forked from bartvdbraak/blender
1050 lines
30 KiB
C++
1050 lines
30 KiB
C++
/**
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* $Id$
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*
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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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* Convert Blender actuators for use in the GameEngine
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*/
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#define BLENDER_HACK_DTIME 0.02
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertActuators.h"
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#include "AUD_C-API.h"
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// Actuators
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//SCA logiclibrary native logicbricks
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#include "SCA_PropertyActuator.h"
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#include "SCA_LogicManager.h"
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#include "SCA_RandomActuator.h"
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#include "SCA_2DFilterActuator.h"
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// Ketsji specific logicbricks
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#include "KX_SceneActuator.h"
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#include "KX_IpoActuator.h"
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#include "KX_SoundActuator.h"
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#include "KX_ObjectActuator.h"
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#include "KX_TrackToActuator.h"
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#include "KX_ConstraintActuator.h"
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#include "KX_CameraActuator.h"
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#include "KX_GameActuator.h"
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#include "KX_StateActuator.h"
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#include "KX_VisibilityActuator.h"
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#include "KX_SCA_AddObjectActuator.h"
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#include "KX_SCA_EndObjectActuator.h"
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#include "KX_SCA_ReplaceMeshActuator.h"
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#include "KX_ParentActuator.h"
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#include "KX_SCA_DynamicActuator.h"
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#include "KX_Scene.h"
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#include "KX_KetsjiEngine.h"
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#include "IntValue.h"
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#include "KX_GameObject.h"
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/* This little block needed for linking to Blender... */
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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#define FILE_MAX 240 // repeated here to avoid dependency from BKE_utildefines.h
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#include "KX_NetworkMessageActuator.h"
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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_sound_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_packedFile_types.h"
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#include "BL_ActionActuator.h"
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#include "BL_ShapeActionActuator.h"
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/* end of blender include block */
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#include "BL_BlenderDataConversion.h"
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/**
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KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
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*/
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#define KX_BLENDERTRUNC(x) (( x < 0.0001 && x > -0.0001 ) ? 0.0 : x)
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void BL_ConvertActuators(char* maggiename,
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struct Object* blenderobject,
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KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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KX_Scene* scene,
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KX_KetsjiEngine* ketsjiEngine,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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RAS_IRenderTools* rendertools,
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KX_BlenderSceneConverter* converter
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)
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{
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int uniqueint = 0;
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int actcount = 0;
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int executePriority = 0;
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bActuator* bact = (bActuator*) blenderobject->actuators.first;
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while (bact)
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{
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actcount++;
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bact = bact->next;
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}
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gameobj->ReserveActuator(actcount);
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bact = (bActuator*) blenderobject->actuators.first;
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while(bact)
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{
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STR_String uniquename = bact->name;
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STR_String& objectname = gameobj->GetName();
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SCA_IActuator* baseact = NULL;
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switch (bact->type)
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{
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case ACT_OBJECT:
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{
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bObjectActuator* obact = (bObjectActuator*) bact->data;
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KX_GameObject* obref = NULL;
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MT_Vector3 forcevec(KX_BLENDERTRUNC(obact->forceloc[0]),
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KX_BLENDERTRUNC(obact->forceloc[1]),
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KX_BLENDERTRUNC(obact->forceloc[2]));
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MT_Vector3 torquevec(obact->forcerot[0],obact->forcerot[1],obact->forcerot[2]);
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MT_Vector3 dlocvec ( KX_BLENDERTRUNC(obact->dloc[0]),
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KX_BLENDERTRUNC(obact->dloc[1]),
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KX_BLENDERTRUNC(obact->dloc[2]));
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MT_Vector3 drotvec ( KX_BLENDERTRUNC(obact->drot[0]),obact->drot[1],obact->drot[2]);
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MT_Vector3 linvelvec ( KX_BLENDERTRUNC(obact->linearvelocity[0]),
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KX_BLENDERTRUNC(obact->linearvelocity[1]),
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KX_BLENDERTRUNC(obact->linearvelocity[2]));
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MT_Vector3 angvelvec ( KX_BLENDERTRUNC(obact->angularvelocity[0]),
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KX_BLENDERTRUNC(obact->angularvelocity[1]),
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KX_BLENDERTRUNC(obact->angularvelocity[2]));
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short damping = obact->damping;
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drotvec /= BLENDER_HACK_DTIME;
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//drotvec /= BLENDER_HACK_DTIME;
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drotvec *= MT_2_PI/360.0;
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//dlocvec /= BLENDER_HACK_DTIME;
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//linvelvec /= BLENDER_HACK_DTIME;
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//angvelvec /= BLENDER_HACK_DTIME;
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/* Blender uses a bit vector internally for the local-flags. In */
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/* KX, we have four bools. The compiler should be smart enough */
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/* to do the right thing. We need to explicitly convert here! */
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KX_LocalFlags bitLocalFlag;
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bitLocalFlag.Force = bool((obact->flag & ACT_FORCE_LOCAL)!=0);
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bitLocalFlag.Torque = bool((obact->flag & ACT_TORQUE_LOCAL) !=0);//rlocal;
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bitLocalFlag.DLoc = bool((obact->flag & ACT_DLOC_LOCAL)!=0);
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bitLocalFlag.DRot = bool((obact->flag & ACT_DROT_LOCAL)!=0);
