コード例 #1
0
// this have to be called after all scenes created their groups
void gkBlenderSceneConverter::convertGroupInstances()
{
	m_gscene = static_cast<gkScene*>(gkSceneManager::getSingleton().getByName(gkResourceName(GKB_IDNAME(m_bscene), m_groupName)));

	if (m_gscene)
	{
		gkGroupManager* mgr = gkGroupManager::getSingletonPtr();

                utArray<Blender::Object*> groups;
		for (Blender::Base* base = (Blender::Base*)m_bscene->base.first; base; base = base->next)
		{
			if (!base->object)
				continue;

			Blender::Object* bobj = base->object;

			// non - conversion object
			if (!validObject(bobj))
				continue;

			// only concentrate on the group-instances
			if ( (bobj->transflag & OB_DUPLIGROUP) && bobj->dup_group != 0)
				groups.push_back(bobj);
		}


		// Process user created groups.
		utArray<Blender::Object*>::Iterator it = groups.iterator();
		while (it.hasMoreElements())
		{
			Blender::Object* bobj = it.getNext();

			// Should not fail
			GK_ASSERT((bobj->transflag& OB_DUPLIGROUP && bobj->dup_group != 0));


			// Owning group
			Blender::Group* bgobj = bobj->dup_group;
			const gkResourceName groupName(GKB_IDNAME(bgobj), m_groupName);


			if (mgr->exists(groupName))
			{
				gkGameObjectGroup* ggobj = (gkGameObjectGroup*)mgr->getByName(groupName);


				gkGameObjectInstance* inst = ggobj->createGroupInstance(m_gscene, gkResourceName(GKB_IDNAME(bobj), m_groupName),0,bobj->lay);
				inst->getRoot()->_makeGroup(ggobj);
				inst->getRoot()->_makeGroupInstance(inst);
				if (inst)
					convertObject(bobj, inst->getRoot());
			}
		}
	} else
	{
		gkLogger::write("CAUTION:Calling gkBlenderSceneConverter::convertGroupInstance() without calling convert(false) before doesn't work! No group-instances created!",true);
	}
}
コード例 #2
0
ファイル: gkAnimation.cpp プロジェクト: guozanhua/github
void gkAnimationSequence::addItem(const gkHashedString &animation, const akScalar& start, const akScalar& end, const akScalar& blendin, const akScalar& blendout)
{
	gkAnimation* anim = gkAnimationManager::getSingleton().getAnimation(gkResourceName(animation, getGroupName()));
	
	if (anim)
		addItem(anim->getInternal(), start, end, blendin, blendout);
}
コード例 #3
0
void gkAnimationLoader::convertAction24(Blender::bAction* action, gkScalar animfps)
{
	// 2.4x actions are always Pose actions 
	gkKeyedAnimation* act = gkAnimationManager::getSingleton().createKeyedAnimation(gkResourceName(GKB_IDNAME(action), m_groupName));
	
	if(!act)
		return;
	
	// min/max
	gkScalar start, end;
	get24ActionStartEnd(action, start, end);
	
	Blender::bActionChannel* bac = (Blender::bActionChannel*)action->chanbase.first;
	
	while (bac)
	{
		gkBoneChannel* chan = new gkBoneChannel(bac->name, act);
		act->addChannel(chan);
		
		if (bac->ipo)
			convertActionIpo(bac->ipo, chan, start, animfps);
				
		bac = bac->next;
	}
	
	// apply time range
	act->setLength( (end-start)/animfps);
}
コード例 #4
0
ファイル: gkActionActuator.cpp プロジェクト: Ali-il/gamekit
void gkActionActuator::doInit(void)
{
	m_action = m_object->getAnimationPlayer(m_startAct);
	
	if (!m_action)
	{
		gkAnimation* res = gkAnimationManager::getSingleton().getAnimation(gkResourceName(m_startAct, getObjectGroupName()));
		if(res)
			m_action = m_object->addAnimation(res, m_startAct);
	}
	
	if (m_action)
	{
		if (m_start > m_end)
		{
			m_start = 0;
			m_end = m_action->getLength();
		}

