blender/source/gameengine/Converter/KX_ConvertSensors.cpp
Campbell Barton 4a4a3b4989 Option for MouseFocus sensor. only used when 'Mouse over any' type is set.
Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.

When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.

This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.

Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
2009-08-23 06:17:59 +00:00

825 lines
30 KiB
C++

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* Conversion of Blender data blocks to KX sensor system
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertSensors.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "DNA_object_types.h"
#include "DNA_material_types.h"
#include "DNA_sensor_types.h"
#include "DNA_actuator_types.h" /* for SENS_ALL_KEYS ? this define is
probably misplaced */
/* end of blender include block */
#include "RAS_IPolygonMaterial.h"
// Sensors
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "SCA_KeyboardSensor.h"
#include "SCA_MouseSensor.h"
#include "SCA_AlwaysSensor.h"
#include "KX_TouchSensor.h"
#include "KX_NearSensor.h"
#include "KX_RadarSensor.h"
#include "KX_MouseFocusSensor.h"
#include "SCA_JoystickSensor.h"
#include "KX_NetworkMessageSensor.h"
#include "SCA_ActuatorSensor.h"
#include "SCA_DelaySensor.h"
#include "SCA_PropertySensor.h"
#include "SCA_RandomSensor.h"
#include "KX_RaySensor.h"
#include "SCA_EventManager.h"
#include "SCA_LogicManager.h"
#include "KX_BlenderInputDevice.h"
#include "KX_Scene.h"
#include "IntValue.h"
#include "KX_BlenderKeyboardDevice.h"
#include "KX_BlenderGL.h"
#include "RAS_ICanvas.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
// this map is Blender specific: a conversion between blender and ketsji enums
std::map<int,SCA_IInputDevice::KX_EnumInputs> gReverseKeyTranslateTable;
void BL_ConvertSensors(struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
KX_Scene* kxscene,
KX_KetsjiEngine* kxengine,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_ICanvas* canvas,
KX_BlenderSceneConverter* converter
)
{
static bool reverseTableConverted = false;
if (!reverseTableConverted)
{
reverseTableConverted = true;
/* The reverse table. In order to not confuse ourselves, we */
/* immediately convert all events that come in to KX codes. */
gReverseKeyTranslateTable[LEFTMOUSE ] = SCA_IInputDevice::KX_LEFTMOUSE;
gReverseKeyTranslateTable[MIDDLEMOUSE ] = SCA_IInputDevice::KX_MIDDLEMOUSE;
gReverseKeyTranslateTable[RIGHTMOUSE ] = SCA_IInputDevice::KX_RIGHTMOUSE;
gReverseKeyTranslateTable[WHEELUPMOUSE ] = SCA_IInputDevice::KX_WHEELUPMOUSE;
gReverseKeyTranslateTable[WHEELDOWNMOUSE ] = SCA_IInputDevice::KX_WHEELDOWNMOUSE;
gReverseKeyTranslateTable[MOUSEX ] = SCA_IInputDevice::KX_MOUSEX;
gReverseKeyTranslateTable[MOUSEY ] = SCA_IInputDevice::KX_MOUSEY;
// TIMERS
gReverseKeyTranslateTable[TIMER0 ] = SCA_IInputDevice::KX_TIMER0;
gReverseKeyTranslateTable[TIMER1 ] = SCA_IInputDevice::KX_TIMER1;