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bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0);
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bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0);
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bitLocalFlag.ServoControl = bool(obact->type == ACT_OBJECT_SERVO);
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bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
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if (obact->reference && bitLocalFlag.ServoControl)
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{
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obref = converter->FindGameObject(obact->reference);
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}
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KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
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obref,
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forcevec.getValue(),
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torquevec.getValue(),
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dlocvec.getValue(),
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drotvec.getValue(),
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linvelvec.getValue(),
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angvelvec.getValue(),
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damping,
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bitLocalFlag
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);
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baseact = tmpbaseact;
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break;
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}
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case ACT_ACTION:
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{
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if (blenderobject->type==OB_ARMATURE){
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
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gameobj,
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propname,
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propframe,
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actact->sta,
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actact->end,
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actact->act,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->blendin,
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actact->priority,
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actact->end_reset,
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actact->stridelength
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// Ketsji at 1, because zero is reserved for "NoDef"
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);
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baseact= tmpbaseact;
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break;
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}
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else
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printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2);
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}
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case ACT_SHAPEACTION:
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{
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if (blenderobject->type==OB_MESH){
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
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gameobj,
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propname,
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propframe,
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actact->sta,
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actact->end,
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actact->act,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->blendin,
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actact->priority,
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actact->stridelength
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// Ketsji at 1, because zero is reserved for "NoDef"
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);
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baseact= tmpbaseact;
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break;
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}
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else
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printf ("Discarded shape action actuator from non-mesh object [%s]\n", blenderobject->id.name+2);
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}
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case ACT_IPO:
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{
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bIpoActuator* ipoact = (bIpoActuator*) bact->data;
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bool ipochild = (ipoact->flag & ACT_IPOCHILD) !=0;
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STR_String propname = ipoact->name;
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STR_String frameProp = ipoact->frameProp;
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// first bit?
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bool ipo_as_force = (ipoact->flag & ACT_IPOFORCE);
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bool local = (ipoact->flag & ACT_IPOLOCAL);
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bool ipo_add = (ipoact->flag & ACT_IPOADD);
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KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
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gameobj,
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propname ,
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frameProp,
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ipoact->sta,
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ipoact->end,
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ipochild,
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ipoact->type + 1, // + 1, because Blender starts to count at zero,
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// Ketsji at 1, because zero is reserved for "NoDef"
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ipo_as_force,
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ipo_add,
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local);
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baseact = tmpbaseact;
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break;
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}
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case ACT_LAMP:
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{
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break;
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}
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case ACT_CAMERA:
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{
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bCameraActuator *camact = (bCameraActuator *) bact->data;
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if (camact->ob) {
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KX_GameObject *tmpgob = converter->FindGameObject(camact->ob);
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/* visifac, fac and axis are not copied from the struct... */
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/* that's some internal state... */
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KX_CameraActuator *tmpcamact
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= new KX_CameraActuator(gameobj,
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tmpgob,
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camact->height,
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camact->min,
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camact->max,
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camact->axis=='x');
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baseact = tmpcamact;
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}
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break;
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}
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case ACT_MESSAGE:
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{
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bMessageActuator *msgAct = (bMessageActuator *) bact->data;
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/**
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* Get the name of the properties that objects must own that
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* we're sending to, if present
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*/
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STR_String toPropName = (msgAct->toPropName
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? (char*) msgAct->toPropName
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: "");
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/* BGE Wants "OB" prefix */
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if (toPropName != "")
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toPropName = "OB" + toPropName;
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/**
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* Get the Message Subject to send.
