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Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
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diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+#ifdef WIN32
+
+ #pragma warning (disable:4786) // suppress stl-MSVC debug info warning
+#endif
+
+
+#include "KX_Scene.h"
+#include "KX_GameObject.h"
+#include "KX_IpoConvert.h"
+#include "RAS_MeshObject.h"
+#include "KX_PhysicsEngineEnums.h"
+
+#include "DummyPhysicsEnvironment.h"
+
+#ifdef USE_ODE
+#include "OdePhysicsEnvironment.h"
+#endif //USE_ODE
+
+//to decide to use sumo/ode or dummy physics
+#include "KX_ConvertPhysicsObject.h"
+#ifdef USE_SUMO_SOLID
+#include "SumoPhysicsEnvironment.h"
+#endif
+
+#include "KX_BlenderSceneConverter.h"
+#include "KX_BlenderScalarInterpolator.h"
+#include "BL_BlenderDataConversion.h"
+#include "BlenderWorldInfo.h"
+#include "KX_Scene.h"
+
+/* This little block needed for linking to Blender... */
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+
+/* This list includes only data type definitions */
+#include "DNA_scene_types.h"
+#include "DNA_world_types.h"
+#include "BKE_main.h"
+
+
+KX_BlenderSceneConverter::KX_BlenderSceneConverter(
+ struct Main* maggie,
+ class KX_KetsjiEngine* engine
+ )
+ : m_maggie(maggie),
+ m_ketsjiEngine(engine),
+ m_alwaysUseExpandFraming(false)
+{
+ m_newfilename = "";
+}
+
+
+KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
+{
+ // clears meshes, and hashmaps from blender to gameengine data
+ int i;
+ // delete sumoshapes
+
+
+ int numipolists = m_map_blender_to_gameipolist.size();
+ for (i=0; i<numipolists; i++) {
+ BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
+
+ delete (ipoList);
+ }
+
+ vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
+ while (itw != m_worldinfos.end()) {
+ delete (*itw);
+ itw++;
+ }
+
+ vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
+ while (itp != m_polymaterials.end()) {
+ delete (*itp);
+ itp++;
+ }
+
+ vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
+ while (itm != m_meshobjects.end()) {
+ delete (*itm);
+ itm++;
+ }
+}
+
+
+
+void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
+{
+ m_newfilename = filename;
+}
+
+
+
+bool KX_BlenderSceneConverter::TryAndLoadNewFile()
+{
+ bool result = false;
+
+ // find the file
+/* if ()
+ {
+ result = true;
+ }
+ // if not, clear the newfilename
+ else
+ {
+ m_newfilename = "";
+ }
+*/
+ return result;
+}
+
+
+
+ /**
+ * Find the specified scene by name, or the first
+ * scene if nothing matches (shouldn't happen).
+ */
+static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
+ Scene *sce;
+
+ for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
+ if (scenename == (sce->id.name+2))
+ return sce;
+
+ return (Scene*) maggie->scene.first;
+}
+
+
+void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
+ class KX_Scene* destinationscene,
+ PyObject* dictobj,
+ class SCA_IInputDevice* keyinputdev,
+ class RAS_IRenderTools* rendertools,
+ class RAS_ICanvas* canvas)
+{
+ //find out which physics engine
+ Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
+
+ e_PhysicsEngine physics_engine = UseSumo;
+
+ if (blenderscene)
+ {
+ int i=0;
+
+ if (blenderscene->world)
+ {
+
+ switch (blenderscene->world->pad1)
+ {
+
+ case 4:
+ {
+ physics_engine = UseODE;
+ break;
+ }
+ case 5:
+ {
+ physics_engine = UseDynamo;
+ break;
+ }
+ case 7:
+ {
+ physics_engine = UseNone;
+ break;
+ };
+ default:
+ {
+ physics_engine = UseSumo;
+ }
+ }
+ }
+ }
+
+ switch (physics_engine)
+ {
+
+ case UseSumo:
+ {
+#ifdef USE_SUMO_SOLID
+
+ PHY_IPhysicsEnvironment* physEnv =
+ new SumoPhysicsEnvironment();
+#else
+ physics_engine = UseNone;
+
