[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55031] tags/blender-2.66a-release/blender /source/gameengine/Ketsji: Compilefix: add 2 forgotten files frm merge
jens verwiebe
info at jensverwiebe.de
Mon Mar 4 23:30:06 CET 2013
Revision: 55031
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55031
Author: jensverwiebe
Date: 2013-03-04 22:30:05 +0000 (Mon, 04 Mar 2013)
Log Message:
-----------
Compilefix: add 2 forgotten files frm merge
Added Paths:
-----------
tags/blender-2.66a-release/blender/source/gameengine/Ketsji/KX_IpoConvert.cpp
tags/blender-2.66a-release/blender/source/gameengine/Ketsji/KX_IpoConvert.h
Added: tags/blender-2.66a-release/blender/source/gameengine/Ketsji/KX_IpoConvert.cpp
===================================================================
--- tags/blender-2.66a-release/blender/source/gameengine/Ketsji/KX_IpoConvert.cpp (rev 0)
+++ tags/blender-2.66a-release/blender/source/gameengine/Ketsji/KX_IpoConvert.cpp 2013-03-04 22:30:05 UTC (rev 55031)
@@ -0,0 +1,413 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file gameengine/Ketsji/KX_IpoConvert.cpp
+ * \ingroup bgeconv
+ */
+
+#ifdef _MSC_VER
+ /* don't show stl-warnings */
+# pragma warning (disable:4786)
+#endif
+
+#include "BKE_material.h" /* give_current_material */
+
+#include "KX_GameObject.h"
+#include "KX_IpoConvert.h"
+#include "KX_IInterpolator.h"
+#include "KX_ScalarInterpolator.h"
+
+#include "KX_BlenderScalarInterpolator.h"
+#include "KX_BlenderSceneConverter.h"
+
+
+/* This little block needed for linking to Blender... */
+#ifdef WIN32
+#include "BLI_winstuff.h"
+#endif
+
+#include "DNA_object_types.h"
+#include "DNA_action_types.h"
+#include "DNA_anim_types.h"
+#include "DNA_ipo_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_world_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_material_types.h"
+/* end of blender include block */
+
+#include "KX_IPO_SGController.h"
+#include "KX_LightIpoSGController.h"
+#include "KX_CameraIpoSGController.h"
+#include "KX_WorldIpoController.h"
+#include "KX_ObColorIpoSGController.h"
+#include "KX_MaterialIpoController.h"
+
+#include "SG_Node.h"
+
+#include "STR_HashedString.h"
+
+static BL_InterpolatorList *GetAdtList(struct bAction *for_act, KX_BlenderSceneConverter *converter)
+{
+ BL_InterpolatorList *adtList= converter->FindInterpolatorList(for_act);
+
+ if (!adtList) {
+ adtList = new BL_InterpolatorList(for_act);
+ converter->RegisterInterpolatorList(adtList, for_act);
+ }
+
+ return adtList;
+}
+
+SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_BlenderSceneConverter *converter)
+{
+ KX_IpoSGController* ipocontr = new KX_IpoSGController();
+ ipocontr->SetGameObject(gameobj);
+
+ Object* blenderobject = gameobj->GetBlenderObject();
+
+ ipocontr->GetIPOTransform().SetPosition(MT_Point3(blenderobject->loc));
+ ipocontr->GetIPOTransform().SetEulerAngles(MT_Vector3(blenderobject->rot));
+ ipocontr->GetIPOTransform().SetScaling(MT_Vector3(blenderobject->size));
+
+ const char *rotmode, *drotmode;
+
+ switch (blenderobject->rotmode) {
+ case ROT_MODE_AXISANGLE:
+ rotmode = "rotation_axis_angle";
+ drotmode = "delta_rotation_axis_angle";
+ break;
+ case ROT_MODE_QUAT: /* XXX, this isn't working, currently only eulers are supported [#28853] */
+ rotmode = "rotation_quaternion";
+ drotmode = "delta_rotation_quaternion";
+ break;
+ default:
+ rotmode = "rotation_euler";
+ drotmode = "delta_rotation_euler";
+ break;
+ }
+
+ BL_InterpolatorList *adtList= GetAdtList(action, converter);
+
+ // For each active channel in the adtList add an
+ // interpolator to the game object.