		//if (m_mode == AA_PLAY)
			m_action->setMode(AK_ACT_END);
		//else
		//	m_action->setMode(AK_ACT_LOOP);
	}
	
	resetAction();
}
コード例 #5
0
void gkParticleConverter::convertParticle(Blender::ParticleSettings* pt)
{
	if (!pt || !pt->effector_weights)
		return;	

	if (pt->ren_as == PART_DRAW_NOT)
		return;
	
	Blender::EffectorWeights* wt = pt->effector_weights;

	gkParticleSettingsProperties pp;

	pp.m_phyType = pt->phystype;

	pp.m_name = GKB_IDNAME(pt);

	pp.m_emitfrom = pt->from;
	pp.m_amount = pt->totpart;
	pp.m_lifetime = pt->lifetime/m_fps; 
	pp.m_start = pt->sta/m_fps;
	pp.m_end = pt->end/m_fps;
	pp.m_random = pt->randlife;
	pp.m_jitter = pt->jitfac;

	pp.m_velocity = gkVector3(pt->ob_vel[0], pt->ob_vel[1], pt->ob_vel[2])*10;
	pp.m_velNormal = pt->normfac;
	pp.m_velTanget = pt->tanfac;

	pp.m_size = pt->size*10;
	pp.m_mass = pt->mass;
	pp.m_sizeRandom = pt->randsize;		

	pp.m_gravity = wt->global_gravity; 
		
	pp.m_trailCount = pt->trail_count;
	pp.m_drawEmitter = (pt->draw & 0x8) != 0;

	pp.m_material = pt->omat - 1;

	if (pt->ren_as == PART_DRAW_HALO)
		pp.m_render = gkParticleSettingsProperties::R_HALO;
	else if (pt->ren_as == PART_DRAW_BB)
		pp.m_render = gkParticleSettingsProperties::R_BILLBOARD;	
	else if (pt->ren_as == PART_DRAW_OB)
		pp.m_render = gkParticleSettingsProperties::R_OBJECT;
	else if (pt->ren_as == PART_DRAW_GR)
		pp.m_render = gkParticleSettingsProperties::R_GROUP;
	else if (pt->ren_as == PART_DRAW_LINE)
		pp.m_render = gkParticleSettingsProperties::R_LINE;
	else if (pt->ren_as == PART_DRAW_PATH)
		pp.m_render = gkParticleSettingsProperties::R_PATH;
	//else if (pt->ren_as == PART_DRAW_NOT)
	//	pp.m_render = gkParticleSettingsProperties::R_NONE;
	

	gkParticleManager::getSingleton().createParticle(gkResourceName(pp.m_name, m_groupName), pp);
}
コード例 #6
0
void gkScene::postCreateInstanceImpl(void)
{
#ifdef OGREKIT_USE_LUA
	gkLuaScript* script = gkLuaManager::getSingleton().getByName<gkLuaScript>(gkResourceName(DEFAULT_STARTUP_LUA_FILE, getGroupName()));

	if (script)
		script->execute();
#endif
}
コード例 #7
0
void gkExpressionController::setExpression(const gkString& str)
{

	gkString expr = "return " + str + "\n";
	gkLuaScript* scrpt = gkLuaManager::getSingleton().createFromText(
		gkResourceName(gkUtils::getUniqueName(m_name), getObjectGroupName()), expr);
	if (scrpt)
		m_script = scrpt;	
}
コード例 #8
0
gkParticleObject* gkScene::createParticleObject(const gkHashedString& name)
{
	if (m_objects.find(name) != GK_NPOS)
	{
		gkPrintf("Scene: Duplicate object '%s' found\n", name.str().c_str());
		return 0;
	}

	gkParticleObject* gobj = gkGameObjectManager::getSingleton().createParticleObject(gkResourceName(name, getGroupName()));
	addObject(gobj);
	return gobj;
}
コード例 #9
0
void gkOgreParticleObject::createInstanceImpl()
{
	gkParticleObject::createInstanceImpl();

