svn merge -r37700:37800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
1 /*
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * Convert blender data to ketsji
29  */
30
31 /** \file gameengine/Converter/BL_BlenderDataConversion.cpp
32  *  \ingroup bgeconv
33  */
34
35
36 #if defined(WIN32) && !defined(FREE_WINDOWS)
37 #pragma warning (disable : 4786)
38 #endif
39
40 #include <math.h>
41
42 #include "BL_BlenderDataConversion.h"
43 #include "KX_BlenderGL.h"
44 #include "KX_BlenderScalarInterpolator.h"
45
46 #include "RAS_IPolygonMaterial.h"
47 #include "KX_PolygonMaterial.h"
48
49 // Expressions
50 #include "ListValue.h"
51 #include "IntValue.h"
52 // Collision & Fuzzics LTD
53
54 #include "PHY_Pro.h"
55
56
57 #include "KX_Scene.h"
58 #include "KX_GameObject.h"
59 #include "RAS_FramingManager.h"
60 #include "RAS_MeshObject.h"
61
62 #include "KX_ConvertActuators.h"
63 #include "KX_ConvertControllers.h"
64 #include "KX_ConvertSensors.h"
65
66 #include "SCA_LogicManager.h"
67 #include "SCA_EventManager.h"
68 #include "SCA_TimeEventManager.h"
69 #include "KX_Light.h"
70 #include "KX_Camera.h"
71 #include "KX_EmptyObject.h"
72 #include "KX_FontObject.h"
73 #include "MT_Point3.h"
74 #include "MT_Transform.h"
75 #include "MT_MinMax.h"
76 #include "SCA_IInputDevice.h"
77 #include "RAS_TexMatrix.h"
78 #include "RAS_ICanvas.h"
79 #include "RAS_MaterialBucket.h"
80 //#include "KX_BlenderPolyMaterial.h"
81 #include "RAS_Polygon.h"
82 #include "RAS_TexVert.h"
83 #include "RAS_BucketManager.h"
84 #include "RAS_IRenderTools.h"
85 #include "BL_Material.h"
86 #include "KX_BlenderMaterial.h"
87 #include "BL_Texture.h"
88
89 #include "DNA_action_types.h"
90 #include "BKE_main.h"
91 #include "BKE_global.h"
92 #include "BKE_object.h"
93 #include "BL_ModifierDeformer.h"
94 #include "BL_ShapeDeformer.h"
95 #include "BL_SkinDeformer.h"
96 #include "BL_MeshDeformer.h"
97 #include "KX_SoftBodyDeformer.h"
98 //#include "BL_ArmatureController.h"
99 #include "BLI_utildefines.h"
100 #include "BlenderWorldInfo.h"
101
102 #include "KX_KetsjiEngine.h"
103 #include "KX_BlenderSceneConverter.h"
104
105 /* This little block needed for linking to Blender... */
106 #ifdef WIN32
107 #include "BLI_winstuff.h"
108 #endif
109
110 /* This list includes only data type definitions */
111 #include "DNA_object_types.h"
112 #include "DNA_material_types.h"
113 #include "DNA_texture_types.h"
114 #include "DNA_image_types.h"
115 #include "DNA_lamp_types.h"
116 #include "DNA_group_types.h"
117 #include "DNA_scene_types.h"
118 #include "DNA_camera_types.h"
119 #include "DNA_property_types.h"
120 #include "DNA_text_types.h"
121 #include "DNA_sensor_types.h"
122 #include "DNA_controller_types.h"
123 #include "DNA_actuator_types.h"
124 #include "DNA_mesh_types.h"
125 #include "DNA_meshdata_types.h"
126 #include "DNA_view3d_types.h"
127 #include "DNA_world_types.h"
128 #include "DNA_sound_types.h"
129 #include "DNA_key_types.h"
130 #include "DNA_armature_types.h"
131 #include "DNA_object_force.h"
132
133 #include "MEM_guardedalloc.h"
134
135 #include "BKE_key.h"
136 #include "BKE_mesh.h"
137 #include "MT_Point3.h"
138
139 #include "BLI_math.h"
140
141 extern "C" {
142 #include "BKE_scene.h"
143 #include "BKE_customdata.h"
144 #include "BKE_cdderivedmesh.h"
145 #include "BKE_DerivedMesh.h"
146 #include "BKE_material.h" /* give_current_material */
147
148 extern Material defmaterial;    /* material.c */
149 }
150
151 /* end of blender include block */
152
153 #include "KX_BlenderInputDevice.h"
154 #include "KX_ConvertProperties.h"
155 #include "KX_HashedPtr.h"
156
157
158 #include "KX_ScalarInterpolator.h"
159
160 #include "KX_IpoConvert.h"
161 #include "BL_System.h"
162
163 #include "SG_Node.h"
164 #include "SG_BBox.h"
165 #include "SG_Tree.h"
166
167 #include "KX_ConvertPhysicsObject.h"
168 #ifdef USE_BULLET
169 #include "CcdPhysicsEnvironment.h"
170 #include "CcdGraphicController.h"
171 #endif
172 #include "KX_MotionState.h"
173
174 // This file defines relationships between parents and children
175 // in the game engine.
176
177 #include "KX_SG_NodeRelationships.h"
178 #include "KX_SG_BoneParentNodeRelationship.h"
179
180 #include "BL_ArmatureObject.h"
181 #include "BL_DeformableGameObject.h"
182
183 #ifdef __cplusplus
184 extern "C" {
185 #endif
186 //XXX #include "BSE_headerbuttons.h"
187 //XXX void update_for_newframe();
188 //void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
189 //#include "BKE_ipo.h"
190 //void do_all_data_ipos(void);
191 #ifdef __cplusplus
192 }
193 #endif
194
195 static int default_face_mode = TF_DYNAMIC;
196
197 static unsigned int KX_rgbaint2uint_new(unsigned int icol)
198 {
199         union
200         {
201                 unsigned int integer;
202                 unsigned char cp[4];
203         } out_color, in_color;
204         
205         in_color.integer = icol;
206         out_color.cp[0] = in_color.cp[3]; // red
207         out_color.cp[1] = in_color.cp[2]; // green
208         out_color.cp[2] = in_color.cp[1]; // blue
209         out_color.cp[3] = in_color.cp[0]; // alpha
210         
211         return out_color.integer;
212 }
213
214 /* Now the real converting starts... */
215 static unsigned int KX_Mcol2uint_new(MCol col)
216 {
217         /* color has to be converted without endian sensitivity. So no shifting! */
218         union
219         {
220                 MCol col;
221                 unsigned int integer;
222                 unsigned char cp[4];
223         } out_color, in_color;
224
225         in_color.col = col;
226         out_color.cp[0] = in_color.cp[3]; // red
227         out_color.cp[1] = in_color.cp[2]; // green
228         out_color.cp[2] = in_color.cp[1]; // blue
229         out_color.cp[3] = in_color.cp[0]; // alpha
230         
231         return out_color.integer;
232 }
233
234 static void SetDefaultFaceType(Scene* scene)
235 {
236         default_face_mode = TF_DYNAMIC;
237         Scene *sce_iter;
238         Base *base;
239
240         for(SETLOOPER(scene, sce_iter, base))
241         {
242                 if (base->object->type == OB_LAMP)
243                 {
244                         default_face_mode = TF_DYNAMIC|TF_LIGHT;
245                         return;
246                 }
247         }
248 }
249
250
251 // --
252 static void GetRGB(short type,
253         MFace* mface,
254         MCol* mmcol,
255         Material *mat,
256         unsigned int &c0, 
257         unsigned int &c1, 
258         unsigned int &c2, 
259         unsigned int &c3)
260 {
261         unsigned int color = 0xFFFFFFFFL;
262         switch(type)
263         {
264                 case 0: // vertex colors
265                 {
266                         if(mmcol) {
267                                 c0 = KX_Mcol2uint_new(mmcol[0]);
268                                 c1 = KX_Mcol2uint_new(mmcol[1]);
269                                 c2 = KX_Mcol2uint_new(mmcol[2]);
270                                 if (mface->v4)
271                                         c3 = KX_Mcol2uint_new(mmcol[3]);
272                         }else // backup white
273                         {
274                                 c0 = KX_rgbaint2uint_new(color);
275                                 c1 = KX_rgbaint2uint_new(color);
276                                 c2 = KX_rgbaint2uint_new(color);        
277                                 if (mface->v4)
278                                         c3 = KX_rgbaint2uint_new( color );
279                         }
280                 } break;
281                 
282         
283                 case 1: // material rgba
284                 {
285                         if (mat) {
286                                 union {
287                                         unsigned char cp[4];
288                                         unsigned int integer;
289                                 } col_converter;
290                                 col_converter.cp[3] = (unsigned char) (mat->r*255.0);
291                                 col_converter.cp[2] = (unsigned char) (mat->g*255.0);
292                                 col_converter.cp[1] = (unsigned char) (mat->b*255.0);
293                                 col_converter.cp[0] = (unsigned char) (mat->alpha*255.0);
294                                 color = col_converter.integer;
295                         }
296                         c0 = KX_rgbaint2uint_new(color);
297                         c1 = KX_rgbaint2uint_new(color);
298                         c2 = KX_rgbaint2uint_new(color);        
299                         if (mface->v4)
300                                 c3 = KX_rgbaint2uint_new(color);
301                 } break;
302                 
303                 default: // white
304                 {
305                         c0 = KX_rgbaint2uint_new(color);
306                         c1 = KX_rgbaint2uint_new(color);
307                         c2 = KX_rgbaint2uint_new(color);        
308                         if (mface->v4)
309                                 c3 = KX_rgbaint2uint_new(color);
310                 } break;
311         }
312 }
313
314 typedef struct MTF_localLayer
315 {
316         MTFace *face;
317         const char *name;
318 }MTF_localLayer;
319
320 // ------------------------------------
321 bool ConvertMaterial(
322         BL_Material *material,
323         Material *mat, 
324         MTFace* tface,  
325         const char *tfaceName,
326         MFace* mface, 
327         MCol* mmcol,
328         MTF_localLayer *layers,
329         bool glslmat)
330 {
331         material->Initialize();
332         int numchan =   -1, texalpha = 0;
333         bool validmat   = (mat!=0);
334         bool validface  = (tface!=0);
335         
336         short type = 0;
337         if( validmat )
338                 type = 1; // material color 
339         
340         material->IdMode = DEFAULT_BLENDER;
341         material->glslmat = (validmat)? glslmat: false;
342         material->materialindex = mface->mat_nr;
343
344         // --------------------------------
345         if(validmat) {
346
347                 // use vertex colors by explicitly setting
348                 if(mat->mode &MA_VERTEXCOLP || glslmat)
349                         type = 0;
350
351                 // use lighting?
