[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22076] branches/blender2.5/blender/source : svn merge https://svn.blender.org/svnroot/bf-blender/trunk/ blender -r21908:22075

Campbell Barton ideasman42 at gmail.com
Fri Jul 31 02:42:10 CEST 2009


Revision: 22076
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22076
Author:   campbellbarton
Date:     2009-07-31 02:42:10 +0200 (Fri, 31 Jul 2009)

Log Message:
-----------
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21908:22075

Modified Paths:
--------------
    branches/blender2.5/blender/source/blender/blenkernel/BKE_cloth.h
    branches/blender2.5/blender/source/blender/editors/space_logic/logic_window.c
    branches/blender2.5/blender/source/blender/makesdna/DNA_actuator_types.h
    branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.h
    branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
    branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.h
    branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
    branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
    branches/blender2.5/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
    branches/blender2.5/blender/source/gameengine/GameLogic/SCA_IScene.h
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_GameObject.h
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_ISceneConverter.h
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.h
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_Scene.cpp
    branches/blender2.5/blender/source/gameengine/Ketsji/KX_Scene.h
    branches/blender2.5/blender/source/gameengine/PyDoc/GameTypes.py
    branches/blender2.5/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
    branches/blender2.5/blender/source/gameengine/Rasterizer/RAS_MeshObject.h

Modified: branches/blender2.5/blender/source/blender/blenkernel/BKE_cloth.h
===================================================================
--- branches/blender2.5/blender/source/blender/blenkernel/BKE_cloth.h	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/blender/blenkernel/BKE_cloth.h	2009-07-31 00:42:10 UTC (rev 22076)
@@ -65,8 +65,7 @@
 #elif defined (__sun) || defined (__sun__)
 #   define DO_INLINE
 #else
-#   define DO_INLINE inline
-#   define LINUX
+#   define DO_INLINE static inline
 #endif
 
 #define CLOTH_MAX_THREAD 2

Modified: branches/blender2.5/blender/source/blender/editors/space_logic/logic_window.c
===================================================================
--- branches/blender2.5/blender/source/blender/editors/space_logic/logic_window.c	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/blender/editors/space_logic/logic_window.c	2009-07-31 00:42:10 UTC (rev 22076)
@@ -2134,7 +2134,10 @@
 			glRects(xco, yco-ysize, xco+width, yco);
 			uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
 	 
-			uiDefIDPoinBut(block, test_meshpoin_but, ID_ME, 1, "ME:",		xco+40, yco-44, (width-80), 19, &(eoa->me), "replace the existing mesh with this one");
+			uiDefIDPoinBut(block, test_meshpoin_but, ID_ME, 1, "ME:",		xco+40, yco-44, (width-80)/2, 19, &(eoa->me), "replace the existing, when left blank 'Phys' will remake the existing physics mesh");
+			
+			uiDefButBitS(block, TOGN, ACT_EDOB_REPLACE_MESH_NOGFX, 0, "Gfx",	xco+40 + (width-80)/2, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the display mesh");
+			uiDefButBitS(block, TOG, ACT_EDOB_REPLACE_MESH_PHYS, 0, "Phys",	xco+40 + (width-80)/2 +(width-80)/4, yco-44, (width-80)/4, 19, &eoa->flag, 0, 0, 0, 0, "Replace the physics mesh (triangle bounds only. compound shapes not supported)");
 		}
 		else if(eoa->type==ACT_EDOB_TRACK_TO) {
 			ysize= 48;

Modified: branches/blender2.5/blender/source/blender/makesdna/DNA_actuator_types.h
===================================================================
--- branches/blender2.5/blender/source/blender/makesdna/DNA_actuator_types.h	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/blender/makesdna/DNA_actuator_types.h	2009-07-31 00:42:10 UTC (rev 22076)
@@ -405,6 +405,10 @@
 /* editObjectActuator->flag */
 #define ACT_TRACK_3D			1
 
+/* editObjectActuator->flag for replace mesh actuator */
+#define ACT_EDOB_REPLACE_MESH_NOGFX		2 /* use for replace mesh actuator */
+#define ACT_EDOB_REPLACE_MESH_PHYS		4
+
 /* SceneActuator->type */
 #define ACT_SCENE_RESTART		0
 #define ACT_SCENE_SET			1

Modified: branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp	2009-07-31 00:42:10 UTC (rev 22076)
@@ -404,7 +404,6 @@
 			{
 				// convert and add scene
 				sceneconverter->ConvertScene(
-					startscenename,
 					startscene,
 					dictionaryobject,
 					keyboarddevice,
@@ -717,7 +716,6 @@
 			{
 				// convert and add scene
 				sceneconverter->ConvertScene(
-					startscenename,
 					startscene,
 					dictionaryobject,
 					keyboarddevice,

Modified: branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2009-07-31 00:42:10 UTC (rev 22076)
@@ -325,7 +325,6 @@
 	MFace* mface, 
 	MCol* mmcol, 
 	int lightlayer, 
-	Object* blenderobj,
 	MTF_localLayer *layers,
 	bool glslmat)
 {
@@ -751,11 +750,11 @@
 	// Determine if we need to make a skinned mesh
 	if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
 	{
-		meshobj = new BL_SkinMeshObject(mesh, lightlayer);
+		meshobj = new BL_SkinMeshObject(mesh);
 		skinMesh = true;
 	}
 	else
-		meshobj = new RAS_MeshObject(mesh, lightlayer);
+		meshobj = new RAS_MeshObject(mesh);
 
