void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) { //TODO this entire function is deprecated, written for 2.4x //the functionality should be rewritten, currently it does nothing KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); int i; for (i = 0; i < numScenes; i++) { KX_Scene *scene = scenes->at(i); CListValue *parentList = scene->GetRootParentList(); int numObjects = parentList->GetCount(); int g; for (g = 0; g < numObjects; g++) { KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g); if (gameObj->IsRecordAnimation()) { Object *blenderObject = gameObj->GetBlenderObject(); if (blenderObject) { #if 0 //erase existing ipo's Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2); if (ipo) { //clear the curve data if (clearIpo) {//rcruiz IpoCurve *icu1; int numCurves = 0; for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) { IpoCurve* tmpicu = icu1; /*int i; BezTriple *bezt; for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++) { printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]); }*/ icu1 = icu1->next; numCurves++; BLI_remlink( &( blenderObject->ipo->curve ), tmpicu ); if ( tmpicu->bezt ) MEM_freeN( tmpicu->bezt ); MEM_freeN( tmpicu ); localDel_ipoCurve( tmpicu ); } } } else { ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB); blenderObject->ipo = ipo; } #endif } } } } }
/* returns a camera if the name is valid */ KX_Camera* KX_SceneActuator::FindCamera(const char *camName) { KX_SceneList* sl = m_KetsjiEngine->CurrentScenes(); STR_String name = STR_String(camName); KX_SceneList::iterator it = sl->begin(); KX_Camera* cam = NULL; while ((it != sl->end()) && (!cam)) { cam = (*it)->FindCamera(name); it++; } return cam; }
void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() { KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); int i; for (i=0;i<numScenes;i++) { KX_Scene* scene = scenes->at(i); //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment(); CListValue* parentList = scene->GetRootParentList(); int numObjects = parentList->GetCount(); int g; for (g=0;g<numObjects;g++) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject && blenderObject->ipo) { // XXX animato #if 0 Ipo* ipo = blenderObject->ipo; //create the curves, if not existing //testhandles_ipocurve checks for NULL testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ")); #endif } } } } }
void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() { KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); int i; for (i = 0; i < numScenes; i++) { KX_Scene *scene = scenes->at(i); //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment(); CListValue *parentList = scene->GetRootParentList(); int numObjects = parentList->GetCount(); int g; for (g = 0; g < numObjects; g++) { KX_GameObject *gameObj = (KX_GameObject *)parentList->GetValue(g); if (gameObj->IsRecordAnimation()) { Object *blenderObject = gameObj->GetBlenderObject(); if (blenderObject && blenderObject->adt) { bAction *act = verify_adt_action(&blenderObject->id, false); FCurve *fcu; if (!act) { continue; } /* for now, not much choice but to run this on all curves... */ for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) { /* Note: calling `sort_time_fcurve()` here is not needed, since * all keys have been added in 'right' order. */ calchandles_fcurve(fcu); } #if 0 // XXX animato Ipo* ipo = blenderObject->ipo; //create the curves, if not existing //testhandles_ipocurve checks for NULL testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocX")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocY")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotX")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotY")); testhandles_ipocurve(findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ")); #endif } } } } }
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo() { if (addInitFromFrame) { KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); if (numScenes>=0) { KX_Scene* scene = scenes->at(0); CListValue* parentList = scene->GetRootParentList(); for (int ix=0;ix<parentList->GetCount();ix++) { KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix); if (!gameobj->IsDynamic()) { Object* blenderobject = gameobj->GetBlenderObject(); if (!blenderobject) continue; if (blenderobject->type==OB_ARMATURE) continue; float eu[3]; mat4_to_eul(eu,blenderobject->obmat); MT_Point3 pos = MT_Point3( blenderobject->obmat[3][0], blenderobject->obmat[3][1], blenderobject->obmat[3][2] ); MT_Vector3 eulxyz = MT_Vector3( eu[0], eu[1], eu[2] ); MT_Vector3 scale = MT_Vector3( blenderobject->size[0], blenderobject->size[1], blenderobject->size[2] ); gameobj->NodeSetLocalPosition(pos); gameobj->NodeSetLocalOrientation(MT_Matrix3x3(eulxyz)); gameobj->NodeSetLocalScale(scale); gameobj->NodeUpdateGS(0); } } } } }
