blender/source/gameengine/Converter/KX_ConvertSensors.cpp
Dalai Felinto 32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00

689 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 *****
* Conversion of Blender data blocks to KX sensor system
*/
/** \file gameengine/Converter/KX_ConvertSensors.cpp
* \ingroup bgeconv
*/
#include <stdio.h>
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable : 4786)
#endif //WIN32
#include "wm_event_types.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertSensors.h"
/* This little block needed for linking to Blender... */
#if defined(WIN32) && !defined(FREE_WINDOWS)
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_sensor_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 "KX_BlenderGL.h"
#include "RAS_ICanvas.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.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 frequency = 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, frequency, 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;
frequency = 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);
STR_String touchPropOrMatName = ( bFindMaterial ?
blendertouchsensor->materialName:
(blendertouchsensor->name ? blendertouchsensor->name: ""));
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
bTouchPulse,
touchPropOrMatName);
}
}
break;
}
case SENS_TOUCH:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String touchpropertyname;
bTouchSensor* blendertouchsensor = (bTouchSensor*)sens->data;
if (blendertouchsensor->ma)
{
touchpropertyname = (char*) (blendertouchsensor->ma->id.name+2);
}
bool bFindMaterial = true;
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
false,
touchpropertyname);
}
}
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 */
STR_String subject = (msgSens->subject
? (char*)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)
{
STR_String nearpropertyname;
bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
if (blendernearsensor->name)
{
// only objects that own this property will be taken into account
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;
PHY__Vector3 pos;
const MT_Vector3& wpos = gameobj->NodeGetWorldPosition();
pos[0] = (float)wpos[0];
pos[1] = (float)wpos[1];
pos[2] = (float)wpos[2];
pos[3] = 0.f;
bool bFindMaterial = false;
PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos);
//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); // 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 behaviour 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 */
gamesensor = new KX_MouseFocusSensor(eventmgr,
startx,
starty,
keytype,
trackfocus,
(bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
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;
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)
{
STR_String radarpropertyname;
STR_String touchpropertyname;
bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
int radaraxis = blenderradarsensor->axis;
if (blenderradarsensor->name)
{
// only objects that own this property will be taken into account
radarpropertyname = (char*) blenderradarsensor->name;
}
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(MT_radians((blenderradarsensor->angle)/2.0));
//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 < 0.01 ? 0.01 : 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)
{
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,
frequency);
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) {
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();
}
sens=sens->next;
}
}