Пример #1
0
CValue* CIntValue::GetReplica()
{
	CIntValue* replica = new CIntValue(*this);
	replica->ProcessReplica();
	replica->m_pstrRep = NULL;

	return replica;
}
void BL_ConvertActuators(const char* maggiename,
                         struct Object* blenderobject,
                         KX_GameObject* gameobj,
                         SCA_LogicManager* logicmgr,
                         KX_Scene* scene,
                         KX_KetsjiEngine* ketsjiEngine,
                         int activeLayerBitInfo,
                         bool isInActiveLayer,
                         KX_BlenderSceneConverter* converter
                         )
{
	
	int uniqueint = 0;
	int actcount = 0;
	int executePriority = 0;
	bActuator* bact = (bActuator*) blenderobject->actuators.first;
	while (bact)
	{
		actcount++;
		bact = bact->next;
	}
	gameobj->ReserveActuator(actcount);
	bact = (bActuator*) blenderobject->actuators.first;
	while (bact)
	{
		STR_String uniquename = bact->name;
		STR_String& objectname = gameobj->GetName();
		
		SCA_IActuator* baseact = NULL;
		switch (bact->type)
		{
		case ACT_OBJECT:
			{
				bObjectActuator* obact = (bObjectActuator*) bact->data;
				KX_GameObject* obref = NULL;
				MT_Vector3 forcevec(KX_flt_trunc(obact->forceloc[0]),
				                    KX_flt_trunc(obact->forceloc[1]),
				                    KX_flt_trunc(obact->forceloc[2]));
				MT_Vector3 torquevec(obact->forcerot[0],
				                     obact->forcerot[1],
				                     obact->forcerot[2]);
				MT_Vector3 dlocvec(KX_flt_trunc(obact->dloc[0]),
				                   KX_flt_trunc(obact->dloc[1]),
				                   KX_flt_trunc(obact->dloc[2]));
				MT_Vector3 drotvec(KX_flt_trunc(obact->drot[0]),
				                   obact->drot[1],obact->drot[2]);
				MT_Vector3 linvelvec(KX_flt_trunc(obact->linearvelocity[0]),
				                     KX_flt_trunc(obact->linearvelocity[1]),
				                     KX_flt_trunc(obact->linearvelocity[2]));
				MT_Vector3 angvelvec(KX_flt_trunc(obact->angularvelocity[0]),
				                     KX_flt_trunc(obact->angularvelocity[1]),
				                     KX_flt_trunc(obact->angularvelocity[2]));
				short damping = obact->damping;

				/* Blender uses a bit vector internally for the local-flags. In */
				/* KX, we have four bools. The compiler should be smart enough  */
				/* to do the right thing. We need to explicitly convert here!   */
				
				KX_LocalFlags bitLocalFlag;
				
				bitLocalFlag.Force = bool((obact->flag & ACT_FORCE_LOCAL)!=0);
				bitLocalFlag.Torque = bool((obact->flag & ACT_TORQUE_LOCAL) !=0);//rlocal;
				bitLocalFlag.DLoc = bool((obact->flag & ACT_DLOC_LOCAL)!=0);
				bitLocalFlag.DRot = bool((obact->flag & ACT_DROT_LOCAL)!=0);
				bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0);
				bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0);
				bitLocalFlag.ServoControl = bool(obact->type == ACT_OBJECT_SERVO);
				bitLocalFlag.CharacterMotion = bool(obact->type == ACT_OBJECT_CHARACTER);
				bitLocalFlag.CharacterJump = bool((obact->flag & ACT_CHAR_JUMP)!=0);
				bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
				bitLocalFlag.AddOrSetCharLoc = bool((obact->flag & ACT_ADD_CHAR_LOC)!=0);
				if (obact->reference && bitLocalFlag.ServoControl)
				{
					obref = converter->FindGameObject(obact->reference);
				}
				
				KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(
				            gameobj,
				            obref,
				            forcevec.getValue(),
				            torquevec.getValue(),
				            dlocvec.getValue(),
				            drotvec.getValue(),
				            linvelvec.getValue(),
				            angvelvec.getValue(),
				            damping,
				            bitLocalFlag);
				baseact = tmpbaseact;
				break;
			}
		case ACT_ACTION:
			{
				bActionActuator* actact = (bActionActuator*) bact->data;
				STR_String propname = actact->name;
				STR_String propframe = actact->frameProp;

				short ipo_flags = 0;

				// Convert flags
				if (actact->flag & ACT_IPOFORCE) ipo_flags |= BL_Action::ACT_IPOFLAG_FORCE;
				if (actact->flag & ACT_IPOLOCAL) ipo_flags |= BL_Action::ACT_IPOFLAG_LOCAL;
				if (actact->flag & ACT_IPOADD) ipo_flags |= BL_Action::ACT_IPOFLAG_ADD;
				if (actact->flag & ACT_IPOCHILD) ipo_flags |= BL_Action::ACT_IPOFLAG_CHILD;
					
				BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
				            gameobj,
				            propname,
				            propframe,
				            actact->sta,
				            actact->end,
				            actact->act,
				            actact->type, // + 1, because Blender starts to count at zero,
				            actact->blend_mode,
				            actact->blendin,
				            actact->priority,
				            actact->layer,
				            actact->layer_weight,
				            ipo_flags,
				            actact->end_reset,
				            actact->stridelength
				            // Ketsji at 1, because zero is reserved for "NoDef"
				            );
				baseact= tmpbaseact;
				break;
			}
		case ACT_SHAPEACTION:
			{
				if (blenderobject->type==OB_MESH) {
					bActionActuator* actact = (bActionActuator*) bact->data;
					STR_String propname = actact->name;
					STR_String propframe = actact->frameProp;
					
					BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
					            gameobj,
					            propname,
					            propframe,
					            actact->sta,
					            actact->end,
					            actact->act,
					            actact->type, // + 1, because Blender starts to count at zero,
					            actact->blendin,
					            actact->priority,
					            actact->stridelength);
					// Ketsji at 1, because zero is reserved for "NoDef"
					baseact= tmpbaseact;
					break;
				}
				else
					printf ("Discarded shape action actuator from non-mesh object [%s]\n", blenderobject->id.name+2);
			}
		case ACT_LAMP:
			{
				break;
			}
		case ACT_CAMERA:
			{
				bCameraActuator *camact = (bCameraActuator *) bact->data;
				if (camact->ob) {
					KX_GameObject *tmpgob = converter->FindGameObject(camact->ob);
					
					/* visifac, fac and axis are not copied from the struct...   */ 
					/* that's some internal state...                             */
					KX_CameraActuator *tmpcamact = new KX_CameraActuator(
					            gameobj,
					            tmpgob,
					            camact->height,
					            camact->min,
					            camact->max,
					            camact->axis,
					            camact->damping);
					baseact = tmpcamact;
				}
				break;
			}
		case ACT_MESSAGE:
			{
				bMessageActuator *msgAct = (bMessageActuator *) bact->data;
				
