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"
46 //to decide to use sumo/ode or dummy physics - defines USE_ODE
47 #include "KX_ConvertPhysicsObject.h"
50 #include "OdePhysicsEnvironment.h"
54 #include "SumoPhysicsEnvironment.h"
57 #include "KX_BlenderSceneConverter.h"
58 #include "KX_BlenderScalarInterpolator.h"
59 #include "BL_BlenderDataConversion.h"
60 #include "BlenderWorldInfo.h"
63 /* This little block needed for linking to Blender... */
65 #include "BLI_winstuff.h"
68 /* This list includes only data type definitions */
69 #include "DNA_scene_types.h"
70 #include "DNA_world_types.h"
74 KX_BlenderSceneConverter::KX_BlenderSceneConverter(
76 class KX_KetsjiEngine* engine
79 m_ketsjiEngine(engine),
80 m_alwaysUseExpandFraming(false)
86 KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
88 // clears meshes, and hashmaps from blender to gameengine data
93 int numipolists = m_map_blender_to_gameipolist.size();
94 for (i=0; i<numipolists; i++) {
95 BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
100 vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
101 while (itw != m_worldinfos.end()) {
106 vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
107 while (itp != m_polymaterials.end()) {
112 vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
113 while (itm != m_meshobjects.end()) {
121 void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
123 m_newfilename = filename;
128 bool KX_BlenderSceneConverter::TryAndLoadNewFile()
137 // if not, clear the newfilename
149 * Find the specified scene by name, or the first
150 * scene if nothing matches (shouldn't happen).
152 static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
155 for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
156 if (scenename == (sce->id.name+2))
159 return (Scene*) maggie->scene.first;
163 void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
164 class KX_Scene* destinationscene,
166 class SCA_IInputDevice* keyinputdev,
167 class RAS_IRenderTools* rendertools,
168 class RAS_ICanvas* canvas)
170 //find out which physics engine
171 Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
173 e_PhysicsEngine physics_engine = UseSumo;
179 if (blenderscene->world)
182 switch (blenderscene->world->pad1)
187 physics_engine = UseNone;
192 physics_engine = UseSumo;
197 physics_engine = UseODE;
202 physics_engine = UseDynamo;
207 physics_engine = UseODE;
213 switch (physics_engine)
218 #ifdef USE_SUMO_SOLID
220 PHY_IPhysicsEnvironment* physEnv =
221 new SumoPhysicsEnvironment();
223 physics_engine = UseNone;
225 PHY_IPhysicsEnvironment* physEnv =
226 new DummyPhysicsEnvironment();
229 destinationscene ->SetPhysicsEnvironment(physEnv);
236 PHY_IPhysicsEnvironment* physEnv =
237 new ODEPhysicsEnvironment();
239 PHY_IPhysicsEnvironment* physEnv =
240 new DummyPhysicsEnvironment();
244 destinationscene ->SetPhysicsEnvironment(physEnv);
256 physics_engine = UseNone;
258 PHY_IPhysicsEnvironment* physEnv =
259 new DummyPhysicsEnvironment();
260 destinationscene ->SetPhysicsEnvironment(physEnv);
265 BL_ConvertBlenderObjects(m_maggie,
275 m_alwaysUseExpandFraming
278 m_map_blender_to_gameactuator.clear();
279 m_map_blender_to_gamecontroller.clear();
281 m_map_blender_to_gameobject.clear();
282 m_map_mesh_to_gamemesh.clear();
283 m_map_gameobject_to_blender.clear();
288 void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
291 m_alwaysUseExpandFraming= to_what;
296 void KX_BlenderSceneConverter::RegisterGameObject(
297 KX_GameObject *gameobject,
298 struct Object *for_blenderobject)
300 m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
301 m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
306 KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
307 struct Object *for_blenderobject)
309 KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
311 return obp?*obp:NULL;
316 struct Object *KX_BlenderSceneConverter::FindBlenderObject(
317 KX_GameObject *for_gameobject)
319 struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
321 return obp?*obp:NULL;
326 void KX_BlenderSceneConverter::RegisterGameMesh(
327 RAS_MeshObject *gamemesh,
328 struct Mesh *for_blendermesh)
330 m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
331 m_meshobjects.push_back(gamemesh);
336 RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
337 struct Mesh *for_blendermesh,
338 unsigned int onlayer)
340 RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
342 if (meshp && onlayer==(*meshp)->GetLightLayer()) {
354 void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
356 m_polymaterials.push_back(polymat);
361 void KX_BlenderSceneConverter::RegisterInterpolatorList(
362 BL_InterpolatorList *ipoList,
365 m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
370 BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
373 BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
375 return listp?*listp:NULL;
380 void KX_BlenderSceneConverter::RegisterGameActuator(
382 struct bActuator *for_actuator)
384 m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
389 SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
390 struct bActuator *for_actuator)
392 SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
394 return actp?*actp:NULL;
399 void KX_BlenderSceneConverter::RegisterGameController(
400 SCA_IController *cont,
401 struct bController *for_controller)
403 m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
408 SCA_IController *KX_BlenderSceneConverter::FindGameController(
409 struct bController *for_controller)
411 SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
413 return contp?*contp:NULL;
418 void KX_BlenderSceneConverter::RegisterWorldInfo(
419 KX_WorldInfo *worldinfo)
421 m_worldinfos.push_back(worldinfo);