/** * $Id: BL_BlenderDataConversion.cpp 30167 2010-07-09 23:14:07Z gsrb3d $ * * ***** 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 ***** * Convert blender data to ketsji */ #ifdef WIN32 #pragma warning (disable : 4786) #endif #include #include "BL_BlenderDataConversion.h" #include "KX_BlenderGL.h" #include "KX_BlenderScalarInterpolator.h" #include "RAS_IPolygonMaterial.h" #include "KX_PolygonMaterial.h" // Expressions #include "ListValue.h" #include "IntValue.h" // Collision & Fuzzics LTD #include "PHY_Pro.h" #include "KX_Scene.h" #include "KX_GameObject.h" #include "RAS_FramingManager.h" #include "RAS_MeshObject.h" #include "KX_ConvertActuators.h" #include "KX_ConvertControllers.h" #include "KX_ConvertSensors.h" #include "SCA_LogicManager.h" #include "SCA_EventManager.h" #include "SCA_TimeEventManager.h" #include "KX_Light.h" #include "KX_Camera.h" #include "KX_EmptyObject.h" #include "MT_Point3.h" #include "MT_Transform.h" #include "MT_MinMax.h" #include "SCA_IInputDevice.h" #include "RAS_TexMatrix.h" #include "RAS_ICanvas.h" #include "RAS_MaterialBucket.h" //#include "KX_BlenderPolyMaterial.h" #include "RAS_Polygon.h" #include "RAS_TexVert.h" #include "RAS_BucketManager.h" #include "RAS_IRenderTools.h" #include "BL_Material.h" #include "KX_BlenderMaterial.h" #include "BL_Texture.h" #include "DNA_action_types.h" #include "BKE_main.h" #include "BKE_global.h" #include "BKE_object.h" #include "BL_ModifierDeformer.h" #include "BL_ShapeDeformer.h" #include "BL_SkinDeformer.h" #include "BL_MeshDeformer.h" #include "KX_SoftBodyDeformer.h" //#include "BL_ArmatureController.h" #include "BlenderWorldInfo.h" #include "KX_KetsjiEngine.h" #include "KX_BlenderSceneConverter.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_object_types.h" #include "DNA_material_types.h" #include "DNA_texture_types.h" #include "DNA_image_types.h" #include "DNA_lamp_types.h" #include "DNA_group_types.h" #include "DNA_scene_types.h" #include "DNA_camera_types.h" #include "DNA_property_types.h" #include "DNA_text_types.h" #include "DNA_sensor_types.h" #include "DNA_controller_types.h" #include "DNA_actuator_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "DNA_sound_types.h" #include "DNA_key_types.h" #include "DNA_armature_types.h" #include "DNA_object_force.h" #include "MEM_guardedalloc.h" #include "BKE_utildefines.h" #include "BKE_key.h" #include "BKE_mesh.h" #include "MT_Point3.h" #include "BLI_math.h" extern "C" { #include "BKE_scene.h" #include "BKE_customdata.h" #include "BKE_cdderivedmesh.h" #include "BKE_DerivedMesh.h" } #include "BKE_material.h" /* give_current_material */ /* end of blender include block */ #include "KX_BlenderInputDevice.h" #include "KX_ConvertProperties.h" #include "KX_HashedPtr.h" #include "KX_ScalarInterpolator.h" #include "KX_IpoConvert.h" #include "SYS_System.h" #include "SG_Node.h" #include "SG_BBox.h" #include "SG_Tree.h" #include "KX_ConvertPhysicsObject.h" #ifdef USE_BULLET #include "CcdPhysicsEnvironment.h" #include "CcdGraphicController.h" #endif #include "KX_MotionState.h" // This file defines relationships between parents and children // in the game engine. #include "KX_SG_NodeRelationships.h" #include "KX_SG_BoneParentNodeRelationship.h" #include "BL_ArmatureObject.h" #include "BL_DeformableGameObject.h" #ifdef __cplusplus extern "C" { #endif //XXX #include "BSE_headerbuttons.h" //XXX void update_for_newframe(); //void scene_update_for_newframe(struct Scene *sce, unsigned int lay); //#include "BKE_ipo.h" //void do_all_data_ipos(void); #ifdef __cplusplus } #endif static int default_face_mode = TF_DYNAMIC; static unsigned int KX_rgbaint2uint_new(unsigned int icol) { union { unsigned int integer; unsigned char cp[4]; } out_color, in_color; in_color.integer = icol; out_color.cp[0] = in_color.cp[3]; // red out_color.cp[1] = in_color.cp[2]; // green out_color.cp[2] = in_color.cp[1]; // blue out_color.cp[3] = in_color.cp[0]; // alpha return out_color.integer; } /* Now the real converting starts... */ static unsigned int KX_Mcol2uint_new(MCol col) { /* color has to be converted without endian sensitivity. So no shifting! */ union { MCol col; unsigned int integer; unsigned char cp[4]; } out_color, in_color; in_color.col = col; out_color.cp[0] = in_color.cp[3]; // red out_color.cp[1] = in_color.cp[2]; // green out_color.cp[2] = in_color.cp[1]; // blue out_color.cp[3] = in_color.cp[0]; // alpha return out_color.integer; } static void SetDefaultFaceType(Scene* scene) { default_face_mode = TF_DYNAMIC; Scene *sce; Base *base; for(SETLOOPER(scene,base)) { if (base->object->type == OB_LAMP) { default_face_mode = TF_DYNAMIC|TF_LIGHT; return; } } } // -- static void GetRGB(short type, MFace* mface, MCol* mmcol, Material *mat, unsigned int &c0, unsigned int &c1, unsigned int &c2, unsigned int &c3) { unsigned int color = 0xFFFFFFFFL; switch(type) { case 0: // vertex colors { if(mmcol) { c0 = KX_Mcol2uint_new(mmcol[0]); c1 = KX_Mcol2uint_new(mmcol[1]); c2 = KX_Mcol2uint_new(mmcol[2]); if (mface->v4) c3 = KX_Mcol2uint_new(mmcol[3]); }else // backup white { c0 = KX_rgbaint2uint_new(color); c1 = KX_rgbaint2uint_new(color); c2 = KX_rgbaint2uint_new(color); if (mface->v4) c3 = KX_rgbaint2uint_new( color ); } } break; case 1: // material rgba { if (mat) { union { unsigned char cp[4]; unsigned int integer; } col_converter; col_converter.cp[3] = (unsigned char) (mat->r*255.0); col_converter.cp[2] = (unsigned char) (mat->g*255.0); col_converter.cp[1] = (unsigned char) (mat->b*255.0); col_converter.cp[0] = (unsigned char) (mat->alpha*255.0); color = col_converter.integer; } c0 = KX_rgbaint2uint_new(color); c1 = KX_rgbaint2uint_new(color); c2 = KX_rgbaint2uint_new(color); if (mface->v4) c3 = KX_rgbaint2uint_new(color); } break; default: // white { c0 = KX_rgbaint2uint_new(color); c1 = KX_rgbaint2uint_new(color); c2 = KX_rgbaint2uint_new(color); if (mface->v4) c3 = KX_rgbaint2uint_new(color); } break; } } typedef struct MTF_localLayer { MTFace *face; const char *name; }MTF_localLayer; // ------------------------------------ bool ConvertMaterial( BL_Material *material, Material *mat, MTFace* tface, const char *tfaceName, MFace* mface, MCol* mmcol, MTF_localLayer *layers, bool glslmat) { material->Initialize(); int numchan = -1, texalpha = 0; bool validmat = (mat!=0); bool validface = (tface!=0); short type = 0; if( validmat ) type = 1; // material color material->IdMode = DEFAULT_BLENDER; material->glslmat = (validmat)? glslmat: false; material->materialindex = mface->mat_nr; // -------------------------------- if(validmat) { // use vertex colors by explicitly setting if(mat->mode &MA_VERTEXCOLP || glslmat) type = 0; // use lighting? material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT; MTex *mttmp = 0; numchan = getNumTexChannels(mat); int valid_index = 0; // use the face texture if // 1) it is set in the buttons // 2) we have a face texture and a material but no valid texture in slot 1 bool facetex = false; if(validface && mat->mode &MA_FACETEXTURE) facetex = true; if(validface && !mat->mtex[0]) facetex = true; if(validface && mat->mtex[0]) { MTex *tmp = mat->mtex[0]; if(!tmp->tex || (tmp->tex && !tmp->tex->ima)) facetex = true; } numchan = numchan>MAXTEX?MAXTEX:numchan; // foreach MTex for(int i=0; itpage); 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->flag[i] |= MIPMAP; if(material->img[i]->flag & IMA_REFLECT) material->mapping[i].mapping |= USEREFL; else { mttmp = getImageFromMaterial( mat, i ); if(mttmp && mttmp->texco &TEXCO_UV) { STR_String