forked from bartvdbraak/blender
7b2567924b
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
868 lines
24 KiB
C++
868 lines
24 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL LICENSE BLOCK *****
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* Convert Blender actuators for use in the GameEngine
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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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 "KX_BlenderSceneConverter.h"
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#include "KX_ConvertActuators.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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// 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_CDActuator.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_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_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 "BLI_blenlib.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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/* 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 & executePriority,
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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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bActuator* 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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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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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.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
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KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
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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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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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BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
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gameobj,
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propname,
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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 action actuator from non-armature 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 ? ipoact->name : "");
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// first bit?
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bool ipo_as_force = (ipoact->flag & ACT_IPOFORCE);
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bool force_local = (ipoact->flag & ACT_IPOFORCE_LOCAL);
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KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
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gameobj,
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propname ,
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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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force_local
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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_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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/**
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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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short startFrame = soundact->sta, stopFrame = soundact->end;
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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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SND_SoundObject* sndobj = NULL;
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if (soundact->sound)
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{
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SND_Scene* soundscene = scene->GetSoundScene();
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STR_String samplename = soundact->sound->name;
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bool sampleisloaded = false;
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/* let's see if the sample was already loaded */
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if (soundscene->IsSampleLoaded(samplename))
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{
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sampleisloaded = true;
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}
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else
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{
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/* if not, make it so */
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PackedFile* pf = soundact->sound->newpackedfile;
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/* but we need a packed file then */
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if (pf)
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{
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if (soundscene->LoadSample(samplename, pf->data, pf->size) > -1)
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sampleisloaded = true;
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}
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/* or else load it from disk */
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else
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{
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/* but we need to convert the samplename into absolute pathname first */
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BLI_convertstringcode(soundact->sound->name, maggiename, 0);
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samplename = soundact->sound->name;
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/* and now we can load it */
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if (soundscene->LoadSample(samplename, NULL, 0) > -1)
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sampleisloaded = true;
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}
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}
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if (sampleisloaded)
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{
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sndobj = new SND_SoundObject();
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sndobj->SetSampleName(samplename.Ptr());
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sndobj->SetObjectName(bact->name);
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sndobj->SetRollOffFactor(soundact->sound->attenuation);
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sndobj->SetGain(soundact->sound->volume);
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sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
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// sndobj->SetLoopStart(soundact->sound->loopstart);
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// sndobj->SetLoopStart(soundact->sound->loopend);
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if (soundact->sound->flags & SOUND_FLAGS_LOOP)
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{
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if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
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sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
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else
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sndobj->SetLoopMode(SND_LOOP_NORMAL);
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}
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else
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sndobj->SetLoopMode(SND_LOOP_OFF);
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if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
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sndobj->SetHighPriority(true);
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else
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sndobj->SetHighPriority(false);
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if (soundact->sound->flags & SOUND_FLAGS_3D)
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sndobj->Set3D(true);
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else
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sndobj->Set3D(false);
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KX_SoundActuator* tmpsoundact =
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new KX_SoundActuator(gameobj,
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sndobj,
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scene->GetSoundScene(), // needed for replication!
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soundActuatorType,
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startFrame,
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stopFrame);
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tmpsoundact->SetName(bact->name);
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baseact = tmpsoundact;
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soundscene->AddObject(sndobj);
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} else {
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std::cout << "WARNING: Sound actuator " << bact->name << " failed to load sample." << std::endl;
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}
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}
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}
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break;
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}
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case ACT_CD:
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{
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bCDActuator* cdact = (bCDActuator*) bact->data;
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/* get type, and possibly a start and end frame */
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short startFrame = cdact->sta, stopFrame = cdact->end;
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KX_CDActuator::KX_CDACT_TYPE
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cdActuatorType = KX_CDActuator::KX_CDACT_NODEF;
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switch(cdact->type)
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{
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case ACT_CD_PLAY_ALL:
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cdActuatorType = KX_CDActuator::KX_CDACT_PLAY_ALL;
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break;
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case ACT_CD_PLAY_TRACK:
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cdActuatorType = KX_CDActuator::KX_CDACT_PLAY_TRACK;
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break;
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case ACT_CD_LOOP_TRACK:
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cdActuatorType = KX_CDActuator::KX_CDACT_LOOP_TRACK;
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break;
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case ACT_CD_VOLUME:
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cdActuatorType = KX_CDActuator::KX_CDACT_VOLUME;
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break;
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case ACT_CD_STOP:
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cdActuatorType = KX_CDActuator::KX_CDACT_STOP;
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break;
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case ACT_CD_PAUSE:
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cdActuatorType = KX_CDActuator::KX_CDACT_PAUSE;
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break;
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case ACT_CD_RESUME:
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cdActuatorType = KX_CDActuator::KX_CDACT_RESUME;
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break;
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default:
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|
/* This is an error!!! */
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cdActuatorType = KX_CDActuator::KX_CDACT_NODEF;
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}
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if (cdActuatorType != KX_CDActuator::KX_CDACT_NODEF)
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{
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SND_Scene* soundscene = scene->GetSoundScene();
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SND_CDObject* pCD = SND_CDObject::Instance();
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if (pCD)
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{
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pCD->SetGain(cdact->volume);
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KX_CDActuator* tmpcdact =
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new KX_CDActuator(gameobj,
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scene->GetSoundScene(), // needed for replication!