				/* Get the name of the properties that objects must own that
				 * we're sending to, if present
				 */
				STR_String toPropName = msgAct->toPropName;
				
				/* Get the Message Subject to send.
				 */
				STR_String subject = msgAct->subject;
				
				/* Get the bodyType
				 */
				int bodyType = msgAct->bodyType;

				/* Get the body (text message or property name whose value
				 * we'll be sending, might be empty
				 */
				const STR_String body = msgAct->body;
				
				KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
				            gameobj,					// actuator controlling object
				            scene->GetNetworkScene(),	// needed for replication
				            toPropName,
				            subject,
				            bodyType,
				            body);
				baseact = tmpmsgact;
				break;
			}
		case ACT_MATERIAL:
			{
				break;
			}
		case ACT_SOUND:
			{
				bSoundActuator* soundact = (bSoundActuator*) bact->data;
				/* get type, and possibly a start and end frame */
				KX_SoundActuator::KX_SOUNDACT_TYPE
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
				
				switch (soundact->type) {
				case ACT_SND_PLAY_STOP_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP;
					break;
				case ACT_SND_PLAY_END_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYEND;
					break;
				case ACT_SND_LOOP_STOP_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPSTOP;
					break;
				case ACT_SND_LOOP_END_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPEND;
					break;
				case ACT_SND_LOOP_BIDIRECTIONAL_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL;
					break;
				case ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND:
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP;
					break;
					
				default:
					/* This is an error!!! */
					soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
				}
				
				if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF) 
				{
					bSound* sound = soundact->sound;
					bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
					AUD_Sound* snd_sound = NULL;
					KX_3DSoundSettings settings;
					settings.cone_inner_angle = RAD2DEGF(soundact->sound3D.cone_inner_angle);
					settings.cone_outer_angle = RAD2DEGF(soundact->sound3D.cone_outer_angle);
					settings.cone_outer_gain = soundact->sound3D.cone_outer_gain;
					settings.max_distance = soundact->sound3D.max_distance;
					settings.max_gain = soundact->sound3D.max_gain;
					settings.min_gain = soundact->sound3D.min_gain;
					settings.reference_distance = soundact->sound3D.reference_distance;
					settings.rolloff_factor = soundact->sound3D.rolloff_factor;

					if (!sound)
					{
						std::cout <<	"WARNING: Sound actuator \"" << bact->name <<
										"\" from object \"" <<  blenderobject->id.name+2 <<
										"\" has no sound datablock." << std::endl;
					}
					else
					{
						snd_sound = sound->playback_handle;

						// if sound shall be 3D but isn't mono, we have to make it mono!
						if (is3d)
						{
							snd_sound = AUD_Sound_rechannel(snd_sound, AUD_CHANNELS_MONO);
						}
					}
					KX_SoundActuator* tmpsoundact =
						new KX_SoundActuator(gameobj,
						snd_sound,
						soundact->volume,
						(float)(expf((soundact->pitch / 12.0f) * (float)M_LN2)),
						is3d,
						settings,
						soundActuatorType);

					// if we made it mono, we have to free it
					if(sound && snd_sound && snd_sound != sound->playback_handle)
						AUD_Sound_free(snd_sound);

					tmpsoundact->SetName(bact->name);
					baseact = tmpsoundact;
				}
				break;
			}
		case ACT_PROPERTY:
			{
				bPropertyActuator* propact = (bPropertyActuator*) bact->data;
				SCA_IObject* destinationObj = NULL;
				
				/*
				 * here the destinationobject is searched. problem with multiple scenes: other scenes
				 * have not been converted yet, so the destobj will not be found, so the prop will
				 * not be copied.
				 * possible solutions:
				 * - convert everything when possible and not realtime only when needed.
				 * - let the object-with-property report itself to the act when converted
				 */
				if (propact->ob)
					destinationObj = converter->FindGameObject(propact->ob);
				
				SCA_PropertyActuator* tmppropact = new SCA_PropertyActuator(
				            gameobj,
				            destinationObj,
				            propact->name,
				            propact->value,
				            propact->type + 1); // + 1 because Ketsji Logic starts
				// with 0 for KX_ACT_PROP_NODEF
				baseact = tmppropact;
				break;
			}
		case ACT_EDIT_OBJECT:
			{
				bEditObjectActuator *editobact 
					= (bEditObjectActuator *) bact->data;
				/* There are four different kinds of 'edit object' thingies  */
				/* The alternative to this lengthy conversion is packing     */
				/* several actuators in one, which is not very nice design.. */
				switch (editobact->type) {
				case ACT_EDOB_ADD_OBJECT: 
					{
						
						// does the 'original' for replication exists, and 
						// is it in a non-active layer ?
						SCA_IObject* originalval = NULL;
						if (editobact->ob)
						{
							if (editobact->ob->lay & activeLayerBitInfo)
							{
								fprintf(stderr, "Warning, object \"%s\" from AddObject actuator \"%s\" is not in a hidden layer.\n", objectname.Ptr(), uniquename.Ptr());
							}
							else {
								originalval = converter->FindGameObject(editobact->ob);
							}
						}
						
						KX_SCA_AddObjectActuator* tmpaddact = new KX_SCA_AddObjectActuator(
						            gameobj,
						            originalval,
						            editobact->time,
						            scene,
						            editobact->linVelocity,
						            (editobact->localflag & ACT_EDOB_LOCAL_LINV) != 0,
						            editobact->angVelocity,
						            (editobact->localflag & ACT_EDOB_LOCAL_ANGV) != 0);

								//editobact->ob to gameobj
								baseact = tmpaddact;
					}
					break;
				case ACT_EDOB_END_OBJECT:
					{
						KX_SCA_EndObjectActuator* tmpendact 
							= new KX_SCA_EndObjectActuator(gameobj,scene);
						baseact = tmpendact;
					}
					break;
				case ACT_EDOB_REPLACE_MESH:
					{
						RAS_MeshObject *tmpmesh = converter->FindGameMesh(editobact->me);

						if (!tmpmesh) {
							std::cout << "Warning: object \"" << objectname <<
							"\" from ReplaceMesh actuator \"" << uniquename <<
							"\" uses a mesh not owned by an object in scene \"" <<
							scene->GetName() << "\"." << std::endl;
						}

						KX_SCA_ReplaceMeshActuator* tmpreplaceact = new KX_SCA_ReplaceMeshActuator(
						            gameobj,
						            tmpmesh,
						            scene,
						            (editobact->flag & ACT_EDOB_REPLACE_MESH_NOGFX) == 0,
						            (editobact->flag & ACT_EDOB_REPLACE_MESH_PHYS) != 0);

						baseact = tmpreplaceact;
					}
					break;
				case ACT_EDOB_TRACK_TO:
					{
						SCA_IObject* originalval = NULL;
						if (editobact->ob)
							originalval = converter->FindGameObject(editobact->ob);
							
