diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2005-08-23 17:16:02 +0400 |
---|---|---|
committer | Erwin Coumans <blender@erwincoumans.com> | 2005-08-23 17:16:02 +0400 |
commit | 056a33ac699f0393b87503536b5492f03fd6b55a (patch) | |
tree | 1f23c3d9ef4d44ed9a48097b914481f5822830de /source/gameengine | |
parent | 0192536102a0d0179f2cb09e62c7035c13ce3723 (diff) |
new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.
(perhaps some better UI in the future?)
Diffstat (limited to 'source/gameengine')
11 files changed, 290 insertions, 25 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp index ca908f86344..2948c45de71 100644 --- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp +++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp @@ -91,10 +91,13 @@ static BlendFileData *load_game_data(char *filename) { extern "C" void StartKetsjiShell(struct ScrArea *area, char* scenename, struct Main* maggie, + struct SpaceIpo *sipo, int always_use_expand_framing) { int exitrequested = KX_EXIT_REQUEST_NO_REQUEST; + Main* blenderdata = maggie; + char* startscenename = scenename; char pathname[160]; strcpy (pathname, maggie->name); @@ -113,7 +116,8 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0); bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); - + bool game2ipo = (SYS_GetCommandLineInt(syshandle, "game2ipo", 0) != 0); + // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(area); canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); @@ -159,7 +163,9 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, ketsjiengine->SetAudioDevice(audiodevice); ketsjiengine->SetUseFixedTime(usefixed); ketsjiengine->SetTimingDisplay(frameRate, profile, properties); + + // some blender stuff MT_CmMatrix4x4 projmat; MT_CmMatrix4x4 viewmat; @@ -239,6 +245,13 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, blscene = bfd->curscene; } + if (blscene) + { + int startFrame = blscene->r.cfra; + ketsjiengine->SetGame2IpoMode(game2ipo,startFrame); + } + + // Quad buffered needs a special window. if (blscene->r.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) blscene->r.stereomode); @@ -254,7 +267,7 @@ extern "C" void StartKetsjiShell(struct ScrArea *area, } // create a scene converter, create and convert the startingscene - KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine); + KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie,sipo, ketsjiengine); ketsjiengine->SetSceneConverter(sceneconverter); if (always_use_expand_framing) diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 49e7c947431..f6136d52684 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1032,6 +1032,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, bool alwaysUseExpandFraming ) { + Scene *blenderscene = GetSceneForName(maggie, scenename); // Get the frame settings of the canvas. diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index b7942fd91a0..b42cf0122fe 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -77,16 +77,27 @@ #include "DNA_world_types.h" #include "BKE_main.h" +extern "C" +{ #include "DNA_object_types.h" -#include "DNA_ipo_types.h" #include "DNA_curve_types.h" +#include "BLI_blenlib.h" +#include "MEM_guardedalloc.h" +#include "BSE_editipo.h" +#include "BSE_editipo_types.h" +#include "DNA_ipo_types.h" +#include "BKE_global.h" +#include "DNA_space_types.h" +} KX_BlenderSceneConverter::KX_BlenderSceneConverter( struct Main* maggie, + struct SpaceIpo* sipo, class KX_KetsjiEngine* engine ) : m_maggie(maggie), + m_sipo(sipo), m_ketsjiEngine(engine), m_alwaysUseExpandFraming(false) { @@ -472,6 +483,68 @@ void KX_BlenderSceneConverter::RegisterWorldInfo( m_worldinfos.push_back(worldinfo); } +/* + * When deleting an IPO curve from Python, check if the IPO is being + * edited and if so clear the pointer to the old curve. + */ +void KX_BlenderSceneConverter::localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo) +{ + if (!sipo) + return; + + int i; + EditIpo *ei= (EditIpo *)sipo->editipo; + if (!ei) return; + + for(i=0; i<G.sipo->totipo; i++, ei++) { + if ( ei->icu == icu ) { + ei->flag &= ~(IPO_SELECT | IPO_EDIT); + ei->icu= 0; + return; + } + } +} + +//quick hack +extern "C" +{ + Ipo *add_ipo( char *name, int idcode ); + char *getIpoCurveName( IpoCurve * icu ); + struct IpoCurve *get_ipocurve(struct ID *from, short type, int adrcode, struct Ipo *useipo); + void testhandles_ipocurve(struct IpoCurve *icu); + void Mat3ToEul(float tmat[][3], float *eul); + +} + +IpoCurve* findIpoCurve(IpoCurve* first,char* searchName) +{ + IpoCurve* icu1; + for( icu1 = first; icu1; icu1 = icu1->next ) + { + char* curveName = getIpoCurveName( icu1 ); + if( !strcmp( curveName, searchName) ) + { + return icu1; + } + } + return 0; +} + +Ipo* KX_BlenderSceneConverter::findIpoForName(char* objName) +{ + Ipo* ipo_iter = (Ipo*)m_maggie->ipo.first; + + while( ipo_iter ) + { + if( strcmp( objName, ipo_iter->id.name + 2 ) == 0 ) + { + return ipo_iter; + } + ipo_iter = (Ipo*)ipo_iter->id.next; + } + return 0; +} + void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo() { @@ -498,18 +571,35 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo() if (blenderObject) { //erase existing ipo's - Ipo* ipo = blenderObject->ipo; + Ipo* ipo = findIpoForName(blenderObject->id.name+2); if (ipo) { - - IpoCurve *icu; + //clear the curve data + IpoCurve *icu1; int numCurves = 0; - for( icu = (IpoCurve*)ipo->curve.first; icu; icu = icu->next ) { - numCurves++; + for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) { + IpoCurve* tmpicu = icu1; + icu1 = icu1->next; + numCurves++; + + BLI_remlink( &( blenderObject->ipo->curve ), tmpicu ); + if( tmpicu->bezt ) + MEM_freeN( tmpicu->bezt ); + MEM_freeN( tmpicu ); + localDel_ipoCurve( tmpicu ,m_sipo); } + } else + { + ipo = add_ipo(blenderObject->id.name+2, ID_OB); + blenderObject->ipo = ipo; } + + + + + } } @@ -522,9 +612,146 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo() } + + + ///this generates ipo curves for position, rotation, allowing to use game physics in animation void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) { + + KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); + int numScenes = scenes->size(); + int i; + for (i=0;i<numScenes;i++) + { + KX_Scene* scene = scenes->at(i); + //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment(); + CListValue* parentList = scene->GetRootParentList(); + int numObjects = parentList->GetCount(); + int g; + for (g=0;g<numObjects;g++) + { + KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); + if (gameObj->IsDynamic()) + { + KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); + + Object* blenderObject = FindBlenderObject(gameObj); + if (blenderObject) + { + + const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation(); + float eulerAngles[3]; + float tmat[3][3]; + for (int r=0;r<3;r++) + { + for (int c=0;c<3;c++) + { + tmat[r][c] = orn[c][r]; + } + } + Mat3ToEul(tmat, eulerAngles); + + for(int x = 0; x < 3; x++) { + eulerAngles[x] *= (float) (180 / 3.14159265f); + } + + eulerAngles[0]/=10.f; + eulerAngles[1]/=10.f; + eulerAngles[2]/=10.f; + + + + const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); + const MT_Point3& position = gameObj->NodeGetWorldPosition(); + + Ipo* ipo = blenderObject->ipo; + if (ipo) + { + + //create the curves, if not existing + + IpoCurve *icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_LOC_X, ipo ); + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_LOC_Y, ipo ); + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_LOC_Z, ipo ); + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_ROT_X, ipo ); + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_ROT_Y, ipo ); + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"); + if (!icu1) + icu1 = get_ipocurve( NULL, ipo->blocktype, OB_ROT_Z, ipo ); + + + + //fill the curves with data + + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"); + if (icu1) + { + float curVal = position.x(); + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"); + if (icu1) + { + float curVal = position.y(); + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"); + if (icu1) + { + float curVal = position.z(); + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"); + if (icu1) + { + float curVal = eulerAngles[0]; + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"); + if (icu1) + { + float curVal = eulerAngles[1]; + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + icu1 = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"); + if (icu1) + { + float curVal = eulerAngles[2]; + insert_vert_ipo(icu1, frameNumber, curVal); + testhandles_ipocurve(icu1); + } + + } + } + } + + } + + + } + + //todo, before 2.38/2.40 release, Erwin #ifdef TURN_THIS_PYTHON_CODE_INTO_CPP diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index d4048ce3ed2..dd7c31abee7 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -44,6 +44,9 @@ class SCA_IController; class RAS_MeshObject; class RAS_IPolyMaterial; class BL_InterpolatorList; +struct IpoCurve; +struct Main; +struct SpaceIpo; class KX_BlenderSceneConverter : public KX_ISceneConverter { @@ -62,14 +65,20 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameipolist; - struct Main* m_maggie; + Main* m_maggie; + SpaceIpo* m_sipo; + STR_String m_newfilename; class KX_KetsjiEngine* m_ketsjiEngine; bool m_alwaysUseExpandFraming; + void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo); + struct Ipo* findIpoForName(char* objName); + public: KX_BlenderSceneConverter( - struct Main* maggie, + Main* maggie, + SpaceIpo *sipo, class KX_KetsjiEngine* engine ); diff --git a/source/gameengine/GamePlayer/common/GPC_Engine.cpp b/source/gameengine/GamePlayer/common/GPC_Engine.cpp index 7316c62f88e..0986b8cee55 100644 --- a/source/gameengine/GamePlayer/common/GPC_Engine.cpp +++ b/source/gameengine/GamePlayer/common/GPC_Engine.cpp @@ -185,7 +185,7 @@ bool GPC_Engine::StartKetsji(void) m_portal = new KetsjiPortal(ketsjieng); m_portal->setSecurity(psl_Highest); - KX_ISceneConverter *sceneconverter = new KX_BlenderSceneConverter(G.main, ketsjieng); + KX_ISceneConverter *sceneconverter = new KX_BlenderSceneConverter(&G, ketsjieng); m_portal->Enter( startSceneName, diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index 52bee8e81dd..b1c4a4d6d25 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -107,9 +107,9 @@ static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time); static GHOST_ISystem* fSystem = 0; static const int kTimerFreq = 10; -GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main *maggie, STR_String