	GK_ASSERT(!m_psys);

	try
	{
		Ogre::SceneManager* manager = m_scene->getManager();

		const gkString& pname = m_particleProps.m_settings;
		
		m_psys = manager->createParticleSystem(getName(), m_particleProps.m_settings);
		if (m_psys)
		{
			m_psys->setUserAny(Ogre::Any(this));
			m_node->attachObject(m_psys);

			gkOgreParticleResource* resource = gkParticleManager::getSingleton().getByName<gkOgreParticleResource>(
				gkResourceName(pname, getGroupName()));

			if (resource && resource->isTemplateOwner())
			{
				m_psys->setRenderer(gkOgreParticleRenderer::NAME);
		
				if (resource->getParticleProperties().m_render == gkParticleSettingsProperties::R_HALO)
					m_psys->setMaterialName(gkParticleManager::getSingleton().createOrRetrieveHaloMaterial(m_particleProps.m_material));
				else
					m_psys->setMaterialName(m_particleProps.m_material);
			} //else create by .particle script
		}
	}
	catch (Ogre::Exception& e)
	{
		gkLogMessage("gkOgreParticleObject: " << e.getDescription());
	}
}
コード例 #10
0
void gkAnimationLoader::convertAction25(Blender::bAction* action, gkScalar animfps)
{
	gkKeyedAnimation* act = gkAnimationManager::getSingleton().createKeyedAnimation(gkResourceName(GKB_IDNAME(action), m_groupName));
	
	if(!act)
		return;
	
	// min/max
	gkScalar start, end;
	get25ActionStartEnd(action, start, end);
	
	Blender::FCurve* bfc = (Blender::FCurve*)action->curves.first;
	
	while (bfc)
	{
		utString rnap (bfc->rna_path);
		utString chan_name;
		utString transform_name;
		
		printf("rnap = %s \n",rnap.c_str());


		akAnimationChannel* chan;
		
		// Pose action
		if (rnap.substr(0, 10) == "pose.bones")
		{
			// TODO use regex?
			size_t i = rnap.rfind('\"');
			chan_name = rnap.substr(12, i - 12);
			transform_name = rnap.substr(i + 3, rnap.length() - i + 3);
			
			chan = act->getChannel(chan_name);
			if(!chan)
			{
				chan = new gkBoneChannel(chan_name, act);
				act->addChannel(chan);
			}
		}
		// Object action
		else
		{
			transform_name = rnap;
			chan_name = "GKMainObjectChannel";
			
			chan = act->getChannel(chan_name);
			if(!chan)
			{
				gkObjectChannel* ochan = new gkObjectChannel(chan_name, act);
				
				ochan->setEulerRotation(true);
				
				chan = static_cast<akAnimationChannel*>(ochan);
				act->addChannel(chan);
			}
		}
		
		
		if (bfc->bezt)
		{
			int code = -1;
			if (transform_name == "rotation_quaternion")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_ROT_QUAT_W;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_ROT_QUAT_X;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_ROT_QUAT_Y;
				else if (bfc->array_index == 3) code = gkTransformChannel::SC_ROT_QUAT_Z;
			}
			else if (transform_name == "rotation_euler")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_ROT_EULER_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_ROT_EULER_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_ROT_EULER_Z;
			}
			else if (transform_name == "location")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_LOC_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_LOC_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_LOC_Z;
			}
			else if (transform_name == "scale")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_SCL_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_SCL_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_SCL_Z;
			}
			//add channel    zy
			else if (transform_name == "alpha")
			{
				code = gkTransformChannel::SC_ALPHA;
			}else if(transform_name == "diffuse_color")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_DIFFUSE_COLOR_R;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_DIFFUSE_COLOR_G;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_DIFFUSE_COLOR_B;
			}else if(transform_name == "texture_slots[0].offset")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_TEXTURE0_OFFSET_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_TEXTURE0_OFFSET_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_TEXTURE0_OFFSET_Z;
			}
			else if(transform_name == "texture_slots[1].offset")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_TEXTURE1_OFFSET_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_TEXTURE1_OFFSET_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_TEXTURE1_OFFSET_Z;
			}
			else if(transform_name == "image_user.frame_duration")
			{
				code = gkTransformChannel::SC_IMAGE_FRAME;
			}else if(transform_name == "texture_slots[0].alpha_factor")
			{
				code = gkTransformChannel::SC_TEXTURE0_ALPHA_FACTOR;
			}else if(transform_name == "texture_slots[1].alpha_factor")
			{
				code = gkTransformChannel::SC_TEXTURE1_ALPHA_FACTOR;
			}else if(transform_name == "texture_slots[0].diffuse_color_factor")
			{
				code = gkTransformChannel::SC_TEXTURE0_DIFFUSE_COLOR_FACTOR;
			}
			else if(transform_name == "texture_slots[1].diffuse_color_factor")
			{
				code = gkTransformChannel::SC_TEXTURE1_DIFFUSE_COLOR_FACTOR;
			}
			else
			{
				gkPrintf("Not supported animation format");
			}
			