						KX_TrackToActuator* tmptrackact = new KX_TrackToActuator(
						            gameobj,
						            originalval,
						            editobact->time,
						            editobact->flag,
						            editobact->trackflag,
						            editobact->upflag);
						baseact = tmptrackact;
						break;
					}
				case ACT_EDOB_DYNAMICS:
					{
						KX_SCA_DynamicActuator* tmpdynact = new KX_SCA_DynamicActuator(
						            gameobj,
						            editobact->dyn_operation,
						            editobact->mass);
						baseact = tmpdynact;
					}
				}
				break;
			}
		case ACT_CONSTRAINT:
			{
				float min = 0.0, max = 0.0;
				char *prop = NULL;
				KX_ConstraintActuator::KX_CONSTRAINTTYPE locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_NODEF;
				bConstraintActuator *conact 
					= (bConstraintActuator*) bact->data;
				/* convert settings... degrees in the ui become radians  */ 
				/* internally                                            */ 
				if (conact->type == ACT_CONST_TYPE_ORI) {
					min = conact->minloc[0];
					max = conact->maxloc[0];
					switch (conact->mode) {
					case ACT_CONST_DIRPX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX;
						break;
					case ACT_CONST_DIRPY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIY;
						break;
					case ACT_CONST_DIRPZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIZ;
						break;
					}
				} else if (conact->type == ACT_CONST_TYPE_DIST) {
					switch (conact->mode) {
					case ACT_CONST_DIRPX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPX;
						min = conact->minloc[0];
						max = conact->maxloc[0];
						break;
					case ACT_CONST_DIRPY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPY;
						min = conact->minloc[1];
						max = conact->maxloc[1];
						break;
					case ACT_CONST_DIRPZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPZ;
						min = conact->minloc[2];
						max = conact->maxloc[2];
						break;
					case ACT_CONST_DIRNX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNX;
						min = conact->minloc[0];
						max = conact->maxloc[0];
						break;
					case ACT_CONST_DIRNY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNY;
						min = conact->minloc[1];
						max = conact->maxloc[1];
						break;
					case ACT_CONST_DIRNZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNZ;
						min = conact->minloc[2];
						max = conact->maxloc[2];
						break;
					}
					prop = conact->matprop;
				} else if (conact->type == ACT_CONST_TYPE_FH) {
					switch (conact->mode) {
					case ACT_CONST_DIRPX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPX;
						min = conact->minloc[0];
						max = conact->maxloc[0];
						break;
					case ACT_CONST_DIRPY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPY;
						min = conact->minloc[1];
						max = conact->maxloc[1];
						break;
					case ACT_CONST_DIRPZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPZ;
						min = conact->minloc[2];
						max = conact->maxloc[2];
						break;
					case ACT_CONST_DIRNX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNX;
						min = conact->minloc[0];
						max = conact->maxloc[0];
						break;
					case ACT_CONST_DIRNY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNY;
						min = conact->minloc[1];
						max = conact->maxloc[1];
						break;
					case ACT_CONST_DIRNZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNZ;
						min = conact->minloc[2];
						max = conact->maxloc[2];
						break;
					}
					prop = conact->matprop;
				} else {
					switch (conact->flag) {
					case ACT_CONST_LOCX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCX; 
						min = conact->minloc[0];
						max = conact->maxloc[0];
						break;
					case ACT_CONST_LOCY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCY; 
						min = conact->minloc[1];
						max = conact->maxloc[1];
						break;
					case ACT_CONST_LOCZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCZ;
						min = conact->minloc[2];
						max = conact->maxloc[2];
						break;
					case ACT_CONST_ROTX:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTX;
						min = conact->minrot[0] * (float)MT_RADS_PER_DEG;
						max = conact->maxrot[0] * (float)MT_RADS_PER_DEG;
						break;
					case ACT_CONST_ROTY:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTY;
						min = conact->minrot[1] * (float)MT_RADS_PER_DEG;
						max = conact->maxrot[1] * (float)MT_RADS_PER_DEG;
						break;
					case ACT_CONST_ROTZ:
						locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTZ;
						min = conact->minrot[2] * (float)MT_RADS_PER_DEG;
						max = conact->maxrot[2] * (float)MT_RADS_PER_DEG;
						break;
					default:
						; /* error */ 
					}
				}
				KX_ConstraintActuator *tmpconact = new KX_ConstraintActuator(
				            gameobj,
				            conact->damp,
				            conact->rotdamp,
				            min,
				            max,
				            conact->maxrot,
				            locrot,
				            conact->time,
				            conact->flag,
				            prop);
				baseact = tmpconact;
				break;
			}
		case ACT_GROUP:
			{
				// deprecated
			}
			break;
		case ACT_SCENE:
			{
				bSceneActuator *sceneact = (bSceneActuator *) bact->data;
				STR_String nextSceneName("");
				
				KX_SceneActuator* tmpsceneact;
				int mode = KX_SceneActuator::KX_SCENE_NODEF;
				KX_Camera *cam = NULL;
				//KX_Scene* scene = NULL;
				switch (sceneact->type)
				{
				case ACT_SCENE_RESUME:
				case ACT_SCENE_SUSPEND:
				case ACT_SCENE_ADD_FRONT:
				case ACT_SCENE_ADD_BACK:
				case ACT_SCENE_REMOVE:
				case ACT_SCENE_SET:
					{
						switch (sceneact->type)
						{
						case ACT_SCENE_RESUME:
							mode = KX_SceneActuator::KX_SCENE_RESUME;
							break;
						case ACT_SCENE_SUSPEND:
							mode = KX_SceneActuator::KX_SCENE_SUSPEND;
							break;
						case ACT_SCENE_ADD_FRONT:
							mode = KX_SceneActuator::KX_SCENE_ADD_FRONT_SCENE;
							break;
						case ACT_SCENE_ADD_BACK:
							mode = KX_SceneActuator::KX_SCENE_ADD_BACK_SCENE;
							break;
						case ACT_SCENE_REMOVE:
							mode = KX_SceneActuator::KX_SCENE_REMOVE_SCENE;
							break;
						case ACT_SCENE_SET:
						default:
							mode = KX_SceneActuator::KX_SCENE_SET_SCENE;
							break;
						};
						
						if (sceneact->scene) {
							nextSceneName = sceneact->scene->id.name + 2;
						}
						
						break;
					}
				case ACT_SCENE_CAMERA:
					mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
					if (sceneact->camera)
					{
						KX_GameObject *tmp = converter->FindGameObject(sceneact->camera);
						if (tmp && tmp->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
							cam = (KX_Camera*)tmp;
					}
					break;
				case ACT_SCENE_RESTART:
					{
						
