+ int nverts = (mface->v4)? 4: 3;
+ RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
-
- meshobj->AddPolygon(poly);
- if (poly->IsCollider())
- {
- RAS_TriangleIndex idx;
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v2;
- idx.m_index[2] = mface->v3;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- if (nverts==4)
- {
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v3;
- idx.m_index[2] = mface->v4;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- }
- }
-
-// poly->SetVisibleWireframeEdges(mface->edcode);
+ 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)
@@ -1039,13 +1015,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layer.face++;
}
}
- meshobj->m_xyz_index_to_vertex_index_mapping.clear();
- meshobj->UpdateMaterialList();
+ meshobj->m_sharedvertex_map.clear();
// pre calculate texture generation
- for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
+ for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
- (*mit)->GetPolyMaterial()->OnConstruction();
+ mit->m_bucket->GetPolyMaterial()->OnConstruction();
}
if (layers)
@@ -1490,14 +1465,9 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
}
-#ifdef BLENDER_GLSL
- if(converter->GetGLSLMaterials())
- GPU_lamp_from_blender(ob, la);
-
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, ob->gpulamp);
-#else
- gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, NULL);
-#endif
+ gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
+ lightobj, converter->GetGLSLMaterials());
+
BL_ConvertLampIpos(la, gamelight, converter);
return gamelight;
@@ -1534,7 +1504,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gamelight->AddRef();
kxscene->GetLightList()->Add(gamelight);
-
+
break;
}
@@ -1643,20 +1613,6 @@ struct parentChildLink {
SG_Node* m_gamechildnode;
};
- /**
- * Find the specified scene by name, or the first
- * scene if nothing matches (shouldn't happen).
- */
-static struct Scene *GetSceneForName(struct Main *maggie, const STR_String& scenename) {
- Scene *sce;
-
- for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
- if (scenename == (sce->id.name+2))
- return sce;
-
- return (Scene*) maggie->scene.first;
-}
-
#include "DNA_constraint_types.h"
#include "BIF_editconstraint.h"
@@ -1755,7 +1711,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
)
{
- Scene *blenderscene = GetSceneForName(maggie, scenename);
+ Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
// for SETLOOPER
Scene *sce;
Base *base;
@@ -1990,7 +1946,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2187,7 +2143,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
//tf.Add(gameobj->GetSGNode());
gameobj->NodeUpdateGS(0,true);
- gameobj->Bucketize();
+ gameobj->AddMeshUser();
}
else
@@ -2273,8 +2229,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
// parent this to a bone
Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
- KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
- pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+
+ if(parent_bone) {
+ KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
+ pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
+ }
break;
}
@@ -2511,5 +2470,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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);
}
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index d23274324ee..1d62a41cce9 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -41,12 +41,14 @@ BL_DeformableGameObject::~BL_DeformableGameObject()
delete m_pDeformer; // __NLA : Temporary until we decide where to put this
}
-void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
+void BL_DeformableGameObject::ProcessReplica(KX_GameObject* replica)
{
+ BL_MeshDeformer *deformer;
KX_GameObject::ProcessReplica(replica);
- if (m_pDeformer){
- ((BL_DeformableGameObject*)replica)->m_pDeformer = m_pDeformer->GetReplica();
+ if (m_pDeformer) {
+ deformer = (BL_MeshDeformer*)m_pDeformer->GetReplica();
+ ((BL_DeformableGameObject*)replica)->m_pDeformer = deformer;
}
}
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 39d66a90e92..fa3b8185fe2 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -50,26 +50,26 @@
bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
{
- size_t i, j;
+ size_t i;
float *co;
// only apply once per frame if the mesh is actually modified
if(m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
-
- // For each array
- for (i=0; i<vertexarrays.size(); i++){
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
+ RAS_MeshSlot::iterator it;
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
// For each vertex
- for (j=0; j<vertexarray.size(); j++){
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
co = m_bmesh->mvert[v.getOrigIndex()].co;
v.SetXYZ(MT_Point3(co));
}
@@ -90,7 +90,17 @@ BL_MeshDeformer::~BL_MeshDeformer()
delete [] m_transverts;
if (m_transnors)
delete [] m_transnors;
-};
+}
+
+void BL_MeshDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ void **h_obj = (*map)[m_gameobj];
+
+ if (h_obj)
+ m_gameobj = (BL_DeformableGameObject*)(*h_obj);
+ else
+ m_gameobj = NULL;
+}
/**
* @warning This function is expensive!