352                 material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
353                 MTex *mttmp = 0;
354                 numchan = getNumTexChannels(mat);
355                 int valid_index = 0;
356                 
357                 // use the face texture if
358                 // 1) it is set in the buttons
359                 // 2) we have a face texture and a material but no valid texture in slot 1
360                 bool facetex = false;
361                 if(validface && mat->mode &MA_FACETEXTURE) 
362                         facetex = true;
363                 if(validface && !mat->mtex[0])
364                         facetex = true;
365                 if(validface && mat->mtex[0]) {
366                         MTex *tmp = mat->mtex[0];
367                         if(!tmp->tex || (tmp->tex && !tmp->tex->ima))
368                                 facetex = true;
369                 }
370                 numchan = numchan>MAXTEX?MAXTEX:numchan;
371         
372                 // foreach MTex
373                 for(int i=0; i<numchan; i++) {
374                         // use face tex
375
376                         if(i==0 && facetex ) {
377                                 Image*tmp = (Image*)(tface->tpage);
378
379                                 if(tmp) {
380                                         material->img[i] = tmp;
381                                         material->texname[i] = material->img[i]->id.name;
382                                         material->flag[i] |= ( tface->transp  &TF_ALPHA )?USEALPHA:0;
383                                         material->flag[i] |= ( tface->transp  &TF_ADD   )?CALCALPHA:0;
384                                         material->flag[i] |= MIPMAP;
385
386                                         if(material->img[i]->flag & IMA_REFLECT)
387                                                 material->mapping[i].mapping |= USEREFL;
388                                         else
389                                         {
390                                                 mttmp = getImageFromMaterial( mat, i );
391                                                 if(mttmp && mttmp->texco &TEXCO_UV)
392                                                 {
393                                                         STR_String uvName = mttmp->uvname;
394
395                                                         if (!uvName.IsEmpty())
396                                                                 material->mapping[i].uvCoName = mttmp->uvname;
397                                                         else
398                                                                 material->mapping[i].uvCoName = "";
399                                                 }
400                                                 material->mapping[i].mapping |= USEUV;
401                                         }
402
403                                         if(material->ras_mode & USE_LIGHT)
404                                                 material->ras_mode &= ~USE_LIGHT;
405                                         if(tface->mode & TF_LIGHT)
406                                                 material->ras_mode |= USE_LIGHT;
407
408                                         valid_index++;
409                                 }
410                                 else {
411                                         material->img[i] = 0;
412                                         material->texname[i] = "";
413                                 }
414                                 continue;
415                         }
416
417                         mttmp = getImageFromMaterial( mat, i );
418                         if( mttmp ) {
419                                 if( mttmp->tex ) {
420                                         if( mttmp->tex->type == TEX_IMAGE ) {
421                                                 material->mtexname[i] = mttmp->tex->id.name;
422                                                 material->img[i] = mttmp->tex->ima;
423                                                 if( material->img[i] ) {
424
425                                                         material->texname[i] = material->img[i]->id.name;
426                                                         material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
427                                                         // -----------------------
428                                                         if( mttmp->tex->imaflag &TEX_USEALPHA ) {
429                                                                 material->flag[i]       |= USEALPHA;
430                                                         }
431                                                         // -----------------------
432                                                         else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
433                                                                 material->flag[i]       |= CALCALPHA;
434                                                         }
435                                                         else if(mttmp->tex->flag &TEX_NEGALPHA) {
436                                                                 material->flag[i]       |= USENEGALPHA;
437                                                         }
438
439                                                         material->color_blend[i] = mttmp->colfac;
440                                                         material->flag[i] |= ( mttmp->mapto  & MAP_ALPHA                )?TEXALPHA:0;
441                                                         material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE    )?TEXNEG:0;
442
443                                                         if(!glslmat && (material->flag[i] & TEXALPHA))
444                                                                 texalpha = 1;
445                                                 }
446                                         }
447                                         else if(mttmp->tex->type == TEX_ENVMAP) {
448                                                 if( mttmp->tex->env->stype == ENV_LOAD ) {
449                                         
450                                                         material->mtexname[i]     = mttmp->tex->id.name;
451                                                         EnvMap *env = mttmp->tex->env;
452                                                         env->ima = mttmp->tex->ima;
453                                                         material->cubemap[i] = env;
454
455                                                         if (material->cubemap[i])
456                                                         {
457                                                                 if (!material->cubemap[i]->cube[0])
458                                                                         BL_Texture::SplitEnvMap(material->cubemap[i]);
459
460                                                                 material->texname[i]= material->cubemap[i]->ima->id.name;
461                                                                 material->mapping[i].mapping |= USEENV;
462                                                         }
463                                                 }
464                                         }
465 #if 0                           /* this flag isnt used anymore */
466                                         material->flag[i] |= (BKE_animdata_from_id(mat->id) != NULL) ? HASIPO : 0;
467 #endif
468                                         /// --------------------------------
469                                         // mapping methods
470                                         material->mapping[i].mapping |= ( mttmp->texco  & TEXCO_REFL    )?USEREFL:0;
471                                         
472                                         if(mttmp->texco & TEXCO_OBJECT) {
473                                                 material->mapping[i].mapping |= USEOBJ;
474                                                 if(mttmp->object)
475                                                         material->mapping[i].objconame = mttmp->object->id.name;
476                                         }
477                                         else if(mttmp->texco &TEXCO_REFL)
478                                                 material->mapping[i].mapping |= USEREFL;
479                                         else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
480                                                 material->mapping[i].mapping |= USEORCO;
481                                         else if(mttmp->texco &TEXCO_UV)
482                                         {
483                                                 STR_String uvName = mttmp->uvname;
484
485                                                 if (!uvName.IsEmpty())
486                                                         material->mapping[i].uvCoName = mttmp->uvname;
487                                                 else
488                                                         material->mapping[i].uvCoName = "";
489                                                 material->mapping[i].mapping |= USEUV;
490                                         }
491                                         else if(mttmp->texco &TEXCO_NORM)
492                                                 material->mapping[i].mapping |= USENORM;
493                                         else if(mttmp->texco &TEXCO_TANGENT)
494                                                 material->mapping[i].mapping |= USETANG;
495                                         else
496                                                 material->mapping[i].mapping |= DISABLE;
497                                         
498                                         material->mapping[i].scale[0] = mttmp->size[0];
499                                         material->mapping[i].scale[1] = mttmp->size[1];
500                                         material->mapping[i].scale[2] = mttmp->size[2];
501                                         material->mapping[i].offsets[0] = mttmp->ofs[0];
502                                         material->mapping[i].offsets[1] = mttmp->ofs[1];
503                                         material->mapping[i].offsets[2] = mttmp->ofs[2];
504
505                                         material->mapping[i].projplane[0] = mttmp->projx;
506                                         material->mapping[i].projplane[1] = mttmp->projy;
507                                         material->mapping[i].projplane[2] = mttmp->projz;
508                                         /// --------------------------------
509                                         
510                                         switch( mttmp->blendtype ) {
511                                         case MTEX_BLEND:
512                                                 material->blend_mode[i] = BLEND_MIX;
513                                                 break;
514                                         case MTEX_MUL:
515                                                 material->blend_mode[i] = BLEND_MUL;
516                                                 break;
517                                         case MTEX_ADD:
518                                                 material->blend_mode[i] = BLEND_ADD;
519                                                 break;
520                                         case MTEX_SUB:
521                                                 material->blend_mode[i] = BLEND_SUB;
522                                                 break;
523                                         case MTEX_SCREEN:
524                                                 material->blend_mode[i] = BLEND_SCR;
525                                                 break;
526                                         }
527                                         valid_index++;
528                                 }
529                         }
530                 }
531
532                 // above one tex the switches here
533                 // are not used
534                 switch(valid_index) {
535                 case 0:
536                         material->IdMode = DEFAULT_BLENDER;
537                         break;
538                 case 1:
539                         material->IdMode = ONETEX;
540                         break;
541                 default:
542                         material->IdMode = GREATERTHAN2;
543                         break;
544                 }
545                 material->SetUsers(mat->id.us);
546
547                 material->num_enabled = valid_index;
548
549                 material->speccolor[0]  = mat->specr;
550                 material->speccolor[1]  = mat->specg;
551                 material->speccolor[2]  = mat->specb;
552                 material->hard                  = (float)mat->har/4.0f;
553                 material->matcolor[0]   = mat->r;
554                 material->matcolor[1]   = mat->g;
555                 material->matcolor[2]   = mat->b;
556                 material->matcolor[3]   = mat->alpha;
557                 material->alpha                 = mat->alpha;
558                 material->emit                  = mat->emit;
559                 material->spec_f                = mat->spec;
560                 material->ref                   = mat->ref;
561                 material->amb                   = mat->amb;
562
563                 material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0;
564         }
565         else {
566                 int valid = 0;
567
568                 // check for tface tex to fallback on
569                 if( validface ){
570
571                         // no light bugfix
572                         if(tface->mode) material->ras_mode |= USE_LIGHT;
573
574                         material->img[0] = (Image*)(tface->tpage);
575                         // ------------------------
576                         if(material->img[0]) {
577                                 material->texname[0] = material->img[0]->id.name;
578                                 material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
579                                 material->flag[0] |= ( tface->transp  &TF_ALPHA )?USEALPHA:0;
580                                 material->flag[0] |= ( tface->transp  &TF_ADD   )?CALCALPHA:0;
581                                 valid++;
582                         }
583                 }
584                 material->SetUsers(-1);
585                 material->num_enabled   = valid;
586                 material->IdMode                = TEXFACE;
587                 material->speccolor[0]  = 1.f;
588                 material->speccolor[1]  = 1.f;
589                 material->speccolor[2]  = 1.f;
590                 material->hard                  = 35.f;
591                 material->matcolor[0]   = 0.5f;
592                 material->matcolor[1]   = 0.5f;
593                 material->matcolor[2]   = 0.5f;
594                 material->spec_f                = 0.5f;
595                 material->ref                   = 0.8f;
596         }
597         MT_Point2 uv[4];
598         MT_Point2 uv2[4];
599         const char *uvName = "", *uv2Name = "";
600
601         
602         uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
603
604         if( validface ) {
605
606                 material->ras_mode |= (tface->mode & TF_INVISIBLE)?0:POLY_VIS;
607
608                 material->transp = tface->transp;
609                 material->tile  = tface->tile;
610                 material->mode  = tface->mode;
611                         
612                 uv[0].setValue(tface->uv[0]);
613                 uv[1].setValue(tface->uv[1]);
614                 uv[2].setValue(tface->uv[2]);
615
616                 if (mface->v4) 
617                         uv[3].setValue(tface->uv[3]);
618
619                 uvName = tfaceName;
620         } 
621         else {
622                 // nothing at all
623                 material->ras_mode |= (POLY_VIS| (validmat?0:USE_LIGHT));
624                 material->mode          = default_face_mode;    
625                 material->transp        = TF_SOLID;
626                 material->tile          = 0;
627                 
628                 uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f);
629         }
630
631         // with ztransp enabled, enforce alpha blending mode
632         if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->transp == TF_SOLID))
633                 material->transp = TF_ALPHA;
634
635         // always zsort alpha + add
636         if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) && (material->transp != TF_CLIP)) {
637                 material->ras_mode |= ALPHA;
638                 material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
639         }
640
641         // collider or not?
642         material->ras_mode |= (material->mode & TF_DYNAMIC)? COLLIDER: 0;
643
644         // these flags are irrelevant at this point, remove so they
645         // don't hurt material bucketing 
646         material->mode &= ~(TF_DYNAMIC|TF_ALPHASORT|TF_TEX);
647
648         // get uv sets
649         if(validmat) 
650         {
651                 bool isFirstSet = true;
652
653                 // only two sets implemented, but any of the eight 
654                 // sets can make up the two layers
655                 for (int vind = 0; vind<material->num_enabled; vind++)
656                 {
657                         BL_Mapping &map = material->mapping[vind];
658
659                         if (map.uvCoName.IsEmpty())
660                                 isFirstSet = false;
661                         else
662                         {
663                                 for (int lay=0; lay<MAX_MTFACE; lay++)
664                                 {
665                                         MTF_localLayer& layer = layers[lay];
666                                         if (layer.face == 0) break;
667
668                                         if (strcmp(map.uvCoName.ReadPtr(), layer.name)==0)
669                                         {
670                                                 MT_Point2 uvSet[4];
671
672                                                 uvSet[0].setValue(layer.face->uv[0]);
673                                                 uvSet[1].setValue(layer.face->uv[1]);
674                                                 uvSet[2].setValue(layer.face->uv[2]);
675
676                                                 if (mface->v4) 
677                                                         uvSet[3].setValue(layer.face->uv[3]);
678                                                 else
679                                                         uvSet[3].setValue(0.0f, 0.0f);
680
681                                                 if (isFirstSet)
682                                                 {
683                                                         uv[0] = uvSet[0]; uv[1] = uvSet[1];
684                                                         uv[2] = uvSet[2]; uv[3] = uvSet[3];
685                                                         isFirstSet = false;
686                                                         uvName = layer.name;
687                                                 }
688                                                 else if(strcmp(layer.name, uvName) != 0)
689                                                 {
690                                                         uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
691                                                         uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
692                                                         map.mapping |= USECUSTOMUV;
693                                                         uv2Name = layer.name;
694                                                 }
695                                         }
696                                 }
697                         }
698                 }
699         }
700
701         unsigned int rgb[4];
702         GetRGB(type,mface,mmcol,mat,rgb[0],rgb[1],rgb[2], rgb[3]);
703
704         // swap the material color, so MCol on TF_BMFONT works
705         if (validmat && type==1 && (tface && tface->mode & TF_BMFONT))
706         {
707                 rgb[0] = KX_rgbaint2uint_new(rgb[0]);
708                 rgb[1] = KX_rgbaint2uint_new(rgb[1]);
709                 rgb[2] = KX_rgbaint2uint_new(rgb[2]);
710                 rgb[3] = KX_rgbaint2uint_new(rgb[3]);
711         }
712
713         material->SetConversionRGB(rgb);
714         material->SetConversionUV(uvName, uv);
715         material->SetConversionUV2(uv2Name, uv2);
716
717         if(validmat)
718                 material->matname       =(mat->id.name);
719
720         material->tface         = tface;
721         material->material      = mat;
722         return true;
723 }
724
725 /* blenderobj can be NULL, make sure its checked for */
726 RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter)
727 {
728         RAS_MeshObject *meshobj;
729         int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object.
