svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875
[blender.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
index 385301b..2308207 100644 (file)
 #include "KX_KetsjiEngine.h"
 #include "KX_BlenderSceneConverter.h"
 
-#include"SND_Scene.h"
-#include "SND_SoundListener.h"
-
 /* This little block needed for linking to Blender... */
 #ifdef WIN32
 #include "BLI_winstuff.h"
@@ -163,7 +160,6 @@ extern "C" {
 #include "SG_BBox.h"
 #include "SG_Tree.h"
 
-// defines USE_ODE to choose physics engine
 #include "KX_ConvertPhysicsObject.h"
 #ifdef USE_BULLET
 #include "CcdPhysicsEnvironment.h"
@@ -183,8 +179,8 @@ extern "C" {
 #ifdef __cplusplus
 extern "C" {
 #endif
-#include "BSE_headerbuttons.h"
-void update_for_newframe();
+//XXX #include "BSE_headerbuttons.h"
+//XXX void update_for_newframe();
 //void scene_update_for_newframe(struct Scene *sce, unsigned int lay);
 //#include "BKE_ipo.h"
 //void do_all_data_ipos(void);
@@ -324,9 +320,7 @@ bool ConvertMaterial(
        MTFace* tface,  
        const char *tfaceName,
        MFace* mface, 
-       MCol* mmcol, 
-       int lightlayer, 
-       Object* blenderobj,
+       MCol* mmcol,
        MTF_localLayer *layers,
        bool glslmat)
 {
@@ -560,7 +554,7 @@ bool ConvertMaterial(
                material->ref                   = mat->ref;
                material->amb                   = mat->amb;
 
-               material->ras_mode |= (mat->mode & MA_WIRE)? WIRE: 0;
+               material->ras_mode |= (mat->material_type == MA_TYPE_WIRE)? WIRE: 0;
        }
        else {
                int valid = 0;
@@ -629,7 +623,7 @@ bool ConvertMaterial(
        }
 
        // with ztransp enabled, enforce alpha blending mode
-       if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
+       if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->transp == TF_SOLID))
                material->transp = TF_ALPHA;
 
        // always zsort alpha + add
@@ -722,12 +716,12 @@ bool ConvertMaterial(
        return true;
 }
 
-
-RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* rendertools, KX_Scene* scene, KX_BlenderSceneConverter *converter)
+/* blenderobj can be NULL, make sure its checked for */
+RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, KX_BlenderSceneConverter *converter)
 {
        RAS_MeshObject *meshobj;
        bool skinMesh = false;
-       int lightlayer = blenderobj->lay;
+       int lightlayer = blenderobj ? blenderobj->lay:(1<<20)-1; // all layers if no object.
 
        if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL)
                return meshobj;
@@ -750,13 +744,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
        }
 
        // Determine if we need to make a skinned mesh
-       if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
+       if (blenderobj && (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj)))
        {
-               meshobj = new BL_SkinMeshObject(mesh, lightlayer);
+               meshobj = new BL_SkinMeshObject(mesh);
                skinMesh = true;
        }
        else
-               meshobj = new RAS_MeshObject(mesh, lightlayer);
+               meshobj = new RAS_MeshObject(mesh);
 
        // Extract avaiable layers
        MTF_localLayer *layers =  new MTF_localLayer[MAX_MTFACE];
@@ -845,9 +839,8 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
                                tan3 = tangent[f*4 + 3];
                }
 
-               /* get material */
-               ma = give_current_material(blenderobj, mface->mat_nr+1);
-       
+               ma = give_current_material(blenderobj, mface->mat_nr+1);
+
                {
                        bool visible = true;
                        bool twoside = false;
@@ -861,7 +854,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
                                if (!bl_mat)
                                        bl_mat = new BL_Material();
                                ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
-                                       lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
+                                       layers, converter->GetGLSLMaterials());
 
