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Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp158
1 files changed, 79 insertions, 79 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 33cbbe3ee86..1805214c6a2 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -414,7 +414,7 @@ static void SetDefaultLightMode(Scene* scene)
Scene *sce_iter;
Base *base;
- for(SETLOOPER(scene, sce_iter, base))
+ for (SETLOOPER(scene, sce_iter, base))
{
if (base->object->type == OB_LAMP)
{
@@ -440,7 +440,7 @@ static void GetRGB(short type,
{
case 0: // vertex colors
{
- if(mmcol) {
+ if (mmcol) {
c0 = KX_Mcol2uint_new(mmcol[0]);
c1 = KX_Mcol2uint_new(mmcol[1]);
c2 = KX_Mcol2uint_new(mmcol[2]);
@@ -511,7 +511,7 @@ bool ConvertMaterial(
bool validface = (tface!=0);
short type = 0;
- if( validmat )
+ if ( validmat )
type = 1; // material color
material->IdMode = DEFAULT_BLENDER;
@@ -519,10 +519,10 @@ bool ConvertMaterial(
material->materialindex = mface->mat_nr;
// --------------------------------
- if(validmat) {
+ if (validmat) {
// use vertex colors by explicitly setting
- if(mat->mode &MA_VERTEXCOLP || glslmat)
+ if (mat->mode &MA_VERTEXCOLP || glslmat)
type = 0;
// use lighting?
@@ -539,21 +539,21 @@ bool ConvertMaterial(
* it is set in the buttons
* In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
- if(validface && mat->mode &MA_FACETEXTURE)
+ if (validface && mat->mode &MA_FACETEXTURE)
facetex = true;
numchan = numchan>MAXTEX?MAXTEX:numchan;
if (facetex && numchan == 0) numchan = 1;
// foreach MTex
- for(int i=0; i<numchan; i++) {
+ for (int i=0; i<numchan; i++) {
// use face tex
- if(i==0 && facetex ) {
+ if (i==0 && facetex ) {
facetex = false;
Image*tmp = (Image*)(tface->tpage);
- if(tmp) {
+ if (tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= MIPMAP;
@@ -562,12 +562,12 @@ bool ConvertMaterial(
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
- if(material->img[i]->flag & IMA_REFLECT)
+ if (material->img[i]->flag & IMA_REFLECT)
material->mapping[i].mapping |= USEREFL;
else
{
mttmp = getImageFromMaterial( mat, i );
- if(mttmp && mttmp->texco &TEXCO_UV)
+ if (mttmp && mttmp->texco &TEXCO_UV)
{
STR_String uvName = mttmp->uvname;
@@ -589,24 +589,24 @@ bool ConvertMaterial(
}
mttmp = getImageFromMaterial( mat, i );
- if( mttmp ) {
- if( mttmp->tex ) {
- if( mttmp->tex->type == TEX_IMAGE ) {
+ 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] ) {
+ 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 ) {
+ if ( mttmp->tex->imaflag &TEX_USEALPHA ) {
material->flag[i] |= USEALPHA;
}
// -----------------------
- else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
+ else if ( mttmp->tex->imaflag &TEX_CALCALPHA ) {
material->flag[i] |= CALCALPHA;
}
- else if(mttmp->tex->flag &TEX_NEGALPHA) {
+ else if (mttmp->tex->flag &TEX_NEGALPHA) {
material->flag[i] |= USENEGALPHA;
}
@@ -614,12 +614,12 @@ bool ConvertMaterial(
material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
- if(!glslmat && (material->flag[i] & TEXALPHA))
+ if (!glslmat && (material->flag[i] & TEXALPHA))
texalpha = 1;
}
}
- else if(mttmp->tex->type == TEX_ENVMAP) {
- if( mttmp->tex->env->stype == ENV_LOAD ) {
+ 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;
@@ -643,16 +643,16 @@ bool ConvertMaterial(
// mapping methods
material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
- if(mttmp->texco & TEXCO_OBJECT) {
+ if (mttmp->texco & TEXCO_OBJECT) {
material->mapping[i].mapping |= USEOBJ;
- if(mttmp->object)
+ if (mttmp->object)
material->mapping[i].objconame = mttmp->object->id.name;
}
- else if(mttmp->texco &TEXCO_REFL)
+ else if (mttmp->texco &TEXCO_REFL)
material->mapping[i].mapping |= USEREFL;
- else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
+ else if (mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
material->mapping[i].mapping |= USEORCO;
- else if(mttmp->texco &TEXCO_UV)
+ else if (mttmp->texco &TEXCO_UV)
{
STR_String uvName = mttmp->uvname;
@@ -662,9 +662,9 @@ bool ConvertMaterial(
material->mapping[i].uvCoName = "";
material->mapping[i].mapping |= USEUV;
}
- else if(mttmp->texco &TEXCO_NORM)
+ else if (mttmp->texco &TEXCO_NORM)
material->mapping[i].mapping |= USENORM;
- else if(mttmp->texco &TEXCO_TANGENT)
+ else if (mttmp->texco &TEXCO_TANGENT)
material->mapping[i].mapping |= USETANG;
else
material->mapping[i].mapping |= DISABLE;
@@ -740,15 +740,15 @@ bool ConvertMaterial(
int valid = 0;
// check for tface tex to fallback on
- if( validface ){
+ if ( validface ){
material->img[0] = (Image*)(tface->tpage);
// ------------------------
- if(material->img[0]) {
+ 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;
/* see if depth of the image is 32bits */
- if(BKE_image_has_alpha(material->img[0])) {
+ if (BKE_image_has_alpha(material->img[0])) {
material->flag[0] |= USEALPHA;
material->alphablend = GEMAT_ALPHA;
}
@@ -786,7 +786,7 @@ bool ConvertMaterial(