730
731         if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)
732                 return meshobj;
733         // Get DerivedMesh data
734         DerivedMesh *dm = CDDM_from_mesh(mesh, blenderobj);
735
736         MVert *mvert = dm->getVertArray(dm);
737         int totvert = dm->getNumVerts(dm);
738
739         MFace *mface = dm->getTessFaceArray(dm);
740         MTFace *tface = static_cast<MTFace*>(dm->getTessFaceDataArray(dm, CD_MTFACE));
741         MCol *mcol = static_cast<MCol*>(dm->getTessFaceDataArray(dm, CD_MCOL));
742         float (*tangent)[4] = NULL;
743         int totface = dm->getNumTessFaces(dm);
744         const char *tfaceName = "";
745
746         if(tface) {
747                 DM_add_tangent_layer(dm);
748                 tangent = (float(*)[4])dm->getTessFaceDataArray(dm, CD_TANGENT);
749         }
750
751         meshobj = new RAS_MeshObject(mesh);
752
753         // Extract avaiable layers
754         MTF_localLayer *layers =  new MTF_localLayer[MAX_MTFACE];
755         for (int lay=0; lay<MAX_MTFACE; lay++) {
756                 layers[lay].face = 0;
757                 layers[lay].name = "";
758         }
759
760         int validLayers = 0;
761         for (int i=0; i<dm->faceData.totlayer; i++)
762         {
763                 if (dm->faceData.layers[i].type == CD_MTFACE)
764                 {
765                         assert(validLayers <= 8);
766
767                         layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
768                         layers[validLayers].name = dm->faceData.layers[i].name;
769                         if(tface == layers[validLayers].face)
770                                 tfaceName = layers[validLayers].name;
771                         validLayers++;
772                 }
773         }
774
775         meshobj->SetName(mesh->id.name + 2);
776         meshobj->m_sharedvertex_map.resize(totvert);
777         RAS_IPolyMaterial* polymat = NULL;
778         STR_String imastr;
779         // These pointers will hold persistent material structure during the conversion
780         // to avoid countless allocation/deallocation of memory.
781         BL_Material* bl_mat = NULL;
782         KX_BlenderMaterial* kx_blmat = NULL;
783         KX_PolygonMaterial* kx_polymat = NULL;
784
785         for (int f=0;f<totface;f++,mface++)
786         {
787                 Material* ma = 0;
788                 bool collider = true;
789                 MT_Point2 uv0(0.0,0.0),uv1(0.0,0.0),uv2(0.0,0.0),uv3(0.0,0.0);
790                 MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0);
791                 unsigned int rgb0,rgb1,rgb2,rgb3 = 0;
792
793                 MT_Point3 pt0, pt1, pt2, pt3;
794                 MT_Vector3 no0(0,0,0), no1(0,0,0), no2(0,0,0), no3(0,0,0);
795                 MT_Vector4 tan0(0,0,0,0), tan1(0,0,0,0), tan2(0,0,0,0), tan3(0,0,0,0);
796
797                 /* get coordinates, normals and tangents */
798                 pt0.setValue(mvert[mface->v1].co);
799                 pt1.setValue(mvert[mface->v2].co);
800                 pt2.setValue(mvert[mface->v3].co);
801                 if (mface->v4) pt3.setValue(mvert[mface->v4].co);
802
803                 if(mface->flag & ME_SMOOTH) {
804                         float n0[3], n1[3], n2[3], n3[3];
805
806                         normal_short_to_float_v3(n0, mvert[mface->v1].no);
807                         normal_short_to_float_v3(n1, mvert[mface->v2].no);
808                         normal_short_to_float_v3(n2, mvert[mface->v3].no);
809                         no0 = n0;
810                         no1 = n1;
811                         no2 = n2;
812
813                         if(mface->v4) {
814                                 normal_short_to_float_v3(n3, mvert[mface->v4].no);
815                                 no3 = n3;
816                         }
817                 }
818                 else {
819                         float fno[3];
820
821                         if(mface->v4)
822                                 normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co);
823                         else
824                                 normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co);
825
826                         no0 = no1 = no2 = no3 = MT_Vector3(fno);
827                 }
828
829                 if(tangent) {
830                         tan0 = tangent[f*4 + 0];
831                         tan1 = tangent[f*4 + 1];
832                         tan2 = tangent[f*4 + 2];
833
834                         if (mface->v4)
835                                 tan3 = tangent[f*4 + 3];
836                 }
837                 if(blenderobj)
838                         ma = give_current_material(blenderobj, mface->mat_nr+1);
839                 else
840                         ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
841
842                 /* ckeck for texface since texface _only_ is used as a fallback */
843                 if(ma == NULL && tface == NULL) {
844                         ma= &defmaterial;
845                 }
846
847                 {
848                         bool visible = true;
849                         bool twoside = false;
850
851                         if(converter->GetMaterials()) {
852                                 /* do Blender Multitexture and Blender GLSL materials */
853                                 unsigned int rgb[4];
854                                 MT_Point2 uv[4];
855
856                                 /* first is the BL_Material */
857                                 if (!bl_mat)
858                                         bl_mat = new BL_Material();
859                                 ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
860                                         layers, converter->GetGLSLMaterials());
861
862                                 visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
863                                 collider = ((bl_mat->ras_mode & COLLIDER)!=0);
864                                 twoside = ((bl_mat->mode & TF_TWOSIDE)!=0);
865
866                                 /* vertex colors and uv's were stored in bl_mat temporarily */
867                                 bl_mat->GetConversionRGB(rgb);
868                                 rgb0 = rgb[0]; rgb1 = rgb[1];
869                                 rgb2 = rgb[2]; rgb3 = rgb[3];
870
871                                 bl_mat->GetConversionUV(uv);
872                                 uv0 = uv[0]; uv1 = uv[1];
873                                 uv2 = uv[2]; uv3 = uv[3];
874
875                                 bl_mat->GetConversionUV2(uv);
876                                 uv20 = uv[0]; uv21 = uv[1];
877                                 uv22 = uv[2]; uv23 = uv[3];
878                                 
879                                 /* then the KX_BlenderMaterial */
880                                 if (kx_blmat == NULL)
881                                         kx_blmat = new KX_BlenderMaterial();
882
883                                 kx_blmat->Initialize(scene, bl_mat);
884                                 polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
885                         }
886                         else {
887                                 /* do Texture Face materials */
888                                 Image* bima = (tface)? (Image*)tface->tpage: NULL;
889                                 imastr =  (tface)? (bima? (bima)->id.name : "" ) : "";
890                 
891                                 char transp=0;
892                                 short mode=0, tile=0;
893                                 int     tilexrep=4,tileyrep = 4;
894                                 
895                                 if (bima) {
896                                         tilexrep = bima->xrep;
897                                         tileyrep = bima->yrep;
898                                 }
899
900                                 /* get tface properties if available */
901                                 if(tface) {
902                                         /* TF_DYNAMIC means the polygon is a collision face */
903                                         collider = ((tface->mode & TF_DYNAMIC) != 0);
904                                         transp = tface->transp;
905                                         tile = tface->tile;
906                                         mode = tface->mode;
907                                         
908                                         visible = !(tface->mode & TF_INVISIBLE);
909                                         twoside = ((tface->mode & TF_TWOSIDE)!=0);
910                                         
911                                         uv0.setValue(tface->uv[0]);
912                                         uv1.setValue(tface->uv[1]);
913                                         uv2.setValue(tface->uv[2]);
914         
915                                         if (mface->v4)
916                                                 uv3.setValue(tface->uv[3]);
917                                 } 
918                                 else {
919                                         /* no texfaces, set COLLSION true and everything else FALSE */
920                                         mode = default_face_mode;       
921                                         transp = TF_SOLID;
922                                         tile = 0;
923                                 }
924
925                                 /* get vertex colors */
926                                 if (mcol) {
927                                         /* we have vertex colors */
928                                         rgb0 = KX_Mcol2uint_new(mcol[0]);
929                                         rgb1 = KX_Mcol2uint_new(mcol[1]);
930                                         rgb2 = KX_Mcol2uint_new(mcol[2]);
931                                         
932                                         if (mface->v4)
933                                                 rgb3 = KX_Mcol2uint_new(mcol[3]);
934                                 }
935                                 else {
936                                         /* no vertex colors, take from material, otherwise white */
937                                         unsigned int color = 0xFFFFFFFFL;
938
939                                         if (ma)
940                                         {
941                                                 union
942                                                 {
943                                                         unsigned char cp[4];
944                                                         unsigned int integer;
945                                                 } col_converter;
946                                                 
947                                                 col_converter.cp[3] = (unsigned char) (ma->r*255.0);
948                                                 col_converter.cp[2] = (unsigned char) (ma->g*255.0);
949                                                 col_converter.cp[1] = (unsigned char) (ma->b*255.0);
950                                                 col_converter.cp[0] = (unsigned char) (ma->alpha*255.0);
951                                                 
952                                                 color = col_converter.integer;
953                                         }
954
955                                         rgb0 = KX_rgbaint2uint_new(color);
956                                         rgb1 = KX_rgbaint2uint_new(color);
957                                         rgb2 = KX_rgbaint2uint_new(color);      
958                                         
959                                         if (mface->v4)
960                                                 rgb3 = KX_rgbaint2uint_new(color);
961                                 }
962                                 
963                                 // only zsort alpha + add
964                                 bool alpha = (transp == TF_ALPHA || transp == TF_ADD);
965                                 bool zsort = (mode & TF_ALPHASORT)? alpha: 0;
966
967                                 if (kx_polymat == NULL)
968                                         kx_polymat = new KX_PolygonMaterial();
969                                 kx_polymat->Initialize(imastr, ma, (int)mface->mat_nr,
970                                         tile, tilexrep, tileyrep, 
971                                         mode, transp, alpha, zsort, lightlayer, tface, (unsigned int*)mcol);
972                                 polymat = static_cast<RAS_IPolyMaterial*>(kx_polymat);
973         
974                                 if (ma) {
975                                         polymat->m_specular = MT_Vector3(ma->specr, ma->specg, ma->specb)*ma->spec;
976                                         polymat->m_shininess = (float)ma->har/4.0f; // 0 < ma->har <= 512
977                                         polymat->m_diffuse = MT_Vector3(ma->r, ma->g, ma->b)*(ma->emit + ma->ref);
978                                 }
979                                 else {
980                                         polymat->m_specular.setValue(0.0f,0.0f,0.0f);
981                                         polymat->m_shininess = 35.0;
982                                 }
983                         }
984
985                         /* mark face as flat, so vertices are split */
986                         bool flat = (mface->flag & ME_SMOOTH) == 0;
987
988                         // see if a bucket was reused or a new one was created
989                         // this way only one KX_BlenderMaterial object has to exist per bucket
990                         bool bucketCreated; 
991                         RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
992                         if (bucketCreated) {
993                                 // this is needed to free up memory afterwards
994                                 converter->RegisterPolyMaterial(polymat);
995                                 if(converter->GetMaterials()) {
996                                         converter->RegisterBlenderMaterial(bl_mat);
997                                         // the poly material has been stored in the bucket, next time we must create a new one
998                                         bl_mat = NULL;
999                                         kx_blmat = NULL;
1000                                 } else {
1001                                         // the poly material has been stored in the bucket, next time we must create a new one
1002                                         kx_polymat = NULL;
1003                                 }
1004                         } else {
1005                                 // from now on, use the polygon material from the material bucket
1006                                 polymat = bucket->GetPolyMaterial();
1007                                 // keep the material pointers, they will be reused for next face
1008                         }
1009                                                  
1010                         int nverts = (mface->v4)? 4: 3;
1011                         RAS_Polygon *poly = meshobj->AddPolygon(bucket, nverts);
1012
1013                         poly->SetVisible(visible);
1014                         poly->SetCollider(collider);
1015                         poly->SetTwoside(twoside);
1016                         //poly->SetEdgeCode(mface->edcode);
1017
1018                         meshobj->AddVertex(poly,0,pt0,uv0,uv20,tan0,rgb0,no0,flat,mface->v1);
1019                         meshobj->AddVertex(poly,1,pt1,uv1,uv21,tan1,rgb1,no1,flat,mface->v2);
1020                         meshobj->AddVertex(poly,2,pt2,uv2,uv22,tan2,rgb2,no2,flat,mface->v3);
1021
1022                         if (nverts==4)
1023                                 meshobj->AddVertex(poly,3,pt3,uv3,uv23,tan3,rgb3,no3,flat,mface->v4);
1024                 }
1025
1026                 if (tface) 
1027                         tface++;
1028                 if (mcol)
1029                         mcol+=4;
1030
1031                 for (int lay=0; lay<MAX_MTFACE; lay++)
1032                 {
1033                         MTF_localLayer &layer = layers[lay];
1034                         if (layer.face == 0) break;
1035
1036                         layer.face++;
1037                 }
1038         }
1039         // keep meshobj->m_sharedvertex_map for reinstance phys mesh.
