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 *****
38 #pragma warning (disable:4786) // suppress stl-MSVC debug info warning
43 #include "KX_GameObject.h"
44 #include "KX_IpoConvert.h"
45 #include "RAS_MeshObject.h"
46 #include "KX_PhysicsEngineEnums.h"
48 #include "DummyPhysicsEnvironment.h"
50 //to decide to use sumo/ode or dummy physics - defines USE_ODE
51 #include "KX_ConvertPhysicsObject.h"
54 #include "OdePhysicsEnvironment.h"
58 #include "SumoPhysicsEnvironment.h"
61 #include "KX_BlenderSceneConverter.h"
62 #include "KX_BlenderScalarInterpolator.h"
63 #include "BL_BlenderDataConversion.h"
64 #include "BlenderWorldInfo.h"
67 /* This little block needed for linking to Blender... */
69 #include "BLI_winstuff.h"
72 /* This list includes only data type definitions */
73 #include "DNA_scene_types.h"
74 #include "DNA_world_types.h"
78 KX_BlenderSceneConverter::KX_BlenderSceneConverter(
80 class KX_KetsjiEngine* engine
83 m_ketsjiEngine(engine),
84 m_alwaysUseExpandFraming(false)
90 KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
92 // clears meshes, and hashmaps from blender to gameengine data
97 int numipolists = m_map_blender_to_gameipolist.size();
98 for (i=0; i<numipolists; i++) {
99 BL_InterpolatorList *ipoList= *m_map_blender_to_gameipolist.at(i);
104 vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
105 while (itw != m_worldinfos.end()) {
110 vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
111 while (itp != m_polymaterials.end()) {
116 vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
117 while (itm != m_meshobjects.end()) {
125 void KX_BlenderSceneConverter::SetNewFileName(const STR_String& filename)
127 m_newfilename = filename;
132 bool KX_BlenderSceneConverter::TryAndLoadNewFile()
141 // if not, clear the newfilename
153 * Find the specified scene by name, or the first
154 * scene if nothing matches (shouldn't happen).
156 static struct Scene *GetSceneForName2(struct Main *maggie, const STR_String& scenename) {
159 for (sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
160 if (scenename == (sce->id.name+2))
163 return (Scene*) maggie->scene.first;
167 void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
168 class KX_Scene* destinationscene,
170 class SCA_IInputDevice* keyinputdev,
171 class RAS_IRenderTools* rendertools,
172 class RAS_ICanvas* canvas)
174 //find out which physics engine
175 Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
177 e_PhysicsEngine physics_engine = UseSumo;
183 if (blenderscene->world)
186 switch (blenderscene->world->pad1)
191 physics_engine = UseNone;
196 physics_engine = UseSumo;
201 physics_engine = UseODE;
206 physics_engine = UseDynamo;
211 physics_engine = UseODE;
217 switch (physics_engine)
222 #ifdef USE_SUMO_SOLID
224 PHY_IPhysicsEnvironment* physEnv =
225 new SumoPhysicsEnvironment();
227 physics_engine = UseNone;
229 PHY_IPhysicsEnvironment* physEnv =
230 new DummyPhysicsEnvironment();
233 destinationscene ->SetPhysicsEnvironment(physEnv);
240 PHY_IPhysicsEnvironment* physEnv =
241 new ODEPhysicsEnvironment();
243 PHY_IPhysicsEnvironment* physEnv =
244 new DummyPhysicsEnvironment();
248 destinationscene ->SetPhysicsEnvironment(physEnv);
260 physics_engine = UseNone;
262 PHY_IPhysicsEnvironment* physEnv =
263 new DummyPhysicsEnvironment();
264 destinationscene ->SetPhysicsEnvironment(physEnv);
269 BL_ConvertBlenderObjects(m_maggie,
279 m_alwaysUseExpandFraming
282 m_map_blender_to_gameactuator.clear();
283 m_map_blender_to_gamecontroller.clear();
285 m_map_blender_to_gameobject.clear();
286 m_map_mesh_to_gamemesh.clear();
287 m_map_gameobject_to_blender.clear();
292 void KX_BlenderSceneConverter::SetAlwaysUseExpandFraming(
295 m_alwaysUseExpandFraming= to_what;
300 void KX_BlenderSceneConverter::RegisterGameObject(
301 KX_GameObject *gameobject,
302 struct Object *for_blenderobject)
304 m_map_gameobject_to_blender.insert(CHashedPtr(gameobject),for_blenderobject);
305 m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
310 KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
311 struct Object *for_blenderobject)
313 KX_GameObject **obp= m_map_blender_to_gameobject[CHashedPtr(for_blenderobject)];
315 return obp?*obp:NULL;
320 struct Object *KX_BlenderSceneConverter::FindBlenderObject(
321 KX_GameObject *for_gameobject)
323 struct Object **obp= m_map_gameobject_to_blender[CHashedPtr(for_gameobject)];
325 return obp?*obp:NULL;
330 void KX_BlenderSceneConverter::RegisterGameMesh(
331 RAS_MeshObject *gamemesh,
332 struct Mesh *for_blendermesh)
334 m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
335 m_meshobjects.push_back(gamemesh);
340 RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
341 struct Mesh *for_blendermesh,
342 unsigned int onlayer)
344 RAS_MeshObject** meshp = m_map_mesh_to_gamemesh[CHashedPtr(for_blendermesh)];
346 if (meshp && onlayer==(*meshp)->GetLightLayer()) {
358 void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
360 m_polymaterials.push_back(polymat);
365 void KX_BlenderSceneConverter::RegisterInterpolatorList(
366 BL_InterpolatorList *ipoList,
369 m_map_blender_to_gameipolist.insert(CHashedPtr(for_ipo), ipoList);
374 BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
377 BL_InterpolatorList **listp = m_map_blender_to_gameipolist[CHashedPtr(for_ipo)];
379 return listp?*listp:NULL;
384 void KX_BlenderSceneConverter::RegisterGameActuator(
386 struct bActuator *for_actuator)
388 m_map_blender_to_gameactuator.insert(CHashedPtr(for_actuator), act);
393 SCA_IActuator *KX_BlenderSceneConverter::FindGameActuator(
394 struct bActuator *for_actuator)
396 SCA_IActuator **actp = m_map_blender_to_gameactuator[CHashedPtr(for_actuator)];
398 return actp?*actp:NULL;
403 void KX_BlenderSceneConverter::RegisterGameController(
404 SCA_IController *cont,
405 struct bController *for_controller)
407 m_map_blender_to_gamecontroller.insert(CHashedPtr(for_controller), cont);
412 SCA_IController *KX_BlenderSceneConverter::FindGameController(
413 struct bController *for_controller)
415 SCA_IController **contp = m_map_blender_to_gamecontroller[CHashedPtr(for_controller)];
417 return contp?*contp:NULL;
422 void KX_BlenderSceneConverter::RegisterWorldInfo(
423 KX_WorldInfo *worldinfo)
425 m_worldinfos.push_back(worldinfo);