///this generates ipo curves for position, rotation, allowing to use game physics in animation void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) { KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); int i; for (i=0;i<numScenes;i++) { KX_Scene* scene = scenes->at(i); //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment(); CListValue* parentList = scene->GetObjectList(); int numObjects = parentList->GetCount(); int g; for (g=0;g<numObjects;g++) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject && blenderObject->parent==NULL && gameObj->IsDynamic()) { //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); if (blenderObject->adt==NULL) BKE_id_add_animdata(&blenderObject->id); if (blenderObject->adt) { const MT_Point3& position = gameObj->NodeGetWorldPosition(); //const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation(); position.getValue(blenderObject->loc); float tmat[3][3]; for (int r=0;r<3;r++) for (int c=0;c<3;c++) tmat[r][c] = (float)orn[c][r]; mat3_to_compatible_eul(blenderObject->rot, blenderObject->rot, tmat); insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "location", -1, (float)frameNumber, INSERTKEY_FAST); insert_keyframe(NULL, &blenderObject->id, NULL, NULL, "rotation_euler", -1, (float)frameNumber, INSERTKEY_FAST); #if 0 const MT_Point3& position = gameObj->NodeGetWorldPosition(); //const MT_Vector3& scale = gameObj->NodeGetWorldScaling(); const MT_Matrix3x3& orn = gameObj->NodeGetWorldOrientation(); float eulerAngles[3]; float eulerAnglesOld[3] = {0.0f, 0.0f, 0.0f}; float tmat[3][3]; // XXX animato Ipo* ipo = blenderObject->ipo; //create the curves, if not existing, set linear if new IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"); if (!icu_lx) { icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1); if (icu_lx) icu_lx->ipo = IPO_LIN; } IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"); if (!icu_ly) { icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1); if (icu_ly) icu_ly->ipo = IPO_LIN; } IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"); if (!icu_lz) { icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1); if (icu_lz) icu_lz->ipo = IPO_LIN; } IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"); if (!icu_rx) { icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1); if (icu_rx) icu_rx->ipo = IPO_LIN; } IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"); if (!icu_ry) { icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1); if (icu_ry) icu_ry->ipo = IPO_LIN; } IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"); if (!icu_rz) { icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1); if (icu_rz) icu_rz->ipo = IPO_LIN; } if (icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); if (icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); if (icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); // orn.getValue((float *)tmat); // uses the wrong ordering, cant use this for (int r=0;r<3;r++) for (int c=0;c<3;c++) tmat[r][c] = orn[c][r]; // mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat); //eval_icu for (int x = 0; x < 3; x++) eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0); //fill the curves with data if (icu_lx) insert_vert_icu(icu_lx, frameNumber, position.x(), 1); if (icu_ly) insert_vert_icu(icu_ly, frameNumber, position.y(), 1); if (icu_lz) insert_vert_icu(icu_lz, frameNumber, position.z(), 1); if (icu_rx) insert_vert_icu(icu_rx, frameNumber, eulerAngles[0], 1); if (icu_ry) insert_vert_icu(icu_ry, frameNumber, eulerAngles[1], 1); if (icu_rz) insert_vert_icu(icu_rz, frameNumber, eulerAngles[2], 1); // Handles are corrected at the end, testhandles_ipocurve isn't needed yet #endif } } } } }
void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) { KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); int i; for (i=0;i<numScenes;i++) { KX_Scene* scene = scenes->at(i); //PHY_IPhysicsEnvironment* physEnv = scene->GetPhysicsEnvironment(); CListValue* parentList = scene->GetRootParentList(); int numObjects = parentList->GetCount(); int g; for (g=0;g<numObjects;g++) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject) { #if 0 //erase existing ipo's Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2); if (ipo) { //clear the curve data if (clearIpo) {//rcruiz IpoCurve *icu1; int numCurves = 0; for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) { IpoCurve* tmpicu = icu1; /*int i; BezTriple *bezt; for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++) { printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]); }*/ icu1 = icu1->next; numCurves++; BLI_remlink( &( blenderObject->ipo->curve ), tmpicu ); if ( tmpicu->bezt ) MEM_freeN( tmpicu->bezt ); MEM_freeN( tmpicu ); localDel_ipoCurve( tmpicu ); } } } else { ipo = NULL; // XXX add_ipo(blenderObject->id.name+2, ID_OB); blenderObject->ipo = ipo; } #endif } } } } }
