blender/source/gameengine/Converter/KX_ConvertActuators.cpp
Campbell Barton 07065b27b8 style cleanup
2012-03-28 05:03:24 +00:00

1128 lines
33 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 *****
* Convert Blender actuators for use in the GameEngine
*/
/** \file gameengine/Converter/KX_ConvertActuators.cpp
* \ingroup bgeconv
*/
#if defined(WIN32) && !defined(FREE_WINDOWS)
#pragma warning (disable : 4786)
#endif //WIN32
#include <math.h>
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertActuators.h"
#ifdef WITH_AUDASPACE
# include "AUD_C-API.h"
# include "AUD_ChannelMapperFactory.h"
#endif
// Actuators
//SCA logiclibrary native logicbricks
#include "SCA_PropertyActuator.h"
#include "SCA_LogicManager.h"
#include "SCA_RandomActuator.h"
#include "SCA_2DFilterActuator.h"
// Ketsji specific logicbricks
#include "KX_SceneActuator.h"
#include "KX_IpoActuator.h"
#include "KX_SoundActuator.h"
#include "KX_ObjectActuator.h"
#include "KX_TrackToActuator.h"
#include "KX_ConstraintActuator.h"
#include "KX_CameraActuator.h"
#include "KX_GameActuator.h"
#include "KX_StateActuator.h"
#include "KX_VisibilityActuator.h"
#include "KX_SCA_AddObjectActuator.h"
#include "KX_SCA_EndObjectActuator.h"
#include "KX_SCA_ReplaceMeshActuator.h"
#include "KX_ParentActuator.h"
#include "KX_SCA_DynamicActuator.h"
#include "KX_SteeringActuator.h"
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h"
#include "IntValue.h"
#include "KX_GameObject.h"
/* This little block needed for linking to Blender... */
#include "BKE_text.h"
#include "BLI_blenlib.h"
#include "BLI_math_base.h"
#define FILE_MAX 1024 // repeated here to avoid dependency from BKE_utildefines.h
#include "KX_NetworkMessageActuator.h"
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_sound_types.h"
#include "DNA_scene_types.h"
#include "DNA_actuator_types.h"
#include "DNA_packedFile_types.h"
#include "BL_ActionActuator.h"
#include "BL_ShapeActionActuator.h"
#include "BL_ArmatureActuator.h"
#include "RNA_access.h"
#include "BL_Action.h"
/* end of blender include block */
#include "BL_BlenderDataConversion.h"
/**
* KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
*/
#define KX_BLENDERTRUNC(x) (( x < 0.0001 && x > -0.0001 ) ? 0.0 : x)
void BL_ConvertActuators(const char* maggiename,
struct Object* blenderobject,
KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
KX_Scene* scene,
KX_KetsjiEngine* ketsjiEngine,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_IRenderTools* rendertools,
KX_BlenderSceneConverter* converter
)
{
int uniqueint = 0;
int actcount = 0;
int executePriority = 0;
bActuator* bact = (bActuator*) blenderobject->actuators.first;
while (bact)
{
actcount++;
bact = bact->next;
}
gameobj->ReserveActuator(actcount);
bact = (bActuator*) blenderobject->actuators.first;
while(bact)
{
STR_String uniquename = bact->name;
STR_String& objectname = gameobj->GetName();
SCA_IActuator* baseact = NULL;
switch (bact->type)
{
case ACT_OBJECT:
{
bObjectActuator* obact = (bObjectActuator*) bact->data;
KX_GameObject* obref = NULL;
MT_Vector3 forcevec(KX_BLENDERTRUNC(obact->forceloc[0]),
