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-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp24
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp9
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp665
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp6
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp9
5 files changed, 317 insertions, 396 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 5d6dd694765..2ee8b54a014 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -57,24 +57,12 @@
BL_ActionActuator::~BL_ActionActuator()
{
-
- if (m_pose) {
- free_pose_channels(m_pose);
- MEM_freeN(m_pose);
- m_pose = NULL;
- };
-
- if (m_userpose){
- free_pose_channels(m_userpose);
- MEM_freeN(m_userpose);
- m_userpose=NULL;
- }
- if (m_blendpose) {
- free_pose_channels(m_blendpose);
- MEM_freeN(m_blendpose);
- m_blendpose = NULL;
- };
-
+ if (m_pose)
+ free_pose(m_pose);
+ if (m_userpose)
+ free_pose(m_userpose);
+ if (m_blendpose)
+ free_pose(m_blendpose);
}
void BL_ActionActuator::ProcessReplica(){
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f73d5b42a01..09f1d9d4d87 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -82,10 +82,8 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
BL_ArmatureObject::~BL_ArmatureObject()
{
- if (m_mrdPose){
- free_pose_channels(m_mrdPose);
- MEM_freeN(m_mrdPose);
- }
+ if (m_mrdPose)
+ free_pose(m_mrdPose);
}
/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
@@ -172,12 +170,13 @@ void BL_ArmatureObject::GetMRDPose(bPose **pose)
// copy_pose (&m_mrdPose, m_pose, 0);
//}
- if (!*pose)
+ if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
copy_pose(pose, m_objArma->pose, 1);
+ }
else
extract_pose_from_pose(*pose, m_objArma->pose);
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 31a055fc734..a6337403cd1 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -136,8 +136,12 @@
#include "BKE_mesh.h"
#include "MT_Point3.h"
+#include "BLI_arithb.h"
+
extern "C" {
- #include "BKE_customdata.h"
+#include "BKE_customdata.h"
+#include "BKE_cdderivedmesh.h"
+#include "BKE_DerivedMesh.h"
}
#include "BKE_material.h" /* give_current_material */
@@ -309,7 +313,6 @@ typedef struct MTF_localLayer
// ------------------------------------
BL_Material* ConvertMaterial(
- Mesh* mesh,
Material *mat,
MTFace* tface,
const char *tfaceName,
@@ -323,15 +326,16 @@ BL_Material* ConvertMaterial(
//this needs some type of manager
BL_Material *material = new BL_Material();
- int numchan = -1;
+ int numchan = -1, texalpha = 0;
bool validmat = (mat!=0);
- bool validface = (mesh->mtface && tface);
+ bool validface = (tface!=0);
short type = 0;
if( validmat )
type = 1; // material color
material->IdMode = DEFAULT_BLENDER;
+ material->glslmat = (validmat)? glslmat: false;
// --------------------------------
if(validmat) {
@@ -367,12 +371,13 @@ BL_Material* ConvertMaterial(
if(i==0 && facetex ) {
Image*tmp = (Image*)(tface->tpage);
+
if(tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
- material->ras_mode|= ( tface->transp &(TF_ADD | TF_ALPHA))?TRANSP:0;
+
if(material->img[i]->flag & IMA_REFLECT)
material->mapping[i].mapping |= USEREFL;