1040         // 2.49a and before it did: meshobj->m_sharedvertex_map.clear();
1041         // but this didnt save much ram. - Campbell
1042         meshobj->EndConversion();
1043
1044         // pre calculate texture generation
1045         for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
1046                 mit != meshobj->GetLastMaterial(); ++ mit) {
1047                 mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer);
1048         }
1049
1050         if (layers)
1051                 delete []layers;
1052         
1053         dm->release(dm);
1054         // cleanup material
1055         if (bl_mat)
1056                 delete bl_mat;
1057         if (kx_blmat)
1058                 delete kx_blmat;
1059         if (kx_polymat)
1060                 delete kx_polymat;
1061         converter->RegisterGameMesh(meshobj, mesh);
1062         return meshobj;
1063 }
1064
1065         
1066         
1067 static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject)
1068 {
1069         PHY_MaterialProps *materialProps = new PHY_MaterialProps;
1070         
1071         MT_assert(materialProps && "Create physics material properties failed");
1072                 
1073         Material* blendermat = give_current_material(blenderobject, 0);
1074                 
1075         if (blendermat)
1076         {
1077                 MT_assert(0.0f <= blendermat->reflect && blendermat->reflect <= 1.0f);
1078         
1079                 materialProps->m_restitution = blendermat->reflect;
1080                 materialProps->m_friction = blendermat->friction;
1081                 materialProps->m_fh_spring = blendermat->fh;
1082                 materialProps->m_fh_damping = blendermat->xyfrict;
1083                 materialProps->m_fh_distance = blendermat->fhdist;
1084                 materialProps->m_fh_normal = (blendermat->dynamode & MA_FH_NOR) != 0;
1085         }
1086         else {
1087                 //give some defaults
1088                 materialProps->m_restitution = 0.f;
1089                 materialProps->m_friction = 0.5;
1090                 materialProps->m_fh_spring = 0.f;
1091                 materialProps->m_fh_damping = 0.f;
1092                 materialProps->m_fh_distance = 0.f;
1093                 materialProps->m_fh_normal = false;
1094
1095         }
1096         
1097         return materialProps;
1098 }
1099
1100 static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject)
1101 {
1102         PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
1103         
1104         MT_assert(shapeProps);
1105                 
1106         shapeProps->m_mass = blenderobject->mass;
1107         
1108 //  This needs to be fixed in blender. For now, we use:
1109         
1110 // in Blender, inertia stands for the size value which is equivalent to
1111 // the sphere radius
1112         shapeProps->m_inertia = blenderobject->formfactor;
1113         
1114         MT_assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
1115         MT_assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
1116         
1117         shapeProps->m_lin_drag = 1.0 - blenderobject->damping;
1118         shapeProps->m_ang_drag = 1.0 - blenderobject->rdamping;
1119         
1120         shapeProps->m_friction_scaling[0] = blenderobject->anisotropicFriction[0]; 
1121         shapeProps->m_friction_scaling[1] = blenderobject->anisotropicFriction[1];
1122         shapeProps->m_friction_scaling[2] = blenderobject->anisotropicFriction[2];
1123         shapeProps->m_do_anisotropic = ((blenderobject->gameflag & OB_ANISOTROPIC_FRICTION) != 0);
1124         
1125         shapeProps->m_do_fh     = (blenderobject->gameflag & OB_DO_FH) != 0; 
1126         shapeProps->m_do_rot_fh = (blenderobject->gameflag & OB_ROT_FH) != 0;
1127         
1128 //      velocity clamping XXX
1129         shapeProps->m_clamp_vel_min = blenderobject->min_vel;
1130         shapeProps->m_clamp_vel_max = blenderobject->max_vel;
1131         
1132         return shapeProps;
1133 }
1134
1135         
1136         
1137         
1138                 
1139 //////////////////////////////////////////////////////////
1140         
1141
1142
1143 static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
1144 {
1145         MVert *mvert;
1146         BoundBox *bb;
1147         float min[3], max[3];
1148         float mloc[3], msize[3];
1149         float radius=0.0f, vert_radius, *co;
1150         int a;
1151         
1152         if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
1153         bb= me->bb;
1154         
1155         INIT_MINMAX(min, max);
1156
1157         if (!loc) loc= mloc;
1158         if (!size) size= msize;
1159         
1160         mvert= me->mvert;
1161         for(a=0; a<me->totvert; a++, mvert++) {
1162                 co= mvert->co;
1163                 
1164                 /* bounds */
1165                 DO_MINMAX(co, min, max);
1166                 
1167                 /* radius */
1168                 vert_radius= co[0]*co[0] + co[1]*co[1] + co[2]*co[2];
1169                 if (vert_radius > radius)
1170                         radius= vert_radius;
1171         }
1172                 
1173         if(me->totvert) {
1174                 loc[0]= (min[0]+max[0])/2.0f;
1175                 loc[1]= (min[1]+max[1])/2.0f;
1176                 loc[2]= (min[2]+max[2])/2.0f;
1177                 
1178                 size[0]= (max[0]-min[0])/2.0f;
1179                 size[1]= (max[1]-min[1])/2.0f;
1180                 size[2]= (max[2]-min[2])/2.0f;
1181         }
1182         else {
1183                 loc[0]= loc[1]= loc[2]= 0.0f;
1184                 size[0]= size[1]= size[2]= 0.0f;
1185         }
1186                 
1187         bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= loc[0]-size[0];
1188         bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= loc[0]+size[0];
1189                 
1190         bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= loc[1]-size[1];
1191         bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= loc[1]+size[1];
1192
1193         bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= loc[2]-size[2];
1194         bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= loc[2]+size[2];
1195
1196         return sqrt(radius);
1197 }
1198                 
1199
1200
1201
1202 static void my_tex_space_mesh(Mesh *me)
1203                 {
1204         KeyBlock *kb;
1205         float *fp, loc[3], size[3], min[3], max[3];
1206         int a;
1207
1208         my_boundbox_mesh(me, loc, size);
1209         
1210         if(me->texflag & AUTOSPACE) {
1211                 if(me->key) {
1212                         kb= me->key->refkey;
1213                         if (kb) {
1214         
1215                                 INIT_MINMAX(min, max);
1216                 
1217                                 fp= (float *)kb->data;
1218                                 for(a=0; a<kb->totelem; a++, fp+=3) {   
1219                                         DO_MINMAX(fp, min, max);
1220                                 }
1221                                 if(kb->totelem) {
1222                                         loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f;
1223                                         size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f;
1224         } 
1225         else {
1226                                         loc[0]= loc[1]= loc[2]= 0.0;
1227                                         size[0]= size[1]= size[2]= 0.0;
1228                                 }
1229                                 
1230                         }
1231                                 }
1232         
1233                 VECCOPY(me->loc, loc);
1234                 VECCOPY(me->size, size);
1235                 me->rot[0]= me->rot[1]= me->rot[2]= 0.0f;
1236         
1237                 if(me->size[0]==0.0) me->size[0]= 1.0f;
1238                 else if(me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
1239                 else if(me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
1240         
1241                 if(me->size[1]==0.0) me->size[1]= 1.0f;
1242                 else if(me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
1243                 else if(me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
1244                                                 
1245                 if(me->size[2]==0.0) me->size[2]= 1.0f;
1246                 else if(me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
1247                 else if(me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
1248         }
1249         
1250 }
1251
1252 static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, float *size)
1253 {
1254         BoundBox *bb= NULL;
1255         /* uses boundbox, function used by Ketsji */
1256         switch (ob->type)
1257         {
1258                 case OB_MESH:
1259                         if (dm)
1260                         {
1261                                 float min_r[3], max_r[3];
1262                                 INIT_MINMAX(min_r, max_r);
1263                                 dm->getMinMax(dm, min_r, max_r);
1264                                 size[0]= 0.5f*fabsf(max_r[0] - min_r[0]);
1265                                 size[1]= 0.5f*fabsf(max_r[1] - min_r[1]);
1266                                 size[2]= 0.5f*fabsf(max_r[2] - min_r[2]);
1267                                         
1268                                 center[0]= 0.5f*(max_r[0] + min_r[0]);
1269                                 center[1]= 0.5f*(max_r[1] + min_r[1]);
1270                                 center[2]= 0.5f*(max_r[2] + min_r[2]);
1271                                 return;
1272                         } else
1273                         {
1274                                 bb= ( (Mesh *)ob->data )->bb;
1275                                 if(bb==0) 
1276                                 {
1277                                         my_tex_space_mesh((struct Mesh *)ob->data);
1278                                         bb= ( (Mesh *)ob->data )->bb;
1279                                 }
1280                         }
1281                         break;
1282                 case OB_CURVE:
1283                 case OB_SURF:
1284                         center[0]= center[1]= center[2]= 0.0;
1285                         size[0]  = size[1]=size[2]=0.0;
1286                         break;
1287                 case OB_FONT:
1288                         center[0]= center[1]= center[2]= 0.0;
1289                         size[0]  = size[1]=size[2]=1.0;
1290                         break;
1291                 case OB_MBALL:
1292                         bb= ob->bb;
1293                         break;
1294         }
1295         
1296         if(bb==NULL) 
1297         {
1298                 center[0]= center[1]= center[2]= 0.0;
1299                 size[0] = size[1]=size[2]=1.0;
1300         }
1301         else 
1302         {
1303                 size[0]= 0.5f*fabs(bb->vec[0][0] - bb->vec[4][0]);
1304                 size[1]= 0.5f*fabs(bb->vec[0][1] - bb->vec[2][1]);
1305                 size[2]= 0.5f*fabs(bb->vec[0][2] - bb->vec[1][2]);
1306                                         
1307                 center[0]= 0.5f*(bb->vec[0][0] + bb->vec[4][0]);
1308                 center[1]= 0.5f*(bb->vec[0][1] + bb->vec[2][1]);
1309                 center[2]= 0.5f*(bb->vec[0][2] + bb->vec[1][2]);
1310         }
1311 }
1312         
1313
1314
1315
1316 //////////////////////////////////////////////////////
1317
1318
1319 void BL_CreateGraphicObjectNew(KX_GameObject* gameobj,
1320                                                            const MT_Point3& localAabbMin,
1321                                                            const MT_Point3& localAabbMax,
1322                                                            KX_Scene* kxscene,
1323                                                            bool isActive,
1324                                                            e_PhysicsEngine physics_engine)
1325 {
1326         if (gameobj->GetMeshCount() > 0) 
1327         {
1328                 switch (physics_engine)
1329                 {
1330 #ifdef USE_BULLET
1331                 case UseBullet:
1332                         {
1333                                 CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
1334                                 assert(env);
1335                                 PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
1336                                 CcdGraphicController* ctrl = new CcdGraphicController(env, motionstate);
1337                                 gameobj->SetGraphicController(ctrl);
1338                                 ctrl->setNewClientInfo(gameobj->getClientInfo());
1339                                 ctrl->setLocalAabb(localAabbMin, localAabbMax);
1340                                 if (isActive) {
1341                                         // add first, this will create the proxy handle, only if the object is visible
1342                                         if (gameobj->GetVisible())
1343                                                 env->addCcdGraphicController(ctrl);
1344                                         // update the mesh if there is a deformer, this will also update the bounding box for modifiers
1345                                         RAS_Deformer* deformer = gameobj->GetDeformer();
1346                                         if (deformer)
1347                                                 deformer->UpdateBuckets();
1348                                 }
1349                         }
1350                         break;
1351 #endif
1352                 default:
1353                         break;
1354                 }
1355         }
1356 }
1357
1358 void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
1359                                                  struct Object* blenderobject,
1360                                                  RAS_MeshObject* meshobj,
1361                                                  KX_Scene* kxscene,
1362                                                  int activeLayerBitInfo,
1363                                                  e_PhysicsEngine        physics_engine,
1364                                                  KX_BlenderSceneConverter *converter,
1365                                                  bool processCompoundChildren
1366                                                  )
1367                                         
1368 {
1369         //SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
1370         //int userigidbody = SYS_GetCommandLineInt(syshandle,"norigidbody",0);
1371         //bool bRigidBody = (userigidbody == 0);
1372
1373         // object has physics representation?