                                visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
                                collider = ((bl_mat->ras_mode & COLLIDER)!=0);
@@ -884,7 +877,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
                                if (kx_blmat == NULL)
                                        kx_blmat = new KX_BlenderMaterial();
 
-                               kx_blmat->Initialize(scene, bl_mat, skinMesh, lightlayer);
+                               kx_blmat->Initialize(scene, bl_mat, skinMesh);
                                polymat = static_cast<RAS_IPolyMaterial*>(kx_blmat);
                        }
                        else {
@@ -1040,7 +1033,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
                        layer.face++;
                }
        }
-       meshobj->m_sharedvertex_map.clear();
+       // keep meshobj->m_sharedvertex_map for reinstance phys mesh.
+       // 2.49a and before it did: meshobj->m_sharedvertex_map.clear();
+       // but this didnt save much ram. - Campbell
+       meshobj->EndConversion();
 
        // pre calculate texture generation
        for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
@@ -1065,8 +1061,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
 
        
        
-static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject,
-                                                                                                 KX_Scene *kxscene)
+static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blenderobject)
 {
        PHY_MaterialProps *materialProps = new PHY_MaterialProps;
        
@@ -1099,8 +1094,7 @@ static PHY_MaterialProps *CreateMaterialFromBlenderObject(struct Object* blender
        return materialProps;
 }
 
-static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject,
-                                                                                                KX_Scene *kxscene)
+static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blenderobject)
 {
        PHY_ShapeProps *shapeProps = new PHY_ShapeProps;
        
@@ -1383,7 +1377,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
        bool isCompoundChild = false;
        bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
 
-       if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
+       /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
+        * and cant be apart of the parents compound shape */
+       if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
                
                if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
                {
@@ -1395,12 +1391,11 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
 
 
        PHY_ShapeProps* shapeprops =
-                       CreateShapePropsFromBlenderObject(blenderobject, 
-                       kxscene);
+                       CreateShapePropsFromBlenderObject(blenderobject);
 
        
        PHY_MaterialProps* smmaterial = 
-               CreateMaterialFromBlenderObject(blenderobject, kxscene);
+               CreateMaterialFromBlenderObject(blenderobject);
                                        
        KX_ObjectProperties objprop;
        objprop.m_lockXaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0;
@@ -1610,18 +1605,6 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
                        break;
 
 #endif
-#ifdef USE_SUMO_SOLID
-               case UseSumo:
-                       KX_ConvertSumoObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
-                       break;
-#endif
-                       
-#ifdef USE_ODE
-               case UseODE:
-                       KX_ConvertODEEngineObject(gameobj, meshobj, kxscene, shapeprops, smmaterial, &objprop);
-                       break;
-#endif //USE_ODE
-
                case UseDynamo:
                        //KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops,    smmaterial,     &objprop);
                        break;
@@ -1696,8 +1679,7 @@ static KX_GameObject *gameobject_from_blenderobject(
                                                                Object *ob, 
                                                                KX_Scene *kxscene, 
                                                                RAS_IRenderTools *rendertools, 
-                                                               KX_BlenderSceneConverter *converter,
-                                                               Scene *blenderscene) 
+                                                               KX_BlenderSceneConverter *converter) 
 {
        KX_GameObject *gameobj = NULL;
        
@@ -1731,7 +1713,7 @@ static KX_GameObject *gameobject_from_blenderobject(
                Mesh* mesh = static_cast<Mesh*>(ob->data);
                float center[3], extents[3];
                float radius = my_boundbox_mesh((Mesh*) ob->data, center, extents);
-               RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,rendertools,kxscene,converter);
+               RAS_MeshObject* meshobj = BL_ConvertMesh(mesh,ob,kxscene,converter);
                
