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/*
* ***** 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 KX_BlenderSceneConverter.h
* \ingroup bgeconv
*/
#ifndef __KX_BLENDERSCENECONVERTER_H__
#define __KX_BLENDERSCENECONVERTER_H__
#include "EXP_HashedPtr.h"
#include "CTR_Map.h"
#include <stdio.h>
#include "KX_ISceneConverter.h"
#include "KX_IpoConvert.h"
#include <map>
using namespace std;
class KX_WorldInfo;
class SCA_IActuator;
class SCA_IController;
class RAS_MeshObject;
class RAS_IPolyMaterial;
class BL_InterpolatorList;
class BL_Material;
struct Main;
struct Scene;
struct ThreadInfo;
struct Material;
typedef map<KX_Scene*, map<Material*, BL_Material*> > MaterialCache;
typedef map<KX_Scene*, map<Material*, RAS_IPolyMaterial*> > PolyMaterialCache;
class KX_BlenderSceneConverter : public KX_ISceneConverter
{
// Use vector of pairs to allow removal of entities between scene switch
vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
vector<pair<KX_Scene*,BL_Material *> > m_materials;
vector<class KX_LibLoadStatus*> m_mergequeue;
ThreadInfo *m_threadinfo;
// Cached material conversions
MaterialCache m_mat_cache;
PolyMaterialCache m_polymat_cache;
// Saved KX_LibLoadStatus objects
map<char *, class KX_LibLoadStatus*> m_status_map;
// Should also have a list of collision shapes.
// For the time being this is held in KX_Scene::m_shapes
CTR_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; /* cleared after conversion */
CTR_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh; /* cleared after conversion */
CTR_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator; /* cleared after conversion */
CTR_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller; /* cleared after conversion */
CTR_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
Main* m_maggie;
vector<struct Main*> m_DynamicMaggie;
STR_String m_newfilename;
class KX_KetsjiEngine* m_ketsjiEngine;
class KX_Scene* m_currentScene; // Scene being converted
bool m_alwaysUseExpandFraming;
bool m_usemat;
bool m_useglslmat;
bool m_use_mat_cache;
public:
KX_BlenderSceneConverter(
Main* maggie,
class KX_KetsjiEngine* engine
);
virtual ~KX_BlenderSceneConverter();
/* Scenename: name of the scene to be converted.
* destinationscene: pass an empty scene, everything goes into this
* dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(
class KX_Scene* destinationscene,
class RAS_IRasterizer* rendertools,
class RAS_ICanvas* canvas,
bool libloading=false
);
virtual void RemoveScene(class KX_Scene *scene);
void SetNewFileName(const STR_String& filename);
bool TryAndLoadNewFile();
void SetAlwaysUseExpandFraming(bool to_what);
void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
void UnregisterGameObject(KX_GameObject *gameobject);
KX_GameObject *FindGameObject(struct Object *for_blenderobject);
void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
void CachePolyMaterial(KX_Scene *scene, Material *mat, RAS_IPolyMaterial *polymat);
RAS_IPolyMaterial *FindCachedPolyMaterial(KX_Scene *scene, Material *mat);
void RegisterBlenderMaterial(BL_Material *mat);
void CacheBlenderMaterial(KX_Scene *scene, Material *mat, BL_Material *blmat);
BL_Material *FindCachedBlenderMaterial(KX_Scene *scene, Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act);
BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act);
void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
SCA_IController *FindGameController(struct bController *for_controller);
void RegisterWorldInfo(KX_WorldInfo *worldinfo);
virtual void ResetPhysicsObjectsAnimationIpo(bool clearIpo);
///this is for reseting the position,rotation and scale of the gameobjet that is not dynamic
virtual void resetNoneDynamicObjectToIpo();
///this generates ipo curves for position, rotation, allowing to use game physics in animation
virtual void WritePhysicsObjectToAnimationIpo(int frameNumber);
virtual void TestHandlesPhysicsObjectToAnimationIpo();
// use blender materials
virtual void SetMaterials(bool val);
virtual bool GetMaterials();
// use blender glsl materials
virtual void SetGLSLMaterials(bool val);
virtual bool GetGLSLMaterials();
// cache materials during conversion
virtual void SetCacheMaterials(bool val);
virtual bool GetCacheMaterials();
struct Scene* GetBlenderSceneForName(const STR_String& name);
// struct Main* GetMain() { return m_maggie; }
struct Main* GetMainDynamicPath(const char *path);
vector<struct Main*> &GetMainDynamic();
class KX_LibLoadStatus *LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
class KX_LibLoadStatus *LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
class KX_LibLoadStatus *LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
bool MergeScene(KX_Scene *to, KX_Scene *from);
RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
bool FreeBlendFile(struct Main *maggie);
bool FreeBlendFile(const char *path);
virtual void MergeAsyncLoads();
virtual void FinalizeAsyncLoads();
void AddScenesToMergeQueue(class KX_LibLoadStatus *status);
void PrintStats() {
printf("BGE STATS!\n");
printf("\nAssets...\n");
printf("\t m_worldinfos: %d\n", (int)m_worldinfos.size());
printf("\t m_polymaterials: %d\n", (int)m_polymaterials.size());
printf("\t m_meshobjects: %d\n", (int)m_meshobjects.size());
printf("\t m_materials: %d\n", (int)m_materials.size());
printf("\nMappings...\n");
printf("\t m_map_blender_to_gameobject: %d\n", m_map_blender_to_gameobject.size());
printf("\t m_map_mesh_to_gamemesh: %d\n", m_map_mesh_to_gamemesh.size());
printf("\t m_map_blender_to_gameactuator: %d\n", m_map_blender_to_gameactuator.size());
printf("\t m_map_blender_to_gamecontroller: %d\n", m_map_blender_to_gamecontroller.size());
printf("\t m_map_blender_to_gameAdtList: %d\n", m_map_blender_to_gameAdtList.size());
#ifdef WITH_CXX_GUARDEDALLOC
MEM_printmemlist_pydict();
#endif
// /printf("\t m_ketsjiEngine->m_scenes: %d\n", m_ketsjiEngine->CurrentScenes()->size());
}
/* LibLoad Options */
enum
{
LIB_LOAD_LOAD_ACTIONS = 1,
LIB_LOAD_VERBOSE = 2,
LIB_LOAD_LOAD_SCRIPTS = 4,
LIB_LOAD_ASYNC = 8,
};
#ifdef WITH_PYTHON
PyObject *GetPyNamespace();
#endif
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderSceneConverter")
#endif
};
#endif /* __KX_BLENDERSCENECONVERTER_H__ */
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