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. @@

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to