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cdActuatorType,
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cdact->track,
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startFrame,
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stopFrame);
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tmpcdact->SetName(bact->name);
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baseact = tmpcdact;
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}
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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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CValue* 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
|
|
*/
|
|
if (propact->ob)
|
|
destinationObj = converter->FindGameObject(propact->ob);
|
|
|
|
SCA_PropertyActuator* tmppropact = new SCA_PropertyActuator(
|
|
gameobj,
|
|
destinationObj,
|
|
propact->name,
|
|
propact->value,
|
|
propact->type+1); // + 1 because Ketsji Logic starts
|
|
// with 0 for KX_ACT_PROP_NODEF
|
|
baseact = tmppropact;
|
|
break;
|
|
}
|
|
case ACT_EDIT_OBJECT:
|
|
{
|
|
bEditObjectActuator *editobact
|
|
= (bEditObjectActuator *) bact->data;
|
|
/* There are four different kinds of 'edit object' thingies */
|
|
/* The alternative to this lengthy conversion is packing */
|
|
/* several actuators in one, which is not very nice design.. */
|
|
switch (editobact->type) {
|
|
case ACT_EDOB_ADD_OBJECT:
|
|
{
|
|
|
|
// does the 'original' for replication exists, and
|
|
// is it in a non-active layer ?
|
|
CValue* originalval = NULL;
|
|
if (editobact->ob && !(editobact->ob->lay & activeLayerBitInfo))
|
|
originalval = converter->FindGameObject(editobact->ob);
|
|
|
|
MT_Vector3 linvelvec ( KX_BLENDERTRUNC(editobact->linVelocity[0]),
|
|
KX_BLENDERTRUNC(editobact->linVelocity[1]),
|
|
KX_BLENDERTRUNC(editobact->linVelocity[2]));
|
|
|
|
KX_SCA_AddObjectActuator* tmpaddact =
|
|
new KX_SCA_AddObjectActuator(
|
|
gameobj,
|
|
originalval,
|
|
editobact->time,
|
|
scene,
|
|
linvelvec.getValue(),
|
|
editobact->localflag!=0
|
|
);
|
|
|
|
//editobact->ob to gameobj
|
|
baseact = tmpaddact;
|
|
}
|
|
break;
|
|
case ACT_EDOB_END_OBJECT:
|
|
{
|
|
KX_SCA_EndObjectActuator* tmpendact
|
|
= new KX_SCA_EndObjectActuator(gameobj,scene);
|
|
baseact = tmpendact;
|
|
}
|
|
break;
|
|
case ACT_EDOB_REPLACE_MESH:
|
|
{
|
|
RAS_MeshObject *tmpmesh = NULL;
|
|
if (editobact->me)
|
|
tmpmesh = BL_ConvertMesh(
|
|
editobact->me,
|
|
blenderobject,
|
|
rendertools,
|
|
scene,
|
|
converter
|
|
);
|
|
|
|
KX_SCA_ReplaceMeshActuator* tmpreplaceact
|
|
= new KX_SCA_ReplaceMeshActuator(
|
|
gameobj,
|
|
tmpmesh,
|
|
scene
|
|
);
|
|
|
|
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_CONSTRAINT:
|
|
{
|
|
float min = 0.0, max = 0.0;
|
|
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 */
|
|
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,
|
|
min,
|
|
max,
|
|
locrot);
|
|
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:
|
|
if (sceneact->camera)
|
|
{
|
|
mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
|
|
cam = (KX_Camera*) converter->FindGameObject(sceneact->camera);
|
|
}
|
|
else
|
|
{
|
|
// TODO:warn user
|
|
}
|
|
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;
|
|
}
|
|
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;
|
|
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);
|
|
|
|
tmp_vis_act =
|
|
new KX_VisibilityActuator(gameobj,
|
|
!v);
|
|
|
|
baseact = tmp_vis_act;
|
|
}
|
|
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(STR_String(bact->name));
|
|
//gameobj->SetProperty(uniquename,baseact);
|
|
gameobj->AddActuator(baseact);
|
|
|
|
converter->RegisterGameActuator(baseact, bact);
|
|
}
|
|
|
|
bact = bact->next;
|
|
}
|
|
}
|
|
|