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 } } } } }
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 } } } } }
// 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->IsRecordAnimation()) { if (blenderObject->adt == NULL) BKE_animdata_add_id(&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 } } } } }