uvName = mttmp->uvname; if (!uvName.IsEmpty()) material->mapping[i].uvCoName = mttmp->uvname; else material->mapping[i].uvCoName = ""; } material->mapping[i].mapping |= USEUV; } if(material->ras_mode & USE_LIGHT) material->ras_mode &= ~USE_LIGHT; if(tface->mode & TF_LIGHT) material->ras_mode |= USE_LIGHT; valid_index++; } else { material->img[i] = 0; material->texname[i] = ""; } continue; } mttmp = getImageFromMaterial( mat, i ); if( mttmp ) { if( mttmp->tex ) { if( mttmp->tex->type == TEX_IMAGE ) { material->mtexname[i] = mttmp->tex->id.name; material->img[i] = mttmp->tex->ima; if( material->img[i] ) { material->texname[i] = material->img[i]->id.name; material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0; // ----------------------- if( mttmp->tex->imaflag &TEX_USEALPHA ) { material->flag[i] |= USEALPHA; } // ----------------------- else if( mttmp->tex->imaflag &TEX_CALCALPHA ) { material->flag[i] |= CALCALPHA; } else if(mttmp->tex->flag &TEX_NEGALPHA) { material->flag[i] |= USENEGALPHA; } material->color_blend[i] = mttmp->colfac; 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) { if( mttmp->tex->env->stype == ENV_LOAD ) { material->mtexname[i] = mttmp->tex->id.name; EnvMap *env = mttmp->tex->env; env->ima = mttmp->tex->ima; material->cubemap[i] = env; if (material->cubemap[i]) { if (!material->cubemap[i]->cube[0]) BL_Texture::SplitEnvMap(material->cubemap[i]); material->texname[i]= material->cubemap[i]->ima->id.name; material->mapping[i].mapping |= USEENV; } } } material->flag[i] |= (mat->ipo!=0)?HASIPO:0; /// -------------------------------- // mapping methods material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0; if(mttmp->texco & TEXCO_OBJECT) { material->mapping[i].mapping |= USEOBJ; if(mttmp->object) material->mapping[i].objconame = mttmp->object->id.name; } else if(mttmp->texco &TEXCO_REFL) material->mapping[i].mapping |= USEREFL; else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB)) material->mapping[i].mapping |= USEORCO; else if(mttmp->texco &TEXCO_UV) { STR_String uvName = mttmp->uvname; if (!uvName.IsEmpty()) material->mapping[i].uvCoName = mttmp->uvname; else material->mapping[i].uvCoName = ""; material->mapping[i].mapping |= USEUV; } else if(mttmp->texco &TEXCO_NORM) material->mapping[i].mapping |= USENORM; else if(mttmp->texco &TEXCO_TANGENT) material->mapping[i].mapping |= USETANG; else material->mapping[i].mapping |= DISABLE; material->mapping[i].scale[0] = mttmp->size[0]; material->mapping[i].scale[1] = mttmp->size[1]; material->mapping[i].scale[2] = mttmp->size[2]; material->mapping[i].offsets[0] = mttmp->ofs[0]; material->mapping[i].offsets[1] = mttmp->ofs[1]; material->mapping[i].offsets[2] = mttmp->ofs[2]; material->mapping[i].projplane[0] = mttmp->projx; material->mapping[i].projplane[1] = mttmp->projy; material->mapping[i].projplane[2] = mttmp->projz; /// -------------------------------- switch( mttmp->blendtype ) { case MTEX_BLEND: material->blend_mode[i] = BLEND_MIX; break; case MTEX_MUL: material->blend_mode[i] = BLEND_MUL; break; case MTEX_ADD: material->blend_mode[i] = BLEND_ADD; break; case MTEX_SUB: material->blend_mode[i] = BLEND_SUB; break; case MTEX_SCREEN: material->blend_mode[i] = BLEND_SCR; break; } valid_index++; } } } // above one tex the switches here // are not used switch(valid_index) { case 0: material->IdMode = DEFAULT_BLENDER; break; case 1: material->IdMode = ONETEX; break; default: material->IdMode = GREATERTHAN2; break; } material->SetUsers(mat->id.us); material->num_enabled = valid_index; material->speccolor[0] = mat->specr; material->speccolor[1] = mat->specg; material->speccolor[2] = mat->specb; material->hard = (float)mat->har/4.0f; material->matcolor[0] = mat->r; material->matcolor[1] = mat->g; material->matcolor[2] = mat->b; material->matcolor[3] = mat->alpha; material->alpha = mat->alpha; material->emit = mat->emit; material->spec_f = mat->spec; material->ref = mat->ref; material->amb = mat->amb; material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0; } else { int valid = 0; // check for tface tex to fallback on if( validface ){ // no light bugfix if(tface->mode) material->ras_mode |= USE_LIGHT; material->img[0] = (Image*)(tface->tpage); // ------------------------ if(material->img[0]) { material->texname[0] = material->img[0]->id.name; 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; valid++; } } material->SetUsers(-1); material->num_enabled = valid; material->IdMode = TEXFACE; material->speccolor[0] = 1.f; material->speccolor[1] = 1.f; material->speccolor[2] = 1.f; material->hard = 35.f; material->matcolor[0] = 0.5f; material->matcolor[1] = 0.5f; material->matcolor[2] = 0.5f; material->spec_f = 0.5f; material->ref = 0.8f; } MT_Point2 uv[4]; MT_Point2 uv2[4]; const char *uvName = "", *uv2Name = ""; uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f); if( validface ) { material->ras_mode |= (tface->mode & TF_INVISIBLE)?0:POLY_VIS; material->transp = tface->transp; material->tile = tface->tile; material->mode = tface->mode; uv[0].setValue(tface->uv[0]); uv[1].setValue(tface->uv[1]); uv[2].setValue(tface->uv[2]); if (mface->v4) uv[3].setValue(tface->uv[3]); uvName = tfaceName; } else { // nothing at all material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT)); material->mode = default_face_mode; material->transp = TF_SOLID; material->tile = 0; uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f); } // with ztransp enabled, enforce alpha blending mode if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (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; } // collider or not? material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0; // these flags are irrelevant at this point, remove so they // don't hurt material bucketing material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX); // get uv sets if(validmat) { bool isFirstSet = true; // only two sets implemented, but any of the eight // sets can make up the two layers for (int vind = 0; vindnum_enabled; vind++) { BL_Mapping &map = material->mapping[vind]; if (map.uvCoName.IsEmpty()) isFirstSet = false; else { for (int lay=0; layuv[0]); uvSet[1].setValue(layer.face->uv[1]); uvSet[2].setValue(layer.face->uv[2]); if (mface->v4) uvSet[3].setValue(layer.face->uv[3]); else uvSet[3].setValue(0.0f, 0.0f); if (isFirstSet) { uv[0] = uvSet[0]; uv[1] = uvSet[1]; uv[2] = uvSet[2]; uv[3] = uvSet[3]; isFirstSet = false; uvName = layer.name; } else if(strcmp(layer.name, uvName) != 0) { uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; map.mapping |= USECUSTOMUV; uv2Name = layer.name; } } } } } } unsigned int rgb[4]; GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]); // swap the material color, so MCol on TF_BMFONT works if (validmat && type==1 && (tface && tface->mode & TF_BMFONT)) { rgb[0] = KX_rgbaint2uint_new(rgb[0]); rgb[1] = KX_rgbaint2uint_new(rgb[1]); rgb[2] = KX_rgbaint2uint_new(rgb[2]); rgb[3] = KX_rgbaint2uint_new(rgb[3]); } material->SetConversionRGB(rgb); material->SetConversionUV(uvName, uv); material->SetConversionUV2(uv2Name, uv2); if(validmat) material->matname =(mat->id.name); material->tface = tface; material->material = mat; return true; } /* blenderobj can be NULL, make sure its checked for */ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter) { RAS_MeshObject *meshobj; int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object. if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) return meshobj; // 