						mode =  KX_SceneActuator::KX_SCENE_RESTART;
						break;
					}
				default:
					; /* flag error */
				}
				tmpsceneact = new KX_SceneActuator(
				            gameobj,
				            mode,
				            scene,
				            ketsjiEngine,
				            nextSceneName,
				            cam);
				baseact = tmpsceneact;
				break;
			}
		case ACT_GAME:
			{
				bGameActuator *gameact = (bGameActuator *) bact->data;
				KX_GameActuator* tmpgameact;
				STR_String filename = maggiename;
				STR_String loadinganimationname = "";
				int mode = KX_GameActuator::KX_GAME_NODEF;
				switch (gameact->type)
				{
				case ACT_GAME_LOAD:
					{
						mode = KX_GameActuator::KX_GAME_LOAD;
						filename = gameact->filename;
						loadinganimationname = gameact->loadaniname;
						break;
					}
				case ACT_GAME_START:
					{
						mode = KX_GameActuator::KX_GAME_START;
						filename = gameact->filename;
						loadinganimationname = gameact->loadaniname;
						break;
					}
				case ACT_GAME_RESTART:
					{
						mode = KX_GameActuator::KX_GAME_RESTART;
						break;
					}
				case ACT_GAME_QUIT:
					{
						mode = KX_GameActuator::KX_GAME_QUIT;
						break;
					}
				case ACT_GAME_SAVECFG:
					{
						mode = KX_GameActuator::KX_GAME_SAVECFG;
						break;
					}
				case ACT_GAME_LOADCFG:
					{
						mode = KX_GameActuator::KX_GAME_LOADCFG;
						break;
					}
					case ACT_GAME_SCREENSHOT:
					{
						mode = KX_GameActuator::KX_GAME_SCREENSHOT;
						filename = gameact->filename;
						break;
					}
				default:
					; /* flag error */
				}
				tmpgameact = new KX_GameActuator(
				            gameobj,
				            mode,
				            filename,
				            loadinganimationname,
				            scene,
				            ketsjiEngine);
				baseact = tmpgameact;

				break;
			}
		case ACT_RANDOM:
			{
				bRandomActuator *randAct 
					= (bRandomActuator *) bact->data;
				
				unsigned long seedArg = randAct->seed;
				if (seedArg == 0)
				{
					seedArg = (int)(ketsjiEngine->GetRealTime()*100000.0);
					seedArg ^= (intptr_t)randAct;
				}
				SCA_RandomActuator::KX_RANDOMACT_MODE modeArg 
					= SCA_RandomActuator::KX_RANDOMACT_NODEF;
				SCA_RandomActuator *tmprandomact;
				float paraArg1 = 0.0;
				float paraArg2 = 0.0;
				
				switch (randAct->distribution) {
				case ACT_RANDOM_BOOL_CONST:
					modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_CONST;
					paraArg1 = (float) randAct->int_arg_1;
					break;
				case ACT_RANDOM_BOOL_UNIFORM:
					modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_UNIFORM;
					break;
				case ACT_RANDOM_BOOL_BERNOUILLI:
					paraArg1 = randAct->float_arg_1;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_BERNOUILLI;
					break;
				case ACT_RANDOM_INT_CONST:
					modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_CONST;
					paraArg1 = (float) randAct->int_arg_1;
					break;
				case ACT_RANDOM_INT_UNIFORM:
					paraArg1 = (float) randAct->int_arg_1;
					paraArg2 = (float) randAct->int_arg_2;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_UNIFORM;
					break;
				case ACT_RANDOM_INT_POISSON:
					paraArg1 = randAct->float_arg_1;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_POISSON;
					break;
				case ACT_RANDOM_FLOAT_CONST:
					paraArg1 = randAct->float_arg_1;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_CONST;
					break;
				case ACT_RANDOM_FLOAT_UNIFORM:
					paraArg1 = randAct->float_arg_1;
					paraArg2 = randAct->float_arg_2;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_UNIFORM;
					break;
				case ACT_RANDOM_FLOAT_NORMAL:
					paraArg1 = randAct->float_arg_1;
					paraArg2 = randAct->float_arg_2;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_NORMAL;
					break;
				case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL:
					paraArg1 = randAct->float_arg_1;
					modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL;
					break;
				default:
					; /* error */
				}
				tmprandomact = new SCA_RandomActuator(
				            gameobj,
				            seedArg,
				            modeArg,
				            paraArg1,
				            paraArg2,
				            randAct->propname);
				baseact = tmprandomact;
			}
			break;

		case ACT_VISIBILITY:
		{
			bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data;
			KX_VisibilityActuator * tmp_vis_act = NULL;
			bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0);
			bool o = ((vis_act->flag & ACT_VISIBILITY_OCCLUSION) != 0);
			bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0);

			tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, o, recursive);
			
			baseact = tmp_vis_act;
		}
		break;

		case ACT_STATE:
		{
			bStateActuator *sta_act = (bStateActuator *) bact->data;
			KX_StateActuator * tmp_sta_act = NULL;

			tmp_sta_act = 
				new KX_StateActuator(gameobj, sta_act->type, sta_act->mask);
			
			baseact = tmp_sta_act;
		}
		break;

		case ACT_2DFILTER:
		{
			bTwoDFilterActuator *_2dfilter = (bTwoDFilterActuator*) bact->data;
			SCA_2DFilterActuator *tmp = NULL;

			RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode;
			switch (_2dfilter->type) {
				case ACT_2DFILTER_MOTIONBLUR:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR;
					break;
				case ACT_2DFILTER_BLUR:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_BLUR;
					break;
				case ACT_2DFILTER_SHARPEN:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_SHARPEN;
					break;
				case ACT_2DFILTER_DILATION:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_DILATION;
					break;
				case ACT_2DFILTER_EROSION:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_EROSION;
					break;
				case ACT_2DFILTER_LAPLACIAN:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_LAPLACIAN;
					break;
				case ACT_2DFILTER_SOBEL:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_SOBEL;
					break;
				case ACT_2DFILTER_PREWITT:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_PREWITT;
					break;
				case ACT_2DFILTER_GRAYSCALE:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_GRAYSCALE;
					break;
				case ACT_2DFILTER_SEPIA:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_SEPIA;
					break;
				case ACT_2DFILTER_INVERT:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_INVERT;
					break;
				case ACT_2DFILTER_CUSTOMFILTER:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_CUSTOMFILTER;
					break;
				case ACT_2DFILTER_NOFILTER:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_NOFILTER;
					break;
				case ACT_2DFILTER_DISABLED:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_DISABLED;
					break;
				case ACT_2DFILTER_ENABLED:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_ENABLED;
					break;
				default:
					filtermode = RAS_2DFilterManager::RAS_2DFILTER_NOFILTER;
					break;
			}

			tmp = new SCA_2DFilterActuator(gameobj, filtermode,  _2dfilter->flag,
			                               _2dfilter->float_arg, _2dfilter->int_arg,
			                               ketsjiEngine->GetRasterizer(), scene);

			if (_2dfilter->text)
			{
				char *buf;
				// this is some blender specific code
				buf = txt_to_buf(_2dfilter->text);
				if (buf)
				{
					tmp->SetShaderText(buf);
					MEM_freeN(buf);
				}
			}

			baseact = tmp;