/* Note m_map_*** are all ok and don't need to be freed * most are temp and NewRemoveObject frees m_map_gameobject_to_blender */ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) { int maggie_index= -1; int i=0; if (maggie==NULL) return false; /* tag all false except the one we remove */ for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) { Main *main= *it; if (main != maggie) { tag_main(main, 0); } else { maggie_index= i; } i++; } /* should never happen but just to be safe */ if (maggie_index == -1) return false; m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index); tag_main(maggie, 1); /* free all tagged objects */ KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); for (int scene_idx=0;scene_idx<numScenes;scene_idx++) { KX_Scene* scene = scenes->at(scene_idx); if (IS_TAGGED(scene->GetBlenderScene())) { RemoveScene(scene); // XXX - not tested yet scene_idx--; numScenes--; } else { /* in case the mesh might be refered to later */ { CTR_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap(); for (int i=0; i<mapStringToMeshes.size(); i++) { RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i); if (meshobj && IS_TAGGED(meshobj->GetMesh())) { STR_HashedString mn = meshobj->GetName(); mapStringToMeshes.remove(mn); m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh())); i--; } } } /* Now unregister actions */ { CTR_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap(); for (int i=0; i<mapStringToActions.size(); i++) { ID *action= (ID*) *mapStringToActions.at(i); if (IS_TAGGED(action)) { STR_HashedString an = action->name+2; mapStringToActions.remove(an); i--; } } } //scene->FreeTagged(); /* removed tagged objects and meshes*/ CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL}; for (int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++) { CListValue *obs= obj_lists[ob_ls_idx]; RAS_MeshObject* mesh; for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) { KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx); if (IS_TAGGED(gameobj->GetBlenderObject())) { int size_before = obs->GetCount(); /* Eventually calls RemoveNodeDestructObject * frees m_map_gameobject_to_blender from UnregisterGameObject */ scene->RemoveObject(gameobj); if (size_before != obs->GetCount()) ob_idx--; else { printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr()); } } else { /* free the mesh, we could be referecing a linked one! */ int mesh_index= gameobj->GetMeshCount(); while(mesh_index--) { mesh= gameobj->GetMesh(mesh_index); if (IS_TAGGED(mesh->GetMesh())) { gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */ break; } } /* make sure action actuators are not referencing tagged actions */ for (unsigned int act_idx=0; act_idx<gameobj->GetActuators().size(); act_idx++) { if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) { BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx]; if (IS_TAGGED(act->GetAction())) act->SetAction(NULL); } } } } } } } int size; // delete the entities of this scene /* TODO - */ #if 0 vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit; size = m_worldinfos.size(); for (i=0, worldit=m_worldinfos.begin(); i<size; ) { if ((*worldit).second) { delete (*worldit).second; *worldit = m_worldinfos.back(); m_worldinfos.pop_back(); size--; } else { i++; worldit++; } } #endif /* Worlds don't reference original blender data so we need to make a set from them */ typedef std::set<KX_WorldInfo*> KX_WorldInfoSet; KX_WorldInfoSet worldset; for (int scene_idx=0;scene_idx<numScenes;scene_idx++) { KX_Scene* scene = scenes->at(scene_idx); if (scene->GetWorldInfo()) worldset.insert( scene->GetWorldInfo() ); } vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit; size = m_worldinfos.size(); for (i=0, worldit=m_worldinfos.begin(); i<size; ) { if ((*worldit).second && (worldset.count((*worldit).second)) == 0) { delete (*worldit).second; *worldit = m_worldinfos.back(); m_worldinfos.pop_back(); size--; } else { i++; worldit++; } } worldset.clear(); /* done freeing the worlds */ vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit; size = m_polymaterials.size(); for (i=0, polymit=m_polymaterials.begin(); i<size; ) { RAS_IPolyMaterial *mat= (*polymit).second; Material *bmat= NULL; /* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */ if (mat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat); bmat= bl_mat->GetBlenderMaterial(); } else { KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat); bmat= kx_mat->GetBlenderMaterial(); } if (IS_TAGGED(bmat)) { /* only