Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp243
1 files changed, 227 insertions, 16 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index f3e22cd297a..1f1ac6da119 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1847,7 +1847,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
int aspect_width;
int aspect_height;
vector<MT_Vector3> inivel,iniang;
-
+ set<Group*> grouplist; // list of groups to be converted
+ set<Object*> allblobj; // all objects converted
+ set<Object*> groupobj; // objects from groups (never in active layer)
+
if (alwaysUseExpandFraming) {
frame_type = RAS_FrameSettings::e_frame_extend;
aspect_width = canvas->GetWidth();
@@ -1919,6 +1922,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (SETLOOPER(blenderscene, base))
{
Object* blenderobject = base->object;
+ allblobj.insert(blenderobject);
+
KX_GameObject* gameobj = gameobject_from_blenderobject(
base->object,
kxscene,
@@ -2046,7 +2051,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
gameobj->NodeUpdateGS(0,true);
gameobj->Bucketize();
-
+
+ if (gameobj->IsDupliGroup())
+ grouplist.insert(blenderobject->dup_group);
}
else
{
@@ -2073,6 +2080,188 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
+ if (!grouplist.empty())
+ {
+ // now convert the group referenced by dupli group object
+ // keep track of all groups already converted
+ set<Group*> allgrouplist = grouplist;
+ set<Group*> tempglist;
+ // recurse
+ while (!grouplist.empty())
+ {
+ set<Group*>::iterator git;
+ tempglist.clear();
+ tempglist.swap(grouplist);
+ for (git=tempglist.begin(); git!=tempglist.end(); git++)
+ {
+ Group* group = *git;
+ GroupObject* go;
+ for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
+ {
+ Object* blenderobject = go->ob;
+ if (converter->FindGameObject(blenderobject) == NULL)
+ {
+ allblobj.insert(blenderobject);
+ groupobj.insert(blenderobject);
+ KX_GameObject* gameobj = gameobject_from_blenderobject(
+ blenderobject,
+ kxscene,
+ rendertools,
+ converter,
+ blenderscene);
+
+ // this code is copied from above except that
+ // object from groups are never is active layer
+ bool isInActiveLayer = false;
+ bool addobj=true;
+
+ if (converter->addInitFromFrame)
+ if (!isInActiveLayer)
+ addobj=false;
+
+ if (gameobj&&addobj)
+ {
+ MT_Point3 posPrev;
+ MT_Matrix3x3 angor;
+ if (converter->addInitFromFrame)
+ blenderscene->r.cfra=blenderscene->r.sfra;
+
+ MT_Point3 pos = MT_Point3(
+ blenderobject->loc[0]+blenderobject->dloc[0],
+ blenderobject->loc[1]+blenderobject->dloc[1],
+ blenderobject->loc[2]+blenderobject->dloc[2]
+ );
+ MT_Vector3 eulxyz = MT_Vector3(
+ blenderobject->rot[0],
+ blenderobject->rot[1],
+ blenderobject->rot[2]
+ );
+ MT_Vector3 scale = MT_Vector3(
+ blenderobject->size[0],
+ blenderobject->size[1],
+ blenderobject->size[2]
+ );
+ if (converter->addInitFromFrame){//rcruiz
+ float eulxyzPrev[3];
+ blenderscene->r.cfra=blenderscene->r.sfra-1;
+ update_for_newframe();
+ MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
+ blenderobject->loc[1]+blenderobject->dloc[1],
+ blenderobject->loc[2]+blenderobject->dloc[2]
+ );
+ eulxyzPrev[0]=blenderobject->rot[0];
+ eulxyzPrev[1]=blenderobject->rot[1];
+ eulxyzPrev[2]=blenderobject->rot[2];
+
+ double fps = (double) blenderscene->r.frs_sec/
+ (double) blenderscene->r.frs_sec_base;
+
+ tmp.scale(fps, fps, fps);
+ inivel.push_back(tmp);
+ tmp=eulxyz-eulxyzPrev;
+ tmp.scale(fps, fps, fps);
+ iniang.push_back(tmp);
+ blenderscene->r.cfra=blenderscene->r.sfra;
+ update_for_newframe();
+ }
+
+ gameobj->NodeSetLocalPosition(pos);
+ gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
+ gameobj->NodeSetLocalScale(scale);
+ gameobj->NodeUpdateGS(0,true);
+
+ BL_ConvertIpos(blenderobject,gameobj,converter);
+ // TODO: expand to multiple ipos per mesh
+ Material *mat = give_current_material(blenderobject, 1);
+ if(mat) BL_ConvertMaterialIpos(mat, gameobj, converter);
+
+ sumolist->Add(gameobj->AddRef());
+
+ BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
+
+
+ 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());
+
+ // define a normal parent relationship for this node.
+ KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
+ parentinversenode->SetParentRelation(parent_relation);
+
+ parentChildLink pclink;
+ pclink.m_blenderchild = blenderobject;
+ pclink.m_gamechildnode = parentinversenode;
+ vec_parent_child.push_back(pclink);
+
+ float* fl = (float*) blenderobject->parentinv;
+ MT_Transform parinvtrans(fl);
+ parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
+ parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+
+ parentinversenode->AddChild(gameobj->GetSGNode());
+ }
+
+ // needed for python scripting
+ logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
+
+ // needed for dynamic object morphing
+ logicmgr->RegisterGameObj(gameobj, blenderobject);
+ for (int i = 0; i < gameobj->GetMeshCount(); i++)
+ logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
+
+ converter->RegisterGameObject(gameobj, blenderobject);
+ // this was put in rapidly, needs to be looked at more closely
+ // only draw/use objects in active 'blender' layers
+
+ logicbrick_conversionlist->Add(gameobj->AddRef());
+
+ if (converter->addInitFromFrame){
+ posPrev=gameobj->NodeGetWorldPosition();
+ angor=gameobj->NodeGetWorldOrientation();
+ }
+ if (isInActiveLayer)
+ {
+ objectlist->Add(gameobj->AddRef());
+ //tf.Add(gameobj->GetSGNode());
+
+ gameobj->NodeUpdateGS(0,true);
+ gameobj->Bucketize();
+
+ }
+ else
+ {
+ //we must store this object otherwise it will be deleted
+ //at the end of this function if it is not a root object
+ inactivelist->Add(gameobj->AddRef());
+
+ }
+ if (gameobj->IsDupliGroup())
+ {
+ // check that the group is not already converted
+ if (allgrouplist.insert(blenderobject->dup_group).second)
+ grouplist.insert(blenderobject->dup_group);
+ }
+ if (converter->addInitFromFrame){
+ gameobj->NodeSetLocalPosition(posPrev);
+ gameobj->NodeSetLocalOrientation(angor);
+ }
+
+ }
+ if (gameobj)
+ gameobj->Release();
+ }
+ }
+ }
+ }
+ }
+
if (blenderscene->camera) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
@@ -2081,15 +2270,18 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
// Set up armatures
- for(SETLOOPER(blenderscene, base)){
- if (base->object->type==OB_MESH){
- Mesh *me = (Mesh*)base->object->data;
+ set<Object*>::iterator oit;
+ for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
+ {
+ Object* blenderobj = *oit;
+ if (blenderobj->type==OB_MESH){
+ Mesh *me = (Mesh*)blenderobj->data;
if (me->dvert){
- KX_GameObject *obj = converter->FindGameObject(base->object);
+ KX_GameObject *obj = converter->FindGameObject(blenderobj);
- if (base->object->parent && base->object->parent->type==OB_ARMATURE && base->object->partype==PARSKEL){
- KX_GameObject *par = converter->FindGameObject(base->object->parent);
+ if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){
+ KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
if (par)
((BL_SkinDeformer*)(((BL_DeformableGameObject*)obj)->m_pDeformer))->SetArmature((BL_ArmatureObject*) par);
}
@@ -2174,7 +2366,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
meshobj = gameobj->GetMesh(0);
}
- BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,activeLayerBitInfo,physics_engine,converter,processCompoundChildren);
+ int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
+ BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
}
processCompoundChildren = true;
@@ -2189,7 +2382,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
meshobj = gameobj->GetMesh(0);
}
- BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,activeLayerBitInfo,physics_engine,converter,processCompoundChildren);
+ int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
+ BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
}
@@ -2311,22 +2505,25 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
- bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
- BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,executePriority, activeLayerBitInfo,isInActiveLayer,rendertools,converter);
+ 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);
}
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
- bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
- BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,executePriority,activeLayerBitInfo,isInActiveLayer,converter);
+ 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);
}
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{
KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
struct Object* blenderobj = converter->FindBlenderObject(gameobj);
- bool isInActiveLayer = (blenderobj->lay & activeLayerBitInfo)!=0;
- BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,activeLayerBitInfo,isInActiveLayer,canvas,converter);
+ int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
+ bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
+ BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,keydev,executePriority,layerMask,isInActiveLayer,canvas,converter);
}
// apply the initial state to controllers
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
@@ -2344,5 +2541,19 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// Calculate the scene btree -
// too slow - commented out.
//kxscene->SetNodeTree(tf.MakeTree());
+
+ // instantiate dupli group, we will loop trough the object
+ // that are in active layers. Note that duplicating group
+ // has the effect of adding objects at the end of objectlist.
+ // Only loop through the first part of the list.
+ int objcount = objectlist->GetCount();
+ for (i=0;i<objcount;i++)
+ {
+ KX_GameObject* gameobj = (KX_GameObject*) objectlist->GetValue(i);
+ if (gameobj->IsDupliGroup())
+ {
+ kxscene->DupliGroupRecurse(gameobj, 0);
+ }
+ }
}