                // needed for python scripting
                kxscene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
@@ -1757,7 +1739,7 @@ static KX_GameObject *gameobject_from_blenderobject(
 
                if (bHasModifier) {
                        BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
-                                                                                                                               ob,     (BL_SkinMeshObject *)meshobj);
+                                                                                                                               kxscene->GetBlenderScene(), ob, (BL_SkinMeshObject *)meshobj);
                        ((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
                        if (bHasShapeKey && bHasArmature)
                                dcont->LoadShapeDrivers(ob->parent);
@@ -1795,7 +1777,8 @@ static KX_GameObject *gameobject_from_blenderobject(
                gameobj = new BL_ArmatureObject(
                        kxscene,
                        KX_Scene::m_callbacks,
-                       ob // handle
+                       ob,
+                       kxscene->GetBlenderScene() // handle
                );
                /* Get the current pose from the armature object and apply it as the rest pose */
                break;
@@ -1810,7 +1793,6 @@ static KX_GameObject *gameobject_from_blenderobject(
        }
        if (gameobj) 
        {
-               gameobj->SetPhysicsEnvironment(kxscene->GetPhysicsEnvironment());
                gameobj->SetLayer(ob->lay);
                gameobj->SetBlenderObject(ob);
                /* set the visibility state based on the objects render option in the outliner */
@@ -1825,7 +1807,7 @@ struct parentChildLink {
 };
 
 #include "DNA_constraint_types.h"
-#include "BIF_editconstraint.h"
+//XXX #include "BIF_editconstraint.h"
 
 bPoseChannel *get_active_posechannel2 (Object *ob)
 {
@@ -1846,7 +1828,8 @@ ListBase *get_active_constraints2(Object *ob)
        if (!ob)
                return NULL;
 
-       if (ob->flag & OB_POSEMODE) {
+  // XXX - shouldnt we care about the pose data and not the mode???
+       if (ob->mode & OB_MODE_POSE) { 
                bPoseChannel *pchan;
 
                pchan = get_active_posechannel2(ob);
@@ -1909,12 +1892,10 @@ KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
 
 // convert blender objects into ketsji gameobjects
 void BL_ConvertBlenderObjects(struct Main* maggie,
-                                                         const STR_String& scenename,
                                                          KX_Scene* kxscene,
                                                          KX_KetsjiEngine* ketsjiEngine,
                                                          e_PhysicsEngine       physics_engine,
                                                          PyObject* pythondictionary,
-                                                         SCA_IInputDevice* keydev,
                                                          RAS_IRenderTools* rendertools,
                                                          RAS_ICanvas* canvas,
                                                          KX_BlenderSceneConverter* converter,
@@ -1922,7 +1903,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                          )
 {      
 
-       Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
+       Scene *blenderscene = kxscene->GetBlenderScene();
        // for SETLOOPER
        Scene *sce;
        Base *base;
@@ -1943,39 +1924,35 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                aspect_width = canvas->GetWidth();
                aspect_height = canvas->GetHeight();
        } else {
-               if (blenderscene->framing.type == SCE_GAMEFRAMING_BARS) {
+               if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_BARS) {
                        frame_type = RAS_FrameSettings::e_frame_bars;
-               } else if (blenderscene->framing.type == SCE_GAMEFRAMING_EXTEND) {
+               } else if (blenderscene->gm.framing.type == SCE_GAMEFRAMING_EXTEND) {
                        frame_type = RAS_FrameSettings::e_frame_extend;
                } else {
                        frame_type = RAS_FrameSettings::e_frame_scale;
                }
                
-               aspect_width = blenderscene->r.xsch;
-               aspect_height = blenderscene->r.ysch;
+               aspect_width = blenderscene->gm.xsch;
+               aspect_height = blenderscene->gm.ysch;
        }
        
        RAS_FrameSettings frame_settings(
                frame_type,
-               blenderscene->framing.col[0],
-               blenderscene->framing.col[1],
-               blenderscene->framing.col[2],
+               blenderscene->gm.framing.col[0],
+               blenderscene->gm.framing.col[1],
+               blenderscene->gm.framing.col[2],
                aspect_width,
                aspect_height
        );
        kxscene->SetFramingType(frame_settings);
 