			// ignore any other codes
			if (code != -1 && bfc->totvert > 0)
				ConvertSpline(bfc->bezt, chan, code, bfc->bezt->ipo, bfc->totvert, -start, 1.0f/animfps, 0, 1);
		}

		if (bfc->next == 0 || bfc->next->prev != bfc)
			break; //FIX: Momo_WalkBack fcurve is broken in uncompressed 256a.
		
		bfc = bfc->next;
	}
	
	
	// apply time range
	act->setLength( (end-start)/animfps);
	act->setStartFrame(start);
	act->setEndFrame(end);
}
コード例 #11
0
gkMesh* gkScene::createMesh(const gkHashedString& name)
{
	GK_ASSERT(m_meshManager);
	return (gkMesh*)m_meshManager->create(gkResourceName(name, getGroupName()));
}
コード例 #12
0
void gkAnimationLoader::convertAction25(Blender::bAction* action, gkScalar animfps)
{
	gkKeyedAnimation* act = gkAnimationManager::getSingleton().createKeyedAnimation(gkResourceName(GKB_IDNAME(action), m_groupName));
	
	if(!act)
		return;
	
	// min/max
	gkScalar start, end;
	get25ActionStartEnd(action, start, end);
	
	Blender::FCurve* bfc = (Blender::FCurve*)action->curves.first;
	
	while (bfc)
	{
		utString rnap (bfc->rna_path);
		utString chan_name;
		utString transform_name;
		
		akAnimationChannel* chan;
		
		// Pose action
		if (rnap.substr(0, 10) == "pose.bones")
		{
			// TODO use regex?
			size_t i = rnap.rfind('\"');
			chan_name = rnap.substr(12, i - 12);
			transform_name = rnap.substr(i + 3, rnap.length() - i + 3);
			
			chan = act->getChannel(chan_name);
			if(!chan)
			{
				chan = new gkBoneChannel(chan_name, act);
				act->addChannel(chan);
			}
		}
		// Object action
		else
		{
			transform_name = rnap;
			chan_name = "GKMainObjectChannel";
			
			chan = act->getChannel(chan_name);
			if(!chan)
			{
				gkObjectChannel* ochan = new gkObjectChannel(chan_name, act);
				
				ochan->setEulerRotation(true);
				
				chan = static_cast<akAnimationChannel*>(ochan);
				act->addChannel(chan);
			}
		}
		
		
		if (bfc->bezt)
		{
			int code = -1;
			if (transform_name == "rotation_quaternion")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_ROT_QUAT_W;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_ROT_QUAT_X;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_ROT_QUAT_Y;
				else if (bfc->array_index == 3) code = gkTransformChannel::SC_ROT_QUAT_Z;
			}
			else if (transform_name == "rotation_euler")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_ROT_EULER_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_ROT_EULER_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_ROT_EULER_Z;
			}
			else if (transform_name == "location")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_LOC_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_LOC_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_LOC_Z;
			}
			else if (transform_name == "scale")
			{
				if (bfc->array_index == 0) code = gkTransformChannel::SC_SCL_X;
				else if (bfc->array_index == 1) code = gkTransformChannel::SC_SCL_Y;
				else if (bfc->array_index == 2) code = gkTransformChannel::SC_SCL_Z;
			}
			
