Пример #1
0
void BL_ConvertMaterialIpos(
	struct Object* blenderobject,
	KX_GameObject* gameobj,  
	KX_BlenderSceneConverter *converter
	)
{
	if (blenderobject->totcol==1)
	{
		Material *mat = give_current_material(blenderobject, 1);
		// if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL
		// --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor
		// because this yields a better performance as not all the vertex colors need to be edited
		if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
	}
	else
	{
		for (int material_index=1; material_index <= blenderobject->totcol; material_index++)
		{
			Material *mat = give_current_material(blenderobject, material_index);
			STR_HashedString matname;
			if(mat) {
				matname= mat->id.name; // who is using this name? can we remove the MA here?
				ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
			}
		}
	}
}
Пример #2
0
bool BL_Action::Play(const char* name,
					float start,
					float end,
					short priority,
					float blendin,
					short play_mode,
					float layer_weight,
					short ipo_flags,
					float playback_speed)
{

	// Only start playing a new action if we're done, or if
	// the new action has a higher priority
	if (!IsDone() && priority > m_priority)
		return false;
	m_priority = priority;
	bAction* prev_action = m_action;

	KX_Scene* kxscene = m_obj->GetScene();

	// First try to load the action
	m_action = (bAction*)kxscene->GetLogicManager()->GetActionByName(name);
	if (!m_action)
	{
		printf("Failed to load action: %s\n", name);
		m_done = true;
		return false;
	}

	// If we have the same settings, don't play again
	// This is to resolve potential issues with pulses on sensors such as the ones
	// reported in bug #29412. The fix is here so it works for both logic bricks and Python.
	// However, this may eventually lead to issues where a user wants to override an already
	// playing action with the same action and settings. If this becomes an issue,
	// then this fix may have to be re-evaluated.
	if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end
			&& m_priority == priority && m_speed == playback_speed)
		return false;

	// First get rid of any old controllers
	ClearControllerList();

	// Create an SG_Controller
	SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, kxscene->GetSceneConverter());
	m_sg_contr_list.push_back(sg_contr);
	m_obj->GetSGNode()->AddSGController(sg_contr);
	sg_contr->SetObject(m_obj->GetSGNode());

	// Try obcolor
	sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
	if (sg_contr) {
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}

	// Now try materials
	if (m_obj->GetBlenderObject()->totcol==1) {
		Material *mat = give_current_material(m_obj->GetBlenderObject(), 1);
		if (mat) {
			sg_contr = BL_CreateMaterialIpo(m_action, mat, 0, m_obj, kxscene->GetSceneConverter());
			if (sg_contr) {
				m_sg_contr_list.push_back(sg_contr);
				m_obj->GetSGNode()->AddSGController(sg_contr);
				sg_contr->SetObject(m_obj->GetSGNode());
			}
		}
	} else {
		Material *mat;
		STR_HashedString matname;

		for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
			mat = give_current_material(m_obj->GetBlenderObject(), matidx);
			if (mat) {
				matname = mat->id.name;
				sg_contr = BL_CreateMaterialIpo(m_action, mat, matname.hash(), m_obj, kxscene->GetSceneConverter());
				if (sg_contr) {
					m_sg_contr_list.push_back(sg_contr);
					m_obj->GetSGNode()->AddSGController(sg_contr);
					sg_contr->SetObject(m_obj->GetSGNode());
				}
			}
		}
	}

	// Extra controllers
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
	{
		sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
	{
		sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	
	m_ipo_flags = ipo_flags;
	InitIPO();

	// Setup blendin shapes/poses
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetMRDPose(&m_blendinpose);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
		
		if (shape_deformer && shape_deformer->GetKey())
		{
			obj->GetShape(m_blendinshape);

			// Now that we have the previous blend shape saved, we can clear out the key to avoid any
			// further interference.
			KeyBlock *kb;
			for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next)
				kb->curval = 0.f;
		}
	}

	// Now that we have an action, we have something we can play
	m_starttime = -1.f; // We get the start time on our first update
	m_startframe = m_localtime = start;
	m_endframe = end;
	m_blendin = blendin;
	m_playmode = play_mode;
	m_endtime = 0.f;
	m_blendframe = 0.f;
	m_blendstart = 0.f;
	m_speed = playback_speed;
	m_layer_weight = layer_weight;
	
	m_done = false;

	return true;
}