@@ -101,41 +111,41 @@ void BL_MeshDeformer::RecalcNormals()
* gives area-weight normals which often look better anyway, and use
* GL_NORMALIZE so we don't have to do per vertex normalization either
* since the GPU can do it faster */
- size_t i, j;
+ list<RAS_MeshMaterial>::iterator mit;
+ RAS_MeshSlot::iterator it;
+ size_t i;
/* set vertex normals to zero */
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat);
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<indexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
- const KX_IndexArray& indexarray = (*indexarrays[i]);
- int nvert = mat->UsesTriangles()? 3: 4;
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ int nvert = (int)it.array->m_type;
- for(j=0; j<indexarray.size(); j+=nvert) {
- RAS_TexVert& v1 = vertexarray[indexarray[j]];
- RAS_TexVert& v2 = vertexarray[indexarray[j+1]];
- RAS_TexVert& v3 = vertexarray[indexarray[j+2]];
+ for(i=0; i<it.totindex; i+=nvert) {
+ RAS_TexVert& v1 = it.vertex[it.index[i]];
+ RAS_TexVert& v2 = it.vertex[it.index[i+1]];
+ RAS_TexVert& v3 = it.vertex[it.index[i+2]];
RAS_TexVert *v4 = NULL;
- const float *co1 = v1.getLocalXYZ();
- const float *co2 = v2.getLocalXYZ();
- const float *co3 = v3.getLocalXYZ();
+ const float *co1 = v1.getXYZ();
+ const float *co2 = v2.getXYZ();
+ const float *co3 = v3.getXYZ();
const float *co4 = NULL;
/* compute face normal */
float fnor[3], n1[3], n2[3];
if(nvert == 4) {
- v4 = &vertexarray[indexarray[j+3]];
- co4 = v4->getLocalXYZ();
+ v4 = &it.vertex[it.index[i+3]];
+ co4 = v4->getXYZ();
n1[0]= co1[0]-co3[0];
n1[1]= co1[1]-co3[1];
@@ -174,7 +184,7 @@ void BL_MeshDeformer::RecalcNormals()
}
/* in case of flat - just assign, the vertices are split */
- if(v1.getFlag() & TV_CALCFACENORMAL) {
+ if(v1.getFlag() & RAS_TexVert::FLAT) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
@@ -186,19 +196,18 @@ void BL_MeshDeformer::RecalcNormals()
}
/* assign smooth vertex normals */
- for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial();
+ for(mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial();
+ if(!mit->m_slots[(void*)m_gameobj])
+ continue;
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
-
- for(j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
- if(!(v.getFlag() & TV_CALCFACENORMAL))
+ if(!(v.getFlag() & RAS_TexVert::FLAT))
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
}
}
@@ -219,4 +228,4 @@ void BL_MeshDeformer::VerifyStorage()
m_tvtot = m_bmesh->totvert;
}
}
-
+
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index e9f7f0b192f..9d3d2e78123 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -47,7 +47,7 @@ class BL_MeshDeformer : public RAS_Deformer
public:
void VerifyStorage();
void RecalcNormals();
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map){};
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
BL_MeshDeformer(BL_DeformableGameObject *gameobj,
struct Object* obj,
class BL_SkinMeshObject *meshobj ):
@@ -67,6 +67,7 @@ public:
virtual RAS_Deformer* GetReplica(){return NULL;};
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};
+
protected:
class BL_SkinMeshObject* m_pMeshObject;
struct Mesh* m_bmesh;
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index 942e3b502e0..799b6b74b66 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -134,7 +134,6 @@ void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
{
vector<float>::const_iterator it;
float dstweight;
- int i;
KeyBlock *kb;
dstweight = 1.0F - srcweight;
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index b2e54539b19..236cd1a6667 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -111,10 +111,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
- Object* par_arma = m_armobj->GetArmatureObject();
m_armobj->ApplyPose();
- where_is_pose( par_arma );
- PoseApplied(true);
for (it=m_shapeDrivers.begin(); it!=m_shapeDrivers.end(); it++) {
// no need to set a specific time: this curve has a driver
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 5f0188e3a42..1465bb01e22 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -43,17 +43,6 @@ struct IpoCurve;
class BL_ShapeDeformer : public BL_SkinDeformer
{
public:
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
- {
- void **h_obj = (*map)[m_gameobj];
- if (h_obj){
- m_gameobj = (BL_DeformableGameObject*)(*h_obj);
- }
- else
- m_gameobj=NULL;
- // relink the underlying skin deformer
- BL_SkinDeformer::Relink(map);
- };
BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
Object *bmeshobj,
BL_SkinMeshObject *mesh)
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f96c40c098f..d8e7a9cdadf 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -99,9 +99,26 @@ BL_SkinDeformer::~BL_SkinDeformer()