else
@@ -430,6 +435,8 @@ BL_Material* 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))
+ texalpha = 1;
}
}
else if(mttmp->tex->type == TEX_ENVMAP) {
@@ -546,17 +553,7 @@ BL_Material* ConvertMaterial(
material->ref = mat->ref;
material->amb = mat->amb;
- // set alpha testing without z-sorting
- if( ( validface && (!(tface->transp &~ TF_CLIP))) && mat->mode & MA_ZTRA) {
- // sets the RAS_IPolyMaterial::m_flag |RAS_FORCEALPHA
- // this is so we don't have the overhead of the z-sorting code
- material->ras_mode|=ALPHA_TEST;
- }
- else{
- // use regular z-sorting
- material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0;
- }
- material->ras_mode |= ((mat->mode & MA_WIRE) != 0)?WIRE:0;
+ material->ras_mode |= (mat->mode & MA_WIRE)? WIRE: 0;
}
else {
int valid = 0;
@@ -574,7 +571,6 @@ BL_Material* ConvertMaterial(
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
material->flag[0] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
material->flag[0] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
- material->ras_mode|= ( tface->transp & (TF_ADD|TF_ALPHA))?TRANSP:0;
valid++;
}
}
@@ -607,10 +603,6 @@ BL_Material* ConvertMaterial(
material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
material->transp = tface->transp;
-
- if(tface->transp&~TF_CLIP)
- material->ras_mode |= TRANSP;
-
material->tile = tface->tile;
material->mode = tface->mode;
@@ -631,7 +623,16 @@ BL_Material* ConvertMaterial(
material->tile = 0;
}
+ // with ztransp enabled, enforce alpha blending mode
+ if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
+ material->transp = TF_ALPHA;
+ // always zsort alpha + add
+ if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
+ && (material->transp != TF_CLIP)) {
+ material->ras_mode |= ALPHA;
+ material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
+ }
// get uv sets
if(validmat)
@@ -711,132 +712,54 @@ BL_Material* ConvertMaterial(
}
-static void BL_ComputeTriTangentSpace(const MT_Vector3 &v1, const MT_Vector3 &v2, const MT_Vector3 &v3,
- const MT_Vector2 &uv1, const MT_Vector2 &uv2, const MT_Vector2 &uv3,
- MFace* mface, MT_Vector3 *tan1, MT_Vector3 *tan2)
-{
- MT_Vector3 dx1(v2 - v1), dx2(v3 - v1);
- MT_Vector2 duv1(uv2 - uv1), duv2(uv3 - uv1);
-
- MT_Scalar r = 1.0 / (duv1.x() * duv2.y() - duv2.x() * duv1.y());
- duv1 *= r;
- duv2 *= r;
- MT_Vector3 sdir(duv2.y() * dx1 - duv1.y() * dx2);
- MT_Vector3 tdir(duv1.x() * dx2 - duv2.x() * dx1);
-
- tan1[mface->v1] += sdir;
- tan1[mface->v2] += sdir;
- tan1[mface->v3] += sdir;
-
- tan2[mface->v1] += tdir;
- tan2[mface->v2] += tdir;
- tan2[mface->v3] += tdir;
-}
-
-static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh)
-{
- MFace* mface = static_cast<MFace*>(mesh->mface);
- MTFace* tface = static_cast<MTFace*>(mesh->mtface);
-
- MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert];
- MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert];
-
- int v;
- for (v = 0; v < mesh->totvert; v++)
- {
- tan1[v] = MT_Vector3(0.0, 0.0, 0.0);
- tan2[v] = MT_Vector3(0.0, 0.0, 0.0);
- }
-
- for (int p = 0; p < mesh->totface; p++, mface++, tface++)
- {