			// ignore any other codes
			if (code != -1 && bfc->totvert > 0)
				ConvertSpline(bfc->bezt, chan, code, bfc->bezt->ipo, bfc->totvert, -start, 1.0f/animfps, 0, 1);
		}

		if (bfc->next == 0 || bfc->next->prev != bfc)
			break; //FIX: Momo_WalkBack fcurve is broken in uncompressed 256a.
		
		bfc = bfc->next;
	}
	
	
	// apply time range
	act->setLength( (end-start)/animfps);
}
コード例 #13
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;
	}
}
コード例 #14
0
ファイル: gkTextManager.cpp プロジェクト: carriercomm/gamekit
void gkTextManager::parseScripts(const gkString& group)
{

	gkResourceManager::ResourceIterator iter = getResourceIterator();
	while (iter.hasMoreElements())
	{
		gkTextFile* tf = static_cast<gkTextFile*>(iter.getNext().second);

		if (!group.empty() && tf->getGroupName() != group) continue;

		const gkString& buf = tf->getText();
		const int type = tf->getType();


#ifdef OGREKIT_COMPILE_OGRE_SCRIPTS

		try
		{

			if (type == TT_MATERIAL)
			{
				Ogre::DataStreamPtr memStream(
				    OGRE_NEW Ogre::MemoryDataStream((void*)buf.c_str(), buf.size()));

				Ogre::MaterialManager::getSingleton().parseScript(memStream, group);

			}
			else if (type == TT_PARTICLE)
			{
				Ogre::DataStreamPtr memStream(
				    OGRE_NEW Ogre::MemoryDataStream((void*)buf.c_str(), buf.size()));


				Ogre::ParticleSystemManager::getSingleton().parseScript(memStream, group);
			}
			else if (type == TT_FONT)
			{
				// Note: font must be an external file (.ttf anyway (texture fonts are not tested) )
				Ogre::DataStreamPtr memStream(
				    OGRE_NEW Ogre::MemoryDataStream((void*)buf.c_str(), buf.size()));

				Ogre::FontManager::getSingleton().parseScript(memStream, group);
			}
			else if (type == TT_COMPOSIT)
			{
				Ogre::DataStreamPtr memStream(
				    OGRE_NEW Ogre::MemoryDataStream((void*)buf.c_str(), buf.size()));

				Ogre::CompositorManager::getSingleton().parseScript(memStream, group);
			}
		}
		catch (Ogre::Exception& e)
		{
			gkLogMessage("TextManager: " << e.getDescription());
			continue;
		}



		if (type == TT_BFONT)
		{
			utMemoryStream stream;
			stream.open(buf.c_str(), buf.size(), utStream::SM_READ);

			gkFontManager::getSingleton().parseScript(&stream);
		}
#endif
#ifdef OGREKIT_USE_LUA

		if (type == TT_LUA)
			gkLuaManager::getSingleton().createFromText(gkResourceName(tf->getResourceName().getName(), group), buf);
#endif
	}

#ifdef OGREKIT_COMPILE_OGRE_SCRIPTS

	// Overlays are a dependant script. (.material .font)

	try
	{

		TextArray overlays;
		getTextFiles(overlays, TT_OVERLAY);



		TextArray::Iterator it = overlays.iterator();
		while (it.hasMoreElements())
		{
			gkTextFile* tf = (gkTextFile*)it.getNext();

			const gkString& buf = tf->getText();
			const int type = tf->getType();

			Ogre::DataStreamPtr memStream(
			    OGRE_NEW Ogre::MemoryDataStream((void*)buf.c_str(), buf.size()));


			Ogre::OverlayManager::getSingleton().parseScript(memStream, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
		}
	}
	catch (Ogre::Exception& e)
	{
		gkLogMessage("TextManager: " << e.getDescription());
	}