remove from bucket */ ((*polymit).first)->GetBucketManager()->RemoveMaterial(mat); } i++; polymit++; } for (i=0, polymit=m_polymaterials.begin(); i<size; ) { RAS_IPolyMaterial *mat= (*polymit).second; Material *bmat= NULL; /* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */ if (mat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat); bmat= bl_mat->GetBlenderMaterial(); } else { KX_PolygonMaterial *kx_mat = static_cast<KX_PolygonMaterial*>(mat); bmat= kx_mat->GetBlenderMaterial(); } if (bmat) { //printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2); } else { //printf("LOST MAT !!!"); } if (IS_TAGGED(bmat)) { delete (*polymit).second; *polymit = m_polymaterials.back(); m_polymaterials.pop_back(); size--; //printf("tagged !\n"); } else { i++; polymit++; //printf("(un)tagged !\n"); } } vector<pair<KX_Scene*,BL_Material*> >::iterator matit; size = m_materials.size(); for (i=0, matit=m_materials.begin(); i<size; ) { BL_Material *mat= (*matit).second; if (IS_TAGGED(mat->material)) { delete (*matit).second; *matit = m_materials.back(); m_materials.pop_back(); size--; } else { i++; matit++; } } vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit; size = m_meshobjects.size(); for (i=0, meshit=m_meshobjects.begin(); i<size; ) { RAS_MeshObject *me= (*meshit).second; if (IS_TAGGED(me->GetMesh())) { delete (*meshit).second; *meshit = m_meshobjects.back(); m_meshobjects.pop_back(); size--; } else { i++; meshit++; } } free_main(maggie); return true; }
/* Note m_map_*** are all ok and don't need to be freed * most are temp and NewRemoveObject frees m_map_gameobject_to_blender */ bool KX_BlenderSceneConverter::FreeBlendFile(Main *maggie) { int maggie_index = -1; int i = 0; if (maggie == NULL) return false; // If the given library is currently in loading, we do nothing. if (m_status_map.count(maggie->name)) { BLI_mutex_lock(&m_threadinfo->m_mutex); const bool finished = m_status_map[maggie->name]->IsFinished(); BLI_mutex_unlock(&m_threadinfo->m_mutex); if (!finished) { printf("Library (%s) is currently being loaded asynchronously, and cannot be freed until this process is done\n", maggie->name); return false; } } /* tag all false except the one we remove */ for (vector<Main *>::iterator it = m_DynamicMaggie.begin(); !(it == m_DynamicMaggie.end()); it++) { Main *main = *it; if (main != maggie) { BKE_main_id_tag_all(main, LIB_TAG_DOIT, false); } else { maggie_index = i; } i++; } /* should never happen but just to be safe */ if (maggie_index == -1) return false; m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index); BKE_main_id_tag_all(maggie, LIB_TAG_DOIT, true); /* free all tagged objects */ KX_SceneList *scenes = m_ketsjiEngine->CurrentScenes(); int numScenes = scenes->size(); for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) { KX_Scene *scene = scenes->at(scene_idx); if (IS_TAGGED(scene->GetBlenderScene())) { m_ketsjiEngine->RemoveScene(scene->GetName()); m_mat_cache.erase(scene); m_polymat_cache.erase(scene); scene_idx--; numScenes--; } else { /* in case the mesh might be refered to later */ { CTR_Map<STR_HashedString, void *> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap(); for (int i = 0; i < mapStringToMeshes.size(); i++) { RAS_MeshObject *meshobj = (RAS_MeshObject *) *mapStringToMeshes.at(i); if (meshobj && IS_TAGGED(meshobj->GetMesh())) { STR_HashedString mn = meshobj->GetName(); mapStringToMeshes.remove(mn); m_map_mesh_to_gamemesh.remove(CHashedPtr(meshobj->GetMesh())); i--; } } } /* Now unregister actions */ { CTR_Map<STR_HashedString, void *> &mapStringToActions = scene->GetLogicManager()->GetActionMap(); for (int i = 0; i < mapStringToActions.size(); i++) { ID *action = (ID*) *mapStringToActions.at(i); if (IS_TAGGED(action)) { STR_HashedString an = action->name + 2; mapStringToActions.remove(an); m_map_blender_to_gameAdtList.remove(CHashedPtr(action)); i--; } } } //scene->FreeTagged(); /* removed tagged objects and meshes*/ CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL}; for (int ob_ls_idx = 0; obj_lists[ob_ls_idx]; ob_ls_idx++) { CListValue *obs = obj_lists[ob_ls_idx]; RAS_MeshObject *mesh; for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) { KX_GameObject *gameobj = (KX_GameObject*)obs->GetValue(ob_idx); if (IS_TAGGED(gameobj->GetBlenderObject())) { int size_before = obs->GetCount(); /* Eventually calls RemoveNodeDestructObject * frees m_map_gameobject_to_blender from UnregisterGameObject */ scene->RemoveObject(gameobj); if (size_before != obs->GetCount()) ob_idx--; else { printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr()); } } else { gameobj->RemoveTaggedActions(); /* free the mesh, we could be referecing a linked one! */ int mesh_index = gameobj->GetMeshCount(); while (mesh_index--) { mesh = gameobj->GetMesh(mesh_index); if (IS_TAGGED(mesh->GetMesh())) { gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */ break; } else { /* also free the mesh if it's using a tagged material */ int mat_index = mesh->NumMaterials(); while (mat_index--) { if (IS_TAGGED(mesh->GetMeshMaterial(mat_index)->m_bucket->GetPolyMaterial()->GetBlenderMaterial())) { gameobj->RemoveMeshes(); /* XXX - slack, same as above */ break; } } } } /* make sure action actuators are not referencing tagged actions */ for (unsigned int act_idx = 0; act_idx < gameobj->GetActuators().size(); act_idx++) { if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) { BL_ActionActuator *act = (BL_ActionActuator *)gameobj->GetActuators()[act_idx]; if (IS_TAGGED(act->GetAction())) act->SetAction(NULL); } } } } } } } int size; // delete the entities of this scene /* TODO - */ #if 0 vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit; size = m_worldinfos.size(); for (i=0, worldit=m_worldinfos.begin(); i<size; ) { if ((*worldit).second) { delete (*worldit).second; *worldit = m_worldinfos.back(); m_worldinfos.pop_back(); size--; } else { i++; worldit++; } } #endif /* Worlds don't reference original blender data so we need to make a set from them */ typedef std::set<KX_WorldInfo *> KX_WorldInfoSet; KX_WorldInfoSet worldset; for (int scene_idx = 0; scene_idx < numScenes; scene_idx++) { KX_Scene *scene = scenes->at(scene_idx); if (scene->GetWorldInfo()) worldset.insert(scene->GetWorldInfo()); } vector<pair<KX_Scene *, KX_WorldInfo *> >::iterator worldit; size = m_worldinfos.size(); for (i = 0, worldit = m_worldinfos.begin(); i < size;) { if (worldit->second && (worldset.count(worldit->second)) == 0) { delete worldit->second; *worldit = m_worldinfos.back(); m_worldinfos.pop_back(); size--; } else { i++; worldit++; } } worldset.clear(); /* done freeing the worlds */ vector<pair<KX_Scene *, RAS_IPolyMaterial *> >::iterator polymit; size = m_polymaterials.size(); for (i = 0, polymit = m_polymaterials.begin(); i < size; ) { RAS_IPolyMaterial *mat = polymit->second; Material *bmat = NULL; KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial *>(mat); bmat = bl_mat->GetBlenderMaterial(); if (IS_TAGGED(bmat)) { /* only remove from bucket */ polymit->first->GetBucketManager()->RemoveMaterial(mat); } i++; polymit++; } for (i = 0, polymit = m_polymaterials.begin(); i < size; ) { RAS_IPolyMaterial *mat = polymit->second; Material *bmat = NULL; KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat); bmat = bl_mat->GetBlenderMaterial(); if (IS_TAGGED(bmat)) { // Remove the poly material coresponding to this Blender Material. m_polymat_cache[polymit->first].erase(bmat); delete polymit->second; *polymit = m_polymaterials.back(); m_polymaterials.pop_back(); size--; } else { i++; polymit++; } } vector<pair<KX_Scene *, BL_Material *> >::iterator matit; size = m_materials.size(); for (i = 0, matit = m_materials.begin(); i < size; ) { BL_Material *mat = matit->second; if (IS_TAGGED(mat->material)) { // Remove the bl material coresponding to this Blender Material. m_mat_cache[matit->first].erase(mat->material); delete matit->second; *matit = m_materials.back(); m_materials.pop_back(); size--; } else { i++; matit++; } } vector<pair<KX_Scene *, RAS_MeshObject *> >::iterator meshit; RAS_BucketManager::BucketList::iterator bit; list<RAS_MeshSlot>::iterator msit; RAS_BucketManager::BucketList buckets; size = m_meshobjects.size(); for (i = 0, meshit = m_meshobjects.begin(); i < size;) { RAS_MeshObject *me = meshit->second; if (IS_TAGGED(me->GetMesh())) { // Before deleting the mesh object, make sure the rasterizer is // no longer referencing it. buckets = meshit->first->GetBucketManager()->GetSolidBuckets(); for (bit = buckets.begin(); bit != buckets.end(); bit++) { msit = (*bit)->msBegin(); while (msit != (*bit)->msEnd()) { if (msit->m_mesh == meshit->second) (*bit)->RemoveMesh(&(*msit++)); else msit++; } } // And now the alpha buckets buckets = meshit->first->GetBucketManager()->GetAlphaBuckets(); for (bit = buckets.begin(); bit != buckets.end(); bit++) { msit = (*bit)->msBegin(); while (msit != (*bit)->msEnd()) { if (msit->m_mesh == meshit->second) (*bit)->RemoveMesh(&(*msit++)); else msit++; } } // Now it should be safe to delete delete meshit->second; *meshit = m_meshobjects.back(); m_meshobjects.pop_back(); size--; } else { i++; meshit++; } } #ifdef WITH_PYTHON /* make sure this maggie is removed from the import list if it's there * (this operation is safe if it isn't in the list) */ removeImportMain(maggie); #endif delete m_status_map[maggie->name]; m_status_map.erase(maggie->name); BKE_main_free(maggie); return true; }