m_armobj->Release();
}
+void BL_SkinDeformer::Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
+{
+ if (m_armobj) {
+ void **h_obj = (*map)[m_armobj];
+
+ if (h_obj)
+ SetArmature( (BL_ArmatureObject*)(*h_obj) );
+ else
+ m_armobj=NULL;
+ }
+
+ BL_MeshDeformer::Relink(map);
+}
+
bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
{
- size_t i, j;
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
// update the vertex in m_transverts
Update();
@@ -110,16 +127,18 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
- vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat);
+ mmat = m_pMeshObject->GetMeshMaterial(mat);
+ if(!mmat->m_slots[(void*)m_gameobj])
+ return true;
- // For each array
- for (i=0; i<vertexarrays.size(); i++) {
- KX_VertexArray& vertexarray = (*vertexarrays[i]);
+ slot = *mmat->m_slots[(void*)m_gameobj];
- // For each vertex
+ // for each array
+ for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ // for each vertex
// copy the untransformed data from the original mvert
- for (j=0; j<vertexarray.size(); j++) {
- RAS_TexVert& v = vertexarray[j];
+ for(i=it.startvertex; i<it.endvertex; i++) {
+ RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_transverts[v.getOrigIndex()]);
}
}
@@ -147,14 +166,10 @@ bool BL_SkinDeformer::Update(void)
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
float obmat[4][4]; // the original object matrice
-
+
/* XXX note: where_is_pose() (from BKE_armature.h) calculates all matrices needed to start deforming */
/* but it requires the blender object pointer... */
Object* par_arma = m_armobj->GetArmatureObject();
- if (!PoseApplied()){
- m_armobj->ApplyPose();
- where_is_pose( par_arma );
- }
/* store verts locally */
VerifyStorage();
@@ -163,6 +178,8 @@ bool BL_SkinDeformer::Update(void)
for (int v =0; v<m_bmesh->totvert; v++)
VECCOPY(m_transverts[v], m_bmesh->mvert[v].co);
+ m_armobj->ApplyPose();
+
// save matrix first
Mat4CpyMat4(obmat, m_objMesh->obmat);
// set reference matrix
@@ -179,11 +196,11 @@ bool BL_SkinDeformer::Update(void)
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
- /* reset for next frame */
- PoseApplied(false);
+
/* indicate that the m_transverts and normals are up to date */
return true;
}
+
return false;
}
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index d3fc5ae2a81..e08de8c478a 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -50,17 +50,7 @@ class BL_SkinDeformer : public BL_MeshDeformer
{
public:
// void SetArmatureController (BL_ArmatureController *cont);
- virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)
- {
- if (m_armobj){
- void **h_obj = (*map)[m_armobj];
- if (h_obj){
- SetArmature( (BL_ArmatureObject*)(*h_obj) );
- }
- else
- m_armobj=NULL;
- }
- }
+ virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map);
void SetArmature (class BL_ArmatureObject *armobj);
BL_SkinDeformer(BL_DeformableGameObject *gameobj,
@@ -81,10 +71,6 @@ public:
virtual ~BL_SkinDeformer();
bool Update (void);
bool Apply (class RAS_IPolyMaterial *polymat);
- bool PoseApplied()
- { return m_poseApplied; }
- void PoseApplied(bool applied)
- { m_poseApplied = applied; }
bool PoseUpdated(void)
{
if (m_armobj && m_lastArmaUpdate!=m_armobj->GetLastFrame()) {
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp
index fa215df1e1c..4f9f1a434b5 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.cpp
+++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp
@@ -28,42 +28,69 @@
* Deformer that supports armature skinning
*/
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
-#include "RAS_IPolygonMaterial.h"
-#include "BL_SkinMeshObject.h"
-#include "BL_DeformableGameObject.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
-#include "KX_GameObject.h"
+
#include "RAS_BucketManager.h"
+#include "RAS_IPolygonMaterial.h"
-//void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr)
-void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec)
-{
+#include "KX_GameObject.h"
+
+#include "BL_SkinMeshObject.h"
+#include "BL_DeformableGameObject.h"
- KX_MeshSlot ms;
- ms.m_clientObj = clientobj;
- ms.m_mesh = this;
- ms.m_OpenGLMatrix = oglmatrix;
- ms.m_bObjectColor = useObjectColor;
- ms.m_RGBAcolor = rgbavec;
- ms.m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
-
- for (RAS_MaterialBucket::Set::iterator it = m_materials.begin();it!=m_materials.end();it++)
+BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
+ : RAS_MeshObject (mesh, lightlayer)
+{
+ m_bDeformed = true;
+
+ if (m_mesh && m_mesh->key)
{
+ KeyBlock *kb;
+ int count=0;
+ // initialize weight cache for shape objects
+ // count how many keys in this mesh
+ for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