#endif

}
コード例 #15
0
void gkBlenderSceneConverter::convert(bool createGroupInstances)
{
	if (m_gscene)
		return;

	m_gscene = (gkScene*)gkSceneManager::getSingleton().create(gkResourceName(GKB_IDNAME(m_bscene), m_groupName));
	if (!m_gscene)
	{
		gkPrintf("SceneConverter: duplicate scene '%s'\n", (m_bscene->id.name + 2));
		return;
	}

	m_gscene->setLoadBlendFile(m_file);


	if (m_bscene->world)
		convertWorld();


	convertSoundScene();


	m_gscene->setLayer((UTuint32)m_bscene->lay);


	utArray<Blender::Object*> groups, armatureLinker;
	for (Blender::Base* base = (Blender::Base*)m_bscene->base.first; base; base = base->next)
	{
		if (!base->object)
			continue;

		Blender::Object* bobj = base->object;

		// non - conversion object
		if (!validObject(bobj))
			continue;

		if ((bobj->transflag& OB_DUPLIGROUP) && bobj->dup_group != 0)
			groups.push_back(bobj);
		else
			convertObject(bobj);

		if (bobj->type == OB_MESH && bobj->parent != 0 && bobj->parent->type == OB_ARMATURE)
			armatureLinker.push_back(bobj);
#if 0
		if (bobj->parent) {
			short parentType = bobj->parent->type;
			short parentParType = bobj->parent->partype;
		}
		short parType = bobj->partype;

		int i=0;
#endif
	}

	// build group instances
	convertGroups();
	if (createGroupInstances)
		convertGroupInstances();

	if (!armatureLinker.empty())
	{
		gkMeshManager& memgr = gkMeshManager::getSingleton();
		gkSkeletonManager& skmgr = gkSkeletonManager::getSingleton();
		gkGameObjectManager& gomgr = gkGameObjectManager::getSingleton();


		UTsize i;
		for (i = 0; i < armatureLinker.size(); ++i)
		{
			Blender::Object* obMe = armatureLinker[i];
			Blender::Object* obAr = obMe->parent;


			gkEntity* gobjEn = gomgr.getEntity(GKB_IDNAME(obMe));
			gkSkeleton* gobjSk = gomgr.getSkeleton(GKB_IDNAME(obAr));

			if (gobjEn && gobjSk && !gobjEn->getProperties().hasBoneParent())
			{
				gobjEn->setSkeleton(gobjSk);


				// Link data
				Blender::Mesh* me = static_cast<Blender::Mesh*>(obMe->data);
				Blender::bArmature* ar = static_cast<Blender::bArmature*>(obAr->data);

				if (memgr.exists(GKB_IDNAME(me)) && skmgr.exists(GKB_IDNAME(obAr)))
				{
					gkSkeletonResource* skel = skmgr.getByName<gkSkeletonResource>(GKB_IDNAME(obAr));

					memgr.getByName<gkMesh>(GKB_IDNAME(me))->_setSkeleton(skel);

					gkBone::BoneList::Iterator roots = skel->getRootBoneList().iterator();

					while (roots.hasMoreElements())
					{
						gkBone* bone = roots.getNext();
						gkMatrix4 eobmat = gkMathUtils::getFromFloat(obMe->obmat);
						gkMatrix4 sobmat = gkMathUtils::getFromFloat(obAr->obmat);

						gkTransformState trans(eobmat.inverse() * sobmat);
						if (!trans.isNaN())
							bone->applyRootTransform(trans);
						else
							gkPrintf("Warning: Invalid bone transform.");
					}

				}
			}
		}
	}

	m_logic->resolveLinks();
}
コード例 #16
0
void gkBlenderSceneConverter::convertObjectParticles(gkGameObject* gobj, Blender::Object* bobj)
{	
#ifdef OGREKIT_USE_PARTICLE
	for (Blender::ParticleSystem* ps = (Blender::ParticleSystem*)bobj->particlesystem.first; ps; ps = ps->next)
	{
		gkString name = ps->name;
		gkString pname = GKB_IDNAME(ps->part);

		gkParticleResource* resource = gkParticleManager::getSingleton().getByName<gkParticleResource>(gkResourceName(pname, m_groupName));
		if (!resource)
			continue;
		
