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source/gameengine/Converter/BL_BlenderDataConversion.cpp
| Show First 20 Lines • Show All 392 Lines • ▼ Show 20 Lines | |||||
| } | } | ||||
| static void SetDefaultLightMode(Scene* scene) | static void SetDefaultLightMode(Scene* scene) | ||||
| { | { | ||||
| default_light_mode = false; | default_light_mode = false; | ||||
| Scene *sce_iter; | Scene *sce_iter; | ||||
| Base *base; | Base *base; | ||||
| for (SETLOOPER(scene, sce_iter, base)) | for (SETLOOPER(scene, NULL, sce_iter, base)) | ||||
| { | { | ||||
| if (base->object->type == OB_LAMP) | if (base->object->type == OB_LAMP) | ||||
| { | { | ||||
| default_light_mode = true; | default_light_mode = true; | ||||
| return; | return; | ||||
| } | } | ||||
| } | } | ||||
| } | } | ||||
| ▲ Show 20 Lines • Show All 1,322 Lines • ▼ Show 20 Lines | |||||
| } | } | ||||
| // Copy base layer to object layer like in BKE_scene_set_background | // Copy base layer to object layer like in BKE_scene_set_background | ||||
| static void blenderSceneSetBackground(Scene *blenderscene) | static void blenderSceneSetBackground(Scene *blenderscene) | ||||
| { | { | ||||
| Scene *it; | Scene *it; | ||||
| Base *base; | Base *base; | ||||
| for (SETLOOPER(blenderscene, it, base)) { | for (SETLOOPER(blenderscene, NULL, it, base)) { | ||||
| base->object->lay = base->lay; | base->object->lay = base->lay; | ||||
| BKE_scene_base_flag_sync_from_base(base); | BKE_scene_base_flag_sync_from_base(base); | ||||
| } | } | ||||
| } | } | ||||
| static KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist) | static KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist) | ||||
| { | { | ||||
| ▲ Show 20 Lines • Show All 248 Lines • ▼ Show 20 Lines | #define BL_CONVERTBLENDEROBJECT_SINGLE \ | ||||
| SetDefaultLightMode(blenderscene); | SetDefaultLightMode(blenderscene); | ||||
| blenderSceneSetBackground(blenderscene); | blenderSceneSetBackground(blenderscene); | ||||
| // Let's support scene set. | // Let's support scene set. | ||||
| // Beware of name conflict in linked data, it will not crash but will create confusion | // Beware of name conflict in linked data, it will not crash but will create confusion | ||||
| // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have | // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have | ||||
| // no conflicting name for Object, Object data and Action. | // no conflicting name for Object, Object data and Action. | ||||
| for (SETLOOPER(blenderscene, sce_iter, base)) | for (SETLOOPER(blenderscene, NULL, sce_iter, base)) | ||||
| { | { | ||||
| Object* blenderobject = base->object; | Object* blenderobject = base->object; | ||||
| allblobj.insert(blenderobject); | allblobj.insert(blenderobject); | ||||
| KX_GameObject* gameobj = gameobject_from_blenderobject( | KX_GameObject* gameobj = gameobject_from_blenderobject( | ||||
| base->object, | base->object, | ||||
| kxscene, | kxscene, | ||||
| rendertools, | rendertools, | ||||
| ▲ Show 20 Lines • Show All 453 Lines • Show Last 20 Lines | |||||