		}
		break;
		case ACT_PARENT:
			{
				bParentActuator *parAct = (bParentActuator *) bact->data;
				int mode = KX_ParentActuator::KX_PARENT_NODEF;
				bool addToCompound = true;
				bool ghost = true;
				KX_GameObject *tmpgob = NULL;

				switch (parAct->type) {
					case ACT_PARENT_SET:
						mode = KX_ParentActuator::KX_PARENT_SET;
						tmpgob = converter->FindGameObject(parAct->ob);
						addToCompound = !(parAct->flag & ACT_PARENT_COMPOUND);
						ghost = !(parAct->flag & ACT_PARENT_GHOST);
						break;
					case ACT_PARENT_REMOVE:
						mode = KX_ParentActuator::KX_PARENT_REMOVE;
						tmpgob = NULL;
						break;
				}
	
				KX_ParentActuator *tmpparact
					= new KX_ParentActuator(gameobj,
					mode,
					addToCompound,
					ghost,
					tmpgob);
				baseact = tmpparact;
				break;
			}
		
		case ACT_ARMATURE:
			{
				bArmatureActuator* armAct = (bArmatureActuator*) bact->data;
				KX_GameObject *tmpgob = converter->FindGameObject(armAct->target);
				KX_GameObject *subgob = converter->FindGameObject(armAct->subtarget);
				BL_ArmatureActuator* tmparmact = new BL_ArmatureActuator(
				            gameobj,
				            armAct->type,
				            armAct->posechannel,
				            armAct->constraint,
				            tmpgob,
				            subgob,
				            armAct->weight,
				            armAct->influence);
				baseact = tmparmact;
				break;
			}
		case ACT_STEERING:
			{
				bSteeringActuator *stAct = (bSteeringActuator *) bact->data;
				KX_GameObject *navmeshob = NULL;
				if (stAct->navmesh)
				{
					PointerRNA settings_ptr;
					RNA_pointer_create((ID *)stAct->navmesh, &RNA_GameObjectSettings, stAct->navmesh, &settings_ptr);
					if (RNA_enum_get(&settings_ptr, "physics_type") == OB_BODY_TYPE_NAVMESH)
						navmeshob = converter->FindGameObject(stAct->navmesh);
				}
				KX_GameObject *targetob = converter->FindGameObject(stAct->target);

				int mode = KX_SteeringActuator::KX_STEERING_NODEF;
				switch (stAct->type) {
				case ACT_STEERING_SEEK:
					mode = KX_SteeringActuator::KX_STEERING_SEEK;
					break;
				case ACT_STEERING_FLEE:
					mode = KX_SteeringActuator::KX_STEERING_FLEE;
					break;
				case ACT_STEERING_PATHFOLLOWING:
					mode = KX_SteeringActuator::KX_STEERING_PATHFOLLOWING;
					break;
				}

				bool selfTerminated = (stAct->flag & ACT_STEERING_SELFTERMINATED) !=0;
				bool enableVisualization = (stAct->flag & ACT_STEERING_ENABLEVISUALIZATION) !=0;
				short facingMode = (stAct->flag & ACT_STEERING_AUTOMATICFACING) ? stAct->facingaxis : 0;
				bool normalup = (stAct->flag & ACT_STEERING_NORMALUP) !=0;
				bool lockzvel = (stAct->flag & ACT_STEERING_LOCKZVEL) !=0;
				KX_SteeringActuator *tmpstact
					= new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist, 
					stAct->velocity, stAct->acceleration, stAct->turnspeed, 
					selfTerminated, stAct->updateTime,
					scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization, lockzvel);
				baseact = tmpstact;
				break;
			}
		case ACT_MOUSE:
			{
				bMouseActuator* mouAct = (bMouseActuator*) bact->data;
				int mode = KX_MouseActuator::KX_ACT_MOUSE_NODEF;

				switch (mouAct->type) {
					case ACT_MOUSE_VISIBILITY:
					{
						mode = KX_MouseActuator::KX_ACT_MOUSE_VISIBILITY;
						break;
					}
					case ACT_MOUSE_LOOK:
					{
						mode = KX_MouseActuator::KX_ACT_MOUSE_LOOK;
						break;
					}
				}

				bool visible = (mouAct->flag & ACT_MOUSE_VISIBLE) != 0;
				bool use_axis[2] = {(mouAct->flag & ACT_MOUSE_USE_AXIS_X) != 0, (mouAct->flag & ACT_MOUSE_USE_AXIS_Y) != 0};
				bool reset[2] = {(mouAct->flag & ACT_MOUSE_RESET_X) != 0, (mouAct->flag & ACT_MOUSE_RESET_Y) != 0};
				bool local[2] = {(mouAct->flag & ACT_MOUSE_LOCAL_X) != 0, (mouAct->flag & ACT_MOUSE_LOCAL_Y) != 0};

				SCA_MouseManager* eventmgr = (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
				if (eventmgr) {
					KX_MouseActuator* tmpbaseact = new KX_MouseActuator(gameobj,
																		ketsjiEngine,
																		eventmgr,
																		mode,
																		visible,
																		use_axis,
																		mouAct->threshold,
																		reset,
																		mouAct->object_axis,
																		local,
																		mouAct->sensitivity,
																		mouAct->limit_x,
																		mouAct->limit_y);
					baseact = tmpbaseact;
				} else {
					//cout << "\n Couldn't find mouse event manager..."; - should throw an error here...
				}
				break;
			}
		default:
			; /* generate some error */
		}
		
		if (baseact && !(bact->flag & ACT_DEACTIVATE))
		{
			baseact->SetExecutePriority(executePriority++);
			uniquename += "#ACT#";
			uniqueint++;
			CIntValue* uniqueval = new CIntValue(uniqueint);
			uniquename += uniqueval->GetText();
			uniqueval->Release();
			baseact->SetName(bact->name);
			baseact->SetLogicManager(logicmgr);
			//gameobj->SetProperty(uniquename,baseact);
			gameobj->AddActuator(baseact);
			
			converter->RegisterGameActuator(baseact, bact);
			// done with baseact, release it
			baseact->Release();
		}
		else if (baseact)
			baseact->Release();
		
		bact = bact->next;
	}
}
Пример #3
0
void BL_ConvertSensors(struct Object* blenderobject,
					   class KX_GameObject* gameobj,
					   SCA_LogicManager* logicmgr,
					   KX_Scene* kxscene,
					   KX_KetsjiEngine* kxengine,
					   int activeLayerBitInfo,
					   bool isInActiveLayer,
					   RAS_ICanvas* canvas,
					   KX_BlenderSceneConverter* converter
					   )
{

	int executePriority = 0;
	int uniqueint = 0;
	int count = 0;
	bSensor* sens = (bSensor*)blenderobject->sensors.first;
	bool pos_pulsemode = false;
	bool neg_pulsemode = false;
	int skipped_ticks = 0;
	bool invert = false;
	bool level = false;
	bool tap = false;
	
	while (sens)
	{
		sens = sens->next;
		count++;
	}
	gameobj->ReserveSensor(count);
	sens = (bSensor*)blenderobject->sensors.first;