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(dm->getFaceDataArray(dm, CD_MTFACE)); MCol *mcol = static_cast(dm->getFaceDataArray(dm, CD_MCOL)); float (*tangent)[3] = NULL; int totface = dm->getNumFaces(dm); const char *tfaceName = ""; if(tface) { DM_add_tangent_layer(dm); tangent = (float(*)[3])dm->getFaceDataArray(dm, CD_TANGENT); } meshobj = new RAS_MeshObject(mesh); // Extract avaiable layers MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE]; for (int lay=0; layfaceData.totlayer; i++) { if (dm->faceData.layers[i].type == CD_MTFACE) { assert(validLayers <= 8); 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++; } } meshobj->SetName(mesh->id.name + 2); meshobj->m_sharedvertex_map.resize(totvert); RAS_IPolyMaterial* polymat = NULL; STR_String imastr; // These pointers will hold persistent material structure during the conversion // to avoid countless allocation/deallocation of memory. BL_Material* bl_mat = NULL; KX_BlenderMaterial* kx_blmat = NULL; KX_PolygonMaterial* kx_polymat = NULL; for (int f=0;fv1].co); pt1.setValue(mvert[mface->v2].co); pt2.setValue(mvert[mface->v3].co); if (mface->v4) pt3.setValue(mvert[mface->v4].co); if(mface->flag & ME_SMOOTH) { float n0[3], n1[3], n2[3], n3[3]; normal_short_to_float_v3(n0, mvert[mface->v1].no); normal_short_to_float_v3(n1, mvert[mface->v2].no); normal_short_to_float_v3(n2, mvert[mface->v3].no); no0 = n0; no1 = n1; no2 = n2; if(mface->v4) { normal_short_to_float_v3(n3, mvert[mface->v4].no); no3 = n3; } } else { float fno[3]; if(mface->v4) normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co); else normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co); 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]; } if(blenderobj) ma = give_current_material(blenderobj, mface->mat_nr+1); else ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL; { bool visible = true; bool twoside = false; if(converter->GetMaterials()) { /* do Blender Multitexture and Blender GLSL materials */ unsigned int rgb[4]; MT_Point2 uv[4]; /* first is the BL_Material */ if (!bl_mat) bl_mat = new BL_Material(); ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol, layers, converter->GetGLSLMaterials()); visible = ((bl_mat->ras_mode & POLY_VIS)!=0); collider = ((bl_mat->ras_mode & COLLIDER)!=0); twoside = ((bl_mat->mode & TF_TWOSIDE)!=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 */ if (kx_blmat == NULL) kx_blmat = new KX_BlenderMaterial(); kx_blmat->Initialize(scene, bl_mat); polymat = static_cast(kx_blmat); } else { /* do Texture Face materials */ Image* bima = (tface)? (Image*)tface->tpage: NULL; imastr = (tface)? (bima? (bima)->id.name : "" ) : ""; 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; visible = !(tface->mode & TF_INVISIBLE); twoside = ((tface->mode & TF_TWOSIDE)!=0); uv0.setValue(tface->uv[0]); uv1.setValue(tface->uv[1]); uv2.setValue(tface->uv[2]); if (mface->v4) uv3.setValue(tface->uv[3]); } else { /* no texfaces, set COLLSION true and everything else FALSE */ mode = default_face_mode; transp = TF_SOLID; tile = 0; } /* 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 (mface->v4) rgb3 = KX_Mcol2uint_new(mcol[3]); } else { /* no vertex colors, take from material, otherwise white */ unsigned int color = 0xFFFFFFFFL; 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; } rgb0 = KX_rgbaint2uint_new(color); rgb1 = KX_rgbaint2uint_new(color); rgb2 = KX_rgbaint2uint_new(color); if (mface->v4) rgb3 = KX_rgbaint2uint_new(color); } // only zsort alpha + add bool alpha = (transp == TF_ALPHA || transp == TF_ADD); bool zsort = (mode & TF_ALPHASORT)? alpha: 0; if (kx_polymat == NULL) kx_polymat = new KX_PolygonMaterial(); kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr, tile, tilexrep, tileyrep, mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol); polymat = static_cast(kx_polymat); 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.setValue(0.0f,0.0f,0.0f); polymat->m_shininess = 35.0; } } /* mark face as flat, so vertices are split */ bool flat = (mface->flag & ME_SMOOTH) == 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); // the poly material has been stored in the bucket, next time we must create a new one bl_mat = NULL; kx_blmat = NULL; } else { // the poly material has been stored in the bucket, next time we must create a new one kx_polymat = NULL; } } else { // from now on, use the polygon material from the material bucket polymat = bucket->GetPolyMaterial(); // keep the material pointers, they will be reused for next face } int nverts = (mface->v4)? 4: 3; RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts); poly->SetVisible(visible); poly->SetCollider(collider); poly->SetTwoside(twoside); //poly->SetEdgeCode(mface->edcode); meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1); meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2); meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3); if (nverts==4) meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4); } if (tface) tface++; if (mcol) mcol+=4; for (int lay=0; laym_sharedvertex_map for reinstance phys mesh. // 2.49a and before it did: meshobj->m_sharedvertex_map.clear(); // but this didnt save much ram. - Campbell meshobj->EndConversion(); // pre calculate texture generation for(list::iterator mit = meshobj->GetFirstMaterial(); mit != meshobj->GetLastMaterial(); ++ mit) { mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer); } if (layers) delete []layers; dm->release(dm); // cleanup material if (bl_mat) delete bl_mat; if (kx_blmat) delete kx_blmat; if (kx_polymat) delete kx_polymat; converter->RegisterGameMesh(meshobj, mesh); return meshobj; } static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject) { PHY_MaterialProps *materialProps = new PHY_MaterialProps; MT_assert(materialProps && "Create physics material properties failed"); Material* blendermat = give_current_material(blenderobject, 0); if (blendermat) { MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f); materialProps->m_restitution = blendermat->reflect; materialProps->m_friction = blendermat->friction; materialProps->m_fh_spring = blendermat->fh; materialProps->m_fh_damping = blendermat->xyfrict; materialProps->m_fh_distance = blendermat->fhdist; materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0; } else { //give some defaults materialProps->m_restitution = 0.f; materialProps->m_friction = 0.5; materialProps->m_fh_spring = 0.f; materialProps->m_fh_damping = 0.f; materialProps->m_fh_distance = 0.f; materialProps->m_fh_normal = false; } return materialProps; } static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject) { PHY_ShapeProps *shapeProps = new PHY_ShapeProps; MT_assert(shapeProps); shapeProps->m_mass = blenderobject->mass; // This needs to be fixed in blender. For now, we use: // in Blender, inertia stands for the size value which is equivalent to // the sphere radius shapeProps->m_inertia = blenderobject->formfactor; MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f); MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f); shapeProps->m_lin_drag = 1.0 - blenderobject->damping; shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping; shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0]; shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1]; shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2]; shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0); shapeProps->m_do_fh = (blenderobject->gameflag & OB_DO_FH) != 0; shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0; // velocity clamping XXX