Ejemplo n.º 1
0
KX_LodManager::KX_LodManager(Object *ob, KX_Scene* scene, KX_BlenderSceneConverter* converter, bool libloading)
	:m_refcount(1),
	m_distanceFactor(1.0f)
{
	if (BLI_listbase_count_ex(&ob->lodlevels, 2) > 1) {
		Mesh *lodmesh = (Mesh *)ob->data;
		Object *lodmatob = ob;
		unsigned short level = 0;

		for (LodLevel *lod = (LodLevel *)ob->lodlevels.first; lod; lod = lod->next) {
			if (!lod->source || lod->source->type != OB_MESH) {
				continue;
			}
			unsigned short flag = 0;
			if (lod->flags & OB_LOD_USE_HYST) {
				flag |= KX_LodLevel::USE_HYSTERESIS;
			}

			if (lod->flags & OB_LOD_USE_MESH) {
				lodmesh = (Mesh*)lod->source->data;
				flag |= KX_LodLevel::USE_MESH;
			}

			if (lod->flags & OB_LOD_USE_MAT) {
				lodmatob = lod->source;
				flag |= KX_LodLevel::USE_MATERIAL;
			}
			KX_LodLevel *lodLevel = new KX_LodLevel(lod->distance, lod->obhysteresis, level++,
				BL_ConvertMesh(lodmesh, lodmatob, scene, converter, libloading), flag);

			m_levels.push_back(lodLevel);
		}
	}
}
Ejemplo n.º 2
0
bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
	Main *main_newlib; /* stored as a dynamic 'main' until we free it */
	Main *main_tmp= NULL; /* created only for linking, then freed */
	LinkNode *names = NULL;
	int idcode= BKE_idcode_from_name(group);
	short flag= 0; /* don't need any special options */
	ReportList reports;
	static char err_local[255];
	
	/* only scene and mesh supported right now */
	if (idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
		snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
		*err_str= err_local;
		BLO_blendhandle_close(bpy_openlib);
		return false;
	}
	
	if (GetMainDynamicPath(path)) {
		snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
		*err_str= err_local;
		BLO_blendhandle_close(bpy_openlib);
		return false;
	}

	if (bpy_openlib==NULL) {
		snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
		*err_str= err_local;
		return false;
	}
	
	main_newlib= (Main *)MEM_callocN( sizeof(Main), "BgeMain");
	BKE_reports_init(&reports, RPT_STORE);	

	/* here appending/linking starts */
	main_tmp = BLO_library_append_begin(main_newlib, &bpy_openlib, (char *)path);

	int totnames_dummy;
	names = BLO_blendhandle_get_datablock_names( bpy_openlib, idcode, &totnames_dummy);
	
	int i=0;
	LinkNode *n= names;
	while(n) {
		BLO_library_append_named_part(main_tmp, &bpy_openlib, (char *)n->link, idcode);
		n= (LinkNode *)n->next;
		i++;
	}
	BLI_linklist_free(names, free);	/* free linklist *and* each node's data */
	
	BLO_library_append_end(NULL, main_tmp, &bpy_openlib, idcode, flag);

	/* now do another round of linking for Scenes so all actions are properly loaded */
	if (idcode==ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
		main_tmp = BLO_library_append_begin(main_newlib, &bpy_openlib, (char *)path);

		int totnames_dummy;
		names = BLO_blendhandle_get_datablock_names( bpy_openlib, ID_AC, &totnames_dummy);
	
		int i=0;
		LinkNode *n= names;
		while(n) {
			BLO_library_append_named_part(main_tmp, &bpy_openlib, (char *)n->link, ID_AC);
			n= (LinkNode *)n->next;
			i++;
		}
		BLI_linklist_free(names, free);	/* free linklist *and* each node's data */
	
		BLO_library_append_end(NULL, main_tmp, &bpy_openlib, ID_AC, flag);
	}
	
	BLO_blendhandle_close(bpy_openlib);

	BKE_reports_clear(&reports);
	/* done linking */	
	
	/* needed for lookups*/
	GetMainDynamic().push_back(main_newlib);
	strncpy(main_newlib->name, path, sizeof(main_newlib->name));	
	
	
	if (idcode==ID_ME) {
		/* Convert all new meshes into BGE meshes */
		ID* mesh;
	
		for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
			if (options & LIB_LOAD_VERBOSE)
				printf("MeshName: %s\n", mesh->name+2);
			RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this);
			scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
		}
	}
	else if (idcode==ID_AC) {
		/* Convert all actions */
		ID *action;

		for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
			if (options & LIB_LOAD_VERBOSE)
				printf("ActionName: %s\n", action->name+2);
			scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
		}
	}
	else if (idcode==ID_SCE) {		
		/* Merge all new linked in scene into the existing one */
		ID *scene;
		for (scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
			if (options & LIB_LOAD_VERBOSE)
				printf("SceneName: %s\n", scene->name+2);
			
			/* merge into the base  scene */
			KX_Scene* other= m_ketsjiEngine->CreateScene((Scene *)scene);
			scene_merge->MergeScene(other);
			
			// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
			delete other;
		}

		/* Now handle all the actions */
		if (options & LIB_LOAD_LOAD_ACTIONS) {
			ID *action;

			for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
				if (options & LIB_LOAD_VERBOSE)
					printf("ActionName: %s\n", action->name+2);
				scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
			}
		}
	}
	
	return true;
}
Ejemplo n.º 3
0
/* This function merges a mesh from the current scene into another main
 * it does not convert */
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name)
{
	/* Find a mesh in the current main */
	ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
	
	if (me==NULL) {
		printf("Could not be found \"%s\"\n", name);
		return NULL;
	}
	
	/* Watch this!, if its used in the original scene can cause big troubles */
	if (me->us > 0) {
		printf("Mesh has a user \"%s\"\n", name);
		me = (ID*)BKE_mesh_copy((Mesh*)me);
		me->us--;
	}
	BLI_remlink(&m_maggie->mesh, me); /* even if we made the copy it needs to be removed */
	BLI_addtail(&maggie->mesh, me);

	
	/* Must copy the materials this uses else we cant free them */
	{
		Mesh *mesh= (Mesh *)me;
		
		/* ensure all materials are tagged */
		for (int i=0; i<mesh->totcol; i++)
			if (mesh->mat[i])
				mesh->mat[i]->id.flag &= ~LIB_DOIT;
		
		for (int i=0; i<mesh->totcol; i++)
		{
			Material *mat_old= mesh->mat[i];
			
			/* if its tagged its a replaced material */
			if (mat_old && (mat_old->id.flag & LIB_DOIT)==0)
			{
				Material *mat_old= mesh->mat[i];
				Material *mat_new= BKE_material_copy( mat_old );
				
				mat_new->id.flag |= LIB_DOIT;
				mat_old->id.us--;
				
				BLI_remlink(&m_maggie->mat, mat_new);
				BLI_addtail(&maggie->mat, mat_new);
				
				mesh->mat[i]= mat_new;
				
				/* the same material may be used twice */
				for (int j=i+1; j<mesh->totcol; j++)
				{
					if (mesh->mat[j]==mat_old)
					{
						mesh->mat[j]= mat_new;
						mat_new->id.us++;
						mat_old->id.us--;
					}
				}
			}
		}
	}
	
	RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this);
	kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
	m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
	return meshobj;
}
Ejemplo n.º 4
0
KX_LibLoadStatus *KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options)
{
	Main *main_newlib; /* stored as a dynamic 'main' until we free it */
	const int idcode = BKE_idcode_from_name(group);
	ReportList reports;
	static char err_local[255];

//	TIMEIT_START(bge_link_blend_file);

	KX_LibLoadStatus *status;

	/* only scene and mesh supported right now */
	if (idcode != ID_SCE && idcode != ID_ME && idcode != ID_AC) {
		snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
		*err_str = err_local;
		BLO_blendhandle_close(bpy_openlib);
		return NULL;
	}
	
	if (GetMainDynamicPath(path)) {
		snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
		*err_str = err_local;
		BLO_blendhandle_close(bpy_openlib);
		return NULL;
	}

	if (bpy_openlib == NULL) {
		snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
		*err_str = err_local;
		return NULL;
	}

	main_newlib = BKE_main_new();
	BKE_reports_init(&reports, RPT_STORE);

	short flag = 0; /* don't need any special options */
	/* created only for linking, then freed */
	Main *main_tmp = BLO_library_link_begin(main_newlib, &bpy_openlib, (char *)path);

	load_datablocks(main_tmp, bpy_openlib, path, idcode);

	if (idcode == ID_SCE && options & LIB_LOAD_LOAD_SCRIPTS) {
		load_datablocks(main_tmp, bpy_openlib, path, ID_TXT);
	}

	/* now do another round of linking for Scenes so all actions are properly loaded */
	if (idcode == ID_SCE && options & LIB_LOAD_LOAD_ACTIONS) {
		load_datablocks(main_tmp, bpy_openlib, path, ID_AC);
	}

	BLO_library_link_end(main_tmp, &bpy_openlib, flag, NULL, NULL);

	BLO_blendhandle_close(bpy_openlib);

	BKE_reports_clear(&reports);
	/* done linking */
	
	/* needed for lookups*/
	GetMainDynamic().push_back(main_newlib);
	BLI_strncpy(main_newlib->name, path, sizeof(main_newlib->name));
	
	
	status = new KX_LibLoadStatus(this, m_ketsjiEngine, scene_merge, path);

	if (idcode == ID_ME) {
		/* Convert all new meshes into BGE meshes */
		ID *mesh;
	
		for (mesh = (ID *)main_newlib->mesh.first; mesh; mesh = (ID *)mesh->next ) {
			if (options & LIB_LOAD_VERBOSE)
				printf("MeshName: %s\n", mesh->name + 2);
			RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this, false); // For now only use the libloading option for scenes, which need to handle materials/shaders
			scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(), meshobj);
		}
	}
	else if (idcode == ID_AC) {
		/* Convert all actions */
		ID *action;

