Blender  V2.59
KX_BlenderSceneConverter.h
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00001 /*
00002  * $Id: KX_BlenderSceneConverter.h 36523 2011-05-06 20:18:42Z blendix $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00034 #ifndef __KX_BLENDERSCENECONVERTER_H
00035 #define __KX_BLENDERSCENECONVERTER_H
00036 
00037 #include "KX_HashedPtr.h"
00038 #include "CTR_Map.h"
00039 #include <stdio.h>
00040 
00041 #include "KX_ISceneConverter.h"
00042 #include "KX_IpoConvert.h"
00043 
00044 class KX_WorldInfo;
00045 class SCA_IActuator;
00046 class SCA_IController;
00047 class RAS_MeshObject;
00048 class RAS_IPolyMaterial;
00049 class BL_InterpolatorList;
00050 class BL_Material;
00051 struct Main;
00052 struct Scene;
00053 
00054 class KX_BlenderSceneConverter : public KX_ISceneConverter
00055 {
00056         // Use vector of pairs to allow removal of entities between scene switch
00057         vector<pair<KX_Scene*,KX_WorldInfo*> >  m_worldinfos;
00058         vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
00059         vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
00060         vector<pair<KX_Scene*,BL_Material *> >  m_materials;
00061         // Should also have a list of collision shapes. 
00062         // For the time being this is held in KX_Scene::m_shapes
00063 
00064         CTR_Map<CHashedPtr,KX_GameObject*>      m_map_blender_to_gameobject;            /* cleared after conversion */
00065         CTR_Map<CHashedPtr,RAS_MeshObject*>     m_map_mesh_to_gamemesh;                         /* cleared after conversion */
00066         CTR_Map<CHashedPtr,SCA_IActuator*>      m_map_blender_to_gameactuator;          /* cleared after conversion */
00067         CTR_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller;    /* cleared after conversion */
00068         
00069         CTR_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
00070         
00071         Main*                                   m_maggie;
00072         vector<struct Main*>    m_DynamicMaggie;
00073 
00074         STR_String                              m_newfilename;
00075         class KX_KetsjiEngine*  m_ketsjiEngine;
00076         class KX_Scene*                 m_currentScene; // Scene being converted
00077         bool                                    m_alwaysUseExpandFraming;
00078         bool                                    m_usemat;
00079         bool                                    m_useglslmat;
00080 
00081 public:
00082         KX_BlenderSceneConverter(
00083                 Main* maggie,
00084                 class KX_KetsjiEngine* engine
00085         );
00086 
00087         virtual ~KX_BlenderSceneConverter();
00088 
00089         /* Scenename: name of the scene to be converted.
00090          * destinationscene: pass an empty scene, everything goes into this
00091          * dictobj: python dictionary (for pythoncontrollers)
00092          */
00093         virtual void    ConvertScene(
00094                                                 class KX_Scene* destinationscene,
00095                                                 class RAS_IRenderTools* rendertools,
00096                                                 class RAS_ICanvas* canvas
00097                                         );
00098         virtual void RemoveScene(class KX_Scene *scene);
00099 
00100         void SetNewFileName(const STR_String& filename);
00101         bool TryAndLoadNewFile();
00102 
00103         void SetAlwaysUseExpandFraming(bool to_what);
00104         
00105         void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
00106         void UnregisterGameObject(KX_GameObject *gameobject);
00107         KX_GameObject *FindGameObject(struct Object *for_blenderobject);
00108 
00109         void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
00110         RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
00111 
00112         void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
00113 
00114         void RegisterBlenderMaterial(BL_Material *mat);
00115         
