02132de7aa
NAND controller is an inverted AND controller: the output is 1 if any of the input is 0. NOR controller is an inverted OR controller: the output is 0 if any of the input is 1. XOR controller is an exclusive OR: the output is 1 if and only if one input is 1 and all the other inputs are 0. XNOR controller is an inverted XOR: the output is 0 if and only if one input is 0 and all the other inputs are 0. The NAND, NORT and XNOR controllers are very usefull to create complementary outputs to start and stop actuators synchronously. MSCV project files updated.
211 lines
5.3 KiB
C++
211 lines
5.3 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_NANDController.h"
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#include "SCA_NORController.h"
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#include "SCA_XORController.h"
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#include "SCA_XNORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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static void
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LinkControllerToActuators(
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SCA_IController *game_controller,
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bController* bcontr,
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SCA_LogicManager* logicmgr,
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KX_BlenderSceneConverter* converter
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) {
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// Iterate through the actuators of the game blender
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// controller and find the corresponding ketsji actuator.
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for (int i=0;i<bcontr->totlinks;i++)
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{
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bActuator* bact = (bActuator*) bcontr->links[i];
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SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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if (game_actuator) {
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logicmgr->RegisterToActuator(game_controller, game_actuator);
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}
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}
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}
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void BL_ConvertControllers(
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struct Object* blenderobject,
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class KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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PyObject* pythondictionary,
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int &executePriority,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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KX_BlenderSceneConverter* converter
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) {
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int uniqueint=0;
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bController* bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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SCA_IController* gamecontroller = NULL;
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switch(bcontr->type)
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{
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case CONT_LOGIC_AND:
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{
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gamecontroller = new SCA_ANDController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_OR:
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{
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gamecontroller = new SCA_ORController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_NAND:
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{
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gamecontroller = new SCA_NANDController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_NOR:
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{
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gamecontroller = new SCA_NORController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_XOR:
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{
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gamecontroller = new SCA_XORController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_LOGIC_XNOR:
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{
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gamecontroller = new SCA_XNORController(gameobj);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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case CONT_EXPRESSION:
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{
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bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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STR_String expressiontext = STR_String(bexpcont->str);
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if (expressiontext.Length() > 0)
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{
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gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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}
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break;
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}
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case CONT_PYTHON:
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{
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// we should create a Python controller here
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj);
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gamecontroller = pyctrl;
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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pyctrl->SetDictionary(pythondictionary);
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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break;
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}
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default:
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{
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}
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}
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if (gamecontroller)
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{
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gamecontroller->SetExecutePriority(executePriority++);
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gamecontroller->SetState(bcontr->state_mask);
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STR_String uniquename = bcontr->name;
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uniquename += "#CONTR#";
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uniqueint++;
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CIntValue* uniqueval = new CIntValue(uniqueint);
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uniquename += uniqueval->GetText();
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uniqueval->Release();
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gamecontroller->SetName(uniquename);
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gameobj->AddController(gamecontroller);
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converter->RegisterGameController(gamecontroller, bcontr);
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//done with gamecontroller
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gamecontroller->Release();
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}
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bcontr = bcontr->next;
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}
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}
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