KX_BLENDERTRUNC(obact->forceloc[1]),
KX_BLENDERTRUNC(obact->forceloc[2]));
MT_Vector3 torquevec(obact->forcerot[0],obact->forcerot[1],obact->forcerot[2]);
MT_Vector3 dlocvec ( KX_BLENDERTRUNC(obact->dloc[0]),
KX_BLENDERTRUNC(obact->dloc[1]),
KX_BLENDERTRUNC(obact->dloc[2]));
MT_Vector3 drotvec ( KX_BLENDERTRUNC(obact->drot[0]),obact->drot[1],obact->drot[2]);
MT_Vector3 linvelvec ( KX_BLENDERTRUNC(obact->linearvelocity[0]),
KX_BLENDERTRUNC(obact->linearvelocity[1]),
KX_BLENDERTRUNC(obact->linearvelocity[2]));
MT_Vector3 angvelvec ( KX_BLENDERTRUNC(obact->angularvelocity[0]),
KX_BLENDERTRUNC(obact->angularvelocity[1]),
KX_BLENDERTRUNC(obact->angularvelocity[2]));
short damping = obact->damping;
/* Blender uses a bit vector internally for the local-flags. In */
/* KX, we have four bools. The compiler should be smart enough */
/* to do the right thing. We need to explicitly convert here! */
KX_LocalFlags bitLocalFlag;
bitLocalFlag.Force = bool((obact->flag & ACT_FORCE_LOCAL)!=0);
bitLocalFlag.Torque = bool((obact->flag & ACT_TORQUE_LOCAL) !=0);//rlocal;
bitLocalFlag.DLoc = bool((obact->flag & ACT_DLOC_LOCAL)!=0);
bitLocalFlag.DRot = bool((obact->flag & ACT_DROT_LOCAL)!=0);
bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0);
bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0);
bitLocalFlag.ServoControl = bool(obact->type == ACT_OBJECT_SERVO);
bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
if (obact->reference && bitLocalFlag.ServoControl)
{
obref = converter->FindGameObject(obact->reference);
}
KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
obref,
forcevec.getValue(),
torquevec.getValue(),
dlocvec.getValue(),
drotvec.getValue(),
linvelvec.getValue(),
angvelvec.getValue(),
damping,
bitLocalFlag
);
baseact = tmpbaseact;
break;
}
case ACT_ACTION:
{
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
short ipo_flags = 0;
// Convert flags
if (actact->flag & ACT_IPOFORCE) ipo_flags |= BL_Action::ACT_IPOFLAG_FORCE;
if (actact->flag & ACT_IPOLOCAL) ipo_flags |= BL_Action::ACT_IPOFLAG_LOCAL;
if (actact->flag & ACT_IPOADD) ipo_flags |= BL_Action::ACT_IPOFLAG_ADD;
if (actact->flag & ACT_IPOCHILD) ipo_flags |= BL_Action::ACT_IPOFLAG_CHILD;
BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
gameobj,
propname,
propframe,
actact->sta,
actact->end,
actact->act,
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
actact->layer,
actact->layer_weight,
ipo_flags,
actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);
baseact= tmpbaseact;
break;
}
case ACT_SHAPEACTION:
{
if (blenderobject->type==OB_MESH) {
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
gameobj,
propname,
propframe,
actact->sta,
actact->end,
actact->act,
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);
baseact= tmpbaseact;
break;
}
else
printf ("Discarded shape action actuator from non-mesh object [%s]\n", blenderobject->id.name+2);
}
case ACT_IPO:
{
bIpoActuator* ipoact = (bIpoActuator*) bact->data;
bool ipochild = (ipoact->flag & ACT_IPOCHILD) !=0;
STR_String propname = ipoact->name;
STR_String frameProp = ipoact->frameProp;
// first bit?