+ PHY_IPhysicsEnvironment* physEnv =
+ new DummyPhysicsEnvironment();
+
+#endif
+ destinationscene ->SetPhysicsEnvironment(physEnv);
+ break;
+ }
+ case UseODE:
+ {
+#ifdef USE_ODE
+
+ PHY_IPhysicsEnvironment* physEnv =
+ new ODEPhysicsEnvironment();
+#else
+ PHY_IPhysicsEnvironment* physEnv =
+ new DummyPhysicsEnvironment();
+
+#endif //USE_ODE
+
+ destinationscene ->SetPhysicsEnvironment(physEnv);
+ break;
+ }
+ case UseDynamo:
+ {
+ }
+
+ case UseNone:
+ {
+ };
+ default:
+ {
+ physics_engine = UseNone;
+
+ PHY_IPhysicsEnvironment* physEnv =
+ new DummyPhysicsEnvironment();
+ destinationscene ->SetPhysicsEnvironment(physEnv);
+
+ }
+ }
+
+ BL_ConvertBlenderObjects(m_maggie,
+ scenename,
+ destinationscene,
+ m_ketsjiEngine,
+ physics_engine,
+ dictobj,
+ keyinputdev,
+ rendertools,
+ canvas,
+ this,
+ m_alwaysUseExpandFraming
+ );
+
+ m_map_blender_to_gameactuator.clear();
+ m_map_blender_to_gamecontroller.clear();
+
+ m_map_blender_to_gameobject.clear();
+ m_map_mesh_to_gamemesh.clear();
+ m_map_gameobject_to_blender.clear();
+}
+
+
+
+void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
+ bool to_what)
+{
+ m_alwaysUseExpandFraming= to_what;
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterGameObject(
+ KX_GameObject *gameobject,
+ struct Object *for_blenderobject)
+{
+ m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
+ m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
+}
+
+
+
+KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
+ struct Object *for_blenderobject)
+{
+ KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
+
+ return obp?*obp:NULL;
+}
+
+
+
+struct Object *KX_BlenderSceneConverter::FindBlenderObject(
+ KX_GameObject *for_gameobject)
+{
+ struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
+
+ return obp?*obp:NULL;
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterGameMesh(
+ RAS_MeshObject *gamemesh,
+ struct Mesh *for_blendermesh)
+{
+ m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
+ m_meshobjects.push_back(gamemesh);
+}
+
+
+
+RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
+ struct Mesh *for_blendermesh,
+ unsigned int onlayer)
+{
+ RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
+
+ if (meshp && onlayer==(*meshp)->GetLightLayer()) {
+ return *meshp;
+ } else {
+ return NULL;
+ }
+}
+
+
+
+
+
+
+void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
+{
+ m_polymaterials.push_back(polymat);
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterInterpolatorList(
+ BL_InterpolatorList *ipoList,
+ struct Ipo *for_ipo)
+{
+ m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
+}
+
+
+
+BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
+ struct Ipo *for_ipo)
+{
+ BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
+
+ return listp?*listp:NULL;
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterGameActuator(
+ SCA_IActuator *act,
+ struct bActuator *for_actuator)
+{
+ m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
+}
+
+
+
+SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
+ struct bActuator *for_actuator)
+{
+ SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
+
+ return actp?*actp:NULL;
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterGameController(
+ SCA_IController *cont,
+ struct bController *for_controller)
+{
+ m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
+}
+
+
+
+SCA_IController *KX_BlenderSceneConverter::FindGameController(
+ struct bController *for_controller)
+{
+ SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
+
+ return contp?*contp:NULL;
+}
+
+
+
+void KX_BlenderSceneConverter::RegisterWorldInfo(
+ KX_WorldInfo *worldinfo)
+{
+ m_worldinfos.push_back(worldinfo);
+}