	while (sens) {
		if (!(sens->flag & SENS_DEACTIVATE)) {
			SCA_ISensor* gamesensor=NULL;
			/* All sensors have a pulse toggle, skipped ticks parameter, and invert field.     */
			/* These are extracted here, and set when the sensor is added to the */
			/* list.                                                             */
			pos_pulsemode = (sens->pulse & SENS_PULSE_REPEAT)!=0;
			neg_pulsemode = (sens->pulse & SENS_NEG_PULSE_MODE)!=0;

			skipped_ticks = sens->freq;
			invert    = !(sens->invert == 0);
			level     = !(sens->level == 0);
			tap       = !(sens->tap == 0);

			switch (sens->type)
			{
			case  SENS_ALWAYS:
				{

					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						gamesensor = new SCA_AlwaysSensor(eventmgr, gameobj);
					}

					break;
				}

			case  SENS_DELAY:
				{
					// we can reuse the Always event manager for the delay sensor
					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						bDelaySensor* delaysensor = (bDelaySensor*)sens->data;
						gamesensor = new SCA_DelaySensor(eventmgr,
							gameobj,
							delaysensor->delay,
							delaysensor->duration,
							(delaysensor->flag & SENS_DELAY_REPEAT) != 0);
					}
					break;
				}

			case SENS_COLLISION:
				{
					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
					if (eventmgr)
					{
						// collision sensor can sense both materials and properties.

						bool bFindMaterial = false, bCollisionPulse = false;

						bCollisionSensor* blendercollisionsensor = (bCollisionSensor*)sens->data;

						bFindMaterial = (blendercollisionsensor->mode & SENS_COLLISION_MATERIAL);
						bCollisionPulse = (blendercollisionsensor->mode & SENS_COLLISION_PULSE);


						const std::string touchPropOrMatName = bFindMaterial ?
															  blendercollisionsensor->materialName : blendercollisionsensor->name;


						if (gameobj->GetPhysicsController())
						{
							gamesensor = new KX_CollisionSensor(eventmgr,
								gameobj,
								bFindMaterial,
								bCollisionPulse,
								touchPropOrMatName);
						}

					}

					break;
				}
			case SENS_MESSAGE:
				{
					SCA_EventManager *eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					bMessageSensor* msgSens = (bMessageSensor*) sens->data;

					/* Get our NetworkScene */
					KX_NetworkMessageScene *NetworkScene = kxscene->GetNetworkMessageScene();
					/* filter on the incoming subjects, might be empty */
					const std::string subject = msgSens->subject;

					gamesensor = new KX_NetworkMessageSensor(
						eventmgr,		// our eventmanager
						NetworkScene,	// our NetworkScene
						gameobj,		// the sensor controlling object
						subject);		// subject to filter on
					break;
				}
			case SENS_NEAR:
				{

					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
					if (eventmgr)
					{
						bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
						const std::string nearpropertyname = (char *)blendernearsensor->name;

						//DT_ShapeHandle shape	=	DT_Sphere(0.0);

						// this sumoObject is not deleted by a gameobj, so delete it ourself
						// later (memleaks)!
						float radius = blendernearsensor->dist;
						const MT_Vector3& wpos = gameobj->NodeGetWorldPosition();
						bool bFindMaterial = false;
						PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,wpos);

						//will be done in KX_CollisionEventManager::RegisterSensor()
						//if (isInActiveLayer)
						//	kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);



						gamesensor = new KX_NearSensor(eventmgr,gameobj,
							blendernearsensor->dist,
							blendernearsensor->resetdist,
							bFindMaterial,
							nearpropertyname,
							physCtrl);

					}
					break;
				}


			case SENS_KEYBOARD:
				{
					/* temporary input device, for converting the code for the keyboard sensor */

					bKeyboardSensor* blenderkeybdsensor = (bKeyboardSensor*)sens->data;
					SCA_KeyboardManager* eventmgr = (SCA_KeyboardManager*) logicmgr->FindEventManager(SCA_EventManager::KEYBOARD_EVENTMGR);
					if (eventmgr)
					{
						gamesensor = new SCA_KeyboardSensor(eventmgr,
							ConvertKeyCode(blenderkeybdsensor->key),
							ConvertKeyCode(blenderkeybdsensor->qual),
							ConvertKeyCode(blenderkeybdsensor->qual2),
							(blenderkeybdsensor->type == SENS_ALL_KEYS),
							blenderkeybdsensor->targetName,
							blenderkeybdsensor->toggleName,
							gameobj,
							KX_KetsjiEngine::GetExitKey()); //			blenderkeybdsensor->pad);

					}

					break;
				}
			case SENS_MOUSE:
				{
					int keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_NODEF;
					int trackfocus = 0;
					bMouseSensor *bmouse = (bMouseSensor *)sens->data;

					/* There are two main types of mouse sensors. If there is
					 * no focus-related behavior requested, we can make do
					 * with a basic sensor. This cuts down memory usage and
					 * gives a slight performance gain. */

					SCA_MouseManager *eventmgr
						= (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
					if (eventmgr) {

						/* Determine key mode. There is at most one active mode. */
						switch (bmouse->type) {
						case BL_SENS_MOUSE_LEFT_BUTTON:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_LEFTBUTTON;
							break;
						case BL_SENS_MOUSE_MIDDLE_BUTTON:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MIDDLEBUTTON;
							break;
						case BL_SENS_MOUSE_RIGHT_BUTTON:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_RIGHTBUTTON;
							break;
						case BL_SENS_MOUSE_WHEEL_UP:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELUP;
							break;
						case BL_SENS_MOUSE_WHEEL_DOWN:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELDOWN;
							break;
						case BL_SENS_MOUSE_MOVEMENT:
							keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MOVEMENT;
							break;
						case BL_SENS_MOUSE_MOUSEOVER:
							trackfocus = 1;
							break;
						case BL_SENS_MOUSE_MOUSEOVER_ANY:
							trackfocus = 2;
							break;

						default:
							; /* error */
						}

						/* initial mouse position */
						int startx  = canvas->GetWidth()/2;
						int starty = canvas->GetHeight()/2;

						if (!trackfocus) {
							/* plain, simple mouse sensor */
							gamesensor = new SCA_MouseSensor(eventmgr,
								startx,starty,
								keytype,
								gameobj);
						} else {
							/* give us a focus-aware sensor */
							bool bFindMaterial = (bmouse->mode & SENS_COLLISION_MATERIAL);
							bool bXRay = (bmouse->flag & SENS_RAY_XRAY);
							std::string checkname = (bFindMaterial? bmouse->matname : bmouse->propname);

							gamesensor = new KX_MouseFocusSensor(eventmgr,
								startx,
								starty,
								keytype,
								trackfocus,
								(bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
								checkname,
								bFindMaterial,
								bXRay,
								kxscene,
								kxengine,
								gameobj);
						}
					}
					break;
				}
			case SENS_PROPERTY:
				{
					bPropertySensor* blenderpropsensor = (bPropertySensor*) sens->data;
					SCA_EventManager* eventmgr
						= logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						std::string propname=blenderpropsensor->name;
						std::string propval=blenderpropsensor->value;
						std::string propmaxval=blenderpropsensor->maxvalue;

