Example #1
0
  void set_scene (OBJScene* in) 
  {
    ISPCScene* out = new ISPCScene;

    out->meshes = new ISPCMesh*[in->meshes.size()];
    for (size_t i=0; i<in->meshes.size(); i++) out->meshes[i] = convertMesh(in->meshes[i]);
    out->numMeshes = in->meshes.size();

    out->materials = (ISPCMaterial*) (in->materials.size() ? &in->materials[0] : NULL);
    out->numMaterials = in->materials.size();

    out->hairs = new ISPCHairSet*[in->hairsets.size()];
    for (size_t i=0; i<in->hairsets.size(); i++) out->hairs[i] = convertHair(in->hairsets[i]);
    out->numHairSets = in->hairsets.size();

    out->ambientLights = (ISPCAmbientLight*) (in->ambientLights.size() ? &in->ambientLights[0] : NULL);
    out->numAmbientLights = in->ambientLights.size();

    out->pointLights = (ISPCPointLight*) (in->pointLights.size() ? &in->pointLights[0] : NULL);
    out->numPointLights = in->pointLights.size();

    out->dirLights = (ISPCDirectionalLight*) (in->directionalLights.size() ? &in->directionalLights[0] : NULL);
    out->numDirectionalLights = in->directionalLights.size();

    out->distantLights = (ISPCDistantLight*) (in->distantLights.size() ? &in->distantLights[0] : NULL);
    out->numDistantLights = in->distantLights.size();

    out->subdiv = new ISPCSubdivMesh*[in->subdiv.size()];
    for (size_t i=0; i<in->subdiv.size(); i++) out->subdiv[i] = convertSubdivMesh(in->subdiv[i]);
    out->numSubdivMeshes = in->subdiv.size();

    g_ispc_scene = out;
  }
Example #2
0
void gkAnimationLoader::convertObject(gkGameObject* obj, Blender::Object* bobj, bool pre25compat, gkScalar animfps)
{
	// 2.4x
	if(pre25compat)
	{
		if(bobj && bobj->ipo)
		{
			gkAnimation* act =  dynamic_cast<gkAnimation*>(gkAnimationManager::getSingleton().getByName(gkResourceName(GKB_IDNAME(bobj->ipo), m_groupName)));
			
			if(!act)
				act = convertObjectIpoToAnimation(bobj->ipo, animfps);
			
			if(act)
				obj->addAnimation(act, GKB_IDNAME(bobj->ipo));
		}
		
		if(bobj && bobj->action)
		{
			gkResourceName name(GKB_IDNAME(bobj->action), m_groupName);
			gkAnimation* act =  dynamic_cast<gkAnimation*>(gkAnimationManager::getSingleton().getByName(name));
			
			if(!act)
			{
				convertAction(bobj->action, pre25compat, animfps);
				act =  dynamic_cast<gkAnimation*>(gkAnimationManager::getSingleton().getByName(name));
			}
			
			if(act)
				obj->addAnimation(act, GKB_IDNAME(bobj->action));
		}
		// TODO 2.4 NLA
	}
	// 2.5x
	else if (bobj->adt)
	{
		convert25AnimData(obj, bobj->adt, animfps);
	}
	
	// object data
	switch (bobj->type)
	{
	case OB_LAMP:       convertLamp(obj, bobj, pre25compat, animfps);        break;
	case OB_CAMERA:     convertCamera(obj, bobj, pre25compat, animfps);      break;
	case OB_MESH:       convertMesh(obj, bobj, pre25compat, animfps);        break;
	case OB_ARMATURE:   convertArmature(obj, bobj, pre25compat, animfps);    break;
	}
}
Example #3
0
bool CWall::create(IDirect3DDevice9* pDevice,
	float iwidth,
	float iheight,
	float idepth,
	Type type){
	m_width = iwidth;
	m_depth = idepth;
	m_height = iheight;
	if (FAILED(D3DXCreateBox(pDevice, iwidth, iheight, idepth, &m_pMesh, 0))) return false;

	LPD3DXMESH newMesh = convertMesh(pDevice, m_pMesh);
	if (newMesh == nullptr){
		m_pMesh->Release();
		return false;
	}
	switch (type){
	case Plane:
		textureFile = PLANE_TEXTURE;
		effectFile = PLANE_EFFECT;
		break;
	case Edge:
		effectFile = EDGE_EFFECT;
		textureFile = EDGE_TEXTURE;
		break;
	}
	m_texture = LoadTexture(pDevice, textureFile);
	m_effect = LoadShader(pDevice, effectFile);


	if (m_texture == nullptr || m_effect == nullptr)
		return false;
	m_pMesh->Release();
	m_pMesh = newMesh;

	return true;
}