- MT_Vector3 v1(mesh->mvert[mface->v1].co),
- v2(mesh->mvert[mface->v2].co),
- v3(mesh->mvert[mface->v3].co);
-
- MT_Vector2 uv1(tface->uv[0]),
- uv2(tface->uv[1]),
- uv3(tface->uv[2]);
-
- BL_ComputeTriTangentSpace(v1, v2, v3, uv1, uv2, uv3, mface, tan1, tan2);
- if (mface->v4)
- {
- MT_Vector3 v4(mesh->mvert[mface->v4].co);
- MT_Vector2 uv4(tface->uv[3]);
-
- BL_ComputeTriTangentSpace(v1, v3, v4, uv1, uv3, uv4, mface, tan1, tan2);
- }
- }
-
- MT_Vector4 *tangent = new MT_Vector4[mesh->totvert];
- for (v = 0; v < mesh->totvert; v++)
- {
- const MT_Vector3 no(mesh->mvert[v].no[0]/32767.0,
- mesh->mvert[v].no[1]/32767.0,
- mesh->mvert[v].no[2]/32767.0);
- // Gram-Schmidt orthogonalize
- MT_Vector3 t(tan1[v] - no.cross(no.cross(tan1[v])));
- if (!MT_fuzzyZero(t))
- t /= t.length();
-
- tangent[v].x() = t.x();
- tangent[v].y() = t.y();
- tangent[v].z() = t.z();
- // Calculate handedness
- tangent[v].w() = no.dot(tan1[v].cross(tan2[v])) < 0.0 ? -1.0 : 1.0;
- }
-
- delete [] tan1;
- delete [] tan2;
-
- return tangent;
-}
-
RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
{
RAS_MeshObject *meshobj;
- bool skinMesh = false;
-
+ bool skinMesh = false;
int lightlayer = blenderobj->lay;
-
- MFace* mface = static_cast<MFace*>(mesh->mface);
- MTFace* tface = static_cast<MTFace*>(mesh->mtface);
+
+ // Get DerivedMesh data
+ DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
+
+ MVert *mvert = dm->getVertArray(dm);
+ int totvert = dm->getNumVerts(dm);
+
+ MFace *mface = dm->getFaceArray(dm);
+ MTFace *tface = static_cast<MTFace*>(dm->getFaceDataArray(dm, CD_MTFACE));
+ MCol *mcol = static_cast<MCol*>(dm->getFaceDataArray(dm, CD_MCOL));
+ float (*tangent)[3] = NULL;
+ int totface = dm->getNumFaces(dm);
const char *tfaceName = "";
- MCol* mmcol = mesh->mcol;
- MT_assert(mface || mesh->totface == 0);
+ if(tface) {
+ DM_add_tangent_layer(dm);
+ tangent = (float(*)[3])dm->getFaceDataArray(dm, CD_TANGENT);
+ }
// Determine if we need to make a skinned mesh
- if (mesh->dvert || mesh->key){
+ if (mesh->dvert || mesh->key) {
meshobj = new BL_SkinMeshObject(mesh, lightlayer);
skinMesh = true;
}
- else {
+ else
meshobj = new RAS_MeshObject(mesh, lightlayer);
- }
- MT_Vector4 *tangent = 0;
- if (tface)
- tangent = BL_ComputeMeshTangentSpace(mesh);
-
// Extract avaiable layers
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
- for (int lay=0; lay<MAX_MTFACE; lay++)
- {
+ for (int lay=0; lay<MAX_MTFACE; lay++) {
layers[lay].face = 0;
layers[lay].name = "";
}
-
int validLayers = 0;
- for (int i=0; i<mesh->fdata.totlayer; i++)
+ for (int i=0; i<dm->faceData.totlayer; i++)
{
- if (mesh->fdata.layers[i].type == CD_MTFACE)
+ if (dm->faceData.layers[i].type == CD_MTFACE)
{
assert(validLayers <= 8);
- layers[validLayers].face = (MTFace*)mesh->fdata.layers[i].data;;
- layers[validLayers].name = mesh->fdata.layers[i].name;
+ layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
+ layers[validLayers].name = dm->faceData.layers[i].name;
if(tface == layers[validLayers].face)
tfaceName = layers[validLayers].name;
validLayers++;
@@ -844,271 +767,269 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