-       kxscene->SetGravity(MT_Vector3(0,0,(blenderscene->world != NULL) ? -blenderscene->world->gravity : -9.8));
+       kxscene->SetGravity(MT_Vector3(0,0, -blenderscene->gm.gravity));
        
        /* set activity culling parameters */
-       if (blenderscene->world) {
-               kxscene->SetActivityCulling( (blenderscene->world->mode & WO_ACTIVITY_CULLING) != 0);
-               kxscene->SetActivityCullingRadius(blenderscene->world->activityBoxRadius);
-               kxscene->SetDbvtCulling((blenderscene->world->mode & WO_DBVT_CULLING) != 0);
-       } else {
-               kxscene->SetActivityCulling(false);
-               kxscene->SetDbvtCulling(false);
-       }
+       kxscene->SetActivityCulling( (blenderscene->gm.mode & WO_ACTIVITY_CULLING) != 0);
+       kxscene->SetActivityCullingRadius(blenderscene->gm.activityBoxRadius);
+       kxscene->SetDbvtCulling((blenderscene->gm.mode & WO_DBVT_CULLING) != 0);
+       
        // no occlusion culling by default
        kxscene->SetDbvtOcclusionRes(0);
 
@@ -2018,8 +1995,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                                                base->object, 
                                                                                kxscene, 
                                                                                rendertools, 
-                                                                               converter,
-                                                                               blenderscene);
+                                                                               converter);
                                                                                
                bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
                bool addobj=true;
@@ -2045,7 +2021,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                        if (converter->addInitFromFrame){//rcruiz
                                float eulxyzPrev[3];
                                blenderscene->r.cfra=blenderscene->r.sfra-1;
-                               update_for_newframe();
+                               //XXX update_for_newframe();
                                MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
                                                                                        blenderobject->loc[1]+blenderobject->dloc[1],
                                                                                        blenderobject->loc[2]+blenderobject->dloc[2]
@@ -2063,7 +2039,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                tmp.scale(fps, fps, fps);
                                iniang.push_back(tmp);
                                blenderscene->r.cfra=blenderscene->r.sfra;
-                               update_for_newframe();
+                               //XXX update_for_newframe();
                        }               
                                                
                        gameobj->NodeSetLocalPosition(pos);
@@ -2208,8 +2184,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                                                                                blenderobject, 
                                                                                                                kxscene, 
                                                                                                                rendertools, 
-                                                                                                               converter,
-                                                                                                               blenderscene);
+                                                                                                               converter);
                                                                                
                                                // this code is copied from above except that
                                                // object from groups are never in active layer
@@ -2237,7 +2212,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                        if (converter->addInitFromFrame){//rcruiz
                                                                float eulxyzPrev[3];
                                                                blenderscene->r.cfra=blenderscene->r.sfra-1;
-                                                               update_for_newframe();
+                                                               //XXX update_for_newframe();
                                                                MT_Vector3 tmp=pos-MT_Point3(blenderobject->loc[0]+blenderobject->dloc[0],
                                                                                                                        blenderobject->loc[1]+blenderobject->dloc[1],
                                                                                                                        blenderobject->loc[2]+blenderobject->dloc[2]
@@ -2255,7 +2230,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                                                tmp.scale(fps, fps, fps);
                                                                iniang.push_back(tmp);
                                                                blenderscene->r.cfra=blenderscene->r.sfra;
-                                                               update_for_newframe();
+                                                               //XXX update_for_newframe();
                                                        }               
                                                                                
                                                        gameobj->NodeSetLocalPosition(pos);
@@ -2431,8 +2406,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                                        obj->Release();
                        }
                        childrenlist->Release();
+                       
                        // now destroy recursively
+                       converter->UnregisterGameObject(childobj); // removing objects during conversion make sure this runs too
                        kxscene->RemoveObject(childobj);
+                       
                        continue;
                }
 
