diff options
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 244 |
1 files changed, 158 insertions, 86 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 5220361d10d..c25bdbe71f7 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -90,6 +90,7 @@ #include "BKE_object.h" #include "BKE_scene.h" #include "BL_SkinMeshObject.h" +#include "BL_ModifierDeformer.h" #include "BL_ShapeDeformer.h" #include "BL_SkinDeformer.h" #include "BL_MeshDeformer.h" @@ -317,7 +318,8 @@ typedef struct MTF_localLayer }MTF_localLayer; // ------------------------------------ -BL_Material* ConvertMaterial( +bool ConvertMaterial( + BL_Material *material, Material *mat, MTFace* tface, const char *tfaceName, @@ -328,9 +330,7 @@ BL_Material* ConvertMaterial( MTF_localLayer *layers, bool glslmat) { - //this needs some type of manager - BL_Material *material = new BL_Material(); - + material->Initialize(); int numchan = -1, texalpha = 0; bool validmat = (mat!=0); bool validface = (tface!=0); @@ -341,6 +341,7 @@ BL_Material* ConvertMaterial( material->IdMode = DEFAULT_BLENDER; material->glslmat = (validmat)? glslmat: false; + material->materialindex = mface->mat_nr; // -------------------------------- if(validmat) { @@ -718,7 +719,7 @@ BL_Material* ConvertMaterial( material->tface = tface; material->material = mat; - return material; + return true; } @@ -728,6 +729,8 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* bool skinMesh = false; int lightlayer = blenderobj->lay; + if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) + return meshobj; // Get DerivedMesh data DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj); @@ -747,7 +750,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } // Determine if we need to make a skinned mesh - if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0)) + if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj)) { meshobj = new BL_SkinMeshObject(mesh, lightlayer); skinMesh = true; @@ -779,6 +782,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* meshobj->SetName(mesh->id.name); meshobj->m_sharedvertex_map.resize(totvert); + RAS_IPolyMaterial* polymat = NULL; + STR_String imastr; + // These pointers will hold persistent material structure during the conversion + // to avoid countless allocation/deallocation of memory. + BL_Material* bl_mat = NULL; + KX_BlenderMaterial* kx_blmat = NULL; + KX_PolygonMaterial* kx_polymat = NULL; for (int f=0;f<totface;f++,mface++) { @@ -841,8 +851,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* { bool visible = true; bool twoside = false; - RAS_IPolyMaterial* polymat = NULL; - BL_Material *bl_mat = NULL; if(converter->GetMaterials()) { /* do Blender Multitexture and Blender GLSL materials */ @@ -850,11 +858,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* MT_Point2 uv[4]; /* first is the BL_Material */ - bl_mat = ConvertMaterial(ma, tface, tfaceName, mface, mcol, + if (!bl_mat) + bl_mat = new BL_Material(); + ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials()); - bl_mat->material_index = (int)mface->mat_nr; - visible = ((bl_mat->ras_mode & POLY_VIS)!=0); collider = ((bl_mat->ras_mode & COLLIDER)!=0); twoside = ((bl_mat->mode & TF_TWOSIDE)!=0); @@ -873,12 +881,16 @@ 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); + if (kx_blmat == NULL) + kx_blmat = new KX_BlenderMaterial(); + + kx_blmat->Initialize(scene, bl_mat, skinMesh, lightlayer); + polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat); } else { /* do Texture Face materials */ Image* bima = (tface)? (Image*)tface->tpage: NULL; - STR_String imastr = (tface)? (bima? (bima)->id.name : "" ) : ""; + imastr = (tface)? (bima? (bima)->id.name : "" ) : ""; char transp=0; short mode=0, tile=0; @@ -956,9 +968,12 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* bool alpha = (transp == TF_ALPHA || transp == TF_ADD); bool zsort = (mode & TF_ALPHASORT)? alpha: 0; - polymat = new KX_PolygonMaterial(imastr, ma, + if (kx_polymat == NULL) + kx_polymat = new KX_PolygonMaterial(); + kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr, tile, tilexrep, tileyrep, mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol); + polymat = static_cast<RAS_IPolyMaterial*>(kx_polymat); if (ma) { polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec; @@ -983,15 +998,17 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* converter->RegisterPolyMaterial(polymat); 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; + kx_blmat = NULL; + } else { + // the poly material has been stored in the bucket, next time we must create a new one + kx_polymat = NULL; } } else { - // delete the material objects since they are no longer needed // from now on, use the polygon material from the material bucket - delete polymat; - if(converter->GetMaterials()) { - delete bl_mat; - } polymat = bucket->GetPolyMaterial(); + // keep the material pointers, they will be reused for next face } int nverts = (mface->v4)? 