}
meshobj->SetName(mesh->id.name);
- meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
- for (int f=0;f<mesh->totface;f++,mface++)
+ meshobj->m_xyz_index_to_vertex_index_mapping.resize(totvert);
+
+ for (int f=0;f<totface;f++,mface++)
{
-
+ Material* ma = 0;
bool collider = true;
-
- // only add valid polygons
- if (mface->v3)
- {
- MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
- MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
- // rgb3 is set from the adjoint face in a square
- unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
- MT_Vector3 no0(mesh->mvert[mface->v1].no[0], mesh->mvert[mface->v1].no[1], mesh->mvert[mface->v1].no[2]),
- no1(mesh->mvert[mface->v2].no[0], mesh->mvert[mface->v2].no[1], mesh->mvert[mface->v2].no[2]),
- no2(mesh->mvert[mface->v3].no[0], mesh->mvert[mface->v3].no[1], mesh->mvert[mface->v3].no[2]),
- no3(0.0, 0.0, 0.0);
- MT_Point3 pt0(mesh->mvert[mface->v1].co),
- pt1(mesh->mvert[mface->v2].co),
- pt2(mesh->mvert[mface->v3].co),
- pt3(0.0, 0.0, 0.0);
- MT_Vector4 tan0(0.0, 0.0, 0.0, 0.0),
- tan1(0.0, 0.0, 0.0, 0.0),
- tan2(0.0, 0.0, 0.0, 0.0),
- tan3(0.0, 0.0, 0.0, 0.0);
-
- no0 /= 32767.0;
- no1 /= 32767.0;
- no2 /= 32767.0;
- if (mface->v4)
- {
- pt3 = MT_Point3(mesh->mvert[mface->v4].co);
- no3 = MT_Vector3(mesh->mvert[mface->v4].no[0], mesh->mvert[mface->v4].no[1], mesh->mvert[mface->v4].no[2]);
- no3 /= 32767.0;
+ MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
+ MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
+ unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
+
+ MT_Vector3 no0, no1, no2, no3;
+ MT_Point3 pt0, pt1, pt2, pt3;
+ MT_Vector4 tan0, tan1, tan2, tan3;
+
+ /* get coordinates, normals and tangents */
+ pt0 = MT_Point3(mvert[mface->v1].co);
+ pt1 = MT_Point3(mvert[mface->v2].co);
+ pt2 = MT_Point3(mvert[mface->v3].co);
+ pt3 = (mface->v4)? MT_Point3(mvert[mface->v4].co): MT_Point3(0.0, 0.0, 0.0);
+
+ if(mface->flag & ME_SMOOTH) {
+ float n0[3], n1[3], n2[3], n3[3];
+
+ NormalShortToFloat(n0, mvert[mface->v1].no);
+ NormalShortToFloat(n1, mvert[mface->v2].no);
+ NormalShortToFloat(n2, mvert[mface->v3].no);
+ no0 = n0;
+ no1 = n1;
+ no2 = n2;
+
+ if(mface->v4) {
+ NormalShortToFloat(n3, mvert[mface->v4].no);
+ no3 = n3;
}
+ else
+ no3 = MT_Vector3(0.0, 0.0, 0.0);
+ }
+ else {
+ float fno[3];
+
+ if(mface->v4)
+ CalcNormFloat4(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, mvert[mface->v4].co, fno);
+ else
+ CalcNormFloat(mvert[mface->v1].co, mvert[mface->v2].co,
+ mvert[mface->v3].co, fno);
+
+ no0 = no1 = no2 = no3 = MT_Vector3(fno);
+ }
+
+ if(tangent) {
+ tan0 = tangent[f*4 + 0];
+ tan1 = tangent[f*4 + 1];
+ tan2 = tangent[f*4 + 2];
+
+ if (mface->v4)
+ tan3 = tangent[f*4 + 3];
+ }
+
+ /* get material */
+ ma = give_current_material(blenderobj, mface->mat_nr+1);
- if(!(mface->flag & ME_SMOOTH))
- {
- MT_Vector3 norm = ((pt1-pt0).cross(pt2-pt0)).safe_normalized();
- norm[0] = ((int) (10*norm[0]))/10.0;
- norm[1] = ((int) (10*norm[1]))/10.0;
- norm[2] = ((int) (10*norm[2]))/10.0;
- no0=no1=no2=no3= norm;
-
+ {
+ bool polyvisible = true;
+ RAS_IPolyMaterial* polymat = NULL;
