diff options
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 69 |
1 files changed, 68 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index fa716981bd1..b7942fd91a0 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -39,6 +39,10 @@ #include "KX_IpoConvert.h" #include "RAS_MeshObject.h" #include "KX_PhysicsEngineEnums.h" +#include "PHY_IPhysicsEnvironment.h" +#include "KX_KetsjiEngine.h" +#include "Object.h" +#include "KX_IPhysicsController.h" #include "DummyPhysicsEnvironment.h" @@ -73,6 +77,10 @@ #include "DNA_world_types.h" #include "BKE_main.h" +#include "DNA_object_types.h" +#include "DNA_ipo_types.h" +#include "DNA_curve_types.h" + KX_BlenderSceneConverter::KX_BlenderSceneConverter( struct Main* maggie, @@ -321,7 +329,9 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename, m_map_blender_to_gameobject.clear(); m_map_mesh_to_gamemesh.clear(); - m_map_gameobject_to_blender.clear(); + + //don't clear it yet, it is needed for the baking physics into ipo animation + //m_map_gameobject_to_blender.clear(); } @@ -466,6 +476,50 @@ void KX_BlenderSceneConverter::RegisterWorldInfo( void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo() { //todo,before 2.38/2.40 release, Erwin + + 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) + { + //erase existing ipo's + Ipo* ipo = blenderObject->ipo; + if (ipo) + { + + IpoCurve *icu; + int numCurves = 0; + for( icu = (IpoCurve*)ipo->curve.first; icu; icu = icu->next ) { + numCurves++; + + } + + } + } + } + + } + + + } + + + } ///this generates ipo curves for position, rotation, allowing to use game physics in animation @@ -596,6 +650,19 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) return IpoCurve_CreatePyObject( icu ); } + static PyObject *Ipo_getNcurves( BPy_Ipo * self ) + { + int i = 0; + + IpoCurve *icu; + for( icu = self->ipo->curve.first; icu; icu = icu->next ) { + i++; + } + + return ( PyInt_FromLong( i ) ); + } + + static PyObject *Ipo_getNBezPoints( BPy_Ipo * self, PyObject * args ) { int num = 0, i = 0; |