4: 3; @@ -1028,14 +1045,21 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* // pre calculate texture generation for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial(); mit != meshobj->GetLastMaterial(); ++ mit) { - mit->m_bucket->GetPolyMaterial()->OnConstruction(); + mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer); } if (layers) delete []layers; dm->release(dm); - + // cleanup material + if (bl_mat) + delete bl_mat; + if (kx_blmat) + delete kx_blmat; + if (kx_polymat) + delete kx_polymat; + converter->RegisterGameMesh(meshobj, mesh); return meshobj; } @@ -1228,18 +1252,34 @@ static void my_tex_space_mesh(Mesh *me) } -static void my_get_local_bounds(Object *ob, float *center, float *size) +static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size) { BoundBox *bb= NULL; /* uses boundbox, function used by Ketsji */ switch (ob->type) { case OB_MESH: - bb= ( (Mesh *)ob->data )->bb; - if(bb==0) + if (dm) + { + float min_r[3], max_r[3]; + INIT_MINMAX(min_r, max_r); + dm->getMinMax(dm, min_r, max_r); + size[0]= 0.5*fabs(max_r[0] - min_r[0]); + size[1]= 0.5*fabs(max_r[1] - min_r[1]); + size[2]= 0.5*fabs(max_r[2] - min_r[2]); + + center[0]= 0.5*(max_r[0] + min_r[0]); + center[1]= 0.5*(max_r[1] + min_r[1]); + center[2]= 0.5*(max_r[2] + min_r[2]); + return; + } else { - my_tex_space_mesh((struct Mesh *)ob->data); bb= ( (Mesh *)ob->data )->bb; + if(bb==0) + { + my_tex_space_mesh((struct Mesh *)ob->data); + bb= ( (Mesh *)ob->data )->bb; + } } break; case OB_CURVE: @@ -1297,8 +1337,15 @@ void BL_CreateGraphicObjectNew(KX_GameObject* gameobj, gameobj->SetGraphicController(ctrl); ctrl->setNewClientInfo(gameobj->getClientInfo()); ctrl->setLocalAabb(localAabbMin, localAabbMax); - if (isActive) - env->addCcdGraphicController(ctrl); + if (isActive) { + // add first, this will create the proxy handle, only if the object is visible + if (gameobj->GetVisible()) + env->addCcdGraphicController(ctrl); + // update the mesh if there is a deformer, this will also update the bounding box for modifiers + RAS_Deformer* deformer = gameobj->GetDeformer(); + if (deformer) + deformer->UpdateBuckets(); + } } break; #endif @@ -1334,10 +1381,11 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, } bool isCompoundChild = false; + bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD); - if (parent && (parent->gameflag & OB_DYNAMIC)) { + if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) { - if ((parent->gameflag & OB_CHILD) != 0) + if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD)) { isCompoundChild = true; } @@ -1363,14 +1411,26 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0; objprop.m_isCompoundChild = isCompoundChild; - objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0; + objprop.m_hasCompoundChildren = hasCompoundChildren; objprop.m_margin = blenderobject->margin; + // ACTOR is now a separate feature objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0; objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0; objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0; objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; + ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic' + if (objprop.m_angular_rigidbody || !objprop.m_dyna ) + { + objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold; + } else + { + objprop.m_contactProcessingThreshold = 0.f; + } + + objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0; + if (objprop.m_softbody) { ///for game soft bodies @@ -1411,7 +1471,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */ objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/ - + objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */ + objprop.m_margin = blenderobject->bsoft->margin; + objprop.m_contactProcessingThreshold = 0.f; } else { objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT; @@ -1450,6 +1512,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_soft_kAHR= 0.7f; objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS; objprop.m_soft_numclusteriterations= 16; + objprop.m_soft_welding = 0.f; + objprop.m_margin = 0.f; + objprop.m_contactProcessingThreshold = 0.f; } } @@ -1469,7 +1534,10 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, } KX_BoxBounds bb; - my_get_local_bounds(blenderobject,objprop.m_boundobject.box.m_center,bb.m_extends); + DerivedMesh* dm = NULL; + if (gameobj->GetDeformer()) + dm = gameobj->GetDeformer()->GetFinalMesh(); + my_get_local_bounds(blenderobject,dm,objprop.m_boundobject.box.m_center,bb.m_extends); if (blenderobject->gameflag & OB_BOUNDS) { switch (blenderobject->boundtype) @@ -1521,12 +1589,13 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, } - if (parent && (parent->gameflag & OB_DYNAMIC)) { - + if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) { + // parented object cannot be dynamic KX_GameObject *parentgameobject = converter->FindGameObject(parent); objprop.m_dynamic_parent = parentgameobject; //cannot be dynamic: objprop.m_dyna = false; + objprop.m_softbody = false; shapeprops->m_mass = 0.f; } @@ -1537,7 +1606,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, { #ifdef USE_BULLET case UseBullet: - KX_ConvertBulletObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop); + KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop); break; #endif @@ -1612,7 +1681,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) { Camera* ca = static_cast<Camera*>(ob->data); - RAS_CameraData camdata(ca->lens, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob)); + RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, dof_camera(ob)); KX_Camera *gamecamera; gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata); @@ -1660,14 +1729,9 @@ static KX_GameObject *gameobject_from_blenderobject( case OB_MESH: { Mesh* mesh = static_cast<Mesh*>(ob->data); - RAS_MeshObject* meshobj = converter->FindGameMesh(mesh, ob->lay); float center[3], extents[3]; float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents); - - if (!meshobj) { - meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter); - converter->RegisterGameMesh(meshobj, mesh); - } + RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter); // needed for python scripting kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); @@ -1689,8 +1753,15 @@ static KX_GameObject *gameobject_from_blenderobject( bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE; bool bHasDvert = mesh->dvert != NULL && ob->defbase.first; bool bHasArmature = (ob->parent && ob->parent->type == OB_ARMATURE && ob->partype==PARSKEL && bHasDvert); + bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob); - if (bHasShapeKey) { + if (bHasModifier) { + BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj, + blenderscene, ob, (BL_SkinMeshObject *)meshobj); + ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); + if (bHasShapeKey && bHasArmature) + dcont->LoadShapeDrivers(ob->parent); + } else if (bHasShapeKey) { // not that we can have shape keys without dvert! BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj, ob, (BL_SkinMeshObject*)meshobj); @@ -1910,8 +1981,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, int activeLayerBitInfo = blenderscene->lay; - // templist to find Root Parents (object with no parents) - CListValue* templist = new CListValue(); + // list of all object converted, active and inactive CListValue* sumolist = new CListValue(); vector<parentChildLink> vec_parent_child; @@ -2011,14 +2081,12 @@ void BL_ConvertBlenderObjects(struct Main* maggie, gameobj->SetName(blenderobject->id.name); - // templist to find Root Parents (object with no parents) - templist->Add(gameobj->AddRef()); - // update children/parent hierarchy if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) { // blender has an additional 'parentinverse' offset in each object - SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks()); + SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc); + SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback); // define a normal parent relationship for this node. KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New(); @@ -2205,14 +2273,12 @@ void BL_ConvertBlenderObjects(struct Main* maggie, gameobj->SetName(blenderobject->id.name); - // templist to find Root Parents (object with no parents) - templist->Add(gameobj->AddRef()); - // update children/parent hierarchy if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) { // blender has an additional 'parentinverse' offset in each object - SG_Node* parentinversenode = new SG_Node(NULL,NULL,SG_Callbacks()); + SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc); + SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback); // define