 	// Extract avaiable layers
 	MTF_localLayer *layers =  new MTF_localLayer[MAX_MTFACE];
@@ -860,7 +859,7 @@
 				if (!bl_mat)
 					bl_mat = new BL_Material();
 				ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
-					lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
+					lightlayer, layers, converter->GetGLSLMaterials());
 
 				visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
 				collider = ((bl_mat->ras_mode & COLLIDER)!=0);
@@ -1686,8 +1685,7 @@
 								Object *ob, 
 								KX_Scene *kxscene, 
 								RAS_IRenderTools *rendertools, 
-								KX_BlenderSceneConverter *converter,
-								Scene *blenderscene) 
+								KX_BlenderSceneConverter *converter) 
 {
 	KX_GameObject *gameobj = NULL;
 	
@@ -1747,7 +1745,7 @@
 
 		if (bHasModifier) {
 			BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
-																blenderscene, ob,	(BL_SkinMeshObject *)meshobj);
+																kxscene->GetBlenderScene(), ob,	(BL_SkinMeshObject *)meshobj);
 			((BL_DeformableGameObject*)gameobj)->SetDeformer(dcont);
 			if (bHasShapeKey && bHasArmature)
 				dcont->LoadShapeDrivers(ob->parent);
@@ -1786,7 +1784,7 @@
 			kxscene,
 			KX_Scene::m_callbacks,
 			ob,
-			blenderscene // handle
+			kxscene->GetBlenderScene() // handle
 		);
 		/* Get the current pose from the armature object and apply it as the rest pose */
 		break;
@@ -1900,7 +1898,6 @@
 
 // convert blender objects into ketsji gameobjects
 void BL_ConvertBlenderObjects(struct Main* maggie,
-							  const STR_String& scenename,
 							  KX_Scene* kxscene,
 							  KX_KetsjiEngine* ketsjiEngine,
 							  e_PhysicsEngine	physics_engine,
@@ -1913,7 +1910,7 @@
 							  )
 {	
 
-	Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
+	Scene *blenderscene = kxscene->GetBlenderScene();
 	// for SETLOOPER
 	Scene *sce;
 	Base *base;
@@ -2005,8 +2002,7 @@
 										base->object, 
 										kxscene, 
 										rendertools, 
-										converter,
-										blenderscene);
+										converter);
 										
 		bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
 		bool addobj=true;
@@ -2195,8 +2191,7 @@
 														blenderobject, 
 														kxscene, 
 														rendertools, 
-														converter,
-														blenderscene);
+														converter);
 										
 						// this code is copied from above except that
 						// object from groups are never in active layer

Modified: branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.h
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.h	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.h	2009-07-31 00:42:10 UTC (rev 22076)
@@ -37,7 +37,6 @@
 class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
 
 void BL_ConvertBlenderObjects(struct Main* maggie,
-							  const STR_String& scenename,
 							  class KX_Scene* kxscene,
 							  class KX_KetsjiEngine* ketsjiEngine,
 							  e_PhysicsEngine	physics_engine,

Modified: branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp	2009-07-31 00:42:10 UTC (rev 22076)
@@ -46,8 +46,8 @@
 #include "BL_SkinMeshObject.h"
 #include "BL_DeformableGameObject.h"
 
-BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
- : RAS_MeshObject (mesh, lightlayer)
+BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
+ : RAS_MeshObject (mesh)
 { 
 	m_bDeformed = true;
 

Modified: branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.h
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.h	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/Converter/BL_SkinMeshObject.h	2009-07-31 00:42:10 UTC (rev 22076)
@@ -46,7 +46,7 @@
 	vector<int>				 m_cacheWeightIndex;
 
 public:
-	BL_SkinMeshObject(Mesh* mesh, int lightlayer);
+	BL_SkinMeshObject(Mesh* mesh);
 	~BL_SkinMeshObject();
 
 	void UpdateBuckets(void* clientobj, double* oglmatrix,

Modified: branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp	2009-07-30 22:24:05 UTC (rev 22075)
+++ branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp	2009-07-31 00:42:10 UTC (rev 22076)
@@ -242,15 +242,14 @@
 
 #endif
 
-void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
-											class KX_Scene* destinationscene,
+void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
 											PyObject* dictobj,
 											class SCA_IInputDevice* keyinputdev,
 											class RAS_IRenderTools* rendertools,
 											class RAS_ICanvas* canvas)
 {
 	//find out which physics engine
-	Scene *blenderscene = GetBlenderSceneForName(scenename);
+	Scene *blenderscene = destinationscene->GetBlenderScene();
 
 	e_PhysicsEngine physics_engine = UseBullet;
 	bool useDbvtCulling = false;
@@ -331,7 +330,6 @@
 	}
 
 	BL_ConvertBlenderObjects(m_maggie,
-		scenename,
 		destinationscene,
 		m_ketsjiEngine,
 		physics_engine,

Modified: branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h	2009-07-30 22:24:05 UTC (rev 22075)

@@ Diff output truncated at 10240 characters. @@




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