forked from bartvdbraak/blender
249 lines
6.8 KiB
C++
249 lines
6.8 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/KX_ConvertControllers.cpp
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* \ingroup bgeconv
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*/
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_NANDController.h"
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#include "SCA_NORController.h"
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#include "SCA_XORController.h"
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#include "SCA_XNORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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/* This little block needed for linking to Blender... */
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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_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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static void
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LinkControllerToActuators(
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SCA_IController *game_controller,
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bController* bcontr,
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SCA_LogicManager* logicmgr,
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KX_BlenderSceneConverter* converter
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) {
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// Iterate through the actuators of the game blender
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// controller and find the corresponding ketsji actuator.
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game_controller->ReserveActuator(bcontr->totlinks);
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for (int i=0;i<bcontr->totlinks;i++)
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{
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bActuator* bact = (bActuator*) bcontr->links[i];
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SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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if (game_actuator) {
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logicmgr->RegisterToActuator(game_controller, game_actuator);
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}
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}
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}
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void BL_ConvertControllers(
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struct Object* blenderobject,
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class KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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KX_BlenderSceneConverter* converter
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) {
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int uniqueint=0;
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int count = 0;
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int executePriority=0;
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bController* bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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bcontr = bcontr->next;
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count++;
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}
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gameobj->ReserveController(count);
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bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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SCA_IController* gamecontroller = NULL;
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switch (bcontr->type) {
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case CONT_LOGIC_AND:
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{
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gamecontroller = new SCA_ANDController(gameobj);
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break;
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}
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case CONT_LOGIC_OR:
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{
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gamecontroller = new SCA_ORController(gameobj);
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break;
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}
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case CONT_LOGIC_NAND:
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{
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gamecontroller = new SCA_NANDController(gameobj);
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break;
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}
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case CONT_LOGIC_NOR:
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{
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gamecontroller = new SCA_NORController(gameobj);
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break;
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}
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case CONT_LOGIC_XOR:
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{
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gamecontroller = new SCA_XORController(gameobj);
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break;
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}
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case CONT_LOGIC_XNOR:
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{
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gamecontroller = new SCA_XNORController(gameobj);
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break;
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}
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case CONT_EXPRESSION:
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{
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bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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STR_String expressiontext = STR_String(bexpcont->str);
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if (expressiontext.Length() > 0)
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{
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gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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}
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break;
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}
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case CONT_PYTHON:
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{
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
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gamecontroller = pyctrl;
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#ifdef WITH_PYTHON
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PyGILState_STATE gstate = PyGILState_Ensure();
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pyctrl->SetNamespace(converter->GetPyNamespace());
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if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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}
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else {
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/* let the controller print any warnings here when importing */
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pyctrl->SetScriptText(STR_String(pycont->module));
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pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
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if (pycont->flag & CONT_PY_DEBUG) {
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printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
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pyctrl->SetDebug(true);
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}
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}
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PyGILState_Release(gstate);
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#endif // WITH_PYTHON
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break;
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}
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default:
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{
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}
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}
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if (gamecontroller)
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{
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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gamecontroller->SetExecutePriority(executePriority++);
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gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
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gamecontroller->SetState(bcontr->state_mask);
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STR_String uniquename = bcontr->name;
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uniquename += "#CONTR#";
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uniqueint++;
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CIntValue* uniqueval = new CIntValue(uniqueint);
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uniquename += uniqueval->GetText();
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uniqueval->Release();
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//unique name was never implemented for sensors and actuators, only for controllers
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//and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators
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//at some point it should either be implemented globally (and saved as a separate var) or removed.
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//gamecontroller->SetName(uniquename);
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gamecontroller->SetName(bcontr->name);
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gameobj->AddController(gamecontroller);
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converter->RegisterGameController(gamecontroller, bcontr);
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#ifdef WITH_PYTHON
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PyGILState_STATE gstate = PyGILState_Ensure();
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if (bcontr->type==CONT_PYTHON) {
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SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
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/* not strictly needed but gives syntax errors early on and
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* gives more predictable performance for larger scripts */
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if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
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pyctrl->Compile();
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else {
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/* We cant do this because importing runs the script which could end up accessing
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* internal BGE functions, this is unstable while we're converting the scene.
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* This is a pity because its useful to see errors at startup but cant help it */
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// pyctrl->Import();
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}
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}
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PyGILState_Release(gstate);
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#endif // WITH_PYTHON
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//done with gamecontroller
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gamecontroller->Release();
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}
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bcontr = bcontr->next;
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}
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}
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