startSceneName) +GPG_Application::GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName) : m_startSceneName(startSceneName), - m_maggie(maggie), + m_maggie(maggie), m_exitRequested(0), m_system(system), m_mainWindow(0), @@ -141,7 +141,7 @@ GPG_Application::~GPG_Application(void) -bool GPG_Application::SetGameEngineData(struct Main *maggie, STR_String startSceneName) +bool GPG_Application::SetGameEngineData(struct Main* maggie, STR_String startSceneName) { bool result = false; @@ -598,7 +598,7 @@ bool GPG_Application::startEngine(void) */ // create a scene converter, create and convert the stratingscene - m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine); + m_sceneconverter = new KX_BlenderSceneConverter(m_maggie,0, m_ketsjiengine); if (m_sceneconverter) { STR_String startscenename = m_startSceneName.Ptr(); diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.h b/source/gameengine/GamePlayer/ghost/GPG_Application.h index 183ca4318a9..2724b5ac2e3 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.h +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.h @@ -57,10 +57,10 @@ struct Main; class GPG_Application : public GHOST_IEventConsumer { public: - GPG_Application(GHOST_ISystem* system, struct Main *maggie, STR_String startSceneName); + GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName); ~GPG_Application(void); - bool SetGameEngineData(struct Main *maggie, STR_String startSceneName); + bool SetGameEngineData(struct Main* maggie,STR_String startSceneName); bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight, const bool stereoVisual, const int stereoMode); bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode); diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index b5aea65cfe4..e9a6c2442b0 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -866,7 +866,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, assert(env); - bool dyna = false; + bool isbulletdyna = false; CcdConstructionInfo ci; class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode()); @@ -874,7 +874,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ci.m_gravity = SimdVector3(0,0,0); ci.m_localInertiaTensor =SimdVector3(0,0,0); ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f; - + isbulletdyna = objprop->m_dyna; + ci.m_localInertiaTensor = SimdVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f); SimdTransform trans; @@ -1008,11 +1009,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, //need a bit of damping, else system doesn't behave well - KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,dyna); + KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna); env->addCcdPhysicsController( physicscontroller); - gameobj->SetPhysicsController(physicscontroller,dyna); + gameobj->SetPhysicsController(physicscontroller,isbulletdyna); physicscontroller->setNewClientInfo(gameobj->getClientInfo()); bool isActor = objprop->m_isactor; gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC); diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index 24c34976ce8..3c2f3e04aac 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -120,6 +120,7 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system) m_bInitialized(false), m_activecam(0), m_bFixedTime(false), + m_game2ipo(false), m_firstframe(true), @@ -397,7 +398,10 @@ void KX_KetsjiEngine::NextFrame() scene->GetPhysicsEnvironment()->proceedDeltaTime(localtime,realDeltaTime); m_previoustime = curtime; - m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame++); + if (m_game2ipo) + { + m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame++); + } } // suspended @@ -1197,6 +1201,11 @@ void KX_KetsjiEngine::SetUseFixedTime(bool bUseFixedTime) } +void KX_KetsjiEngine::SetGame2IpoMode(bool game2ipo,int startFrame) +{ + m_game2ipo = game2ipo; + m_currentFrame = startFrame; +} bool KX_KetsjiEngine::GetUseFixedTime(void) const { diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h index 5af694f5f1f..7f0b4fd59f9 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.h +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h @@ -155,6 +155,9 @@ private: bool m_show_debug_properties; + /** record physics into keyframes */ + bool m_game2ipo; + /** Hide cursor every frame? */ bool m_hideCursor; @@ -189,6 +192,8 @@ public: void SetRasterizer(RAS_IRasterizer* rasterizer); void SetPythonDictionary(PyObject* pythondictionary); void SetSceneConverter(KX_ISceneConverter* sceneconverter); + void SetGame2IpoMode(bool game2ipo,int startFrame); + void NextFrame(); void Render(); diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp index 2c4d02854ad..0b16ff14f72 100644 --- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp +++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp @@ -107,7 +107,7 @@ MT_Matrix3x3 EulToMat3(float *eul) /* old function from Blender */ -void Mat3ToEul(MT_Matrix3x3 mat, float *eul) +void Mat3ToEulOld(MT_Matrix3x3 mat, float *eul) { MT_Scalar cy; @@ -154,8 +154,8 @@ MT_Matrix3x3 matrix3x3_interpol(MT_Matrix3x3 oldmat, MT_Matrix3x3 mat, int m_tim { float eul[3], oldeul[3]; - Mat3ToEul(oldmat, oldeul); - Mat3ToEul(mat, eul); + Mat3ToEulOld(oldmat, oldeul); + Mat3ToEulOld(mat, eul); compatible_eulFast(eul, oldeul); eul[0]= (m_time*oldeul[0] + eul[0])/(1.0+m_time); |