+ BL_Material *bl_mat = NULL;
+
+ if(converter->GetMaterials()) {
+ /* do Blender Multitexture and Blender GLSL materials */
+ unsigned int rgb[4];
+ MT_Point2 uv[4];
+
+ /* first is the BL_Material */
+ bl_mat = ConvertMaterial(ma, tface, tfaceName, mface, mcol,
+ lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
+
+ bl_mat->material_index = (int)mface->mat_nr;
+
+ polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
+ collider = ((bl_mat->ras_mode & COLLIDER)!=0);
+
+ /* vertex colors and uv's were stored in bl_mat temporarily */
+ bl_mat->GetConversionRGB(rgb);
+ rgb0 = rgb[0]; rgb1 = rgb[1];
+ rgb2 = rgb[2]; rgb3 = rgb[3];
+
+ bl_mat->GetConversionUV(uv);
+ uv0 = uv[0]; uv1 = uv[1];
+ uv2 = uv[2]; uv3 = uv[3];
+
+ bl_mat->GetConversionUV2(uv);
+ uv20 = uv[0]; uv21 = uv[1];
+ uv22 = uv[2]; uv23 = uv[3];
+
+ /* then the KX_BlenderMaterial */
+ polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
}
+ else {
+ /* do Texture Face materials */
+ Image* bima = (tface)? (Image*)tface->tpage: NULL;
+ STR_String imastr = (tface)? (bima? (bima)->id.name : "" ) : "";
- {
- Material* ma = 0;
- bool polyvisible = true;
- RAS_IPolyMaterial* polymat = NULL;
- BL_Material *bl_mat = NULL;
-
- if(converter->GetMaterials())
- {
- if(mesh->totcol > 1)
- ma = mesh->mat[mface->mat_nr];
- else
- ma = give_current_material(blenderobj, 1);
-
- bl_mat = ConvertMaterial(mesh, ma, tface, tfaceName, mface, mmcol, lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
- // set the index were dealing with
- bl_mat->material_index = (int)mface->mat_nr;
-
- polyvisible = ((bl_mat->ras_mode & POLY_VIS)!=0);
- collider = ((bl_mat->ras_mode & COLLIDER)!=0);
+ char transp=0;
+ short mode=0, tile=0;
+ int tilexrep=4,tileyrep = 4;
+
+ if (bima) {
+ tilexrep = bima->xrep;
+ tileyrep = bima->yrep;
+ }
+
+ /* get tface properties if available */
+ if(tface) {
+ /* TF_DYNAMIC means the polygon is a collision face */
+ collider = ((tface->mode & TF_DYNAMIC) != 0);
+ transp = tface->transp;
+ tile = tface->tile;
+ mode = tface->mode;
- polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
+ polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
- unsigned int rgb[4];
- bl_mat->GetConversionRGB(rgb);
- rgb0 = rgb[0]; rgb1 = rgb[1];
- rgb2 = rgb[2]; rgb3 = rgb[3];
- MT_Point2 uv[4];
- bl_mat->GetConversionUV(uv);
- uv0 = uv[0]; uv1 = uv[1];
- uv2 = uv[2]; uv3 = uv[3];
-
- bl_mat->GetConversionUV2(uv);
- uv20 = uv[0]; uv21 = uv[1];
- uv22 = uv[2]; uv23 = uv[3];
-
- if(tangent){
- tan0 = tangent[mface->v1];
- tan1 = tangent[mface->v2];
- tan2 = tangent[mface->v3];
- if (mface->v4)
- tan3 = tangent[mface->v4];
- }
+ uv0 = MT_Point2(tface->uv[0]);
+ uv1 = MT_Point2(tface->uv[1]);
+ uv2 = MT_Point2(tface->uv[2]);
+
+ if (mface->v4)
+ uv3 = MT_Point2(tface->uv[3]);
+ }
+ else {
+ /* no texfaces, set COLLSION true and everything else FALSE */
+ mode = default_face_mode;
+ transp = TF_SOLID;
+ tile = 0;
}
- else
- {
- ma = give_current_material(blenderobj, 1);
- Image* bima = ((mesh->mtface && tface) ? (Image*) tface->tpage : NULL);
-
- STR_String imastr =
- ((mesh->mtface && tface) ?