/* No material, what to do? let's see what is in the UV and set the material accordingly
* light and visible is always on */
- if( validface ) {
+ if ( validface ) {
material->tile = tface->tile;
uv[0].setValue(tface->uv[0]);
@@ -811,17 +811,17 @@ bool ConvertMaterial(
}
// with ztransp enabled, enforce alpha blending mode
- if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
+ if (validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
material->alphablend = GEMAT_ALPHA;
// always zsort alpha + add
- if((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
+ if ((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
material->ras_mode |= ALPHA;
material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0;
}
// get uv sets
- if(validmat)
+ if (validmat)
{
bool isFirstSet = true;
@@ -860,7 +860,7 @@ bool ConvertMaterial(
isFirstSet = false;
uvName = layer.name;
}
- else if(strcmp(layer.name, uvName) != 0)
+ else if (strcmp(layer.name, uvName) != 0)
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
@@ -889,7 +889,7 @@ bool ConvertMaterial(
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
- if(validmat)
+ if (validmat)
material->matname =(mat->id.name);
material->tface = tface;
@@ -919,7 +919,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
int totface = dm->getNumTessFaces(dm);
const char *tfaceName = "";
- if(tface) {
+ if (tface) {
DM_add_tangent_layer(dm);
tangent = (float(*)[4])dm->getTessFaceDataArray(dm, CD_TANGENT);
}
@@ -942,7 +942,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
layers[validLayers].name = dm->faceData.layers[i].name;
- if(tface == layers[validLayers].face)
+ if (tface == layers[validLayers].face)
tfaceName = layers[validLayers].name;
validLayers++;
}
@@ -976,7 +976,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
pt2.setValue(mvert[mface->v3].co);
if (mface->v4) pt3.setValue(mvert[mface->v4].co);
- if(mface->flag & ME_SMOOTH) {
+ if (mface->flag & ME_SMOOTH) {
float n0[3], n1[3], n2[3], n3[3];
normal_short_to_float_v3(n0, mvert[mface->v1].no);
@@ -986,7 +986,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
no1 = n1;
no2 = n2;
- if(mface->v4) {
+ if (mface->v4) {
normal_short_to_float_v3(n3, mvert[mface->v4].no);
no3 = n3;
}
@@ -994,7 +994,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
else {
float fno[3];
- if(mface->v4)
+ if (mface->v4)
normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co);
else
normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co);
@@ -1002,7 +1002,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
no0 = no1 = no2 = no3 = MT_Vector3(fno);
}
- if(tangent) {
+ if (tangent) {
tan0 = tangent[f*4 + 0];
tan1 = tangent[f*4 + 1];
tan2 = tangent[f*4 + 2];
@@ -1010,13 +1010,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (mface->v4)
tan3 = tangent[f*4 + 3];
}
- if(blenderobj)
+ if (blenderobj)
ma = give_current_material(blenderobj, mface->mat_nr+1);
else
ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
/* ckeck for texface since texface _only_ is used as a fallback */
- if(ma == NULL && tface == NULL) {
+ if (ma == NULL && tface == NULL) {
ma= &defmaterial;
}
@@ -1024,7 +1024,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
bool visible = true;
bool twoside = false;
- if(converter->GetMaterials()) {
+ if (converter->GetMaterials()) {
/* do Blender Multitexture and Blender GLSL materials */
unsigned int rgb[4];
MT_Point2 uv[4];
@@ -1102,7 +1102,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
}
/* set UV properties */
- if(tface) {
+ if (tface) {
uv0.setValue(tface->uv[0]);
uv1.setValue(tface->uv[1]);
uv2.setValue(tface->uv[2]);
@@ -1204,7 +1204,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (bucketCreated) {
// this is needed to free up memory afterwards
converter->RegisterPolyMaterial(polymat);
- if(converter->GetMaterials()) {
+ if (converter->GetMaterials()) {
converter->RegisterBlenderMaterial(bl_mat);
// the poly material has been stored in the bucket, next time we must create a new one
bl_mat = NULL;
@@ -1254,7 +1254,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
meshobj->EndConversion();
// pre calculate texture generation
- for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
+ for (list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer);
}
@@ -1361,7 +1361,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
float radius=0.0f, vert_radius, *co;
int a;
- if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
+ if (me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
bb= me->bb;
INIT_MINMAX(min, max);
@@ -1370,7 +1370,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
if (!size) size= msize;
mvert= me->mvert;
- for(a=0; a<me->totvert; a++, mvert++) {
+ for (a=0; a<me->totvert; a++, mvert++) {
co= mvert->co;
/* bounds */
@@ -1382,7 +1382,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
radius= vert_radius;
}
- if(me->totvert) {