1374         if (!(blenderobject->gameflag & OB_COLLISION))
1375                 return;
1376
1377         // get Root Parent of blenderobject
1378         struct Object* parent= blenderobject->parent;
1379         while(parent && parent->parent) {
1380                 parent= parent->parent;
1381         }
1382
1383         bool isCompoundChild = false;
1384         bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
1385
1386         /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
1387          * and cant be apart of the parents compound shape */
1388         if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
1389                 
1390                 if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
1391                 {
1392                         isCompoundChild = true;
1393                 } 
1394         }
1395         if (processCompoundChildren != isCompoundChild)
1396                 return;
1397
1398
1399         PHY_ShapeProps* shapeprops =
1400                         CreateShapePropsFromBlenderObject(blenderobject);
1401
1402         
1403         PHY_MaterialProps* smmaterial = 
1404                 CreateMaterialFromBlenderObject(blenderobject);
1405                                         
1406         KX_ObjectProperties objprop;
1407         objprop.m_lockXaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0;
1408         objprop.m_lockYaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0;
1409         objprop.m_lockZaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0;
1410         objprop.m_lockXRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0;
1411         objprop.m_lockYRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0;
1412         objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0;
1413
1414         objprop.m_isCompoundChild = isCompoundChild;
1415         objprop.m_hasCompoundChildren = hasCompoundChildren;
1416         objprop.m_margin = blenderobject->margin;
1417         
1418         // ACTOR is now a separate feature
1419         objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
1420         objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
1421         objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
1422         objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
1423         
1424         ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic'
1425         if (objprop.m_angular_rigidbody || !objprop.m_dyna )
1426         {
1427                 objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold;
1428         } else
1429         {
1430                 objprop.m_contactProcessingThreshold = 0.f;
1431         }
1432
1433         objprop.m_sensor = (blenderobject->gameflag & OB_SENSOR) != 0;
1434         
1435         if (objprop.m_softbody)
1436         {
1437                 ///for game soft bodies
1438                 if (blenderobject->bsoft)
1439                 {
1440                         objprop.m_gamesoftFlag = blenderobject->bsoft->flag;
1441                                         ///////////////////
1442                         objprop.m_soft_linStiff = blenderobject->bsoft->linStiff;
1443                         objprop.m_soft_angStiff = blenderobject->bsoft->angStiff;               /* angular stiffness 0..1 */
1444                         objprop.m_soft_volume= blenderobject->bsoft->volume;                    /* volume preservation 0..1 */
1445
1446                         objprop.m_soft_viterations= blenderobject->bsoft->viterations;          /* Velocities solver iterations */
1447                         objprop.m_soft_piterations= blenderobject->bsoft->piterations;          /* Positions solver iterations */
1448                         objprop.m_soft_diterations= blenderobject->bsoft->diterations;          /* Drift solver iterations */
1449                         objprop.m_soft_citerations= blenderobject->bsoft->citerations;          /* Cluster solver iterations */
1450
1451                         objprop.m_soft_kSRHR_CL= blenderobject->bsoft->kSRHR_CL;                /* Soft vs rigid hardness [0,1] (cluster only) */
1452                         objprop.m_soft_kSKHR_CL= blenderobject->bsoft->kSKHR_CL;                /* Soft vs kinetic hardness [0,1] (cluster only) */
1453                         objprop.m_soft_kSSHR_CL= blenderobject->bsoft->kSSHR_CL;                /* Soft vs soft hardness [0,1] (cluster only) */
1454                         objprop.m_soft_kSR_SPLT_CL= blenderobject->bsoft->kSR_SPLT_CL;  /* Soft vs rigid impulse split [0,1] (cluster only) */
1455
1456                         objprop.m_soft_kSK_SPLT_CL= blenderobject->bsoft->kSK_SPLT_CL;  /* Soft vs rigid impulse split [0,1] (cluster only) */
1457                         objprop.m_soft_kSS_SPLT_CL= blenderobject->bsoft->kSS_SPLT_CL;  /* Soft vs rigid impulse split [0,1] (cluster only) */
1458                         objprop.m_soft_kVCF= blenderobject->bsoft->kVCF;                        /* Velocities correction factor (Baumgarte) */
1459                         objprop.m_soft_kDP= blenderobject->bsoft->kDP;                  /* Damping coefficient [0,1] */
1460
1461                         objprop.m_soft_kDG= blenderobject->bsoft->kDG;                  /* Drag coefficient [0,+inf] */
1462                         objprop.m_soft_kLF= blenderobject->bsoft->kLF;                  /* Lift coefficient [0,+inf] */
1463                         objprop.m_soft_kPR= blenderobject->bsoft->kPR;                  /* Pressure coefficient [-inf,+inf] */
1464                         objprop.m_soft_kVC= blenderobject->bsoft->kVC;                  /* Volume conversation coefficient [0,+inf] */
1465
1466                         objprop.m_soft_kDF= blenderobject->bsoft->kDF;                  /* Dynamic friction coefficient [0,1] */
1467                         objprop.m_soft_kMT= blenderobject->bsoft->kMT;                  /* Pose matching coefficient [0,1] */
1468                         objprop.m_soft_kCHR= blenderobject->bsoft->kCHR;                        /* Rigid contacts hardness [0,1] */
1469                         objprop.m_soft_kKHR= blenderobject->bsoft->kKHR;                        /* Kinetic contacts hardness [0,1] */
1470
1471                         objprop.m_soft_kSHR= blenderobject->bsoft->kSHR;                        /* Soft contacts hardness [0,1] */
1472                         objprop.m_soft_kAHR= blenderobject->bsoft->kAHR;                        /* Anchors hardness [0,1] */
1473                         objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags;    /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
1474                         objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations;        /* number of iterations to refine collision clusters*/
1475                         //objprop.m_soft_welding = blenderobject->bsoft->welding;               /* welding */
1476                         /* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
1477                         objprop.m_soft_welding = 0.f;           
1478                         objprop.m_margin = blenderobject->bsoft->margin;
1479                         objprop.m_contactProcessingThreshold = 0.f;
1480                 } else
1481                 {
1482                         objprop.m_gamesoftFlag = OB_BSB_BENDING_CONSTRAINTS | OB_BSB_SHAPE_MATCHING | OB_BSB_AERO_VPOINT;
1483                         
1484                         objprop.m_soft_linStiff = 0.5;;
1485                         objprop.m_soft_angStiff = 1.f;          /* angular stiffness 0..1 */
1486                         objprop.m_soft_volume= 1.f;                     /* volume preservation 0..1 */
1487
1488
1489                         objprop.m_soft_viterations= 0;
1490                         objprop.m_soft_piterations= 1;
1491                         objprop.m_soft_diterations= 0;
1492                         objprop.m_soft_citerations= 4;
1493
1494                         objprop.m_soft_kSRHR_CL= 0.1f;
1495                         objprop.m_soft_kSKHR_CL= 1.f;
1496                         objprop.m_soft_kSSHR_CL= 0.5;
1497                         objprop.m_soft_kSR_SPLT_CL= 0.5f;
1498
1499                         objprop.m_soft_kSK_SPLT_CL= 0.5f;
1500                         objprop.m_soft_kSS_SPLT_CL= 0.5f;
1501                         objprop.m_soft_kVCF=  1;
1502                         objprop.m_soft_kDP= 0;
1503
1504                         objprop.m_soft_kDG= 0;
1505                         objprop.m_soft_kLF= 0;
1506                         objprop.m_soft_kPR= 0;
1507                         objprop.m_soft_kVC= 0;
1508
1509                         objprop.m_soft_kDF= 0.2f;
1510                         objprop.m_soft_kMT= 0.05f;
1511                         objprop.m_soft_kCHR= 1.0f;
1512                         objprop.m_soft_kKHR= 0.1f;
1513
1514                         objprop.m_soft_kSHR= 1.f;
1515                         objprop.m_soft_kAHR= 0.7f;
1516                         objprop.m_soft_collisionflags= OB_BSB_COL_SDF_RS + OB_BSB_COL_VF_SS;
1517                         objprop.m_soft_numclusteriterations= 16;
1518                         objprop.m_soft_welding = 0.f;
1519                         objprop.m_margin = 0.f;
1520                         objprop.m_contactProcessingThreshold = 0.f;
1521                 }
1522         }
1523
1524         objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
1525         objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
1526         //mmm, for now, taks this for the size of the dynamicobject
1527         // Blender uses inertia for radius of dynamic object
1528         objprop.m_radius = blenderobject->inertia;
1529         objprop.m_in_active_layer = (blenderobject->lay & activeLayerBitInfo) != 0;
1530         objprop.m_dynamic_parent=NULL;
1531         objprop.m_isdeformable = ((blenderobject->gameflag2 & 2)) != 0;
1532         objprop.m_boundclass = objprop.m_dyna?KX_BOUNDSPHERE:KX_BOUNDMESH;
1533         
1534         if ((blenderobject->gameflag & OB_SOFT_BODY) && !(blenderobject->gameflag & OB_BOUNDS))
1535         {
1536                 objprop.m_boundclass = KX_BOUNDMESH;
1537         }
1538
1539         KX_BoxBounds bb;
1540         DerivedMesh* dm = NULL;
1541         if (gameobj->GetDeformer())
1542                 dm = gameobj->GetDeformer()->GetPhysicsMesh();
1543         my_get_local_bounds(blenderobject,dm,objprop.m_boundobject.box.m_center,bb.m_extends);
1544         if (blenderobject->gameflag & OB_BOUNDS)
1545         {
1546                 switch (blenderobject->boundtype)
1547                 {
1548                         case OB_BOUND_BOX:
1549                                 objprop.m_boundclass = KX_BOUNDBOX;
1550                                 //mmm, has to be divided by 2 to be proper extends
1551                                 objprop.m_boundobject.box.m_extends[0]=2.f*bb.m_extends[0];
1552                                 objprop.m_boundobject.box.m_extends[1]=2.f*bb.m_extends[1];
1553                                 objprop.m_boundobject.box.m_extends[2]=2.f*bb.m_extends[2];
1554                                 break;
1555                         case OB_BOUND_POLYT:
1556                                 if (blenderobject->type == OB_MESH)
1557                                 {
1558                                         objprop.m_boundclass = KX_BOUNDPOLYTOPE;
1559                                         break;
1560                                 }
1561                                 // Object is not a mesh... fall through OB_BOUND_POLYH to 
1562                                 // OB_BOUND_SPHERE
1563                         case OB_BOUND_POLYH:
1564                                 if (blenderobject->type == OB_MESH)
1565                                 {
1566                                         objprop.m_boundclass = KX_BOUNDMESH;
1567                                         break;
1568                                 }
1569                                 // Object is not a mesh... can't use polyhedron.
1570                                 // Fall through and become a sphere.