- (bima? (bima)->id.name : "" ) : "" );
-
- char transp=0;
- short mode=0, tile=0;
- int tilexrep=4,tileyrep = 4;
+ /* get vertex colors */
+ if (mcol) {
+ /* we have vertex colors */
+ rgb0 = KX_Mcol2uint_new(mcol[0]);
+ rgb1 = KX_Mcol2uint_new(mcol[1]);
+ rgb2 = KX_Mcol2uint_new(mcol[2]);
- if (bima)
- {
- tilexrep = bima->xrep;
- tileyrep = bima->yrep;
-
- }
+ if (mface->v4)
+ rgb3 = KX_Mcol2uint_new(mcol[3]);
+ }
+ else {
+ /* no vertex colors, take from material, otherwise white */
+ unsigned int color = 0xFFFFFFFFL;
- if (mesh->mtface && tface)
+ if (ma)
{
- // Use texface colors if available
- //TF_DYNAMIC means the polygon is a collision face
- collider = ((tface->mode & TF_DYNAMIC) != 0);
- transp = tface->transp &~ TF_CLIP;
- tile = tface->tile;
- mode = tface->mode;
-
- polyvisible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
+ union
+ {
+ unsigned char cp[4];
+ unsigned int integer;
+ } col_converter;
- uv0 = MT_Point2(tface->uv[0]);
- uv1 = MT_Point2(tface->uv[1]);
- uv2 = MT_Point2(tface->uv[2]);
-
- if (mface->v4)
- uv3 = MT_Point2(tface->uv[3]);
- }
- else
- {
- // no texfaces, set COLLSION true and everything else FALSE
+ col_converter.cp[3] = (unsigned char) (ma->r*255.0);
+ col_converter.cp[2] = (unsigned char) (ma->g*255.0);
+ col_converter.cp[1] = (unsigned char) (ma->b*255.0);
+ col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
- mode = default_face_mode;
- transp = TF_SOLID;
- tile = 0;
+ color = col_converter.integer;
}
- if (mmcol)
- {
- // Use vertex colors
- rgb0 = KX_Mcol2uint_new(mmcol[0]);
- rgb1 = KX_Mcol2uint_new(mmcol[1]);
- rgb2 = KX_Mcol2uint_new(mmcol[2]);
-
- if (mface->v4)
- rgb3 = KX_Mcol2uint_new(mmcol[3]);
- }
- else {
- // no vertex colors: take from material if we have one,
- // otherwise set to white
- unsigned int color = 0xFFFFFFFFL;
+ rgb0 = KX_rgbaint2uint_new(color);
+ rgb1 = KX_rgbaint2uint_new(color);
+ rgb2 = KX_rgbaint2uint_new(color);
+
+ if (mface->v4)
+ rgb3 = KX_rgbaint2uint_new(color);
+ }
+
+ bool istriangle = (mface->v4==0);
- if (ma)
- {
- union
- {
- unsigned char cp[4];
- unsigned int integer;
- } col_converter;
-
- col_converter.cp[3] = (unsigned char) (ma->r*255.0);
- col_converter.cp[2] = (unsigned char) (ma->g*255.0);
- col_converter.cp[1] = (unsigned char) (ma->b*255.0);
- col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
-
- color = col_converter.integer;
- }
+ // only zsort alpha + add
+ bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
+ bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
+
+ polymat = new KX_PolygonMaterial(imastr, ma,
+ tile, tilexrep, tileyrep,
+ mode, transp, alpha, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mcol);
- rgb0 = KX_rgbaint2uint_new(color);
- rgb1 = KX_rgbaint2uint_new(color);
- rgb2 = KX_rgbaint2uint_new(color);
-
- if (mface->v4)
- rgb3 = KX_rgbaint2uint_new(color);
- }
-
- bool istriangle = (mface->v4==0);
- bool zsort = ma?(ma->mode & MA_ZTRA) != 0:false;
-
- polymat = new KX_PolygonMaterial(imastr, ma,
- tile, tilexrep, tileyrep,
- mode, transp, zsort, lightlayer, istriangle, blenderobj, tface, (unsigned int*)mmcol);
-
- if (ma)
- {
- polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
- polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
- polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
+ if (ma) {
+ polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
+ polymat->m_shininess = (float)ma->har/4.0; // 0 < ma->har <= 512
+ polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
+ }
+ else {
+ polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
+ polymat->m_shininess = 35.0;
+ }
+ }
- } else