		gkGameObjectProperties& gprops = gobj->getProperties();

		gkParticleObject* pobj = m_gscene->createParticleObject(gkUtils::getUniqueName(name));
		if (pobj)
		{
			pobj->setActiveLayer(gobj->isInActiveLayer());
			pobj->setLayer(gobj->getLayer());

			gkParticleSettingsProperties& sprops = resource->getParticleProperties();
			gkParticleSystemProperties& props = pobj->getParticleProperties();
			
			gprops.m_particleObjs.push_back(pobj->getName());

			props.m_name = name;
			props.m_seed = ps->seed;
			props.m_settings = pname;
						
			gkGameObjectProperties& gparticleprops = pobj->getProperties();
			gparticleprops.m_parent = gobj->getName();
			gparticleprops.m_transform = gobj->getProperties().m_transform;

			props.m_material = "<gkBuiltin/Halo>";

			if (!sprops.m_drawEmitter)
				gobj->getProperties().m_mode |= GK_INVISIBLE;
				
			Blender::Material* ma = BlenderMaterial(bobj, sprops.m_material);
			if (ma)
			{
				props.m_material = GKB_IDNAME(ma);
			}

			gkEntity* entity = gobj->getEntity();
			if (entity)
			{
				props.m_mesh = entity->getMesh();
				//pobj->setMaterialName(entity->getMesh()->getFirstMaterial().m_name);
			}
		}
	}
#endif
}
コード例 #17
0
void gkBlenderSceneConverter::convertGroups(utArray<Blender::Object*> &groups)
{
	gkGroupManager* mgr = gkGroupManager::getSingletonPtr();

	// This is a complete list of groups & containing objects.
	// The gkGameObjectGroup is a containter, the gkGameObjectGroupInstance
	// is where the object should be added / removed from the scene.
	
	//	for (Blender::Group* bgrp = (Blender::Group*)m_file->_getInternalFile()->m_group.first; bgrp != 0; 
	//	bgrp = (Blender::Group*)bgrp->id.next)

	gkBlendListIterator iter = m_file->_getInternalFile()->getGroupList();
	while (iter.hasMoreElements())
	{
		Blender::Group* bgrp = (Blender::Group*)iter.getNext();


		const gkResourceName groupName(GKB_IDNAME(bgrp), m_groupName);

		if (mgr->exists(groupName))
		{
			// Can most likely assert here
			continue;
		}

		gkGameObjectGroup* group = (gkGameObjectGroup*)mgr->create(groupName);


		for (Blender::GroupObject* bgobj = (Blender::GroupObject*)bgrp->gobject.first; bgobj; bgobj = bgobj->next)
		{
			if (bgobj->ob)
			{
				Blender::Object* bobj = bgobj->ob;

				if (!validObject(bobj))
					continue;

				gkGameObject* gobj = m_gscene->getObject(GKB_IDNAME(bobj));

				// add it to the list
				if (gobj)
					group->addObject(gobj);
			}
		}

		// Destroy if empty
		if (group->isEmpty())
			mgr->destroy(group);
		else
			mgr->attachGroupToScene(m_gscene, group);

	}

	// Process user created groups.
	utArray<Blender::Object*>::Iterator it = groups.iterator();
	while (it.hasMoreElements())
	{
		Blender::Object* bobj = it.getNext();


		// Should not fail
		GK_ASSERT((bobj->transflag& OB_DUPLIGROUP && bobj->dup_group != 0));


		// Owning group
		Blender::Group* bgobj = bobj->dup_group;
		const gkResourceName groupName(GKB_IDNAME(bgobj), m_groupName);


		if (mgr->exists(groupName))
		{
			gkGameObjectGroup* ggobj = (gkGameObjectGroup*)mgr->getByName(groupName);


			gkGameObjectInstance* inst = ggobj->createGroupInstance(m_gscene, gkResourceName(GKB_IDNAME(bobj), m_groupName));
			if (inst)
				convertObject(bobj, inst->getRoot());
		}
	}
}