						SCA_PropertySensor::KX_PROPSENSOR_TYPE
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NODEF;

						/* Better do an explicit conversion here! (was implicit      */
						/* before...)                                                */
						switch (blenderpropsensor->type) {
						case SENS_PROP_EQUAL:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EQUAL;
							break;
						case SENS_PROP_NEQUAL:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NOTEQUAL;
							break;
						case SENS_PROP_INTERVAL:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_INTERVAL;
							break;
						case SENS_PROP_CHANGED:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_CHANGED;
							break;
						case SENS_PROP_EXPRESSION:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EXPRESSION;
							/* error */
							break;
						case SENS_PROP_LESSTHAN:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_LESSTHAN;
							break;
						case SENS_PROP_GREATERTHAN:
							propchecktype = SCA_PropertySensor::KX_PROPSENSOR_GREATERTHAN;
							break;
						default:
							; /* error */
						}
						gamesensor = new SCA_PropertySensor(eventmgr,gameobj,propname,propval,propmaxval,propchecktype);
					}

					break;
				}
			case SENS_ACTUATOR:
				{
					bActuatorSensor* blenderactsensor = (bActuatorSensor*) sens->data;
					// we will reuse the property event manager, there is nothing special with this sensor
					SCA_EventManager* eventmgr
						= logicmgr->FindEventManager(SCA_EventManager::ACTUATOR_EVENTMGR);
					if (eventmgr)
					{
						std::string propname=blenderactsensor->name;
						gamesensor = new SCA_ActuatorSensor(eventmgr,gameobj,propname);
					}
					break;
				}

			case SENS_ARMATURE:
				{
					bArmatureSensor* blenderarmsensor = (bArmatureSensor*) sens->data;
					// we will reuse the property event manager, there is nothing special with this sensor
					SCA_EventManager* eventmgr
						= logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						std::string bonename=blenderarmsensor->posechannel;
						std::string constraintname=blenderarmsensor->constraint;
						gamesensor = new KX_ArmatureSensor(eventmgr,gameobj,bonename,constraintname, blenderarmsensor->type, blenderarmsensor->value);
					}
					break;
				}

			case SENS_RADAR:
				{

					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
					if (eventmgr)
					{
						bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
						const std::string radarpropertyname = blenderradarsensor->name;

						int radaraxis = blenderradarsensor->axis;

						MT_Scalar coneheight = blenderradarsensor->range;

						// janco: the angle was doubled, so should I divide the factor in 2
						// or the blenderradarsensor->angle?
						// nzc: the angle is the opening angle. We need to init with
						// the axis-hull angle,so /2.0.
						MT_Scalar factor = tan(blenderradarsensor->angle * 0.5f);
						//MT_Scalar coneradius = coneheight * (factor / 2);
						MT_Scalar coneradius = coneheight * factor;


						// this sumoObject is not deleted by a gameobj, so delete it ourself
						// later (memleaks)!
						MT_Scalar smallmargin = 0.0;
						MT_Scalar largemargin = 0.0;

						bool bFindMaterial = false;
						PHY_IPhysicsController* ctrl = kxscene->GetPhysicsEnvironment()->CreateConeController((float)coneradius, (float)coneheight);

						gamesensor = new KX_RadarSensor(
							eventmgr,
							gameobj,
							ctrl,
							coneradius,
							coneheight,
							radaraxis,
							smallmargin,
							largemargin,
							bFindMaterial,
							radarpropertyname);

					}

					break;
				}
			case SENS_RAY:
				{
					bRaySensor* blenderraysensor = (bRaySensor*) sens->data;

					//blenderradarsensor->angle;
					SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						bool bFindMaterial = (blenderraysensor->mode & SENS_COLLISION_MATERIAL);
						bool bXRay = (blenderraysensor->mode & SENS_RAY_XRAY);

						std::string checkname = (bFindMaterial? blenderraysensor->matname : blenderraysensor->propname);

						// don't want to get rays of length 0.0 or so
						double distance = (blenderraysensor->range < 0.01f ? 0.01f : blenderraysensor->range);
						int axis = blenderraysensor->axisflag;
						int mask = blenderraysensor->mask;

						gamesensor = new KX_RaySensor(eventmgr,
													  gameobj,
													  checkname,
													  bFindMaterial,
													  bXRay,
													  distance,
													  axis,
													  mask,
													  kxscene);

					}
					break;
				}

			case SENS_RANDOM:
				{
					bRandomSensor* blenderrndsensor = (bRandomSensor*) sens->data;
					// some files didn't write randomsensor, avoid crash now for NULL ptr's
					if (blenderrndsensor)
					{
						SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
						if (eventmgr)
						{
							int randomSeed = blenderrndsensor->seed;
							if (randomSeed == 0)
							{
								randomSeed = (int)(kxengine->GetRealTime()*100000.0);
								randomSeed ^= (intptr_t)blenderrndsensor;
							}
							gamesensor = new SCA_RandomSensor(eventmgr, gameobj, randomSeed);
						}
					}
					break;
				}
			case SENS_MOVEMENT:
			{
				bMovementSensor *blendermovsensor = (bMovementSensor *)sens->data;
				// some files didn't write movementsensor, avoid crash now for NULL ptr's
				if (blendermovsensor)
				{
					SCA_EventManager *eventmgr = logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
					if (eventmgr)
					{
						bool localflag = (blendermovsensor->localflag & SENS_MOVEMENT_LOCAL);
						int axis = blendermovsensor->axisflag;
						float threshold = blendermovsensor->threshold;
						gamesensor = new KX_MovementSensor(eventmgr, gameobj, axis, localflag, threshold);
					}
				}
				break;
			}
			case SENS_JOYSTICK:
				{
					int joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_NODEF;

					bJoystickSensor* bjoy = (bJoystickSensor*) sens->data;

					SCA_JoystickManager *eventmgr
						= (SCA_JoystickManager*) logicmgr->FindEventManager(SCA_EventManager::JOY_EVENTMGR);
					if (eventmgr)
					{
						int axis	=0;
						int axisf	=0;
						int button	=0;
						int prec	=0;

						switch (bjoy->type) {
						case SENS_JOY_AXIS:
							axis	= bjoy->axis;
							axisf	= bjoy->axisf;
							prec	= bjoy->precision;
							joysticktype  = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS;
							break;
						case SENS_JOY_BUTTON:
							button	= bjoy->button;
							joysticktype  = SCA_JoystickSensor::KX_JOYSENSORMODE_BUTTON;
							break;
						case SENS_JOY_AXIS_SINGLE:
							axis	= bjoy->axis_single;
							prec	= bjoy->precision;
							joysticktype  = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS_SINGLE;
							break;
						case SENS_JOY_SHOULDER_TRIGGER:
							axis	= bjoy->axis_single;
							prec	= bjoy->precision;
							joysticktype  = SCA_JoystickSensor::KX_JOYSENSORMODE_SHOULDER_TRIGGER;
							break;
						default:
							CM_Error("bad case statement");
							break;
						}
						gamesensor = new SCA_JoystickSensor(
							eventmgr,
							gameobj,
							bjoy->joyindex,
							joysticktype,
							axis,axisf,
							prec,
							button,
							(bjoy->flag & SENS_JOY_ANY_EVENT));
					}
					else
					{
						CM_Error("problem finding the event manager");
					}

					break;
				}
			default:
				{
				}
			}

			if (gamesensor)
			{
				gamesensor->SetExecutePriority(executePriority++);
				std::string uniquename = sens->name;
				uniquename += "#SENS#";
				uniqueint++;
				CIntValue* uniqueval = new CIntValue(uniqueint);
				uniquename += uniqueval->GetText();
				uniqueval->Release();

