/* * $Id$ * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** */ /** \file gameengine/Converter/KX_IpoConvert.cpp * \ingroup bgeconv */ #if defined(WIN32) && !defined(FREE_WINDOWS) // don't show stl-warnings #pragma warning (disable:4786) #endif #include "BKE_material.h" /* give_current_material */ #include "KX_GameObject.h" #include "KX_IpoConvert.h" #include "KX_IInterpolator.h" #include "KX_ScalarInterpolator.h" #include "KX_BlenderScalarInterpolator.h" #include "KX_BlenderSceneConverter.h" /* This little block needed for linking to Blender... */ #ifdef WIN32 #include "BLI_winstuff.h" #endif #include "DNA_object_types.h" #include "DNA_action_types.h" #include "DNA_ipo_types.h" #include "DNA_lamp_types.h" #include "DNA_world_types.h" #include "DNA_camera_types.h" #include "DNA_material_types.h" /* end of blender include block */ #include "KX_IPO_SGController.h" #include "KX_LightIpoSGController.h" #include "KX_CameraIpoSGController.h" #include "KX_WorldIpoController.h" #include "KX_ObColorIpoSGController.h" #include "KX_MaterialIpoController.h" #include "SG_Node.h" #include "STR_HashedString.h" static BL_InterpolatorList *GetAdtList(struct AnimData *for_adt, KX_BlenderSceneConverter *converter) { BL_InterpolatorList *adtList= converter->FindInterpolatorList(for_adt); if (!adtList) { adtList = new BL_InterpolatorList(for_adt); converter->RegisterInterpolatorList(adtList, for_adt); } return adtList; } void BL_ConvertIpos(struct Object* blenderobject,KX_GameObject* gameobj,KX_BlenderSceneConverter *converter) { if (blenderobject->adt) { KX_IpoSGController* ipocontr = new KX_IpoSGController(); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); // For ipo_as_force, we need to know which SM object and Scene the // object associated with this ipo is in. Is this already known here? // I think not.... then it must be done later :( // ipocontr->SetSumoReference(gameobj->GetSumoScene(), // gameobj->GetSumoObject()); ipocontr->SetGameObject(gameobj); ipocontr->GetIPOTransform().SetPosition( MT_Point3( blenderobject->loc[0]/*+blenderobject->dloc[0]*/, blenderobject->loc[1]/*+blenderobject->dloc[1]*/, blenderobject->loc[2]/*+blenderobject->dloc[2]*/ ) ); ipocontr->GetIPOTransform().SetEulerAngles( MT_Vector3( blenderobject->rot[0], blenderobject->rot[1], blenderobject->rot[2] ) ); ipocontr->GetIPOTransform().SetScaling( MT_Vector3( blenderobject->size[0], blenderobject->size[1], blenderobject->size[2] ) ); const char *rotmode, *drotmode; switch(blenderobject->rotmode) { case ROT_MODE_AXISANGLE: rotmode = "rotation_axis_angle"; drotmode = "delta_rotation_axis_angle"; case ROT_MODE_QUAT: rotmode = "rotation_quaternion"; drotmode = "delta_rotation_quaternion"; default: rotmode = "rotation_euler"; drotmode = "delta_rotation_euler"; } BL_InterpolatorList *adtList= GetAdtList(blenderobject->adt, converter); // For each active channel in the adtList add an // interpolator to the game object. KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("location", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetPosition()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_LOC_X+i, true); } } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("delta_location", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaPosition()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_DLOC_X+i, true); } } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator(rotmode, i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetEulerAngles()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_ROT_X+i, true); } } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator(drotmode, i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_DROT_X+i, true); } } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("scale", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetScaling()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_SIZE_X+i, true); } } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("delta_scale", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaScaling()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_DSIZE_X+i, true); } } { KX_ObColorIpoSGController* ipocontr_obcol=NULL; for(int i=0; i<4; i++) { if ((interp = adtList->GetScalarInterpolator("color", i))) { if (!ipocontr_obcol) { ipocontr_obcol = new KX_ObColorIpoSGController(); gameobj->GetSGNode()->AddSGController(ipocontr_obcol); ipocontr_obcol->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr_obcol->m_rgba[i], interp); ipocontr_obcol->AddInterpolator(interpolator); } } } } } void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_BlenderSceneConverter *converter) { if (blenderlamp->adt) { KX_LightIpoSGController* ipocontr = new KX_LightIpoSGController(); lightobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(lightobj->GetSGNode()); ipocontr->m_energy = blenderlamp->energy; ipocontr->m_col_rgb[0] = blenderlamp->r; ipocontr->m_col_rgb[1] = blenderlamp->g; ipocontr->m_col_rgb[2] = blenderlamp->b; ipocontr->m_dist = blenderlamp->dist; BL_InterpolatorList *adtList= GetAdtList(blenderlamp->adt, converter); // For each active channel in the adtList add an // interpolator to the game object. KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; if ((interp= adtList->GetScalarInterpolator("energy", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_energy, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyEnergy(true); } if ((interp = adtList->GetScalarInterpolator("distance", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_dist, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyDist(true); } for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("color", i))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_col_rgb[i], interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyColor(true); } } } } void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj,KX_BlenderSceneConverter *converter) { if (blendercamera->adt) { KX_CameraIpoSGController* ipocontr = new KX_CameraIpoSGController(); cameraobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(cameraobj->GetSGNode()); ipocontr->m_lens = blendercamera->lens; ipocontr->m_clipstart = blendercamera->clipsta; ipocontr->m_clipend = blendercamera->clipend; BL_InterpolatorList *adtList= GetAdtList(blendercamera->adt, converter); // For each active channel in the adtList add an // interpolator to the game object. KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; if ((interp = adtList->GetScalarInterpolator("lens", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_lens, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyLens(true); } if ((interp = adtList->GetScalarInterpolator("clip_start", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipstart, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyClipStart(true); } if ((interp = adtList->GetScalarInterpolator("clip_end", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipend, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyClipEnd(true); } } } void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter) { if (blenderworld->adt) { KX_WorldIpoController* ipocontr = new KX_WorldIpoController(); // Erwin, hook up the world ipo controller here // Gino: hook it up to what ? // is there a userinterface element for that ? // for now, we have some new python hooks to access the data, for a work-around ipocontr->m_mist_start = blenderworld->miststa; ipocontr->m_mist_dist = blenderworld->mistdist; ipocontr->m_mist_rgb[0] = blenderworld->horr; ipocontr->m_mist_rgb[1] = blenderworld->horg; ipocontr->m_mist_rgb[2] = blenderworld->horb; BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt, converter); // For each active channel in the adtList add an // interpolator to the game object. KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; for(int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyMistColor(true); } } if ((interp = adtList->GetScalarInterpolator("mist.depth", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_dist, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyMistDist(true); } if ((interp = adtList->GetScalarInterpolator("mist.start", 0))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_start, interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetModifyMistStart(true); } } } static void ConvertMaterialIpos( Material* blendermaterial, dword matname_hash, KX_GameObject* gameobj, KX_BlenderSceneConverter *converter ) { if (blendermaterial->adt) { KX_MaterialIpoController* ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); BL_InterpolatorList *adtList= GetAdtList(blendermaterial->adt, converter); ipocontr->m_rgba[0] = blendermaterial->r; ipocontr->m_rgba[1] = blendermaterial->g; ipocontr->m_rgba[2] = blendermaterial->b; ipocontr->m_rgba[3] = blendermaterial->alpha; ipocontr->m_specrgb[0] = blendermaterial->specr; ipocontr->m_specrgb[1] = blendermaterial->specg; ipocontr->m_specrgb[2] = blendermaterial->specb; ipocontr->m_hard = blendermaterial->har; ipocontr->m_spec = blendermaterial->spec; ipocontr->m_ref = blendermaterial->ref; ipocontr->m_emit = blendermaterial->emit; ipocontr->m_alpha = blendermaterial->alpha; KX_IInterpolator *interpolator; KX_IScalarInterpolator *sinterp; // -- for(int i=0; i<3; i++) { if ((sinterp = adtList->GetScalarInterpolator("diffuse_color", i))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_rgba[i], sinterp); ipocontr->AddInterpolator(interpolator); } } if ((sinterp = adtList->GetScalarInterpolator("alpha", 0))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_rgba[3], sinterp); ipocontr->AddInterpolator(interpolator); } for(int i=0; i<3; i++) { if ((sinterp = adtList->GetScalarInterpolator("specular_color", i))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_specrgb[i], sinterp); ipocontr->AddInterpolator(interpolator); } } if ((sinterp = adtList->GetScalarInterpolator("specular_hardness", 0))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_hard, sinterp); ipocontr->AddInterpolator(interpolator); } if ((sinterp = adtList->GetScalarInterpolator("specularity", 0))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_spec, sinterp); ipocontr->AddInterpolator(interpolator); } if ((sinterp = adtList->GetScalarInterpolator("diffuse_reflection", 0))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_ref, sinterp); ipocontr->AddInterpolator(interpolator); } if ((sinterp = adtList->GetScalarInterpolator("emit", 0))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); gameobj->GetSGNode()->AddSGController(ipocontr); ipocontr->SetObject(gameobj->GetSGNode()); } interpolator= new KX_ScalarInterpolator(&ipocontr->m_emit, sinterp); ipocontr->AddInterpolator(interpolator); } } } void BL_ConvertMaterialIpos( struct Object* blenderobject, KX_GameObject* gameobj, KX_BlenderSceneConverter *converter ) { if (blenderobject->totcol==1) { Material *mat = give_current_material(blenderobject, 1); // 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, 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; if(mat) { matname= mat->id.name; // who is using this name? can we remove the MA here? ConvertMaterialIpos(mat, matname.hash(), gameobj, converter); } } } }