From af4262d03f1aef005b36f98d79c3eff55d349a62 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 16 Jul 2008 07:10:33 +0000 Subject: svn merge -r15566:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender --- .../Converter/BL_BlenderDataConversion.cpp | 243 +++++++++++++++++++-- 1 file changed, 227 insertions(+), 16 deletions(-) (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp') diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 78dcb0568d0..d9d2a7f3c23 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1845,7 +1845,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie, int aspect_width; int aspect_height; vector inivel,iniang; - + set grouplist; // list of groups to be converted + set allblobj; // all objects converted + set groupobj; // objects from groups (never in active layer) + if (alwaysUseExpandFraming) { frame_type = RAS_FrameSettings::e_frame_extend; aspect_width = canvas->GetWidth(); @@ -1917,6 +1920,8 @@ 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, @@ -2044,7 +2049,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie, gameobj->NodeUpdateGS(0,true); gameobj->Bucketize(); - + + if (gameobj->IsDupliGroup()) + grouplist.insert(blenderobject->dup_group); } else { @@ -2071,6 +2078,188 @@ 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 allgrouplist = grouplist; + set tempglist; + // recurse + while (!grouplist.empty()) + { + set::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); @@ -2079,15 +2268,18 @@ 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::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); } @@ -2172,7 +2364,8 @@ 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; @@ -2187,7 +2380,8 @@ 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); } @@ -2309,22 +2503,25 @@ void BL_ConvertBlenderObjects(struct Main* maggie, { KX_GameObject* gameobj = static_cast(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;iGetCount();i++) { KX_GameObject* gameobj = static_cast(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;iGetCount();i++) { KX_GameObject* gameobj = static_cast(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;iGetCount();i++) @@ -2342,5 +2539,19 @@ 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;iGetValue(i); + if (gameobj->IsDupliGroup()) + { + kxscene->DupliGroupRecurse(gameobj, 0); + } + } } -- cgit v1.2.3