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*/
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STR_String subject = (msgAct->subject
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? (char*) msgAct->subject
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: "");
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/**
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* Get the bodyType
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*/
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int bodyType = msgAct->bodyType;
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/**
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* Get the body (text message or property name whose value
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* we'll be sending, might be empty
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*/
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STR_String body = (msgAct->body
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? (char*) msgAct->body
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: "");
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KX_NetworkMessageActuator *tmpmsgact =
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new KX_NetworkMessageActuator(
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gameobj, // actuator controlling object
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scene->GetNetworkScene(), // needed for replication
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toPropName,
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subject,
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bodyType,
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body);
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baseact = tmpmsgact;
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break;
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}
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case ACT_MATERIAL:
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{
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break;
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}
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case ACT_SOUND:
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{
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bSoundActuator* soundact = (bSoundActuator*) bact->data;
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/* get type, and possibly a start and end frame */
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KX_SoundActuator::KX_SOUNDACT_TYPE
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
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switch(soundact->type) {
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case ACT_SND_PLAY_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP;
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break;
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case ACT_SND_PLAY_END_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYEND;
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break;
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case ACT_SND_LOOP_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPSTOP;
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break;
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case ACT_SND_LOOP_END_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPEND;
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break;
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case ACT_SND_LOOP_BIDIRECTIONAL_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL;
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break;
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case ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP;
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break;
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default:
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/* This is an error!!! */
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
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}
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if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF)
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{
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bSound* sound = soundact->sound;
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bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
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AUD_Sound* snd_sound = NULL;
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KX_3DSoundSettings settings;
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settings.cone_inner_angle = soundact->sound3D.cone_inner_angle;
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settings.cone_outer_angle = soundact->sound3D.cone_outer_angle;
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settings.cone_outer_gain = soundact->sound3D.cone_outer_gain;
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settings.max_distance = soundact->sound3D.max_distance;
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settings.max_gain = soundact->sound3D.max_gain;
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settings.min_gain = soundact->sound3D.min_gain;
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settings.reference_distance = soundact->sound3D.reference_distance;
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settings.rolloff_factor = soundact->sound3D.rolloff_factor;
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if(!sound)
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{
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std::cout << "WARNING: Sound actuator \"" << bact->name <<
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"\" from object \"" << blenderobject->id.name+2 <<
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"\" has no sound datablock." << std::endl;
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}
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else
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snd_sound = sound->cache ? sound->cache : sound->handle;
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KX_SoundActuator* tmpsoundact =
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new KX_SoundActuator(gameobj,
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snd_sound,
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soundact->volume,
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exp((soundact->pitch / 12.0) * log(2.0)),
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is3d,
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settings,
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soundActuatorType);
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tmpsoundact->SetName(bact->name);
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baseact = tmpsoundact;
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}
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break;
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}
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case ACT_PROPERTY:
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{
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bPropertyActuator* propact = (bPropertyActuator*) bact->data;
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SCA_IObject* destinationObj = NULL;
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/*
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here the destinationobject is searched. problem with multiple scenes: other scenes
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have not been converted yet, so the destobj will not be found, so the prop will
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not be copied.
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possible solutions:
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- convert everything when possible and not realtime only when needed.
