3 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License
7 * as published by the Free Software Foundation; either version 2
8 * of the License, or (at your option) any later version. The Blender
9 * Foundation also sells licenses for use in proprietary software under
10 * the Blender License. See http://www.blender.org/BL/ for information
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software Foundation,
20 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
23 * All rights reserved.
25 * The Original Code is: all of this file.
27 * Contributor(s): none yet.
29 * ***** END GPL/BL DUAL LICENSE BLOCK *****
34 #pragma warning (disable:4786) // suppress stl-MSVC debug info warning
39 #include "KX_GameObject.h"
40 #include "KX_IpoConvert.h"
41 #include "RAS_MeshObject.h"
42 #include "KX_PhysicsEngineEnums.h"
44 #include "DummyPhysicsEnvironment.h"
47 #include "OdePhysicsEnvironment.h"
50 //to decide to use sumo/ode or dummy physics
51 #include "KX_ConvertPhysicsObject.h"
53 #include "SumoPhysicsEnvironment.h"
56 #include "KX_BlenderSceneConverter.h"
57 #include "KX_BlenderScalarInterpolator.h"
58 #include "BL_BlenderDataConversion.h"
59 #include "BlenderWorldInfo.h"
62 /* This little block needed for linking to Blender... */
64 #include "BLI_winstuff.h"
67 /* This list includes only data type definitions */
68 #include "DNA_scene_types.h"
69 #include "DNA_world_types.h"
73 KX_BlenderSceneConverter::KX_BlenderSceneConverter(
75 class KX_KetsjiEngine* engine
78 m_ketsjiEngine(engine),
79 m_alwaysUseExpandFraming(false)
85 KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
87 // clears meshes, and hashmaps from blender to gameengine data
92 int numipolists = m_map_blender_to_gameipolist.size();
93 for (i=0; i<numipolists; i++) {
94 BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
99 vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
100 while (itw != m_worldinfos.end()) {
105 vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
106 while (itp != m_polymaterials.end()) {
111 vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
112 while (itm != m_meshobjects.end()) {
120 void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
122 m_newfilename = filename;
127 bool KX_BlenderSceneConverter::TryAndLoadNewFile()
136 // if not, clear the newfilename
148 * Find the specified scene by name, or the first
149 * scene if nothing matches (shouldn't happen).
151 static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
154 for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
155 if (scenename == (sce->id.name+2))
158 return (Scene*) maggie->scene.first;
162 void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
163 class KX_Scene* destinationscene,
165 class SCA_IInputDevice* keyinputdev,
166 class RAS_IRenderTools* rendertools,
167 class RAS_ICanvas* canvas)
169 //find out which physics engine
170 Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
172 e_PhysicsEngine physics_engine = UseSumo;
178 if (blenderscene->world)
181 switch (blenderscene->world->pad1)
186 physics_engine = UseODE;
191 physics_engine = UseDynamo;
196 physics_engine = UseNone;
201 physics_engine = UseSumo;
207 switch (physics_engine)
212 #ifdef USE_SUMO_SOLID
214 PHY_IPhysicsEnvironment* physEnv =
215 new SumoPhysicsEnvironment();
217 physics_engine = UseNone;
219 PHY_IPhysicsEnvironment* physEnv =
220 new DummyPhysicsEnvironment();
223 destinationscene ->SetPhysicsEnvironment(physEnv);
230 PHY_IPhysicsEnvironment* physEnv =
231 new ODEPhysicsEnvironment();
233 PHY_IPhysicsEnvironment* physEnv =
234 new DummyPhysicsEnvironment();
238 destinationscene ->SetPhysicsEnvironment(physEnv);
250 physics_engine = UseNone;
252 PHY_IPhysicsEnvironment* physEnv =
253 new DummyPhysicsEnvironment();
254 destinationscene ->SetPhysicsEnvironment(physEnv);
259 BL_ConvertBlenderObjects(m_maggie,
269 m_alwaysUseExpandFraming
272 m_map_blender_to_gameactuator.clear();
273 m_map_blender_to_gamecontroller.clear();
275 m_map_blender_to_gameobject.clear();
276 m_map_mesh_to_gamemesh.clear();
277 m_map_gameobject_to_blender.clear();
282 void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
285 m_alwaysUseExpandFraming= to_what;
290 void KX_BlenderSceneConverter::RegisterGameObject(
291 KX_GameObject *gameobject,
292 struct Object *for_blenderobject)
294 m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
295 m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
300 KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
301 struct Object *for_blenderobject)
303 KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
305 return obp?*obp:NULL;
310 struct Object *KX_BlenderSceneConverter::FindBlenderObject(
311 KX_GameObject *for_gameobject)
313 struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
315 return obp?*obp:NULL;
320 void KX_BlenderSceneConverter::RegisterGameMesh(
321 RAS_MeshObject *gamemesh,
322 struct Mesh *for_blendermesh)
324 m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
325 m_meshobjects.push_back(gamemesh);
330 RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
331 struct Mesh *for_blendermesh,
332 unsigned int onlayer)
334 RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
336 if (meshp && onlayer==(*meshp)->GetLightLayer()) {
348 void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
350 m_polymaterials.push_back(polymat);
355 void KX_BlenderSceneConverter::RegisterInterpolatorList(
356 BL_InterpolatorList *ipoList,
359 m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
364 BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
367 BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
369 return listp?*listp:NULL;
374 void KX_BlenderSceneConverter::RegisterGameActuator(
376 struct bActuator *for_actuator)
378 m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
383 SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
384 struct bActuator *for_actuator)
386 SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
388 return actp?*actp:NULL;
393 void KX_BlenderSceneConverter::RegisterGameController(
394 SCA_IController *cont,
395 struct bController *for_controller)
397 m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
402 SCA_IController *KX_BlenderSceneConverter::FindGameController(
403 struct bController *for_controller)
405 SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
407 return contp?*contp:NULL;
412 void KX_BlenderSceneConverter::RegisterWorldInfo(
413 KX_WorldInfo *worldinfo)
415 m_worldinfos.push_back(worldinfo);