+ count++;
+ m_cacheWeightIndex.resize(count,-1);
+ }
+}
- RAS_MaterialBucket* materialbucket = (*it);
+BL_SkinMeshObject::~BL_SkinMeshObject()
+{
+ if (m_mesh && m_mesh->key)
+ {
+ KeyBlock *kb;
+ // remove the weight cache to avoid memory leak
+ for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
+ if(kb->weights)
+ MEM_freeN(kb->weights);
+ kb->weights= NULL;
+ }
+ }
+}
+
+void BL_SkinMeshObject::UpdateBuckets(void* clientobj,double* oglmatrix,bool useObjectColor,const MT_Vector4& rgbavec, bool visible, bool culled)
+{
+ list<RAS_MeshMaterial>::iterator it;
+ list<RAS_MeshSlot*>::iterator sit;
+
+ for(it = m_materials.begin();it!=m_materials.end();++it) {
+ if(!it->m_slots[clientobj])
+ continue;
-// KX_ArrayOptimizer* oa = GetArrayOptimizer(materialbucket->GetPolyMaterial());
- materialbucket->SetMeshSlot(ms);
+ RAS_MeshSlot *slot = *it->m_slots[clientobj];
+ slot->m_pDeformer = ((BL_DeformableGameObject*)clientobj)->m_pDeformer;
}
+ RAS_MeshObject::UpdateBuckets(clientobj, oglmatrix, useObjectColor, rgbavec, visible, culled);
}
static int get_def_index(Object* ob, const char* vgroup)
@@ -74,6 +101,7 @@ static int get_def_index(Object* ob, const char* vgroup)
for (curdef = (bDeformGroup*)ob->defbase.first; curdef; curdef=(bDeformGroup*)curdef->next, index++)
if (!strcmp(curdef->name, vgroup))
return index;
+
return -1;
}
diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h
index c21fb64204b..8544a2b958c 100644
--- a/source/gameengine/Converter/BL_SkinMeshObject.h
+++ b/source/gameengine/Converter/BL_SkinMeshObject.h
@@ -33,62 +33,27 @@
#ifdef WIN32
#pragma warning (disable:4786) // get rid of stupid stl-visual compiler debug warning
#endif //WIN32
-#include "MEM_guardedalloc.h"
+
#include "RAS_MeshObject.h"
#include "RAS_Deformer.h"
#include "RAS_IPolygonMaterial.h"
#include "BL_MeshDeformer.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_meshdata_types.h"
-
class BL_SkinMeshObject : public RAS_MeshObject
{
-
-// enum { BUCKET_MAX_INDICES = 16384};//2048};//8192};
-// enum { BUCKET_MAX_TRIANGLES = 4096};
-
protected:
vector<int> m_cacheWeightIndex;
public:
- void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec);
-// void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr);
-
- BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer)
- {
- m_class = 1;
- if (m_mesh && m_mesh->key)
- {
- KeyBlock *kb;
- int count=0;
- // initialize weight cache for shape objects
- // count how many keys in this mesh
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
- count++;
- m_cacheWeightIndex.resize(count,-1);
- }
- };
+ BL_SkinMeshObject(Mesh* mesh, int lightlayer);
+ ~BL_SkinMeshObject();
- virtual ~BL_SkinMeshObject()
- {
- if (m_mesh && m_mesh->key)
- {
- KeyBlock *kb;
- // remove the weight cache to avoid memory leak
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
- if(kb->weights)
- MEM_freeN(kb->weights);
- kb->weights= NULL;
- }
- }
- };
+ void UpdateBuckets(void* clientobj, double* oglmatrix,
+ bool useObjectColor, const MT_Vector4& rgbavec, bool visible, bool culled);
// for shape keys,
void CheckWeightCache(struct Object* obj);
-
};
#endif
diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt
index adb7304b10e..217bdb30907 100644
--- a/source/gameengine/Converter/CMakeLists.txt
+++ b/source/gameengine/Converter/CMakeLists.txt
@@ -64,6 +64,7 @@ SET(INC
../../../source/gameengine/Network/LoopBackNetwork
../../../source/blender/misc
../../../source/blender/blenloader
+ ../../../source/blender/gpu
../../../extern/bullet2/src
../../../extern/solid
${PYTHON_INC}
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index de91bce2ab1..1f5b578d441 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -184,20 +184,21 @@ bool KX_BlenderSceneConverter::TryAndLoadNewFile()
return result;
}
-
+Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
+{
+ Scene *sce;
/**
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
-static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
- Scene *sce;
- for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
- if (scenename == (sce->id.name+2))
+ for (sce= (Scene*) m_maggie->scene.first; sce; sce= (Scene*) sce->id.next)
+ if (name == (sce->id.name+2))
return sce;
- return (Scene*) maggie->scene.first;
+ return (Scene*)m_maggie->scene.first;
+
}
#include "KX_PythonInit.h"
@@ -258,7 +259,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class RAS_ICanvas* canvas)
{
//find out which physics engine
- Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
+ Scene *blenderscene = GetBlenderSceneForName(scenename);
e_PhysicsEngine physics_engine = UseBullet;
// hook for registration function during conversion.