a normal parent relationship for this node. KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New(); @@ -2359,8 +2425,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie, for ( i=0;i<childrenlist->GetCount();i++) { KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i)); - if (templist->RemoveValue(obj)) - obj->Release(); if (sumolist->RemoveValue(obj)) obj->Release(); if (logicbrick_conversionlist->RemoveValue(obj)) @@ -2416,16 +2480,49 @@ void BL_ConvertBlenderObjects(struct Main* maggie, vec_parent_child.clear(); // find 'root' parents (object that has not parents in SceneGraph) - for (i=0;i<templist->GetCount();++i) + for (i=0;i<sumolist->GetCount();++i) { - KX_GameObject* gameobj = (KX_GameObject*) templist->GetValue(i); + KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->GetSGNode()->GetSGParent() == 0) { parentlist->Add(gameobj->AddRef()); gameobj->NodeUpdateGS(0); } } - + + // create graphic controller for culling + if (kxscene->GetDbvtCulling()) + { + bool occlusion = false; + for (i=0; i<sumolist->GetCount();i++) + { + KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); + if (gameobj->GetMeshCount() > 0) + { + MT_Point3 box[2]; + gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity()); + // box[0] is the min, box[1] is the max + bool isactive = objectlist->SearchValue(gameobj); + BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine); + if (gameobj->GetOccluder()) + occlusion = true; + } + } + if (occlusion) + kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes); + } + if (blenderscene->world) + kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->world->physubstep); + + // now that the scenegraph is complete, let's instantiate the deformers. + // We need that to create reusable derived mesh and physic shapes + for (i=0;i<sumolist->GetCount();++i) + { + KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); + if (gameobj->GetDeformer()) + gameobj->GetDeformer()->UpdateBuckets(); + } + bool processCompoundChildren = false; // create physics information @@ -2459,28 +2556,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie, BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren); } - // create graphic controller for culling - if (kxscene->GetDbvtCulling()) - { - bool occlusion = false; - for (i=0; i<sumolist->GetCount();i++) - { - KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); - if (gameobj->GetMeshCount() > 0) - { - MT_Point3 box[2]; - gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity()); - // box[0] is the min, box[1] is the max - bool isactive = objectlist->SearchValue(gameobj); - BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine); - if (gameobj->GetOccluder()) - occlusion = true; - } - } - if (occlusion) - kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes); - } - //set ini linearVel and int angularVel //rcruiz if (converter->addInitFromFrame) for (i=0;i<sumolist->GetCount();i++) @@ -2566,11 +2641,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } } - templist->Release(); sumolist->Release(); - int executePriority=0; /* incremented by converter routines */ - // convert global sound stuff /* XXX, glob is the very very wrong place for this @@ -2601,7 +2673,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, struct Object* blenderobj = converter->FindBlenderObject(gameobj); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; - BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, layerMask,isInActiveLayer,rendertools,converter); + BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter); } for ( i=0;i<logicbrick_conversionlist->GetCount();i++) { @@ -2609,7 +2681,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, struct Object* blenderobj = converter->FindBlenderObject(gameobj); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; - BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,layerMask,isInActiveLayer,converter); + BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,layerMask,isInActiveLayer,converter); } for ( i=0;i<logicbrick_conversionlist->GetCount();i++) { @@ -2617,7 +2689,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, struct Object* blenderobj = converter->FindBlenderObject(gameobj); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; - BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter); + BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,layerMask,isInActiveLayer,canvas,converter); // set the init state to all objects gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state); } |