@@ -2455,7 +2433,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                        case PARBONE:
                        {
                                // parent this to a bone
-                               Bone *parent_bone = get_named_bone(get_armature(blenderchild->parent), blenderchild->parsubstr);
+                               Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
 
                                if(parent_bone) {
                                        KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
@@ -2509,10 +2487,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                        }
                }
                if (occlusion)
-                       kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes);
+                       kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes);
        }
        if (blenderscene->world)
-               kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->world->physubstep);
+               kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep);
 
        // now that the scenegraph is complete, let's instantiate the deformers.
        // We need that to create reusable derived mesh and physic shapes
@@ -2529,7 +2507,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for (i=0;i<sumolist->GetCount();i++)
        {
                KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
-               struct Object* blenderobject = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobject = gameobj->GetBlenderObject();
                int nummeshes = gameobj->GetMeshCount();
                RAS_MeshObject* meshobj = 0;
                if (nummeshes > 0)
@@ -2545,7 +2523,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for (i=0;i<sumolist->GetCount();i++)
        {
                KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
-               struct Object* blenderobject = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobject = gameobj->GetBlenderObject();
                int nummeshes = gameobj->GetMeshCount();
                RAS_MeshObject* meshobj = 0;
                if (nummeshes > 0)
@@ -2573,7 +2551,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for (i=0;i<sumolist->GetCount();i++)
        {
                KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
-               struct Object* blenderobject = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobject = gameobj->GetBlenderObject();
                ListBase *conlist;
                bConstraint *curcon;
                conlist = get_active_constraints2(blenderobject);
@@ -2641,23 +2619,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
                }
        }
 
-       sumolist->Release();    
-
-       // convert global sound stuff
-
-       /* XXX, glob is the very very wrong place for this
-        * to be, re-enable once the listener has been moved into
-        * the scene. */
-#if 1
-       SND_Scene* soundscene = kxscene->GetSoundScene();
-       SND_SoundListener* listener = soundscene->GetListener();
-       if (listener && G.listener)
-       {
-               listener->SetDopplerFactor(G.listener->dopplerfactor);
-               listener->SetDopplerVelocity(G.listener->dopplervelocity);
-               listener->SetGain(G.listener->gain);
-       }
-#endif
+       sumolist->Release();
 
        // convert world
        KX_WorldInfo* worldinfo = new BlenderWorldInfo(blenderscene->world);
@@ -2670,7 +2632,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for (i=0;i<logicbrick_conversionlist->GetCount();i++)
        {
                KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
-               struct Object* blenderobj = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobj = gameobj->GetBlenderObject();
                int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
                bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
                BL_ConvertActuators(maggie->name, blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,rendertools,converter);
@@ -2678,7 +2640,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
        {
                KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
-               struct Object* blenderobj = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobj = gameobj->GetBlenderObject();
                int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
                bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
                BL_ConvertControllers(blenderobj,gameobj,logicmgr,pythondictionary,layerMask,isInActiveLayer,converter);
@@ -2686,10 +2648,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
        {
                KX_GameObject* gameobj = static_cast<KX_GameObject*>(logicbrick_conversionlist->GetValue(i));
-               struct Object* blenderobj = converter->FindBlenderObject(gameobj);
+               struct Object* blenderobj = gameobj->GetBlenderObject();
                int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
                bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
-               BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,keydev,layerMask,isInActiveLayer,canvas,converter);
+               BL_ConvertSensors(blenderobj,gameobj,logicmgr,kxscene,ketsjiEngine,layerMask,isInActiveLayer,canvas,converter);
                // set the init state to all objects
                gameobj->SetInitState((blenderobj->init_state)?blenderobj->init_state:blenderobj->state);
        }
@@ -2727,4 +2689,3 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
        RAS_BucketManager *bucketmanager = kxscene->GetBucketManager();
        bucketmanager->OptimizeBuckets(distance);
 }
-