@@ -818,7 +819,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
if (gameObj->IsDynamic())
{
- KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
+ //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
if (blenderObject)
@@ -846,7 +847,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
- const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
+ //const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
const MT_Point3& position = gameObj->NodeGetWorldPosition();
Ipo* ipo = blenderObject->ipo;
@@ -974,7 +975,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g);
if (gameObj->IsDynamic())
{
- KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
+ //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
Object* blenderObject = FindBlenderObject(gameObj);
if (blenderObject)
@@ -1002,8 +1003,8 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo()
- const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
- const MT_Point3& position = gameObj->NodeGetWorldPosition();
+ //const MT_Vector3& scale = gameObj->NodeGetWorldScaling();
+ //const MT_Point3& position = gameObj->NodeGetWorldPosition();
Ipo* ipo = blenderObject->ipo;
if (ipo)
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index e5d6ccc5caf..2317e952a0a 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -45,6 +45,7 @@ class BL_Material;
struct IpoCurve;
struct Main;
struct SpaceIpo;
+struct Scene;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
@@ -151,6 +152,7 @@ public:
virtual void SetGLSLMaterials(bool val);
virtual bool GetGLSLMaterials();
+ struct Scene* GetBlenderSceneForName(const STR_String& name);
};
#endif //__KX_BLENDERSCENECONVERTER_H
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 7e976beaf44..321fc325bb8 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -1064,7 +1064,7 @@ void BL_ConvertActuators(char* maggiename,
{
bParentActuator *parAct = (bParentActuator *) bact->data;
int mode = KX_ParentActuator::KX_PARENT_NODEF;
- KX_GameObject *tmpgob;
+ KX_GameObject *tmpgob = NULL;
switch(parAct->type)
{
diff --git a/source/gameengine/Converter/Makefile b/source/gameengine/Converter/Makefile
index f312fc13221..4dd63e428bd 100644
--- a/source/gameengine/Converter/Makefile
+++ b/source/gameengine/Converter/Makefile
@@ -51,6 +51,7 @@ CPPFLAGS += -I../../blender/include
CPPFLAGS += -I../../blender/blenlib
CPPFLAGS += -I../../blender/blenkernel
CPPFLAGS += -I../../blender/render/extern/include
+CPPFLAGS += -I../../blender/gpu
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
CPPFLAGS += -I../Expressions -I../Rasterizer -I../GameLogic
CPPFLAGS += -I../Ketsji -I../BlenderRoutines -I../SceneGraph
diff --git a/source/gameengine/Converter/SConscript b/source/gameengine/Converter/SConscript
index f5e382b471e..3be352c568b 100644
--- a/source/gameengine/Converter/SConscript
+++ b/source/gameengine/Converter/SConscript
@@ -16,7 +16,7 @@ incs += ' #source/gameengine/Expressions #source/gameengine/Network #source/game
incs += ' #source/gameengine/Physics/common #source/gameengine/Physics/Bullet #source/gameengine/Physics/BlOde'
incs += ' #source/gameengine/Physics/Dummy #source/gameengine/Physics/Sumo'
incs += ' #source/gameengine/Physics/Sumo/Fuzzics/include #source/gameengine/Network/LoopBackNetwork'
-incs += ' #source/blender/misc #source/blender/blenloader'
+incs += ' #source/blender/misc #source/blender/blenloader #source/blender/gpu'
incs += ' ' + env['BF_PYTHON_INC']
incs += ' ' + env['BF_SOLID_INC']