		for (action= (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
			if (options & LIB_LOAD_VERBOSE)
				printf("ActionName: %s\n", action->name + 2);
			scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
		}
	}
	else if (idcode == ID_SCE) {
		/* Merge all new linked in scene into the existing one */
		ID *scene;
		// scenes gets deleted by the thread when it's done using it (look in async_convert())
		vector<Scene *> *scenes = (options & LIB_LOAD_ASYNC) ? new vector<Scene *>() : NULL;

		for (scene = (ID *)main_newlib->scene.first; scene; scene = (ID *)scene->next ) {
			if (options & LIB_LOAD_VERBOSE)
				printf("SceneName: %s\n", scene->name + 2);
			
			if (options & LIB_LOAD_ASYNC) {
				scenes->push_back((Scene *)scene);
			} 
			else {
				/* merge into the base  scene */
				KX_Scene* other = m_ketsjiEngine->CreateScene((Scene *)scene, true);
				scene_merge->MergeScene(other);
			
				// RemoveScene(other); // Don't run this, it frees the entire scene converter data, just delete the scene
				delete other;
			}
		}

		if (options & LIB_LOAD_ASYNC) {
			status->SetData(scenes);
			BLI_task_pool_push(m_threadinfo->m_pool, async_convert, (void *)status, false, TASK_PRIORITY_LOW);
		}

#ifdef WITH_PYTHON
		/* Handle any text datablocks */
		if (options & LIB_LOAD_LOAD_SCRIPTS)
			addImportMain(main_newlib);
#endif

		/* Now handle all the actions */
		if (options & LIB_LOAD_LOAD_ACTIONS) {
			ID *action;

			for (action = (ID *)main_newlib->action.first; action; action = (ID *)action->next) {
				if (options & LIB_LOAD_VERBOSE)
					printf("ActionName: %s\n", action->name + 2);
				scene_merge->GetLogicManager()->RegisterActionName(action->name + 2, action);
			}
		}
	}

	if (!(options & LIB_LOAD_ASYNC))
		status->Finish();

//	TIMEIT_END(bge_link_blend_file);

	m_status_map[main_newlib->name] = status;
	return status;
}
Ejemplo n.º 5
0
/* This function merges a mesh from the current scene into another main
 * it does not convert */
RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene *kx_scene, Main *maggie, const char *name)
{
	/* Find a mesh in the current main */
	ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
	Main *from_maggie = m_maggie;

	if (me == NULL) {
		// The mesh wasn't in the current main, try any dynamic (i.e., LibLoaded) ones
		vector<Main *>::iterator it;

		for (it = GetMainDynamic().begin(); it != GetMainDynamic().end(); it++) {
			me = static_cast<ID *>(BLI_findstring(&(*it)->mesh, name, offsetof(ID, name) + 2));
			from_maggie = *it;

			if (me)
				break;
		}
	}

	if (me == NULL) {
		printf("Could not be found \"%s\"\n", name);
		return NULL;
	}

	/* Watch this!, if its used in the original scene can cause big troubles */
	if (me->us > 0) {
#ifdef DEBUG
		printf("Mesh has a user \"%s\"\n", name);
#endif
		me = (ID*)BKE_mesh_copy_ex(from_maggie, (Mesh*)me);
		id_us_min(me);
	}
	BLI_remlink(&from_maggie->mesh, me); /* even if we made the copy it needs to be removed */
	BLI_addtail(&maggie->mesh, me);

	/* Must copy the materials this uses else we cant free them */
	{
		Mesh *mesh = (Mesh *)me;

		/* ensure all materials are tagged */
		for (int i = 0; i < mesh->totcol; i++) {
			if (mesh->mat[i])
				mesh->mat[i]->id.tag &= ~LIB_TAG_DOIT;
		}

		for (int i = 0; i < mesh->totcol; i++) {
			Material *mat_old = mesh->mat[i];

			/* if its tagged its a replaced material */
			if (mat_old && (mat_old->id.tag & LIB_TAG_DOIT) == 0) {
				Material *mat_old = mesh->mat[i];
				Material *mat_new = BKE_material_copy(mat_old);

				mat_new->id.tag |= LIB_TAG_DOIT;
				id_us_min(&mat_old->id);

				BLI_remlink(&G.main->mat, mat_new); // BKE_material_copy uses G.main, and there is no BKE_material_copy_ex
				BLI_addtail(&maggie->mat, mat_new);

				mesh->mat[i] = mat_new;

				/* the same material may be used twice */
				for (int j = i + 1; j < mesh->totcol; j++) {
					if (mesh->mat[j] == mat_old) {
						mesh->mat[j] = mat_new;
						id_us_plus(&mat_new->id);
						id_us_min(&mat_old->id);
					}
				}
			}
		}
	}

	m_currentScene = kx_scene; // This needs to be set in case we LibLoaded earlier
	RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)me, NULL, kx_scene, this, false);
	kx_scene->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
	m_map_mesh_to_gamemesh.clear(); /* This is at runtime so no need to keep this, BL_ConvertMesh adds */
	return meshobj;
}