blender/source/gameengine/Converter/KX_ConvertSensors.cpp
Jorge Bernal 8c98b1649d BGE: Fix for T42341 Sensor.frequency is badly named
"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses.

Naming something (frequency) the exact opposite of what it represents (period) was the worst choice.

Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated.

Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions.

Thanks to Sybren for the investigation.

{F162440}

Reviewers: campbellbarton, sybren, moguri, hg1

Reviewed By: sybren, hg1

Differential Revision: https://developer.blender.org/D1229
2015-04-16 06:39:33 +02:00

663 lines
20 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/Converter/KX_ConvertSensors.cpp
* \ingroup bgeconv
*
* Conversion of Blender data blocks to KX sensor system
*/
#include <stdio.h>
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include "wm_event_types.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertSensors.h"
/* This little block needed for linking to Blender... */
#ifdef _MSC_VER
# include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h" /* for SENS_ALL_KEYS ? this define is
* probably misplaced */
/* end of blender include block */
#include "RAS_IPolygonMaterial.h"
// Sensors
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "SCA_KeyboardSensor.h"
#include "SCA_MouseSensor.h"
#include "SCA_AlwaysSensor.h"
#include "KX_TouchSensor.h"
#include "KX_NearSensor.h"
#include "KX_RadarSensor.h"
#include "KX_MouseFocusSensor.h"
#include "KX_ArmatureSensor.h"
#include "SCA_JoystickSensor.h"
#include "KX_NetworkMessageSensor.h"
#include "SCA_ActuatorSensor.h"
#include "SCA_DelaySensor.h"
#include "SCA_PropertySensor.h"
#include "SCA_RandomSensor.h"
#include "KX_RaySensor.h"
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
#include "KX_BlenderInputDevice.h"
#include "KX_Scene.h"
#include "IntValue.h"
#include "KX_BlenderKeyboardDevice.h"
#include "RAS_ICanvas.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "BL_BlenderDataConversion.h"
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) {
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, bTouchPulse = false;
bCollisionSensor* blendertouchsensor = (bCollisionSensor*)sens->data;
bFindMaterial = (blendertouchsensor->mode & SENS_COLLISION_MATERIAL);
bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
const STR_String touchPropOrMatName = bFindMaterial ?
blendertouchsensor->materialName : blendertouchsensor->name;
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
bTouchPulse,
touchPropOrMatName);
}
}
break;
}
case SENS_MESSAGE:
{
KX_NetworkEventManager* eventmgr = (KX_NetworkEventManager*)
logicmgr->FindEventManager(SCA_EventManager::NETWORK_EVENTMGR);
if (eventmgr) {
bMessageSensor* msgSens = (bMessageSensor*) sens->data;
/* Get our NetworkScene */
NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
/* filter on the incoming subjects, might be empty */
const STR_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 STR_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_TouchEventManager::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);
STR_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);
}
} else {
// cout << "\n Could't find mouse event manager..."; - should throw an error here...
}
break;
}
case SENS_PROPERTY:
{
bPropertySensor* blenderpropsensor = (bPropertySensor*) sens->data;
SCA_EventManager* eventmgr
= logicmgr->FindEventManager(SCA_EventManager::BASIC_EVENTMGR);
if (eventmgr)
{
STR_String propname=blenderpropsensor->name;
STR_String propval=blenderpropsensor->value;
STR_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)
{
STR_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)
{
STR_String bonename=blenderarmsensor->posechannel;
STR_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 STR_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);
STR_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;
gamesensor = new KX_RaySensor(eventmgr,
gameobj,
checkname,
bFindMaterial,
bXRay,
distance,
axis,
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_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 hat =0;
int hatf =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_HAT:
hat = bjoy->hat;
hatf = bjoy->hatf;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_HAT;
break;
case SENS_JOY_AXIS_SINGLE:
axis = bjoy->axis_single;
prec = bjoy->precision;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS_SINGLE;
break;
default:
printf("Error: bad case statement\n");
break;
}
gamesensor = new SCA_JoystickSensor(
eventmgr,
gameobj,
bjoy->joyindex,
joysticktype,
axis,axisf,
prec,
button,
hat,hatf,
(bjoy->flag & SENS_JOY_ANY_EVENT));
}
else
{
printf("Error there was a problem finding the event manager\n");
}
break;
}
default:
{
}
}
if (gamesensor && !(sens->flag & SENS_DEACTIVATE))
{
gamesensor->SetExecutePriority(executePriority++);
STR_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);
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 {
printf("Warning, sensor \"%s\" could not find its controller "
"(link %d of %d) from object \"%s\"\n"
"\tthere has been an error converting the blender controller for the game engine,"
"logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
}
}
}
else {
printf("Warning, sensor \"%s\" has lost a link to a controller "
"(link %d of %d) from object \"%s\"\n"
"\tpossible causes are partially appended objects or an error reading the file,"
"logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
}
}
// 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();
}
else if (gamesensor)
gamesensor->Release();
sens=sens->next;
}
}