shapeProps->m_clamp_vel_min = blenderobject->min_vel; shapeProps->m_clamp_vel_max = blenderobject->max_vel; return shapeProps; } ////////////////////////////////////////////////////////// static float my_boundbox_mesh(Mesh *me, float *loc, float *size) { MVert *mvert; BoundBox *bb; MT_Point3 min, max; float mloc[3], msize[3]; float radius=0.0f, vert_radius, *co; int a; if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox"); bb= me->bb; INIT_MINMAX(min, max); if (!loc) loc= mloc; if (!size) size= msize; mvert= me->mvert; for(a=0; atotvert; a++, mvert++) { co= mvert->co; /* bounds */ DO_MINMAX(co, min, max); /* radius */ vert_radius= co[0]*co[0] + co[1]*co[1] + co[2]*co[2]; if (vert_radius > radius) radius= vert_radius; } if(me->totvert) { loc[0]= (min[0]+max[0])/2.0; loc[1]= (min[1]+max[1])/2.0; loc[2]= (min[2]+max[2])/2.0; size[0]= (max[0]-min[0])/2.0; size[1]= (max[1]-min[1])/2.0; size[2]= (max[2]-min[2])/2.0; } else { loc[0]= loc[1]= loc[2]= 0.0; size[0]= size[1]= size[2]= 0.0; } bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= loc[0]-size[0]; bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= loc[0]+size[0]; bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= loc[1]-size[1]; bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= loc[1]+size[1]; bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= loc[2]-size[2]; bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= loc[2]+size[2]; return sqrt(radius); } static void my_tex_space_mesh(Mesh *me) { KeyBlock *kb; float *fp, loc[3], size[3], min[3], max[3]; int a; my_boundbox_mesh(me, loc, size); if(me->texflag & AUTOSPACE) { if(me->key) { kb= me->key->refkey; if (kb) { INIT_MINMAX(min, max); fp= (float *)kb->data; for(a=0; atotelem; a++, fp+=3) { DO_MINMAX(fp, min, max); } if(kb->totelem) { loc[0]= (min[0]+max[0])/2.0; loc[1]= (min[1]+max[1])/2.0; loc[2]= (min[2]+max[2])/2.0; size[0]= (max[0]-min[0])/2.0; size[1]= (max[1]-min[1])/2.0; size[2]= (max[2]-min[2])/2.0; } else { loc[0]= loc[1]= loc[2]= 0.0; size[0]= size[1]= size[2]= 0.0; } } } VECCOPY(me->loc, loc); VECCOPY(me->size, size); me->rot[0]= me->rot[1]= me->rot[2]= 0.0; if(me->size[0]==0.0) me->size[0]= 1.0; else if(me->size[0]>0.0 && me->size[0]<0.00001) me->size[0]= 0.00001; else if(me->size[0]<0.0 && me->size[0]> -0.00001) me->size[0]= -0.00001; if(me->size[1]==0.0) me->size[1]= 1.0; else if(me->size[1]>0.0 && me->size[1]<0.00001) me->size[1]= 0.00001; else if(me->size[1]<0.0 && me->size[1]> -0.00001) me->size[1]= -0.00001; if(me->size[2]==0.0) me->size[2]= 1.0; else if(me->size[2]>0.0 && me->size[2]<0.00001) me->size[2]= 0.00001; else if(me->size[2]<0.0 && me->size[2]> -0.00001) me->size[2]= -0.00001; } } static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size) { BoundBox *bb= NULL; /* uses boundbox, function used by Ketsji */ switch (ob->type) { case OB_MESH: if (dm) { float min_r[3], max_r[3]; INIT_MINMAX(min_r, max_r); dm->getMinMax(dm, min_r, max_r); size[0]= 0.5*fabs(max_r[0] - min_r[0]); size[1]= 0.5*fabs(max_r[1] - min_r[1]); size[2]= 0.5*fabs(max_r[2] - min_r[2]); center[0]= 0.5*(max_r[0] + min_r[0]); center[1]= 0.5*(max_r[1] + min_r[1]); center[2]= 0.5*(max_r[2] + min_r[2]); return; } else { bb= ( (Mesh *)ob->data )->bb; if(bb==0) { my_tex_space_mesh((struct Mesh *)ob->data); bb= ( (Mesh *)ob->data )->bb; } } break; case OB_CURVE: case OB_SURF: case OB_FONT: center[0]= center[1]= center[2]= 0.0; size[0] = size[1]=size[2]=0.0; break; case OB_MBALL: bb= ob->bb; break; } if(bb==NULL) { center[0]= center[1]= center[2]= 0.0; size[0] = size[1]=size[2]=1.0; } else { size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]); size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]); size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]); center[0]= 0.5*(bb->vec[0][0] + bb->vec[4][0]); center[1]= 0.5*(bb->vec[0][1] + bb->vec[2][1]); center[2]= 0.5*(bb->vec[0][2] + bb->vec[1][2]); } } ////////////////////////////////////////////////////// void BL_CreateGraphicObjectNew(KX_GameObject* gameobj, const MT_Point3& localAabbMin, const MT_Point3& localAabbMax, KX_Scene* kxscene, bool isActive, e_PhysicsEngine physics_engine) { if (gameobj->GetMeshCount() > 0) { switch (physics_engine) { #ifdef USE_BULLET case UseBullet: { CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment(); assert(env); PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode()); CcdGraphicController* ctrl = new CcdGraphicController(env, motionstate); gameobj->SetGraphicController(ctrl); ctrl->setNewClientInfo(gameobj->getClientInfo()); ctrl->setLocalAabb(localAabbMin, localAabbMax); if (isActive) { // add first, this will create the proxy handle, only if the object is visible if (gameobj->GetVisible()) env->addCcdGraphicController(ctrl); // update the mesh if there is a deformer, this will also update the bounding box for modifiers RAS_Deformer* deformer = gameobj->GetDeformer(); if (deformer) deformer->UpdateBuckets(); } } break; #endif default: break; } } } void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, struct Object* blenderobject, RAS_MeshObject* meshobj, KX_Scene* kxscene, int activeLayerBitInfo, e_PhysicsEngine physics_engine, KX_BlenderSceneConverter *converter, bool processCompoundChildren ) { //SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/ //int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0); //bool bRigidBody = (userigidbody == 0); // object has physics representation? if (!(blenderobject->gameflag & OB_COLLISION)) return; // get Root Parent of blenderobject struct Object* parent= blenderobject->parent; while(parent && parent->parent) { parent= parent->parent; } bool isCompoundChild = false; bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD); /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller * and cant be apart of the parents compound shape */ if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) { if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD)) { isCompoundChild = true; } } if (processCompoundChildren != isCompoundChild) return; PHY_ShapeProps* shapeprops = CreateShapePropsFromBlenderObject(blenderobject); PHY_MaterialProps* smmaterial = CreateMaterialFromBlenderObject(blenderobject); KX_ObjectProperties objprop; objprop.m_lockXaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0; objprop.m_lockYaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0; objprop.m_lockZaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0; objprop.m_lockXRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0; objprop.m_lockYRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0; objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0; objprop.m_isCompoundChild = isCompoundChild; objprop.m_hasCompoundChildren = hasCompoundChildren; objprop.m_margin = blenderobject->margin; // ACTOR is now a separate feature objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0; objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0; objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0; objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic' if (objprop.m_angular_rigidbody || !objprop.m_dyna ) { objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold; } else { objprop.m_contactProcessingThreshold = 0.f; } objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0; if (objprop.m_softbody) { ///for game soft bodies if (blenderobject->bsoft) { objprop.m_gamesoftFlag = blenderobject->bsoft->flag; /////////////////// objprop.m_soft_linStiff = blenderobject->bsoft->linStiff; objprop.m_soft_angStiff = blenderobject->bsoft->angStiff; /* angular stiffness 0..1 */ objprop.m_soft_volume= blenderobject->bsoft->volume; /* volume preservation 0..1 */ objprop.m_soft_viterations= blenderobject->bsoft->viterations; /* Velocities solver iterations */ objprop.m_soft_piterations= blenderobject->bsoft->piterations; /* Positions solver iterations */ objprop.m_soft_diterations= blenderobject->bsoft->diterations; /* Drift solver iterations */ objprop.m_soft_citerations= blenderobject->bsoft->citerations; /* Cluster solver iterations */ objprop.m_soft_kSRHR_CL= blenderobject->bsoft->kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */ objprop.m_soft_kSKHR_CL= blenderobject->bsoft->kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */ objprop.m_soft_kSSHR_CL= blenderobject->bsoft->kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */ objprop.m_soft_kSR_SPLT_CL= blenderobject->bsoft->kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ objprop.m_soft_kSK_SPLT_CL= blenderobject->bsoft->kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ objprop.m_soft_kSS_SPLT_CL= blenderobject->bsoft->kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */ objprop.m_soft_kVCF= blenderobject->bsoft->kVCF; /* Velocities correction factor (Baumgarte) */ objprop.m_soft_kDP= blenderobject->bsoft->kDP; /* Damping coefficient [0,1] */ objprop.m_soft_kDG= blenderobject->bsoft->kDG; /* Drag coefficient [0,+inf] */ objprop.m_soft_kLF= blenderobject->bsoft->kLF; /* Lift coefficient [0,+inf] */ objprop.m_soft_kPR= blenderobject->bsoft->kPR; /* Pressure coefficient [-inf,+inf] */ objprop.m_soft_kVC= blenderobject->bsoft->kVC; /* Volume conversation coefficient [0,+inf] */ objprop.m_soft_kDF= blenderobject->bsoft->kDF; /* Dynamic friction coefficient [0,1] */ objprop.m_soft_kMT= blenderobject->bsoft->kMT; /* Pose matching coefficient [0,1] */ objprop.m_soft_kCHR= blenderobject->bsoft->kCHR; /* Rigid contacts hardness [0,1] */ objprop.m_soft_kKHR= blenderobject->bsoft->kKHR; /* Kinetic contacts hardness [0,1] */ objprop.m_soft_kSHR= blenderobject->bsoft->kSHR; /* Soft contacts hardness [0,1] */ objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */ objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */ objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/ //objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */ /* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */ objprop.m_soft_welding = 0.f; objprop.m_margin = blenderobject->bsoft->margin; objprop.m_contactProcessingThreshold = 0.f; } else { objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT; objprop.m_soft_linStiff = 0.5;; objprop.m_soft_angStiff = 1.f; /* angular stiffness 0..1 */ objprop.m_soft_volume= 1.f; /* volume preservation 0..1 */ objprop.m_soft_viterations= 0; objprop.m_soft_piterations= 1; objprop.m_soft_diterations= 0; objprop.m_soft_citerations= 4; objprop.m_soft_kSRHR_CL= 0.1f; objprop.m_soft_kSKHR_CL= 1.f; objprop.m_soft_kSSHR_CL= 0.5; objprop.m_soft_kSR_SPLT_CL= 0.5f; objprop.m_soft_kSK_SPLT_CL= 0.5f; objprop.m_soft_kSS_SPLT_CL= 0.5f; objprop.m_soft_kVCF= 1; objprop.m_soft_kDP= 0; objprop.m_soft_kDG= 0; objprop.m_soft_kLF= 0; objprop.m_soft_kPR= 0; objprop.m_soft_kVC= 0; objprop.m_soft_kDF= 0.2f; objprop.m_soft_kMT= 0.05f; objprop.m_soft_kCHR= 1.0f; objprop.m_soft_kKHR= 0.1f; objprop.m_soft_kSHR= 1.f; objprop.m_soft_kAHR= 0.7f; objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS; objprop.m_soft_numclusteriterations= 16; objprop.m_soft_welding = 0.f; objprop.m_margin = 0.f; objprop.m_contactProcessingThreshold = 0.f; } } objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag //mmm, for now, taks this for the size of the dynamicobject // Blender uses inertia for radius of dynamic object objprop.m_radius = blenderobject->inertia; objprop.m_in_active_layer = (blenderobject->lay & activeLayerBitInfo) != 0; objprop.m_dynamic_parent=NULL; objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0; objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH; if ((blenderobject->gameflag & OB_SOFT_BODY) && !(blenderobject->gameflag & OB_BOUNDS)) { objprop.m_boundclass = KX_BOUNDMESH; } KX_BoxBounds bb; DerivedMesh* dm = NULL; if (gameobj->GetDeformer()) dm = gameobj->GetDeformer()->GetFinalMesh(); my_get_local_bounds(blenderobject,dm,objprop.m_boundobject.box.m_center,bb.m_extends); if (blenderobject->gameflag & OB_BOUNDS) { switch (blenderobject->boundtype) { case OB_BOUND_BOX: objprop.m_boundclass = KX_BOUNDBOX; //mmm, has to be divided by 2 to be proper extends objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0]; objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1]; objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2]; break; case OB_BOUND_POLYT: if (blenderobject->type == OB_MESH) { objprop.m_boundclass = KX_BOUNDPOLYTOPE; break; } // Object is not a mesh... fall through OB_BOUND_POLYH to // OB_BOUND_SPHERE case OB_BOUND_POLYH: if (blenderobject->type == OB_MESH) { objprop.m_boundclass = KX_BOUNDMESH; break; } // Object is not a mesh... can't use polyhedron. // Fall through and become a sphere. case OB_BOUND_SPHERE: { objprop.m_boundclass = KX_BOUNDSPHERE; objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2])); break; } case OB_BOUND_CYLINDER: { objprop.m_boundclass = KX_BOUNDCYLINDER; objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]); objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2]; break; } case OB_BOUND_CONE: { objprop.m_boundclass = KX_BOUNDCONE; objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]); objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2]; break; } } } if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) { // parented object cannot be dynamic KX_GameObject *parentgameobject = converter->FindGameObject(parent); objprop.m_dynamic_parent = parentgameobject; //cannot be dynamic: objprop.m_dyna = false; objprop.m_softbody = false; shapeprops->m_mass = 0.f; } objprop.m_concave = (blenderobject->boundtype & 4) != 0; switch (physics_engine) { #ifdef USE_BULLET case UseBullet: KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop); break; #endif case UseDynamo: //KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop); break; case UseNone: default: break; } delete shapeprops; delete smmaterial; } static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) { RAS_LightObject lightobj; KX_LightObject *gamelight; lightobj.m_att1 = la->att1; lightobj.m_att2 = (la->mode & LA_QUAD)?la->att2:0.0; lightobj.m_red = la->r; lightobj.m_green = la->g; lightobj.m_blue = la->b; lightobj.m_distance = la->dist; lightobj.m_energy = la->energy; lightobj.m_layer = layerflag; lightobj.m_spotblend = la->spotblend; lightobj.m_spotsize = la->spotsize; lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0; bool glslmat = converter->GetGLSLMaterials(); // in GLSL NEGATIVE LAMP is handled inside the lamp update function if(glslmat==0) { if (la->mode & LA_NEG) { lightobj.m_red = -lightobj.m_red; lightobj.m_green = -lightobj.m_green; lightobj.m_blue = -lightobj.m_blue; } } if (la->type==LA_SUN) { lightobj.m_type = RAS_LightObject::LIGHT_SUN; } else if (la->type==LA_SPOT) { lightobj.m_type = RAS_LightObject::LIGHT_SPOT; } else { lightobj.m_type = RAS_LightObject::LIGHT_NORMAL; } gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, lightobj, glslmat); BL_ConvertLampIpos(la, gamelight, converter); return gamelight; } static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) { Camera* ca = static_cast(ob->data); RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, ca->YF_dofdist); KX_Camera *gamecamera; gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata); gamecamera->SetName(ca->id.name + 2); BL_ConvertCameraIpos(ca, gamecamera, converter); return gamecamera; } static KX_GameObject *gameobject_from_blenderobject( Object *ob, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) { KX_GameObject *gameobj = NULL; switch(ob->type) { case OB_LAMP: { KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast(ob->data), ob->lay, kxscene, rendertools, converter); gameobj = gamelight; gamelight->AddRef(); kxscene->GetLightList()->Add(gamelight); break; } case OB_CAMERA: { KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter); gameobj = gamecamera; //don't add a reference: the camera list in kxscene->m_cameras is not released at the end //gamecamera->AddRef(); kxscene->AddCamera(gamecamera); break; } case OB_MESH: { Mesh* mesh = static_cast(ob->data); float center[3], extents[3]; float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents); RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter); // needed for python scripting kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks); // set transformation gameobj->AddMesh(meshobj); // for all objects: check whether they want to // respond to updates bool ignoreActivityCulling = ((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0); gameobj->SetIgnoreActivityCulling(ignoreActivityCulling); gameobj->SetOccluder((ob->gameflag & OB_OCCLUDER) != 0, false); // two options exists for deform: shape keys and armature // only support relative shape key bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE; bool bHasDvert = mesh->dvert != NULL && ob->defbase.first; bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert); bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob); bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY)); if (bHasModifier) { BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj, kxscene->GetBlenderScene(), ob, meshobj); ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); if (bHasShapeKey && bHasArmature) dcont->LoadShapeDrivers(ob->parent); } else if (bHasShapeKey) { // not that we can have shape keys without dvert! BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj, ob, meshobj); ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); if (bHasArmature) dcont->LoadShapeDrivers(ob->parent); } else if (bHasArmature) { BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj, ob, meshobj); ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); } else if (bHasDvert) { // this case correspond to a mesh that can potentially deform but not with the // object to which it is attached for the moment. A skin mesh was created in // BL_ConvertMesh() so must create a deformer too! BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj, ob, meshobj); ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); } else if (bHasSoftBody) { KX_SoftBodyDeformer *dcont = new KX_SoftBodyDeformer(meshobj, (BL_DeformableGameObject*)gameobj); ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont); } MT_Point3 min = MT_Point3(center) - MT_Vector3(extents); MT_Point3 max = MT_Point3(center) + MT_Vector3(extents); SG_BBox bbox = SG_BBox(min, max); gameobj->GetSGNode()->SetBBox(bbox); gameobj->GetSGNode()->SetRadius(radius); break; } case OB_ARMATURE: { gameobj = new BL_ArmatureObject( kxscene, KX_Scene::m_callbacks, ob, kxscene->GetBlenderScene() // handle ); /* Get the current pose from the armature object and apply it as the rest pose */ break; } case OB_EMPTY: { gameobj = new KX_EmptyObject(kxscene,KX_Scene::m_callbacks); // set transformation break; } } if (gameobj) { gameobj->SetLayer(ob->lay); gameobj->SetBlenderObject(ob); /* set the visibility state based on the objects render option in the outliner */ if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); } return gameobj; } struct parentChildLink { struct Object* m_blenderchild; SG_Node* m_gamechildnode; }; #include "DNA_constraint_types.h" //XXX #include "BIF_editconstraint.h" bPoseChannel *get_active_posechannel2 (Object *ob) { bArmature *arm= (bArmature*)ob->data; bPoseChannel *pchan; /* find active */ for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) { if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer)) return pchan; } return NULL; } ListBase *get_active_constraints2(Object *ob) { if (!ob) return NULL; // XXX - shouldnt we care about the pose data and not the mode??? if (ob->mode & OB_MODE_POSE) { bPoseChannel *pchan; pchan = get_active_posechannel2(ob); if (pchan) return &pchan->constraints; } else return &ob->constraints; return NULL; } void RBJconstraints(Object *ob)//not used { ListBase *conlist; bConstraint *curcon; conlist = get_active_constraints2(ob); if (conlist) { for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) { printf("%i\n",curcon->type); } } } #include "PHY_IPhysicsEnvironment.h" #include "KX_IPhysicsController.h" #include "PHY_DynamicTypes.h" KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used for (int j=0;jGetCount();j++) { KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j); if (gameobje->GetName()==busc) return gameobje->GetPhysicsController(); } return 0; } KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){ for (int j=0;jGetCount();j++) { KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j); if (gameobje->GetName()==busc) return gameobje; } return 0; } // convert blender objects into ketsji gameobjects void BL_ConvertBlenderObjects(struct Main* maggie, KX_Scene* kxscene, KX_KetsjiEngine* ketsjiEngine, e_PhysicsEngine physics_engine, RAS_IRenderTools* rendertools, RAS_ICanvas* canvas, KX_BlenderSceneConverter* converter, bool alwaysUseExpandFraming ) { Scene *blenderscene = kxscene->GetBlenderScene(); // for SETLOOPER Scene *sce; Base *base; // Get the frame settings of the canvas. // Get the aspect ratio of the canvas as designed by the user. RAS_FrameSettings::RAS_FrameType frame_type; 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(); aspect_height = canvas->GetHeight(); } else { if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { frame_type = RAS_FrameSettings::e_frame_bars; } else if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_EXTEND) { frame_type = RAS_FrameSettings::e_frame_extend; } else { frame_type = RAS_FrameSettings::e_frame_scale; } aspect_width = blenderscene->gm.xsch; aspect_height = blenderscene->gm.ysch; } RAS_FrameSettings frame_settings( frame_type, blenderscene->gm.framing.col[0], blenderscene->gm.framing.col[1], blenderscene->gm.framing.col[2], aspect_width, aspect_height ); kxscene->SetFramingType(frame_settings); kxscene->SetGravity(MT_Vector3(0,0, -blenderscene->gm.gravity)); /* set activity culling parameters */ kxscene->SetActivityCulling( (blenderscene->gm.mode & WO_ACTIVITY_CULLING) != 0); kxscene->SetActivityCullingRadius(blenderscene->gm.activityBoxRadius); kxscene->SetDbvtCulling((blenderscene->gm.mode & WO_DBVT_CULLING) != 0); // no occlusion culling by default kxscene->SetDbvtOcclusionRes(0); int activeLayerBitInfo = blenderscene->lay; // list of all object converted, active and inactive CListValue* sumolist = new CListValue(); vector vec_parent_child; CListValue* objectlist = kxscene->GetObjectList(); CListValue* inactivelist = kxscene->GetInactiveList(); CListValue* parentlist = kxscene->GetRootParentList(); SCA_LogicManager* logicmgr = kxscene->GetLogicManager(); SCA_TimeEventManager* timemgr = kxscene->GetTimeEventManager(); CListValue* logicbrick_conversionlist = new CListValue(); //SG_TreeFactory tf; // Convert actions to actionmap bAction *curAct; for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next) { logicmgr->RegisterActionName(curAct->id.name + 2, curAct); } SetDefaultFaceType(blenderscene); // Let's support scene set. // Beware of name conflict in linked data, it will not crash but will create confusion // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have // no conflicting name for Object, Object data and Action. for (SETLOOPER(blenderscene, base)) { Object* blenderobject = base->object; allblobj.insert(blenderobject); KX_GameObject* gameobj = gameobject_from_blenderobject( base->object, kxscene, rendertools, converter); bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0; 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; pos.setValue( blenderobject->loc[0]+blenderobject->dloc[0], blenderobject->loc[1]+blenderobject->dloc[1], blenderobject->loc[2]+blenderobject->dloc[2] ); MT_Vector3 eulxyz(blenderobject->rot); MT_Vector3 scale(blenderobject->size); if (converter->addInitFromFrame){//rcruiz float eulxyzPrev[3]; blenderscene->r.cfra=blenderscene->r.sfra-1; //XXX 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; //XXX update_for_newframe(); } gameobj->NodeSetLocalPosition(pos); gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz)); gameobj->NodeSetLocalScale(scale); gameobj->NodeUpdateGS(0); BL_ConvertIpos(blenderobject,gameobj,converter); BL_ConvertMaterialIpos(blenderobject, gameobj, converter); sumolist->Add(gameobj->AddRef()); BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer); gameobj->SetName(blenderobject->id.name + 2); // update children/parent hierarchy if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) { // blender has an additional 'parentinverse' offset in each object SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc); SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback); // 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()); // 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 ori(parinvtrans.getBasis()); MT_Vector3 x(ori.getColumn(0)); MT_Vector3 y(ori.getColumn(1)); MT_Vector3 z(ori.getColumn(2)); MT_Vector3 parscale(x.length(), y.length(), z.length()); if (!MT_fuzzyZero(parscale[0])) x /= parscale[0]; if (!MT_fuzzyZero(parscale[1])) y /= parscale[1]; if (!MT_fuzzyZero(parscale[2])) z /= parscale[2]; ori.setColumn(0, x); ori.setColumn(1, y); ori.setColumn(2, z); parentinversenode->SetLocalOrientation(ori); parentinversenode->SetLocalScale(parscale); parentinversenode->AddChild(gameobj->GetSGNode()); } // needed for python scripting logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj); // needed for group duplication logicmgr->RegisterGameObj(blenderobject, gameobj); 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); gameobj->AddMeshUser(); } 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()) grouplist.insert(blenderobject->dup_group); if (converter->addInitFromFrame){ gameobj->NodeSetLocalPosition(posPrev); gameobj->NodeSetLocalOrientation(angor); } } /* Note about memory leak issues: When a CValue derived class is created, m_refcount is initialized to 1 so the class must be released after being used to make sure that it won't hang in memory. If the object needs to be stored for a long time, use AddRef() so that this Release() does not free the object. Make sure that for any AddRef() there is a Release()!!!! Do the same for any object derived from CValue, CExpression and NG_NetworkMessage */ if (gameobj) gameobj->Release(); } 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); // this code is copied from above except that // object from groups are never in 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( blenderobject->loc[0]+blenderobject->dloc[0], blenderobject->loc[1]+blenderobject->dloc[1], blenderobject->loc[2]+blenderobject->dloc[2] ); MT_Vector3 eulxyz(blenderobject->rot); MT_Vector3 scale(blenderobject->size); if (converter->addInitFromFrame){//rcruiz float eulxyzPrev[3]; blenderscene->r.cfra=blenderscene->r.sfra-1; //XXX 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; //XXX update_for_newframe(); } gameobj->NodeSetLocalPosition(pos); gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz)); gameobj->NodeSetLocalScale(scale); gameobj->NodeUpdateGS(0); BL_ConvertIpos(blenderobject,gameobj,converter); BL_ConvertMaterialIpos(blenderobject,gameobj, converter); sumolist->Add(gameobj->AddRef()); BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer); gameobj->SetName(blenderobject->id.name + 2); // update children/parent hierarchy if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame)) { // blender has an additional 'parentinverse' offset in each object SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc); SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback); // 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()); // Extract the rotation and the scaling from the basis MT_Matrix3x3 ori(parinvtrans.getBasis()); MT_Vector3 x(ori.getColumn(0)); MT_Vector3 y(ori.getColumn(1)); MT_Vector3 z(ori.getColumn(2)); MT_Vector3 localscale(x.length(), y.length(), z.length()); if (!MT_fuzzyZero(localscale[0])) x /= localscale[0]; if (!MT_fuzzyZero(localscale[1])) y /= localscale[1]; if (!MT_fuzzyZero(localscale[2])) z /= localscale[2]; ori.setColumn(0, x); ori.setColumn(1, y); ori.setColumn(2, z); parentinversenode->SetLocalOrientation(ori); parentinversenode->SetLocalScale(localscale); parentinversenode->AddChild(gameobj->GetSGNode()); } // needed for python scripting logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj); // needed for group duplication logicmgr->RegisterGameObj(blenderobject, gameobj); 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); gameobj->AddMeshUser(); } 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(); } } } } } // 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) kxscene->SetActiveCamera(gamecamera); } // Set up armatures 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){ BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj); if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){ KX_GameObject *par = converter->FindGameObject(blenderobj->parent); if (par && obj->GetDeformer()) ((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par); } } } } // create hierarchy information int i; vector::iterator pcit; for (pcit = vec_parent_child.begin();!