1571                         case OB_BOUND_SPHERE:
1572                         {
1573                                 objprop.m_boundclass = KX_BOUNDSPHERE;
1574                                 objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
1575                                 break;
1576                         }
1577                         case OB_BOUND_CYLINDER:
1578                         {
1579                                 objprop.m_boundclass = KX_BOUNDCYLINDER;
1580                                 objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
1581                                 objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
1582                                 break;
1583                         }
1584                         case OB_BOUND_CONE:
1585                         {
1586                                 objprop.m_boundclass = KX_BOUNDCONE;
1587                                 objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
1588                                 objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
1589                                 break;
1590                         }
1591                         case OB_BOUND_CAPSULE:
1592                         {
1593                                 objprop.m_boundclass = KX_BOUNDCAPSULE;
1594                                 objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], bb.m_extends[1]);
1595                                 objprop.m_boundobject.c.m_height = 2.f*(bb.m_extends[2]-objprop.m_boundobject.c.m_radius);
1596                                 if (objprop.m_boundobject.c.m_height < 0.f)
1597                                         objprop.m_boundobject.c.m_height = 0.f;
1598                                 break;
1599                         }
1600                 }
1601         }
1602
1603         
1604         if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
1605                 // parented object cannot be dynamic
1606                 KX_GameObject *parentgameobject = converter->FindGameObject(parent);
1607                 objprop.m_dynamic_parent = parentgameobject;
1608                 //cannot be dynamic:
1609                 objprop.m_dyna = false;
1610                 objprop.m_softbody = false;
1611                 shapeprops->m_mass = 0.f;
1612         }
1613
1614         
1615         objprop.m_concave = (blenderobject->boundtype & 4) != 0;
1616         
1617         switch (physics_engine)
1618         {
1619 #ifdef USE_BULLET
1620                 case UseBullet:
1621                         KX_ConvertBulletObject(gameobj, meshobj, dm, kxscene, shapeprops, smmaterial, &objprop);
1622                         break;
1623
1624 #endif
1625                 case UseDynamo:
1626                         //KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops,    smmaterial,     &objprop);
1627                         break;
1628                         
1629                 case UseNone:
1630                 default:
1631                         break;
1632         }
1633         delete shapeprops;
1634         delete smmaterial;
1635         if (dm) {
1636                 dm->needsFree = 1;
1637                 dm->release(dm);
1638         }
1639 }
1640
1641
1642
1643
1644
1645 static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRenderTools *rendertools, KX_BlenderSceneConverter *converter) {
1646         RAS_LightObject lightobj;
1647         KX_LightObject *gamelight;
1648         
1649         lightobj.m_att1 = la->att1;
1650         lightobj.m_att2 = (la->mode & LA_QUAD) ? la->att2 : 0.0f;
1651         lightobj.m_red = la->r;
1652         lightobj.m_green = la->g;
1653         lightobj.m_blue = la->b;
1654         lightobj.m_distance = la->dist;
1655         lightobj.m_energy = la->energy;
1656         lightobj.m_layer = layerflag;
1657         lightobj.m_spotblend = la->spotblend;
1658         lightobj.m_spotsize = la->spotsize;
1659         
1660         lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
1661         lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
1662         
1663         bool glslmat = converter->GetGLSLMaterials();
1664
1665         // in GLSL NEGATIVE LAMP is handled inside the lamp update function
1666         if(glslmat==0) {
1667                 if (la->mode & LA_NEG)
1668                 {
1669                         lightobj.m_red = -lightobj.m_red;
1670                         lightobj.m_green = -lightobj.m_green;
1671                         lightobj.m_blue = -lightobj.m_blue;
1672                 }
1673         }
1674                 
1675         if (la->type==LA_SUN) {
1676                 lightobj.m_type = RAS_LightObject::LIGHT_SUN;
1677         } else if (la->type==LA_SPOT) {
1678                 lightobj.m_type = RAS_LightObject::LIGHT_SPOT;
1679         } else {
1680                 lightobj.m_type = RAS_LightObject::LIGHT_NORMAL;
1681         }
1682
1683         gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
1684                 lightobj, glslmat);
1685
1686         BL_ConvertLampIpos(la, gamelight, converter);
1687         
1688         return gamelight;
1689 }
1690
1691 static KX_Camera *gamecamera_from_bcamera(Object *ob, KX_Scene *kxscene, KX_BlenderSceneConverter *converter) {
1692         Camera* ca = static_cast<Camera*>(ob->data);
1693         RAS_CameraData camdata(ca->lens, ca->ortho_scale, ca->clipsta, ca->clipend, ca->type == CAM_PERSP, ca->YF_dofdist);
1694         KX_Camera *gamecamera;
1695         
1696         gamecamera= new KX_Camera(kxscene, KX_Scene::m_callbacks, camdata);
1697         gamecamera->SetName(ca->id.name + 2);
1698         
1699         BL_ConvertCameraIpos(ca, gamecamera, converter);
1700         
1701         return gamecamera;
1702 }
1703
1704 static KX_GameObject *gameobject_from_blenderobject(
1705                                                                 Object *ob, 
1706                                                                 KX_Scene *kxscene, 
1707                                                                 RAS_IRenderTools *rendertools, 
1708                                                                 KX_BlenderSceneConverter *converter) 
1709 {
1710         KX_GameObject *gameobj = NULL;
1711         
1712         switch(ob->type)
1713         {
1714         case OB_LAMP:
1715         {
1716                 KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
1717                 gameobj = gamelight;
1718                 
1719                 gamelight->AddRef();
1720                 kxscene->GetLightList()->Add(gamelight);
1721
1722                 break;
1723         }
1724         
1725         case OB_CAMERA:
1726         {
1727                 KX_Camera* gamecamera = gamecamera_from_bcamera(ob, kxscene, converter);
1728                 gameobj = gamecamera;
1729                 
1730                 //don't add a reference: the camera list in kxscene->m_cameras is not released at the end
1731                 //gamecamera->AddRef();
1732                 kxscene->AddCamera(gamecamera);
1733                 
1734                 break;
1735         }
1736         
1737         case OB_MESH:
1738         {
1739                 Mesh* mesh = static_cast<Mesh*>(ob->data);
1740                 float center[3], extents[3];
1741                 float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents);
1742                 RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter);
1743                 
1744                 // needed for python scripting
1745                 kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
1746         
1747                 gameobj = new BL_DeformableGameObject(ob,kxscene,KX_Scene::m_callbacks);
1748         
1749                 // set transformation
1750                 gameobj->AddMesh(meshobj);
1751         
1752                 // for all objects: check whether they want to
1753                 // respond to updates
1754                 bool ignoreActivityCulling =  
1755                         ((ob->gameflag2 & OB_NEVER_DO_ACTIVITY_CULLING)!=0);
1756                 gameobj->SetIgnoreActivityCulling(ignoreActivityCulling);
1757                 gameobj->SetOccluder((ob->gameflag & OB_OCCLUDER) != 0, false);
1758         
1759                 // two options exists for deform: shape keys and armature
1760                 // only support relative shape key
1761                 bool bHasShapeKey = mesh->key != NULL && mesh->key->type==KEY_RELATIVE;
1762                 bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
1763                 bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert);
1764                 bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob);
1765 #ifdef USE_BULLET
1766                 bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY));
1767 #endif
1768                 if (bHasModifier) {
1769                         BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
1770                                                                                                                                 kxscene->GetBlenderScene(), ob, meshobj);
1771                         ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
1772                         if (bHasShapeKey && bHasArmature)
1773                                 dcont->LoadShapeDrivers(ob->parent);
1774                 } else if (bHasShapeKey) {
1775                         // not that we can have shape keys without dvert! 
1776                         BL_ShapeDeformer *dcont = new BL_ShapeDeformer((BL_DeformableGameObject*)gameobj, 
1777                                                                                                                         ob, meshobj);
1778                         ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
1779                         if (bHasArmature)
1780                                 dcont->LoadShapeDrivers(ob->parent);
1781                 } else if (bHasArmature) {
1782                         BL_SkinDeformer *dcont = new BL_SkinDeformer((BL_DeformableGameObject*)gameobj,
1783                                                                                                                         ob, meshobj);
1784                         ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
1785                 } else if (bHasDvert) {
1786                         // this case correspond to a mesh that can potentially deform but not with the
1787                         // object to which it is attached for the moment. A skin mesh was created in
1788                         // BL_ConvertMesh() so must create a deformer too!
1789                         BL_MeshDeformer *dcont = new BL_MeshDeformer((BL_DeformableGameObject*)gameobj,
1790                                                                                                                   ob, meshobj);
1791                         ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
1792 #ifdef USE_BULLET
1793                 } else if (bHasSoftBody) {
1794                         KX_SoftBodyDeformer *dcont = new KX_SoftBodyDeformer(meshobj, (BL_DeformableGameObject*)gameobj);
1795                         ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
1796 #endif
1797                 }
1798                 
1799                 MT_Point3 min = MT_Point3(center) - MT_Vector3(extents);
1800                 MT_Point3 max = MT_Point3(center) + MT_Vector3(extents);
1801                 SG_BBox bbox = SG_BBox(min, max);
1802                 gameobj->GetSGNode()->SetBBox(bbox);
1803                 gameobj->GetSGNode()->SetRadius(radius);
1804         
1805                 break;
1806         }
1807         
1808         case OB_ARMATURE:
1809         {
1810                 gameobj = new BL_ArmatureObject(
1811                         kxscene,
1812                         KX_Scene::m_callbacks,
1813                         ob,
1814                         kxscene->GetBlenderScene() // handle
1815                 );
1816                 /* Get the current pose from the armature object and apply it as the rest pose */
1817                 break;
1818         }
1819         
1820         case OB_EMPTY:
1821         {
1822                 gameobj = new KX_EmptyObject(kxscene,KX_Scene::m_callbacks);
1823                 // set transformation
1824                 break;
1825         }
1826
1827         case OB_FONT:
1828         {
1829                 /* font objects have no bounding box */
1830                 gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
1831
1832                 /* add to the list only the visible fonts */
1833                 if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
1834                         kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
1835                 break;
1836         }
1837
1838         }
1839         if (gameobj) 
1840         {
1841                 gameobj->SetLayer(ob->lay);
1842                 gameobj->SetBlenderObject(ob);
1843                 /* set the visibility state based on the objects render option in the outliner */
1844                 if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
1845         }
1846         return gameobj;
1847 }
1848
1849 struct parentChildLink {
1850         struct Object* m_blenderchild;
1851         SG_Node* m_gamechildnode;
1852 };
1853
1854 #include "DNA_constraint_types.h"
1855 //XXX #include "BIF_editconstraint.h"
1856
1857 bPoseChannel *get_active_posechannel2 (Object *ob)
1858 {
1859         bArmature *arm= (bArmature*)ob->data;
1860         bPoseChannel *pchan;
1861         
1862         /* find active */
1863         for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
1864                 if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
1865                         return pchan;
1866         }
1867         
1868         return NULL;
1869 }
1870
1871 ListBase *get_active_constraints2(Object *ob)
1872 {
1873         if (!ob)
1874                 return NULL;
1875
1876   // XXX - shouldnt we care about the pose data and not the mode???
1877         if (ob->mode & OB_MODE_POSE) { 
1878                 bPoseChannel *pchan;
1879
1880                 pchan = get_active_posechannel2(ob);
1881                 if (pchan)
1882                         return &pchan->constraints;
1883         }
1884         else 
1885                 return &ob->constraints;
1886
1887         return NULL;
1888 }
1889
1890
1891 void RBJconstraints(Object *ob)//not used
1892 {
1893         ListBase *conlist;
1894         bConstraint *curcon;
1895
1896         conlist = get_active_constraints2(ob);
1897
1898         if (conlist) {
1899                 for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
1900
1901                         printf("%i\n",curcon->type);
1902                 }
1903
1904
1905         }
1906 }
1907
1908 #include "PHY_IPhysicsEnvironment.h"
1909 #include "KX_IPhysicsController.h"
1910 #include "PHY_DynamicTypes.h"
1911
1912 KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
1913
1914     for (int j=0;j<sumolist->GetCount();j++)
1915         {
1916             KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
1917             if (gameobje->GetName()==busc)
1918             return gameobje->GetPhysicsController();
1919         }
1920
1921         return 0;
1922
1923 }
1924
1925 KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
1926
1927     for (int j=0;j<sumolist->GetCount();j++)
1928         {
1929             KX_GameObject* gameobje = (KX_GameObject*) sumolist->GetValue(j);
1930             if (gameobje->GetName()==busc)
1931             return gameobje;
1932         }
1933         
1934         return 0;
1935
1936 }
1937
1938 // convert blender objects into ketsji gameobjects
1939 void BL_ConvertBlenderObjects(struct Main* maggie,
1940                                                           KX_Scene* kxscene,
1941                                                           KX_KetsjiEngine* ketsjiEngine,
1942                                                           e_PhysicsEngine       physics_engine,
1943                                                           RAS_IRenderTools* rendertools,
1944                                                           RAS_ICanvas* canvas,
1945                                                           KX_BlenderSceneConverter* converter,
1946                                                           bool alwaysUseExpandFraming
1947                                                           )
1948 {       
1949
1950         Scene *blenderscene = kxscene->GetBlenderScene();
1951         // for SETLOOPER
1952         Scene *sce_iter;
1953         Base *base;
1954
1955         // Get the frame settings of the canvas.
1956         // Get the aspect ratio of the canvas as designed by the user.
1957
1958         RAS_FrameSettings::RAS_FrameType frame_type;
1959         int aspect_width;
1960         int aspect_height;
1961         vector<MT_Vector3> inivel,iniang;
1962         set<Group*> grouplist;  // list of groups to be converted
1963         set<Object*> allblobj;  // all objects converted
1964         set<Object*> groupobj;  // objects from groups (never in active layer)
1965
1966         if (alwaysUseExpandFraming) {
1967                 frame_type = RAS_FrameSettings::e_frame_extend;
1968                 aspect_width = canvas->GetWidth();
1969                 aspect_height = canvas->GetHeight();
1970         } else {
1971                 if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_BARS) {
1972                         frame_type = RAS_FrameSettings::e_frame_bars;
1973                 } else if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_EXTEND) {
1974                         frame_type = RAS_FrameSettings::e_frame_extend;
1975                 } else {
1976                         frame_type = RAS_FrameSettings::e_frame_scale;
1977                 }
1978                 
1979                 aspect_width = blenderscene->gm.xsch;
1980                 aspect_height = blenderscene->gm.ysch;
1981         }
1982         
1983         RAS_FrameSettings frame_settings(
1984                 frame_type,
1985                 blenderscene->gm.framing.col[0],
1986                 blenderscene->gm.framing.col[1],
1987                 blenderscene->gm.framing.col[2],
1988                 aspect_width,
1989                 aspect_height
1990         );
1991         kxscene->SetFramingType(frame_settings);
1992
1993         kxscene->SetGravity(MT_Vector3(0,0, -blenderscene->gm.gravity));
1994         
1995         /* set activity culling parameters */
1996         kxscene->SetActivityCulling( (blenderscene->gm.mode & WO_ACTIVITY_CULLING) != 0);
1997         kxscene->SetActivityCullingRadius(blenderscene->gm.activityBoxRadius);
1998         kxscene->SetDbvtCulling((blenderscene->gm.mode & WO_DBVT_CULLING) != 0);
1999         
2000         // no occlusion culling by default
2001         kxscene->SetDbvtOcclusionRes(0);
2002
2003         int activeLayerBitInfo = blenderscene->lay;
2004         
2005         // list of all object converted, active and inactive
2006         CListValue*     sumolist = new CListValue();
2007         
2008         vector<parentChildLink> vec_parent_child;
2009         
2010         CListValue* objectlist = kxscene->GetObjectList();
2011         CListValue* inactivelist = kxscene->GetInactiveList();
2012         CListValue* parentlist = kxscene->GetRootParentList();
2013         
2014         SCA_LogicManager* logicmgr = kxscene->GetLogicManager();
2015         SCA_TimeEventManager* timemgr = kxscene->GetTimeEventManager();
2016         
2017         CListValue* logicbrick_conversionlist = new CListValue();
2018         
2019         //SG_TreeFactory tf;
2020         
2021         // Convert actions to actionmap
2022         bAction *curAct;
2023         for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next)
2024         {
2025                 logicmgr->RegisterActionName(curAct->id.name + 2, curAct);
2026         }
2027
2028         SetDefaultFaceType(blenderscene);
2029         // Let's support scene set.