00116         void RegisterInterpolatorList(BL_InterpolatorList *adtList, struct AnimData *for_adt);
00117         BL_InterpolatorList *FindInterpolatorList(struct AnimData *for_adt);
00118 
00119         void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
00120         SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);
00121 
00122         void RegisterGameController(SCA_IController *cont, struct bController *for_controller);
00123         SCA_IController *FindGameController(struct bController *for_controller);
00124 
00125         void RegisterWorldInfo(KX_WorldInfo *worldinfo);
00126 
00127         virtual void    ResetPhysicsObjectsAnimationIpo(bool clearIpo);
00128 
00130         virtual void    resetNoneDynamicObjectToIpo();
00131         
00133         virtual void    WritePhysicsObjectToAnimationIpo(int frameNumber);
00134         virtual void    TestHandlesPhysicsObjectToAnimationIpo();
00135 
00136         // use blender materials
00137         virtual void SetMaterials(bool val);
00138         virtual bool GetMaterials();
00139 
00140         // use blender glsl materials
00141         virtual void SetGLSLMaterials(bool val);
00142         virtual bool GetGLSLMaterials();
00143 
00144         struct Scene* GetBlenderSceneForName(const STR_String& name);
00145 
00146 //      struct Main* GetMain() { return m_maggie; };
00147         struct Main*              GetMainDynamicPath(const char *path);
00148         vector<struct Main*> &GetMainDynamic();
00149         
00150         bool LinkBlendFileMemory(void *data, int length, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
00151         bool LinkBlendFilePath(const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
00152         bool LinkBlendFile(struct BlendHandle *bpy_openlib, const char *path, char *group, KX_Scene *scene_merge, char **err_str, short options);
00153         bool MergeScene(KX_Scene *to, KX_Scene *from);
00154         RAS_MeshObject *ConvertMeshSpecial(KX_Scene* kx_scene, Main *maggie, const char *name);
00155         bool FreeBlendFile(struct Main *maggie);
00156         bool FreeBlendFile(const char *path);
00157  
00158         void PrintStats() {
00159                 printf("BGE STATS!\n");
00160 
00161                 printf("\nAssets...\n");
00162                 printf("\t m_worldinfos: %d\n", (int)m_worldinfos.size());
00163                 printf("\t m_polymaterials: %d\n", (int)m_polymaterials.size());
00164                 printf("\t m_meshobjects: %d\n", (int)m_meshobjects.size());
00165                 printf("\t m_materials: %d\n", (int)m_materials.size());
00166 
00167                 printf("\nMappings...\n");
00168                 printf("\t m_map_blender_to_gameobject: %d\n", (int)m_map_blender_to_gameobject.size());
00169                 printf("\t m_map_mesh_to_gamemesh: %d\n", (int)m_map_mesh_to_gamemesh.size());
00170                 printf("\t m_map_blender_to_gameactuator: %d\n", (int)m_map_blender_to_gameactuator.size());
00171                 printf("\t m_map_blender_to_gamecontroller: %d\n", (int)m_map_blender_to_gamecontroller.size());
00172                 printf("\t m_map_blender_to_gameAdtList: %d\n", (int)m_map_blender_to_gameAdtList.size());
00173 
00174 #ifdef WITH_CXX_GUARDEDALLOC
00175                 MEM_printmemlist_pydict();
00176 #endif
00177 //              /printf("\t m_ketsjiEngine->m_scenes: %d\n", m_ketsjiEngine->CurrentScenes()->size());
00178         }
00179         
00180         /* LibLoad Options */
00181         enum 
00182         {
00183                 LIB_LOAD_LOAD_ACTIONS = 1,
00184                 LIB_LOAD_VERBOSE = 2,
00185         };
00186 
00187 
00188 
00189 #ifdef WITH_PYTHON
00190         PyObject *GetPyNamespace();
00191 #endif
00192         
00193 #ifdef WITH_CXX_GUARDEDALLOC
00194 public:
00195         void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderSceneConverter"); }
00196         void operator delete( void *mem ) { MEM_freeN(mem); }
00197 #endif
00198 };
00199 
00200 #endif //__KX_BLENDERSCENECONVERTER_H
00201