- {
- polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
- polymat->m_shininess = 35.0;
- }
+ // see if a bucket was reused or a new one was created
+ // this way only one KX_BlenderMaterial object has to exist per bucket
+ bool bucketCreated;
+ RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
+ if (bucketCreated) {
+ // this is needed to free up memory afterwards
+ converter->RegisterPolyMaterial(polymat);
+ if(converter->GetMaterials()) {
+ converter->RegisterBlenderMaterial(bl_mat);
}
-
- // see if a bucket was reused or a new one was created
- // this way only one KX_BlenderMaterial object has to exist per bucket
- bool bucketCreated;
- RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
- if (bucketCreated) {
- // this is needed to free up memory afterwards
- converter->RegisterPolyMaterial(polymat);
- if(converter->GetMaterials()) {
- converter->RegisterBlenderMaterial(bl_mat);
- }
- } 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();
+ } 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;
}
-
- int nverts = mface->v4?4:3;
- int vtxarray = meshobj->FindVertexArray(nverts,polymat);
- RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
+ polymat = bucket->GetPolyMaterial();
+ }
+
+ int nverts = mface->v4?4:3;
+ int vtxarray = meshobj->FindVertexArray(nverts,polymat);
+ RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray);
- bool flat;
+ bool flat;
- if (skinMesh) {
- /* If the face is set to solid, all fnors are the same */
- if (mface->flag & ME_SMOOTH)
- flat = false;
- else
- flat = true;
- }
- else
+ if (skinMesh) {
+ /* If the face is set to solid, all fnors are the same */
+ if (mface->flag & ME_SMOOTH)
flat = false;
+ else
+ flat = true;
+ }
+ else
+ flat = false;
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
- if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
+ poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1));
+ poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2));
+ poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3));
+ if (nverts==4)
+ poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4));
- meshobj->AddPolygon(poly);
- if (poly->IsCollider())
+ meshobj->AddPolygon(poly);
+ if (poly->IsCollider())
+ {
+ RAS_TriangleIndex idx;
+ idx.m_index[0] = mface->v1;
+ idx.m_index[1] = mface->v2;
+ idx.m_index[2] = mface->v3;
+ idx.m_collider = collider;
+ meshobj->m_triangle_indices.push_back(idx);
+ if (nverts==4)
{
- RAS_TriangleIndex idx;
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v2;
- idx.m_index[2] = mface->v3;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- if (nverts==4)
- {
- idx.m_index[0] = mface->v1;
- idx.m_index[1] = mface->v3;
- idx.m_index[2] = mface->v4;
- idx.m_collider = collider;
- meshobj->m_triangle_indices.push_back(idx);
- }
+ idx.m_index[0] = mface->v1;
+ idx.m_index[1] = mface->v3;
+ idx.m_index[2] = mface->v4;
+ idx.m_collider = collider;
+ meshobj->m_triangle_indices.push_back(idx);
}
-
-// poly->SetVisibleWireframeEdges(mface->edcode);
- poly->SetCollider(collider);
}
+
+// poly->SetVisibleWireframeEdges(mface->edcode);
+ poly->SetCollider(collider);
}
+
if (tface)
tface++;
- if (mmcol)
- mmcol+=4;
+ if (mcol)
+ mcol+=4;
for (int lay=0; lay<MAX_MTFACE; lay++)
{
@@ -1127,11 +1048,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
(*mit)->GetPolyMaterial()->OnConstruction();
}
- if(tangent)
- delete [] tangent;
-
if (layers)
delete []layers;
+
+ dm->release(dm);
return meshobj;
}
@@ -1819,7 +1739,7 @@ KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
return 0;
}
-#include "BLI_arithb.h"
+
// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