bool ipo_as_force = (ipoact->flag & ACT_IPOFORCE);
bool local = (ipoact->flag & ACT_IPOLOCAL);
bool ipo_add = (ipoact->flag & ACT_IPOADD);
KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
gameobj,
propname ,
frameProp,
ipoact->sta,
ipoact->end,
ipochild,
ipoact->type + 1, // + 1, because Blender starts to count at zero,
// Ketsji at 1, because zero is reserved for "NoDef"
ipo_as_force,
ipo_add,
local);
baseact = tmpbaseact;
break;
}
case ACT_LAMP:
{
break;
}
case ACT_CAMERA:
{
bCameraActuator *camact = (bCameraActuator *) bact->data;
if (camact->ob) {
KX_GameObject *tmpgob = converter->FindGameObject(camact->ob);
/* visifac, fac and axis are not copied from the struct... */
/* that's some internal state... */
KX_CameraActuator *tmpcamact
= new KX_CameraActuator(gameobj,
tmpgob,
camact->height,
camact->min,
camact->max,
camact->axis,
camact->damping);
baseact = tmpcamact;
}
break;
}
case ACT_MESSAGE:
{
bMessageActuator *msgAct = (bMessageActuator *) bact->data;
/* Get the name of the properties that objects must own that
* we're sending to, if present
*/
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
/* Get the Message Subject to send.
*/
STR_String subject = (msgAct->subject
? (char*) msgAct->subject
: "");
/* Get the bodyType
*/
int bodyType = msgAct->bodyType;
/* Get the body (text message or property name whose value
* we'll be sending, might be empty
*/
STR_String body = (msgAct->body
? (char*) msgAct->body
: "");
KX_NetworkMessageActuator *tmpmsgact =
new KX_NetworkMessageActuator(
gameobj, // actuator controlling object
scene->GetNetworkScene(), // needed for replication
toPropName,
subject,
bodyType,
body);
baseact = tmpmsgact;
break;
}
case ACT_MATERIAL:
{
break;
}
case ACT_SOUND:
{
bSoundActuator* soundact = (bSoundActuator*) bact->data;
/* get type, and possibly a start and end frame */
KX_SoundActuator::KX_SOUNDACT_TYPE
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
switch(soundact->type) {
case ACT_SND_PLAY_STOP_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP;
break;
case ACT_SND_PLAY_END_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYEND;
break;
case ACT_SND_LOOP_STOP_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPSTOP;
break;
case ACT_SND_LOOP_END_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPEND;
break;
case ACT_SND_LOOP_BIDIRECTIONAL_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL;
break;
case ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP;
break;
default:
/* This is an error!!! */
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
}
if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF)
{
bSound* sound = soundact->sound;
bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
AUD_Reference<AUD_IFactory> snd_sound;
KX_3DSoundSettings settings;
settings.cone_inner_angle = soundact->sound3D.cone_inner_angle;
settings.cone_outer_angle = soundact->sound3D.cone_outer_angle;
settings.cone_outer_gain = soundact->sound3D.cone_outer_gain;
settings.max_distance = soundact->sound3D.max_distance;
settings.max_gain = soundact->sound3D.max_gain;
settings.min_gain = soundact->sound3D.min_gain;
settings.reference_distance = soundact->sound3D.reference_distance;
settings.rolloff_factor = soundact->sound3D.rolloff_factor;
if (!sound)
{
std::cout << "WARNING: Sound actuator \"" << bact->name <<
"\" from object \"" << blenderobject->id.name+2 <<
"\" has no sound datablock." << std::endl;
}
else
{
snd_sound = *reinterpret_cast<AUD_Reference<AUD_IFactory>*>(sound->playback_handle);
// if sound shall be 3D but isn't mono, we have to make it mono!
if (is3d)
{
try
{
AUD_Reference<AUD_IReader> reader = snd_sound->createReader();
if (reader->getSpecs().channels != AUD_CHANNELS_MONO)
{
AUD_DeviceSpecs specs;
specs.channels = AUD_CHANNELS_MONO;
specs.rate = AUD_RATE_INVALID;
specs.format = AUD_FORMAT_INVALID;
snd_sound = new AUD_ChannelMapperFactory(snd_sound, specs);
}
}
catch(AUD_Exception&)
{
// sound cannot be played... ignore
}
}
}
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
snd_sound,
soundact->volume,
(float)(exp((soundact->pitch / 12.0) * M_LN2)),
is3d,
settings,
soundActuatorType);
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;
}
break;
}
case ACT_PROPERTY:
{
bPropertyActuator* propact = (bPropertyActuator*) bact->data;
SCA_IObject* destinationObj = NULL;
/*
* here the destinationobject is searched. problem with multiple scenes: other scenes
* have not been converted yet, so the destobj will not be found, so the prop will
* not be copied.