(pcit==vec_parent_child.end());++pcit) { struct Object* blenderchild = pcit->m_blenderchild; struct Object* blenderparent = blenderchild->parent; KX_GameObject* parentobj = converter->FindGameObject(blenderparent); KX_GameObject* childobj = converter->FindGameObject(blenderchild); assert(childobj); if (!parentobj || objectlist->SearchValue(childobj) != objectlist->SearchValue(parentobj)) { // special case: the parent and child object are not in the same layer. // This weird situation is used in Apricot for test purposes. // Resolve it by not converting the child childobj->GetSGNode()->DisconnectFromParent(); delete pcit->m_gamechildnode; // Now destroy the child object but also all its descendent that may already be linked // Remove the child reference in the local list! // Note: there may be descendents already if the children of the child were processed // by this loop before the child. In that case, we must remove the children also CListValue* childrenlist = childobj->GetChildrenRecursive(); childrenlist->Add(childobj->AddRef()); for ( i=0;iGetCount();i++) { KX_GameObject* obj = static_cast(childrenlist->GetValue(i)); if (sumolist->RemoveValue(obj)) obj->Release(); if (logicbrick_conversionlist->RemoveValue(obj)) obj->Release(); } childrenlist->Release(); // now destroy recursively converter->UnregisterGameObject(childobj); // removing objects during conversion make sure this runs too kxscene->RemoveObject(childobj); continue; } switch (blenderchild->partype) { case PARVERT1: { // creat a new vertex parent relationship for this node. KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New(); pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation); break; } case PARSLOW: { // creat a new slow parent relationship for this node. KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf); pcit->m_gamechildnode->SetParentRelation(slow_parent_relation); break; } case PARBONE: { // parent this to a bone Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr); if(parent_bone) { KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone); pcit->m_gamechildnode->SetParentRelation(bone_parent_relation); } break; } case PARSKEL: // skinned - ignore break; case PAROBJECT: case PARCURVE: case PARKEY: case PARVERT3: default: // unhandled break; } parentobj-> GetSGNode()->AddChild(pcit->m_gamechildnode); } vec_parent_child.clear(); // find 'root' parents (object that has not parents in SceneGraph) for (i=0;iGetCount();++i) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->GetSGNode()->GetSGParent() == 0) { parentlist->Add(gameobj->AddRef()); gameobj->NodeUpdateGS(0); } } // create graphic controller for culling if (kxscene->GetDbvtCulling()) { bool occlusion = false; for (i=0; iGetCount();i++) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->GetMeshCount() > 0) { MT_Point3 box[2]; gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity()); // box[0] is the min, box[1] is the max bool isactive = objectlist->SearchValue(gameobj); BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine); if (gameobj->GetOccluder()) occlusion = true; } } if (occlusion) kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes); } if (blenderscene->world) kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep); // now that the scenegraph is complete, let's instantiate the deformers. // We need that to create reusable derived mesh and physic shapes for (i=0;iGetCount();++i) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->GetDeformer()) gameobj->GetDeformer()->UpdateBuckets(); } // Set up armature constraints for (i=0;iGetCount();++i) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) ((BL_ArmatureObject*)gameobj)->LoadConstraints(converter); } bool processCompoundChildren = false; // create physics information for (i=0;iGetCount();i++) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); struct Object* blenderobject = gameobj->GetBlenderObject(); int nummeshes = gameobj->GetMeshCount(); RAS_MeshObject* meshobj = 0; if (nummeshes > 0) { meshobj = gameobj->GetMesh(0); } int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0; BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren); } processCompoundChildren = true; // create physics information for (i=0;iGetCount();i++) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); struct Object* blenderobject = gameobj->GetBlenderObject(); int nummeshes = gameobj->GetMeshCount(); RAS_MeshObject* meshobj = 0; if (nummeshes > 0) { meshobj = gameobj->GetMesh(0); } int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0; BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren); } //set ini linearVel and int angularVel //rcruiz if (converter->addInitFromFrame) for (i=0;iGetCount();i++) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); if (gameobj->IsDynamic()){ gameobj->setLinearVelocity(inivel[i],false); gameobj->setAngularVelocity(iniang[i],false); } } // create physics joints for (i=0;iGetCount();i++) { KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i); struct Object* blenderobject = gameobj->GetBlenderObject(); ListBase *conlist; bConstraint *curcon; conlist = get_active_constraints2(blenderobject); if (conlist) { for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) { if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){ bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data; if (!dat->child){ PHY_IPhysicsController* physctr2 = 0; if (dat->tar) { KX_GameObject *gotar=getGameOb(dat->tar->id.name+2,sumolist); if (gotar && gotar->GetPhysicsController()) physctr2 = (PHY_IPhysicsController*) gotar->GetPhysicsController()->GetUserData(); } if (gameobj->GetPhysicsController()) { PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) gameobj->GetPhysicsController()->GetUserData(); //we need to pass a full constraint frame, not just axis //localConstraintFrameBasis MT_Matrix3x3 localCFrame(MT_Vector3(dat->axX,dat->axY,dat->axZ)); MT_Vector3 axis0 = localCFrame.getColumn(0); MT_Vector3 axis1 = localCFrame.getColumn(1); MT_Vector3 axis2 = localCFrame.getColumn(2); int constraintId = kxscene->GetPhysicsEnvironment()->createConstraint(physctrl,physctr2,(PHY_ConstraintType)dat->type,(float)dat->pivX, (float)dat->pivY,(float)dat->pivZ, (float)axis0.x(),(float)axis0.y(),(float)axis0.z(), (float)axis1.x(),(float)axis1.y(),(float)axis1.z(), (float)axis2.x(),(float)axis2.y(),(float)axis2.z(),dat->flag); if (constraintId) { //if it is a generic 6DOF constraint, set all the limits accordingly if (dat->type == PHY_GENERIC_6DOF_CONSTRAINT) { int dof; int dofbit=1; for (dof=0;dof<6;dof++) { if (dat->flag & dofbit) { kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]); } else { //minLimit > maxLimit means free(disabled limit) for this degree of freedom kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,1,-1); } dofbit<<=1; } } } } } } } } } sumolist->Release(); // convert world KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene->world); converter->RegisterWorldInfo(worldinfo); kxscene->SetWorldInfo(worldinfo); #define CONVERT_LOGIC #ifdef CONVERT_LOGIC // convert logic bricks, sensors, controllers and actuators for (i=0;iGetCount();i++) { KX_GameObject* gameobj = static_cast(logicbrick_conversionlist->GetValue(i)); struct Object* blenderobj = gameobj->GetBlenderObject(); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter); } for ( i=0;iGetCount();i++) { KX_GameObject* gameobj = static_cast(logicbrick_conversionlist->GetValue(i)); struct Object* blenderobj = gameobj->GetBlenderObject(); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; BL_ConvertControllers(blenderobj,gameobj,logicmgr, layerMask,isInActiveLayer,converter); } for ( i=0;iGetCount();i++) { KX_GameObject* gameobj = static_cast(logicbrick_conversionlist->GetValue(i)); struct Object* blenderobj = gameobj->GetBlenderObject(); int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0; bool isInActiveLayer = (blenderobj->lay & layerMask)!=0; BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,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, only on the active objects as this registers the sensors for ( i=0;iGetCount();i++) { KX_GameObject* gameobj = static_cast(objectlist->GetValue(i)); gameobj->ResetState(); } #endif //CONVERT_LOGIC logicbrick_conversionlist->Release(); // 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); } } KX_Camera *activecam = kxscene->GetActiveCamera(); MT_Scalar distance = (activecam)? activecam->GetCameraFar() - activecam->GetCameraNear(): 100.0f; RAS_BucketManager *bucketmanager = kxscene->GetBucketManager(); bucketmanager->OptimizeBuckets(distance); }