@@ -1937,7 +1857,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (converter->addInitFromFrame)
if (!isInActiveLayer)
addobj=false;
-
+
if (gameobj&&addobj)
{
MT_Point3 posPrev;
@@ -2019,7 +1939,17 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
float* fl = (float*) blenderobject->parentinv;
MT_Transform parinvtrans(fl);
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
- parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+ // problem here: the parent inverse transform combines scaling and rotation
+ // in the basis but the scenegraph needs separate rotation and scaling.
+ // This is not important for OpenGL (it uses 4x4 matrix) but it is important
+ // for the physic engine that needs a separate scaling
+ //parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+
+ // Extract the rotation and the scaling from the basis
+ MT_Matrix3x3 inverseOrientation(parinvtrans.getRotation());
+ parentinversenode->SetLocalOrientation(inverseOrientation);
+ MT_Matrix3x3 scale(inverseOrientation.transposed()*parinvtrans.getBasis());
+ parentinversenode->SetLocalScale(MT_Vector3(scale[0][0], scale[1][1], scale[2][2]));
parentinversenode->AddChild(gameobj->GetSGNode());
}
@@ -2258,7 +2188,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
}
- if (blenderscene->camera) {
+ // non-camera objects not supported as camera currently
+ if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
if(gamecamera)
@@ -2520,13 +2451,13 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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);
+ // set the init state to all objects
+ gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
}
- // apply the initial state to controllers
- for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
+ // apply the initial state to controllers, only on the active objects as this registers the sensors
+ for ( i=0;i<objectlist->GetCount();i++)
{
- KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
- struct Object* blenderobj = converter->FindBlenderObject(gameobj);
- gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
+ KX_GameObject* gameobj = static_cast<KX_GameObject*>(objectlist->GetValue(i));
gameobj->ResetState();
}
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 7c9df688d45..5e433bb821b 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -733,9 +733,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
gameobj->AddSensor(gamesensor);
// only register to manager if it's in an active layer
-
- if (isInActiveLayer)
- gamesensor->RegisterToManager();
+ // Make registration dynamic: only when sensor is activated
+ //if (isInActiveLayer)
+ // gamesensor->RegisterToManager();
for (int i=0;i<sens->totlinks;i++)
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index 7410beecaf4..ce004fa0504 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -766,15 +766,18 @@ void BL_ConvertMaterialIpos(
// if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL
// --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor
// because this yields a better performance as not all the vertex colors need to be edited
- if(mat) ConvertMaterialIpos(mat, NULL, gameobj, converter);
+ if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
}
else
{
for (int material_index=1; material_index <= blenderobject->totcol; material_index++)
{
Material *mat = give_current_material(blenderobject, material_index);
- STR_HashedString matname = mat->id.name;
- if(mat) ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
+ STR_HashedString matname;
+ if(mat) {
+ matname= mat->id.name;
+ ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
+ }
}
}
}