+ if (me->totvert) {
loc[0]= (min[0]+max[0])/2.0f;
loc[1]= (min[1]+max[1])/2.0f;
loc[2]= (min[2]+max[2])/2.0f;
@@ -1419,18 +1419,18 @@ static void my_tex_space_mesh(Mesh *me)
my_boundbox_mesh(me, loc, size);
- if(me->texflag & ME_AUTOSPACE) {
- if(me->key) {
+ if (me->texflag & ME_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) {
+ for (a=0; a<kb->totelem; a++, fp+=3) {
DO_MINMAX(fp, min, max);
}
- if(kb->totelem) {
+ if (kb->totelem) {
loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f;
size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f;
}
@@ -1446,17 +1446,17 @@ static void my_tex_space_mesh(Mesh *me)
copy_v3_v3(me->size, size);
me->rot[0]= me->rot[1]= me->rot[2]= 0.0f;
- if(me->size[0]==0.0) me->size[0]= 1.0f;
- else if(me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
- else if(me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
+ if (me->size[0]==0.0) me->size[0]= 1.0f;
+ else if (me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
+ else if (me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
- if(me->size[1]==0.0) me->size[1]= 1.0f;
- else if(me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
- else if(me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
+ if (me->size[1]==0.0) me->size[1]= 1.0f;
+ else if (me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
+ else if (me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
- if(me->size[2]==0.0) me->size[2]= 1.0f;
- else if(me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
- else if(me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
+ if (me->size[2]==0.0) me->size[2]= 1.0f;
+ else if (me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
+ else if (me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
}
}
@@ -1484,7 +1484,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa
} else
{
bb= ( (Mesh *)ob->data )->bb;
- if(bb==0)
+ if (bb==0)
{
my_tex_space_mesh((struct Mesh *)ob->data);
bb= ( (Mesh *)ob->data )->bb;
@@ -1505,7 +1505,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa
break;
}
- if(bb==NULL)
+ if (bb==NULL)
{
center[0]= center[1]= center[2]= 0.0;
size[0] = size[1]=size[2]=1.0;
@@ -1876,7 +1876,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
bool glslmat = converter->GetGLSLMaterials();
// in GLSL NEGATIVE LAMP is handled inside the lamp update function
- if(glslmat==0) {
+ if (glslmat==0) {
if (la->mode & LA_NEG)
{
lightobj.m_red = -lightobj.m_red;
@@ -2049,7 +2049,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
/* add to the list only the visible fonts */
- if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
+ if ((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
break;
}
@@ -2060,7 +2060,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj->SetLayer(ob->lay);
gameobj->SetBlenderObject(ob);
/* set the visibility state based on the objects render option in the outliner */
- if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
+ if (ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
}
return gameobj;
}
@@ -2079,8 +2079,8 @@ bPoseChannel *get_active_posechannel2 (Object *ob)
bPoseChannel *pchan;
/* find active */
- for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
+ for (pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
return pchan;
}
@@ -2470,7 +2470,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
Group* group = *git;
GroupObject* go;
- for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
+ for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
{
Object* blenderobject = go->ob;
if (converter->FindGameObject(blenderobject) == NULL)
@@ -2521,13 +2521,13 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
- if(gamecamera)
+ if (gamecamera)
kxscene->SetActiveCamera(gamecamera);
}
// Set up armatures
set<Object*>::iterator oit;
- for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
+ for (oit=allblobj.begin(); oit!=allblobj.end(); oit++)
{
Object* blenderobj = *oit;
if (blenderobj->type==OB_MESH) {
@@ -2610,7 +2610,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// parent this to a bone
Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
- if(parent_bone) {
+ if (parent_bone) {
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
}
@@ -2739,7 +2739,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bConstraint *curcon;
conlist = get_active_constraints2(blenderobject);
- if((gameobj->GetLayer()&activeLayerBitInfo)==0)
+ if ((gameobj->GetLayer()&activeLayerBitInfo)==0)
continue;
if (conlist) {
@@ -2795,14 +2795,14 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
dofbit<<=1;
}
}
- else if(dat->type == PHY_CONE_TWIST_CONSTRAINT)
+ else if (dat->type == PHY_CONE_TWIST_CONSTRAINT)
{
int dof;
int dofbit = 1<<3; // bitflag use_angular_limit_x
for (dof=3;dof<6;dof++)
{
- if(dat->flag & dofbit)
+ if (dat->flag & dofbit)
{
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
}