2030         // Beware of name conflict in linked data, it will not crash but will create confusion
2031         // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
2032         // no conflicting name for Object, Object data and Action.
2033         for (SETLOOPER(blenderscene, sce_iter, base))
2034         {
2035                 Object* blenderobject = base->object;
2036                 allblobj.insert(blenderobject);
2037
2038                 KX_GameObject* gameobj = gameobject_from_blenderobject(
2039                                                                                 base->object, 
2040                                                                                 kxscene, 
2041                                                                                 rendertools, 
2042                                                                                 converter);
2043                                                                                 
2044                 bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
2045                 bool addobj=true;
2046                 
2047                 if (converter->addInitFromFrame)
2048                         if (!isInActiveLayer)
2049                                 addobj=false;
2050
2051                 if (gameobj&&addobj)
2052                 {
2053                         MT_Point3 posPrev;                      
2054                         MT_Matrix3x3 angor;                     
2055                         if (converter->addInitFromFrame) blenderscene->r.cfra=blenderscene->r.sfra;
2056                         
2057                         MT_Point3 pos;
2058                         pos.setValue(
2059                                 blenderobject->loc[0]+blenderobject->dloc[0],
2060                                 blenderobject->loc[1]+blenderobject->dloc[1],
2061                                 blenderobject->loc[2]+blenderobject->dloc[2]
2062                         );
2063                         MT_Vector3 eulxyz(blenderobject->rot);
2064                         MT_Vector3 scale(blenderobject->size);
2065                         if (converter->addInitFromFrame){//rcruiz
2066                                 float eulxyzPrev[3];
2067                                 blenderscene->r.cfra=blenderscene->r.sfra-1;
2068                                 //XXX update_for_newframe();
2069                                 MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
2070                                                                                         blenderobject->loc[1]+blenderobject->dloc[1],
2071                                                                                         blenderobject->loc[2]+blenderobject->dloc[2]
2072                                                                         );
2073                                 eulxyzPrev[0]=blenderobject->rot[0];
2074                                 eulxyzPrev[1]=blenderobject->rot[1];
2075                                 eulxyzPrev[2]=blenderobject->rot[2];
2076
2077                                 double fps = (double) blenderscene->r.frs_sec/
2078                                         (double) blenderscene->r.frs_sec_base;
2079
2080                                 tmp.scale(fps, fps, fps);
2081                                 inivel.push_back(tmp);
2082                                 tmp=eulxyz-eulxyzPrev;
2083                                 tmp.scale(fps, fps, fps);
2084                                 iniang.push_back(tmp);
2085                                 blenderscene->r.cfra=blenderscene->r.sfra;
2086                                 //XXX update_for_newframe();
2087                         }               
2088                                                 
2089                         gameobj->NodeSetLocalPosition(pos);
2090                         gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
2091                         gameobj->NodeSetLocalScale(scale);
2092                         gameobj->NodeUpdateGS(0);
2093                         
2094                         BL_ConvertIpos(blenderobject,gameobj,converter);
2095                         BL_ConvertMaterialIpos(blenderobject, gameobj, converter);
2096                         
2097                         sumolist->Add(gameobj->AddRef());
2098                         
2099                         BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
2100                         
2101                         gameobj->SetName(blenderobject->id.name + 2);
2102         
2103                         // update children/parent hierarchy
2104                         if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
2105                         {
2106                                 // blender has an additional 'parentinverse' offset in each object
2107                                 SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc);
2108                                 SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback);
2109                         
2110                                 // define a normal parent relationship for this node.
2111                                 KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
2112                                 parentinversenode->SetParentRelation(parent_relation);
2113         
2114                                 parentChildLink pclink;
2115                                 pclink.m_blenderchild = blenderobject;
2116                                 pclink.m_gamechildnode = parentinversenode;
2117                                 vec_parent_child.push_back(pclink);
2118
2119                                 float* fl = (float*) blenderobject->parentinv;
2120                                 MT_Transform parinvtrans(fl);
2121                                 parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
2122                                 // problem here: the parent inverse transform combines scaling and rotation 
2123                                 // in the basis but the scenegraph needs separate rotation and scaling.
2124                                 // This is not important for OpenGL (it uses 4x4 matrix) but it is important
2125                                 // for the physic engine that needs a separate scaling
2126                                 //parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
2127
2128                                 // Extract the rotation and the scaling from the basis
2129                                 MT_Matrix3x3 ori(parinvtrans.getBasis());
2130                                 MT_Vector3 x(ori.getColumn(0));
2131                                 MT_Vector3 y(ori.getColumn(1));
2132                                 MT_Vector3 z(ori.getColumn(2));
2133                                 MT_Vector3 parscale(x.length(), y.length(), z.length());
2134                                 if (!MT_fuzzyZero(parscale[0]))
2135                                         x /= parscale[0];
2136                                 if (!MT_fuzzyZero(parscale[1]))
2137                                         y /= parscale[1];
2138                                 if (!MT_fuzzyZero(parscale[2]))
2139                                         z /= parscale[2];
2140                                 ori.setColumn(0, x);                                                            
2141                                 ori.setColumn(1, y);                                                            
2142                                 ori.setColumn(2, z);                                                            
2143                                 parentinversenode->SetLocalOrientation(ori);
2144                                 parentinversenode->SetLocalScale(parscale);
2145                                 
2146                                 parentinversenode->AddChild(gameobj->GetSGNode());
2147                         }
2148                         
2149                         // needed for python scripting
2150                         logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
2151
2152                         // needed for group duplication
2153                         logicmgr->RegisterGameObj(blenderobject, gameobj);
2154                         for (int i = 0; i < gameobj->GetMeshCount(); i++)
2155                                 logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
2156         
2157                         converter->RegisterGameObject(gameobj, blenderobject);  
2158                         // this was put in rapidly, needs to be looked at more closely
2159                         // only draw/use objects in active 'blender' layers
2160         
2161                         logicbrick_conversionlist->Add(gameobj->AddRef());
2162                         
2163                         if (converter->addInitFromFrame){
2164                                 posPrev=gameobj->NodeGetWorldPosition();
2165                                 angor=gameobj->NodeGetWorldOrientation();
2166                         }
2167                         if (isInActiveLayer)
2168                         {
2169                                 objectlist->Add(gameobj->AddRef());
2170                                 //tf.Add(gameobj->GetSGNode());
2171                                 
2172                                 gameobj->NodeUpdateGS(0);
2173                                 gameobj->AddMeshUser();
2174                 
2175                         }
2176                         else
2177                         {
2178                                 //we must store this object otherwise it will be deleted 
2179                                 //at the end of this function if it is not a root object
2180                                 inactivelist->Add(gameobj->AddRef());
2181                         }
2182                         if (gameobj->IsDupliGroup())
2183                                 grouplist.insert(blenderobject->dup_group);
2184                         if (converter->addInitFromFrame){
2185                                 gameobj->NodeSetLocalPosition(posPrev);
2186                                 gameobj->NodeSetLocalOrientation(angor);
2187                         }
2188                                                 
2189                 }
2190                 /* Note about memory leak issues:
2191                    When a CValue derived class is created, m_refcount is initialized to 1
2192                    so the class must be released after being used to make sure that it won't 
2193                    hang in memory. If the object needs to be stored for a long time, 
2194                    use AddRef() so that this Release() does not free the object.
2195                    Make sure that for any AddRef() there is a Release()!!!! 
2196                    Do the same for any object derived from CValue, CExpression and NG_NetworkMessage
2197                  */
2198                 if (gameobj)
2199                         gameobj->Release();
2200
2201         }
2202
2203         if (!grouplist.empty())
2204         {
2205                 // now convert the group referenced by dupli group object
2206                 // keep track of all groups already converted
2207                 set<Group*> allgrouplist = grouplist;
2208                 set<Group*> tempglist;
2209                 // recurse
2210                 while (!grouplist.empty())
2211                 {
2212                         set<Group*>::iterator git;
2213                         tempglist.clear();
2214                         tempglist.swap(grouplist);
2215                         for (git=tempglist.begin(); git!=tempglist.end(); git++)
2216                         {
2217                                 Group* group = *git;
2218                                 GroupObject* go;
2219                                 for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) 
2220                                 {
2221                                         Object* blenderobject = go->ob;
2222                                         if (converter->FindGameObject(blenderobject) == NULL)
2223                                         {
2224                                                 allblobj.insert(blenderobject);
2225                                                 groupobj.insert(blenderobject);
2226                                                 KX_GameObject* gameobj = gameobject_from_blenderobject(
2227                                                                                                                 blenderobject, 
2228                                                                                                                 kxscene, 
2229                                                                                                                 rendertools, 
2230                                                                                                                 converter);
2231                                                                                 
2232                                                 // this code is copied from above except that
2233                                                 // object from groups are never in active layer
2234                                                 bool isInActiveLayer = false;
2235                                                 bool addobj=true;
2236                                                 
2237                                                 if (converter->addInitFromFrame)
2238                                                         if (!isInActiveLayer)
2239                                                                 addobj=false;
2240                                                                                                                 
2241                                                 if (gameobj&&addobj)
2242                                                 {
2243                                                         MT_Point3 posPrev;                      
2244                                                         MT_Matrix3x3 angor;                     
2245                                                         if (converter->addInitFromFrame) 
2246                                                                 blenderscene->r.cfra=blenderscene->r.sfra;
2247                                                         
2248                                                         MT_Point3 pos(
2249                                                                 blenderobject->loc[0]+blenderobject->dloc[0],
2250                                                                 blenderobject->loc[1]+blenderobject->dloc[1],
2251                                                                 blenderobject->loc[2]+blenderobject->dloc[2]
2252                                                         );
2253                                                         MT_Vector3 eulxyz(blenderobject->rot);
2254                                                         MT_Vector3 scale(blenderobject->size);
2255                                                         if (converter->addInitFromFrame){//rcruiz
2256                                                                 float eulxyzPrev[3];
2257                                                                 blenderscene->r.cfra=blenderscene->r.sfra-1;
2258                                                                 //XXX update_for_newframe();
2259                                                                 MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
2260                                                                                                                         blenderobject->loc[1]+blenderobject->dloc[1],
2261                                                                                                                         blenderobject->loc[2]+blenderobject->dloc[2]
2262                                                                                                         );
2263                                                                 eulxyzPrev[0]=blenderobject->rot[0];
2264                                                                 eulxyzPrev[1]=blenderobject->rot[1];
2265                                                                 eulxyzPrev[2]=blenderobject->rot[2];
2266
2267                                                                 double fps = (double) blenderscene->r.frs_sec/
2268                                                                         (double) blenderscene->r.frs_sec_base;
2269
2270                                                                 tmp.scale(fps, fps, fps);
2271                                                                 inivel.push_back(tmp);
2272                                                                 tmp=eulxyz-eulxyzPrev;
2273                                                                 tmp.scale(fps, fps, fps);
2274                                                                 iniang.push_back(tmp);
2275                                                                 blenderscene->r.cfra=blenderscene->r.sfra;
2276                                                                 //XXX update_for_newframe();
2277                                                         }               
2278                                                                                 
2279                                                         gameobj->NodeSetLocalPosition(pos);
2280                                                         gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz));
2281                                                         gameobj->NodeSetLocalScale(scale);
2282                                                         gameobj->NodeUpdateGS(0);
2283                                                         
2284                                                         BL_ConvertIpos(blenderobject,gameobj,converter);
2285                                                         BL_ConvertMaterialIpos(blenderobject,gameobj, converter);       
2286                                         
2287                                                         sumolist->Add(gameobj->AddRef());
2288                                                         
2289                                                         BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
2290                                                         
2291                                         
2292                                                         gameobj->SetName(blenderobject->id.name + 2);
2293                                         
2294                                                         // update children/parent hierarchy
2295                                                         if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
2296                                                         {
2297                                                                 // blender has an additional 'parentinverse' offset in each object
2298                                                                 SG_Callbacks callback(NULL,NULL,NULL,KX_Scene::KX_ScenegraphUpdateFunc,KX_Scene::KX_ScenegraphRescheduleFunc);
2299                                                                 SG_Node* parentinversenode = new SG_Node(NULL,kxscene,callback);
2300                                                         
2301                                                                 // define a normal parent relationship for this node.