* possible solutions:
* - convert everything when possible and not realtime only when needed.
* - 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 ?
SCA_IObject* originalval = NULL;
if (editobact->ob)
{
if (editobact->ob->lay & activeLayerBitInfo)
{
fprintf(stderr, "Warning, object \"%s\" from AddObject actuator \"%s\" is not in a hidden layer.\n", objectname.Ptr(), uniquename.Ptr());
}
else {
originalval = converter->FindGameObject(editobact->ob);
}
}
KX_SCA_AddObjectActuator* tmpaddact =
new KX_SCA_AddObjectActuator(
gameobj,
originalval,
editobact->time,
scene,
editobact->linVelocity,
(editobact->localflag & ACT_EDOB_LOCAL_LINV)!=0,
editobact->angVelocity,
(editobact->localflag & ACT_EDOB_LOCAL_ANGV)!=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,
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 = (float)((MT_2_PI * conact->minloc[0])/360.0);
max = (float)((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 = conact->minrot[0] * (float)MT_RADS_PER_DEG;
max = conact->maxrot[0] * (float)MT_RADS_PER_DEG;
break;
case ACT_CONST_ROTY:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTY;
min = conact->minrot[1] * (float)MT_RADS_PER_DEG;
max = conact->maxrot[1] * (float)MT_RADS_PER_DEG;
break;
case ACT_CONST_ROTZ:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTZ;
min = conact->minrot[2] * (float)MT_RADS_PER_DEG;
max = conact->maxrot[2] * (float)MT_RADS_PER_DEG;
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(),scene);
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;
}
case ACT_ARMATURE:
{
bArmatureActuator* armAct = (bArmatureActuator*) bact->data;
KX_GameObject *tmpgob = converter->FindGameObject(armAct->target);
KX_GameObject *subgob = converter->FindGameObject(armAct->subtarget);
BL_ArmatureActuator* tmparmact = new BL_ArmatureActuator(gameobj, armAct->type, armAct->posechannel, armAct->constraint, tmpgob, subgob, armAct->weight, armAct->influence);
baseact = tmparmact;
break;
}
case ACT_STEERING:
{
bSteeringActuator *stAct = (bSteeringActuator *) bact->data;
KX_GameObject *navmeshob = NULL;
if (stAct->navmesh)
{
PointerRNA settings_ptr;
RNA_pointer_create((ID *)stAct->navmesh, &RNA_GameObjectSettings, stAct->navmesh, &settings_ptr);
if (RNA_enum_get(&settings_ptr, "physics_type") == OB_BODY_TYPE_NAVMESH)
navmeshob = converter->FindGameObject(stAct->navmesh);
}
KX_GameObject *targetob = converter->FindGameObject(stAct->target);
int mode = KX_SteeringActuator::KX_STEERING_NODEF;
switch(stAct->type)
{
case ACT_STEERING_SEEK:
mode = KX_SteeringActuator::KX_STEERING_SEEK;
break;
case ACT_STEERING_FLEE:
mode = KX_SteeringActuator::KX_STEERING_FLEE;
break;
case ACT_STEERING_PATHFOLLOWING:
mode = KX_SteeringActuator::KX_STEERING_PATHFOLLOWING;
break;
}
bool selfTerminated = (stAct->flag & ACT_STEERING_SELFTERMINATED) !=0;
bool enableVisualization = (stAct->flag & ACT_STEERING_ENABLEVISUALIZATION) !=0;
short facingMode = (stAct->flag & ACT_STEERING_AUTOMATICFACING) ? stAct->facingaxis : 0;
bool normalup = (stAct->flag & ACT_STEERING_NORMALUP) !=0;
KX_SteeringActuator *tmpstact
= new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist,
stAct->velocity, stAct->acceleration, stAct->turnspeed,
selfTerminated, stAct->updateTime,
scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization);
baseact = tmpstact;
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;
}
}