+
+ KX_IInterpolator *interpolator;
+ KX_IScalarInterpolator *interp;
+
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("location", i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetPosition()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_LOC_X+i, true);
+ }
+ }
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("delta_location", i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaPosition()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_DLOC_X+i, true);
+ }
+ }
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator(rotmode, i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetEulerAngles()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_ROT_X+i, true);
+ }
+ }
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator(drotmode, i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_DROT_X+i, true);
+ }
+ }
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("scale", i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetScaling()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_SIZE_X+i, true);
+ }
+ }
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("delta_scale", i))) {
+ interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaScaling()[i]), interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetIPOChannelActive(OB_DSIZE_X+i, true);
+ }
+ }
+
+
+ return ipocontr;
+}
+
+
+SG_Controller *BL_CreateObColorIPO(struct bAction *action, KX_GameObject* gameobj, KX_BlenderSceneConverter *converter)
+{
+ KX_ObColorIpoSGController* ipocontr_obcol=NULL;
+ KX_IInterpolator *interpolator;
+ KX_IScalarInterpolator *interp;
+ BL_InterpolatorList *adtList= GetAdtList(action, converter);
+
+ for (int i=0; i<4; i++) {
+ if ((interp = adtList->GetScalarInterpolator("color", i))) {
+ if (!ipocontr_obcol) {
+ ipocontr_obcol = new KX_ObColorIpoSGController();
+ }
+ interpolator= new KX_ScalarInterpolator(&ipocontr_obcol->m_rgba[i], interp);
+ ipocontr_obcol->AddInterpolator(interpolator);
+ }
+ }
+
+ return ipocontr_obcol;
+}
+
+SG_Controller *BL_CreateLampIPO(struct bAction *action, KX_GameObject* lightobj, KX_BlenderSceneConverter *converter)
+{
+ KX_LightIpoSGController* ipocontr = new KX_LightIpoSGController();
+
+ Lamp *blenderlamp = (Lamp*)lightobj->GetBlenderObject()->data;
+
+ ipocontr->m_energy = blenderlamp->energy;
+ ipocontr->m_col_rgb[0] = blenderlamp->r;
+ ipocontr->m_col_rgb[1] = blenderlamp->g;
+ ipocontr->m_col_rgb[2] = blenderlamp->b;
+ ipocontr->m_dist = blenderlamp->dist;
+
+ BL_InterpolatorList *adtList= GetAdtList(action, converter);
+
+ // For each active channel in the adtList add an
+ // interpolator to the game object.
+
+ KX_IInterpolator *interpolator;
+ KX_IScalarInterpolator *interp;
+
+ if ((interp= adtList->GetScalarInterpolator("energy", 0))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_energy, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyEnergy(true);
+ }
+
+ if ((interp = adtList->GetScalarInterpolator("distance", 0))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_dist, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyDist(true);
+ }
+
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("color", i))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_col_rgb[i], interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyColor(true);
+ }
+ }
+
+ return ipocontr;
+}
+
+SG_Controller *BL_CreateCameraIPO(struct bAction *action, KX_GameObject* cameraobj, KX_BlenderSceneConverter *converter)
+{
+ KX_CameraIpoSGController* ipocontr = new KX_CameraIpoSGController();
+
+ Camera *blendercamera = (Camera*)cameraobj->GetBlenderObject()->data;
+
+ ipocontr->m_lens = blendercamera->lens;
+ ipocontr->m_clipstart = blendercamera->clipsta;
+ ipocontr->m_clipend = blendercamera->clipend;
+
+ BL_InterpolatorList *adtList= GetAdtList(action, converter);
+
+ // For each active channel in the adtList add an
+ // interpolator to the game object.
+
+ KX_IInterpolator *interpolator;
+ KX_IScalarInterpolator *interp;
+
+ if ((interp = adtList->GetScalarInterpolator("lens", 0))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_lens, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyLens(true);
+ }
+
+ if ((interp = adtList->GetScalarInterpolator("clip_start", 0))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipstart, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyClipStart(true);
+ }
+
+ if ((interp = adtList->GetScalarInterpolator("clip_end", 0))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_clipend, interp);
+ ipocontr->AddInterpolator(interpolator);
+ ipocontr->SetModifyClipEnd(true);
+ }
+
+ return ipocontr;
+}
+
+void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *converter)
+{
+
+ if (blenderworld->adt) {
+
+ KX_WorldIpoController* ipocontr = new KX_WorldIpoController();
+
+// Erwin, hook up the world ipo controller here
+// Gino: hook it up to what ?
+// is there a userinterface element for that ?
+// for now, we have some new python hooks to access the data, for a work-around
+
+ ipocontr->m_mist_start = blenderworld->miststa;
+ ipocontr->m_mist_dist = blenderworld->mistdist;
+ ipocontr->m_mist_rgb[0] = blenderworld->horr;
+ ipocontr->m_mist_rgb[1] = blenderworld->horg;
+ ipocontr->m_mist_rgb[2] = blenderworld->horb;
+
+ BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt->action, converter);
+
+ // For each active channel in the adtList add an
+ // interpolator to the game object.
+
+ KX_IInterpolator *interpolator;
+ KX_IScalarInterpolator *interp;
+
+ for (int i=0; i<3; i++) {
+ if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) {
+ interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp);
+ ipocontr->AddInterpolator(interpolator);
@@ Diff output truncated at 10240 characters. @@
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