2302                                                                 KX_NormalParentRelation * parent_relation = KX_NormalParentRelation::New();
2303                                                                 parentinversenode->SetParentRelation(parent_relation);
2304                                         
2305                                                                 parentChildLink pclink;
2306                                                                 pclink.m_blenderchild = blenderobject;
2307                                                                 pclink.m_gamechildnode = parentinversenode;
2308                                                                 vec_parent_child.push_back(pclink);
2309
2310                                                                 float* fl = (float*) blenderobject->parentinv;
2311                                                                 MT_Transform parinvtrans(fl);
2312                                                                 parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
2313
2314                                                                 // Extract the rotation and the scaling from the basis
2315                                                                 MT_Matrix3x3 ori(parinvtrans.getBasis());
2316                                                                 MT_Vector3 x(ori.getColumn(0));
2317                                                                 MT_Vector3 y(ori.getColumn(1));
2318                                                                 MT_Vector3 z(ori.getColumn(2));
2319                                                                 MT_Vector3 localscale(x.length(), y.length(), z.length());
2320                                                                 if (!MT_fuzzyZero(localscale[0]))
2321                                                                         x /= localscale[0];
2322                                                                 if (!MT_fuzzyZero(localscale[1]))
2323                                                                         y /= localscale[1];
2324                                                                 if (!MT_fuzzyZero(localscale[2]))
2325                                                                         z /= localscale[2];
2326                                                                 ori.setColumn(0, x);                                                            
2327                                                                 ori.setColumn(1, y);                                                            
2328                                                                 ori.setColumn(2, z);                                                            
2329                                                                 parentinversenode->SetLocalOrientation(ori);
2330                                                                 parentinversenode->SetLocalScale(localscale);
2331                                                                 
2332                                                                 parentinversenode->AddChild(gameobj->GetSGNode());
2333                                                         }
2334                                                         
2335                                                         // needed for python scripting
2336                                                         logicmgr->RegisterGameObjectName(gameobj->GetName(),gameobj);
2337
2338                                                         // needed for group duplication
2339                                                         logicmgr->RegisterGameObj(blenderobject, gameobj);
2340                                                         for (int i = 0; i < gameobj->GetMeshCount(); i++)
2341                                                                 logicmgr->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), blenderobject);
2342                                         
2343                                                         converter->RegisterGameObject(gameobj, blenderobject);  
2344                                                         // this was put in rapidly, needs to be looked at more closely
2345                                                         // only draw/use objects in active 'blender' layers
2346                                         
2347                                                         logicbrick_conversionlist->Add(gameobj->AddRef());
2348                                                         
2349                                                         if (converter->addInitFromFrame){
2350                                                                 posPrev=gameobj->NodeGetWorldPosition();
2351                                                                 angor=gameobj->NodeGetWorldOrientation();
2352                                                         }
2353                                                         if (isInActiveLayer)
2354                                                         {
2355                                                                 objectlist->Add(gameobj->AddRef());
2356                                                                 //tf.Add(gameobj->GetSGNode());
2357                                                                 
2358                                                                 gameobj->NodeUpdateGS(0);
2359                                                                 gameobj->AddMeshUser();
2360                                                         }
2361                                                         else
2362                                                         {
2363                                                                 //we must store this object otherwise it will be deleted 
2364                                                                 //at the end of this function if it is not a root object
2365                                                                 inactivelist->Add(gameobj->AddRef());
2366
2367                                                         }
2368                                                         if (gameobj->IsDupliGroup())
2369                                                         {
2370                                                                 // check that the group is not already converted
2371                                                                 if (allgrouplist.insert(blenderobject->dup_group).second)
2372                                                                         grouplist.insert(blenderobject->dup_group);
2373                                                         }
2374                                                         if (converter->addInitFromFrame){
2375                                                                 gameobj->NodeSetLocalPosition(posPrev);
2376                                                                 gameobj->NodeSetLocalOrientation(angor);
2377                                                         }
2378                                                                                 
2379                                                 }
2380                                                 if (gameobj)
2381                                                         gameobj->Release();
2382                                         }
2383                                 }
2384                         }
2385                 }
2386         }
2387
2388         // non-camera objects not supported as camera currently
2389         if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
2390                 KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
2391                 
2392                 if(gamecamera)
2393                         kxscene->SetActiveCamera(gamecamera);
2394         }
2395
2396         //      Set up armatures
2397         set<Object*>::iterator oit;
2398         for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
2399         {
2400                 Object* blenderobj = *oit;
2401                 if (blenderobj->type==OB_MESH) {
2402                         Mesh *me = (Mesh*)blenderobj->data;
2403         
2404                         if (me->dvert){
2405                                 BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj);
2406
2407                                 if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){
2408                                         KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
2409                                         if (par && obj->GetDeformer())
2410                                                 ((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par);
2411                                 }
2412                         }
2413                 }
2414         }
2415         
2416         // create hierarchy information
2417         int i;
2418         vector<parentChildLink>::iterator pcit;
2419         
2420         for (pcit = vec_parent_child.begin();!(pcit==vec_parent_child.end());++pcit)
2421         {
2422         
2423                 struct Object* blenderchild = pcit->m_blenderchild;
2424                 struct Object* blenderparent = blenderchild->parent;
2425                 KX_GameObject* parentobj = converter->FindGameObject(blenderparent);
2426                 KX_GameObject* childobj = converter->FindGameObject(blenderchild);
2427
2428                 assert(childobj);
2429
2430                 if (!parentobj || objectlist->SearchValue(childobj) != objectlist->SearchValue(parentobj))
2431                 {
2432                         // special case: the parent and child object are not in the same layer. 
2433                         // This weird situation is used in Apricot for test purposes.
2434                         // Resolve it by not converting the child
2435                         childobj->GetSGNode()->DisconnectFromParent();
2436                         delete pcit->m_gamechildnode;
2437                         // Now destroy the child object but also all its descendent that may already be linked
2438                         // Remove the child reference in the local list!
2439                         // Note: there may be descendents already if the children of the child were processed
2440                         //       by this loop before the child. In that case, we must remove the children also
2441                         CListValue* childrenlist = childobj->GetChildrenRecursive();
2442                         childrenlist->Add(childobj->AddRef());
2443                         for ( i=0;i<childrenlist->GetCount();i++)
2444                         {
2445                                 KX_GameObject* obj = static_cast<KX_GameObject*>(childrenlist->GetValue(i));
2446                                 if (sumolist->RemoveValue(obj))
2447                                         obj->Release();
2448                                 if (logicbrick_conversionlist->RemoveValue(obj))
2449                                         obj->Release();
2450                         }
2451                         childrenlist->Release();
2452                         
2453                         // now destroy recursively
2454                         converter->UnregisterGameObject(childobj); // removing objects during conversion make sure this runs too
2455                         kxscene->RemoveObject(childobj);
2456                         
2457                         continue;
2458                 }
2459
2460                 switch (blenderchild->partype)
2461                 {
2462                         case PARVERT1:
2463                         {
2464                                 // creat a new vertex parent relationship for this node.
2465                                 KX_VertexParentRelation * vertex_parent_relation = KX_VertexParentRelation::New();
2466                                 pcit->m_gamechildnode->SetParentRelation(vertex_parent_relation);
2467                                 break;
2468                         }
2469                         case PARSLOW:
2470                         {
2471                                 // creat a new slow parent relationship for this node.
2472                                 KX_SlowParentRelation * slow_parent_relation = KX_SlowParentRelation::New(blenderchild->sf);
2473                                 pcit->m_gamechildnode->SetParentRelation(slow_parent_relation);
2474                                 break;
2475                         }       
2476                         case PARBONE:
2477                         {
2478                                 // parent this to a bone
2479                                 Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
2480
2481                                 if(parent_bone) {
2482                                         KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
2483                                         pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
2484                                 }
2485                         
2486                                 break;
2487                         }
2488                         case PARSKEL: // skinned - ignore
2489                                 break;
2490                         case PAROBJECT:
2491                         case PARCURVE:
2492                         case PARKEY:
2493                         case PARVERT3:
2494                         default:
2495                                 // unhandled
2496                                 break;
2497                 }
2498         
2499                 parentobj->     GetSGNode()->AddChild(pcit->m_gamechildnode);
2500         }
2501         vec_parent_child.clear();
2502         
2503         // find 'root' parents (object that has not parents in SceneGraph)
2504         for (i=0;i<sumolist->GetCount();++i)
2505         {
2506                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2507                 if (gameobj->GetSGNode()->GetSGParent() == 0)
2508                 {
2509                         parentlist->Add(gameobj->AddRef());
2510                         gameobj->NodeUpdateGS(0);
2511                 }
2512         }
2513
2514         // create graphic controller for culling
2515         if (kxscene->GetDbvtCulling())
2516         {
2517                 bool occlusion = false;
2518                 for (i=0; i<sumolist->GetCount();i++)
2519                 {
2520                         KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2521                         if (gameobj->GetMeshCount() > 0) 
2522                         {
2523                                 MT_Point3 box[2];
2524                                 gameobj->GetSGNode()->BBox().getmm(box, MT_Transform::Identity());
2525                                 // box[0] is the min, box[1] is the max
2526                                 bool isactive = objectlist->SearchValue(gameobj);
2527                                 BL_CreateGraphicObjectNew(gameobj,box[0],box[1],kxscene,isactive,physics_engine);
2528                                 if (gameobj->GetOccluder())
2529                                         occlusion = true;
2530                         }
2531                 }
2532                 if (occlusion)
2533                         kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes);
2534         }
2535         if (blenderscene->world)
2536                 kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep);
2537
2538         // now that the scenegraph is complete, let's instantiate the deformers.
2539         // We need that to create reusable derived mesh and physic shapes
2540         for (i=0;i<sumolist->GetCount();++i)
2541         {
2542                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2543                 if (gameobj->GetDeformer())
2544                         gameobj->GetDeformer()->UpdateBuckets();
2545         }
2546
2547         // Set up armature constraints
2548         for (i=0;i<sumolist->GetCount();++i)
2549         {
2550                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2551                 if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
2552                         ((BL_ArmatureObject*)gameobj)->LoadConstraints(converter);
2553         }
2554
2555         bool processCompoundChildren = false;
2556
2557         // create physics information
2558         for (i=0;i<sumolist->GetCount();i++)
2559         {
2560                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2561                 struct Object* blenderobject = gameobj->GetBlenderObject();
2562                 int nummeshes = gameobj->GetMeshCount();
2563                 RAS_MeshObject* meshobj = 0;
2564                 if (nummeshes > 0)
2565                 {
2566                         meshobj = gameobj->GetMesh(0);
2567                 }
2568                 int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
2569                 BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
2570         }
2571
2572         processCompoundChildren = true;
2573         // create physics information
2574         for (i=0;i<sumolist->GetCount();i++)
2575         {
2576                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2577                 struct Object* blenderobject = gameobj->GetBlenderObject();
2578                 int nummeshes = gameobj->GetMeshCount();
2579                 RAS_MeshObject* meshobj = 0;
2580                 if (nummeshes > 0)
2581                 {
2582                         meshobj = gameobj->GetMesh(0);
2583                 }
2584                 int layerMask = (groupobj.find(blenderobject) == groupobj.end()) ? activeLayerBitInfo : 0;
2585                 BL_CreatePhysicsObjectNew(gameobj,blenderobject,meshobj,kxscene,layerMask,physics_engine,converter,processCompoundChildren);
2586         }
2587         
2588         //set ini linearVel and int angularVel //rcruiz
2589         if (converter->addInitFromFrame)
2590                 for (i=0;i<sumolist->GetCount();i++)
2591                 {
2592                         KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2593                         if (gameobj->IsDynamic()){
2594                                 gameobj->setLinearVelocity(inivel[i],false);
2595                                 gameobj->setAngularVelocity(iniang[i],false);
2596                         }
2597                 
2598                 
2599                 }       
2600
2601                 // create physics joints
2602         for (i=0;i<sumolist->GetCount();i++)
2603         {
2604                 KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
2605                 struct Object* blenderobject = gameobj->GetBlenderObject();
2606                 ListBase *conlist;
2607                 bConstraint *curcon;
2608                 conlist = get_active_constraints2(blenderobject);
2609
2610                 if((gameobj->GetLayer()&activeLayerBitInfo)==0)
2611                         continue;
2612
2613                 if (conlist) {
2614                         for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
2615                                 if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
2616
2617                                         bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
2618
2619                                         if (!dat->child){
2620
2621                                                 PHY_IPhysicsController* physctr2 = 0;
2622
2623                                                 if (dat->tar)
2624                                                 {
2625                                                         KX_GameObject *gotar=getGameOb(dat->tar->id.name+2,sumolist);
2626                                                         if (gotar && ((gotar->GetLayer()&activeLayerBitInfo)!=0) && gotar->GetPhysicsController())
2627                                                                 physctr2 = (PHY_IPhysicsController*) gotar->GetPhysicsController()->GetUserData();
2628                                                 }
2629
2630                                                 if (gameobj->GetPhysicsController())
2631                                                 {
2632                                                         PHY_IPhysicsController* physctrl = (PHY_IPhysicsController*) gameobj->GetPhysicsController()->GetUserData();
2633                                                         //we need to pass a full constraint frame, not just axis
2634                          &nbs