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- let the object-with-property report itself to the act when converted
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*/
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if (propact->ob)
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destinationObj = converter->FindGameObject(propact->ob);
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SCA_PropertyActuator* tmppropact = new SCA_PropertyActuator(
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gameobj,
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destinationObj,
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propact->name,
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propact->value,
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propact->type+1); // + 1 because Ketsji Logic starts
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// with 0 for KX_ACT_PROP_NODEF
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baseact = tmppropact;
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break;
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}
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case ACT_EDIT_OBJECT:
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{
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bEditObjectActuator *editobact
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= (bEditObjectActuator *) bact->data;
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/* There are four different kinds of 'edit object' thingies */
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/* The alternative to this lengthy conversion is packing */
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/* several actuators in one, which is not very nice design.. */
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switch (editobact->type) {
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case ACT_EDOB_ADD_OBJECT:
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{
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// does the 'original' for replication exists, and
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// is it in a non-active layer ?
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SCA_IObject* originalval = NULL;
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if (editobact->ob)
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{
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if (editobact->ob->lay & activeLayerBitInfo)
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{
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fprintf(stderr, "Warning, object \"%s\" from AddObject actuator \"%s\" is not in a hidden layer.\n", objectname.Ptr(), uniquename.Ptr());
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}
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else {
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originalval = converter->FindGameObject(editobact->ob);
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}
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}
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KX_SCA_AddObjectActuator* tmpaddact =
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new KX_SCA_AddObjectActuator(
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gameobj,
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originalval,
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editobact->time,
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scene,
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editobact->linVelocity,
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(editobact->localflag & ACT_EDOB_LOCAL_LINV)!=0,
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editobact->angVelocity,
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(editobact->localflag & ACT_EDOB_LOCAL_ANGV)!=0
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);
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//editobact->ob to gameobj
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baseact = tmpaddact;
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}
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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 = NULL;
|
|
if (editobact->me)
|
|
tmpmesh = BL_ConvertMesh(
|
|
editobact->me,
|
|
blenderobject,
|
|
scene,
|
|
converter
|
|
);
|
|
|
|
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,
|
|
blenderobject->trackflag,
|
|
blenderobject->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 = (MT_2_PI * conact->minloc[0])/360.0;
|
|
max = (MT_2_PI * conact->maxloc[0])/360.0;
|
|
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 = MT_2_PI * conact->minrot[0] / 360.0;
|
|
max = MT_2_PI * conact->maxrot[0] / 360.0;
|
|
break;
|
|
case ACT_CONST_ROTY:
|
|
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTY;
|
|
min = MT_2_PI * conact->minrot[1] / 360.0;
|
|
max = MT_2_PI * conact->maxrot[1] / 360.0;
|
|
break;
|
|
case ACT_CONST_ROTZ:
|
|
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTZ;
|
|
min = MT_2_PI * conact->minrot[2] / 360.0;
|
|
max = MT_2_PI * conact->maxrot[2] / 360.0;
|
|
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; // this '2' is necessary to remove prefix 'SC'
|
|
}
|
|
|
|
break;
|
|
}
|
|
case ACT_SCENE_CAMERA:
|
|
mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
|
|
if (sceneact->camera)
|
|
{
|
|
cam = (KX_Camera*) converter->FindGameObject(sceneact->camera);
|
|
}
|
|
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;
|
|
}
|
|
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(),rendertools);
|
|
|
|
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;
|
|
}
|
|
|
|
default:
|
|
; /* generate some error */
|
|
}
|
|
|
|
if (baseact)
|
|
{
|
|
baseact->SetExecutePriority(executePriority++);
|
|
uniquename += "#ACT#";
|
|
uniqueint++;
|
|
CIntValue* uniqueval = new CIntValue(uniqueint);
|
|
uniquename += uniqueval->GetText();
|
|
uniqueval->Release();
|
|
baseact->SetName(bact->name);
|
|
//gameobj->SetProperty(uniquename,baseact);
|
|
gameobj->AddActuator(baseact);
|
|
|
|
converter->RegisterGameActuator(baseact, bact);
|
|
// done with baseact, release it
|
|
baseact->Release();
|
|
}
|
|
|
|
bact = bact->next;
|
|
}
|
|
}
|
|
|
|
|