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); } } }
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; }
/* 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; }
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; }
/* 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; }