				/* Conversion succeeded, so we can set the generic props here.   */
				gamesensor->SetPulseMode(pos_pulsemode,
										 neg_pulsemode,
										 skipped_ticks);
				gamesensor->SetInvert(invert);
				gamesensor->SetLevel(level);
				gamesensor->SetTap(tap);
				gamesensor->SetName(sens->name);
				gamesensor->SetLogicManager(logicmgr);

				gameobj->AddSensor(gamesensor);

				// only register to manager if it's in an active layer
				// Make registration dynamic: only when sensor is activated
				//if (isInActiveLayer)
				//	gamesensor->RegisterToManager();

				gamesensor->ReserveController(sens->totlinks);
				for (int i=0;i<sens->totlinks;i++)
				{
					bController* linkedcont = (bController*) sens->links[i];
					if (linkedcont) {
						// If the controller is deactived doesn't register it
						if (!(linkedcont->flag & CONT_DEACTIVATE)) {
							SCA_IController* gamecont = converter->FindGameController(linkedcont);

							if (gamecont) {
								logicmgr->RegisterToSensor(gamecont,gamesensor);
							}
							else {
								CM_Warning("Warning, sensor \"" << sens->name << "\" could not find its controller (link "
									<< (i + 1) << " of " << sens->totlinks << ") from object \"" << blenderobject->id.name+2
									<< "\". There has been an error converting the blender controller for the game engine, "
									<< "logic may be incorrect");
							}
						}
					}
					else {
						CM_Warning("Warning, sensor \"" << sens->name << "\" has lost a link to a controller (link "
							<< (i + 1) << " of " << sens->totlinks << ") from object \"" << blenderobject->id.name+2
							<< "\". Possible causes are partially appended objects or an error reading the file, "
							<< "logic may be incorrect");
					}
				}
				// special case: Keyboard sensor with no link
				// this combination is usually used for key logging.
				if (sens->type == SENS_KEYBOARD && sens->totlinks == 0) {
					// Force the registration so that the sensor runs
					gamesensor->IncLink();
				}

				// done with gamesensor
				gamesensor->Release();

			}
		}

		sens=sens->next;
	}
}
Пример #4
0
void BL_ConvertControllers(
	struct Object* blenderobject,
	class KX_GameObject* gameobj,
	SCA_LogicManager* logicmgr,
	int activeLayerBitInfo,
	bool isInActiveLayer,
	KX_BlenderSceneConverter* converter
) {
	int uniqueint=0;
	int count = 0;
	int executePriority=0;
	bController* bcontr = (bController*)blenderobject->controllers.first;
	while (bcontr)
	{
		bcontr = bcontr->next;
		count++;
	}
	gameobj->ReserveController(count);
	bcontr = (bController*)blenderobject->controllers.first;
	while (bcontr)
	{
		SCA_IController* gamecontroller = NULL;
		switch(bcontr->type)
		{
			case CONT_LOGIC_AND:
			{
				gamecontroller = new SCA_ANDController(gameobj);
				break;
			}
			case CONT_LOGIC_OR:
			{
				gamecontroller = new SCA_ORController(gameobj);
				break;
			}
			case CONT_LOGIC_NAND:
			{
				gamecontroller = new SCA_NANDController(gameobj);
				break;
			}
			case CONT_LOGIC_NOR:
			{
				gamecontroller = new SCA_NORController(gameobj);
				break;
			}
			case CONT_LOGIC_XOR:
			{
				gamecontroller = new SCA_XORController(gameobj);
				break;
			}
			case CONT_LOGIC_XNOR:
			{
				gamecontroller = new SCA_XNORController(gameobj);
				break;
			}
			case CONT_EXPRESSION:
			{
				bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
				STR_String expressiontext = STR_String(bexpcont->str);
				if (expressiontext.Length() > 0)
				{
					gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
				}
				break;
			}
			case CONT_PYTHON:
			{
				bPythonCont* pycont = (bPythonCont*) bcontr->data;
				SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
				gamecontroller = pyctrl;
#ifdef WITH_PYTHON

				pyctrl->SetNamespace(converter->GetPyNamespace());
				
				if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
					if (pycont->text)
					{
						char *buf;
						// this is some blender specific code
						buf= txt_to_buf(pycont->text);
						if (buf)
						{
							pyctrl->SetScriptText(STR_String(buf));
							pyctrl->SetScriptName(pycont->text->id.name+2);
							MEM_freeN(buf);
						}
						
					}
				}
				else {
					/* let the controller print any warnings here when importing */
					pyctrl->SetScriptText(STR_String(pycont->module)); 
					pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */

					if(pycont->flag & CONT_PY_DEBUG) {
						printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
						pyctrl->SetDebug(true);
					}
				}
				
#endif // WITH_PYTHON

				break;
			}
			default:
			{
				
			}
		}

		if (gamecontroller)
		{
			LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
			gamecontroller->SetExecutePriority(executePriority++);
			gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
			gamecontroller->SetState(bcontr->state_mask);
			STR_String uniquename = bcontr->name;
			uniquename += "#CONTR#";
			uniqueint++;
			CIntValue* uniqueval = new CIntValue(uniqueint);
			uniquename += uniqueval->GetText();
			uniqueval->Release();
			//unique name was never implemented for sensors and actuators, only for controllers
			//and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators
			//at some point it should either be implemented globally (and saved as a separate var) or removed.
			//gamecontroller->SetName(uniquename);
			gamecontroller->SetName(bcontr->name);
			gameobj->AddController(gamecontroller);
			
			converter->RegisterGameController(gamecontroller, bcontr);

#ifdef WITH_PYTHON
			if (bcontr->type==CONT_PYTHON) {
				SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
				/* not strictly needed but gives syntax errors early on and
				 * gives more predictable performance for larger scripts */
				if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
					pyctrl->Compile();
				else {
					/* We cant do this because importing runs the script which could end up accessing
					 * internal BGE functions, this is unstable while we're converting the scene.
					 * This is a pitty because its useful to see errors at startup but cant help it */
					
					// pyctrl->Import();
				}
			}
#endif // WITH_PYTHON

			//done with gamecontroller
			gamecontroller->Release();
		}
		
		bcontr = bcontr->next;
	}

}