gReverseKeyTranslateTable[TIMER2 ] = SCA_IInputDevice::KX_TIMER2;
gReverseKeyTranslateTable[TIMER3 ] = SCA_IInputDevice::KX_TIMER3;
// SYSTEM
gReverseKeyTranslateTable[KEYBD ] = SCA_IInputDevice::KX_KEYBD;
gReverseKeyTranslateTable[RAWKEYBD ] = SCA_IInputDevice::KX_RAWKEYBD;
gReverseKeyTranslateTable[REDRAW ] = SCA_IInputDevice::KX_REDRAW;
gReverseKeyTranslateTable[INPUTCHANGE ] = SCA_IInputDevice::KX_INPUTCHANGE;
gReverseKeyTranslateTable[QFULL ] = SCA_IInputDevice::KX_QFULL;
gReverseKeyTranslateTable[WINFREEZE ] = SCA_IInputDevice::KX_WINFREEZE;
gReverseKeyTranslateTable[WINTHAW ] = SCA_IInputDevice::KX_WINTHAW;
gReverseKeyTranslateTable[WINCLOSE ] = SCA_IInputDevice::KX_WINCLOSE;
gReverseKeyTranslateTable[WINQUIT ] = SCA_IInputDevice::KX_WINQUIT;
gReverseKeyTranslateTable[Q_FIRSTTIME ] = SCA_IInputDevice::KX_Q_FIRSTTIME;
// standard keyboard
gReverseKeyTranslateTable[AKEY ] = SCA_IInputDevice::KX_AKEY;
gReverseKeyTranslateTable[BKEY ] = SCA_IInputDevice::KX_BKEY;
gReverseKeyTranslateTable[CKEY ] = SCA_IInputDevice::KX_CKEY;
gReverseKeyTranslateTable[DKEY ] = SCA_IInputDevice::KX_DKEY;
gReverseKeyTranslateTable[EKEY ] = SCA_IInputDevice::KX_EKEY;
gReverseKeyTranslateTable[FKEY ] = SCA_IInputDevice::KX_FKEY;
gReverseKeyTranslateTable[GKEY ] = SCA_IInputDevice::KX_GKEY;
gReverseKeyTranslateTable[HKEY ] = SCA_IInputDevice::KX_HKEY;
gReverseKeyTranslateTable[IKEY ] = SCA_IInputDevice::KX_IKEY;
gReverseKeyTranslateTable[JKEY ] = SCA_IInputDevice::KX_JKEY;
gReverseKeyTranslateTable[KKEY ] = SCA_IInputDevice::KX_KKEY;
gReverseKeyTranslateTable[LKEY ] = SCA_IInputDevice::KX_LKEY;
gReverseKeyTranslateTable[MKEY ] = SCA_IInputDevice::KX_MKEY;
gReverseKeyTranslateTable[NKEY ] = SCA_IInputDevice::KX_NKEY;
gReverseKeyTranslateTable[OKEY ] = SCA_IInputDevice::KX_OKEY;
gReverseKeyTranslateTable[PKEY ] = SCA_IInputDevice::KX_PKEY;
gReverseKeyTranslateTable[QKEY ] = SCA_IInputDevice::KX_QKEY;
gReverseKeyTranslateTable[RKEY ] = SCA_IInputDevice::KX_RKEY;
gReverseKeyTranslateTable[SKEY ] = SCA_IInputDevice::KX_SKEY;
gReverseKeyTranslateTable[TKEY ] = SCA_IInputDevice::KX_TKEY;
gReverseKeyTranslateTable[UKEY ] = SCA_IInputDevice::KX_UKEY;
gReverseKeyTranslateTable[VKEY ] = SCA_IInputDevice::KX_VKEY;
gReverseKeyTranslateTable[WKEY ] = SCA_IInputDevice::KX_WKEY;
gReverseKeyTranslateTable[XKEY ] = SCA_IInputDevice::KX_XKEY;
gReverseKeyTranslateTable[YKEY ] = SCA_IInputDevice::KX_YKEY;
gReverseKeyTranslateTable[ZKEY ] = SCA_IInputDevice::KX_ZKEY;
gReverseKeyTranslateTable[ZEROKEY ] = SCA_IInputDevice::KX_ZEROKEY;
gReverseKeyTranslateTable[ONEKEY ] = SCA_IInputDevice::KX_ONEKEY;
gReverseKeyTranslateTable[TWOKEY ] = SCA_IInputDevice::KX_TWOKEY;
gReverseKeyTranslateTable[THREEKEY ] = SCA_IInputDevice::KX_THREEKEY;
gReverseKeyTranslateTable[FOURKEY ] = SCA_IInputDevice::KX_FOURKEY;
gReverseKeyTranslateTable[FIVEKEY ] = SCA_IInputDevice::KX_FIVEKEY;
gReverseKeyTranslateTable[SIXKEY ] = SCA_IInputDevice::KX_SIXKEY;
gReverseKeyTranslateTable[SEVENKEY ] = SCA_IInputDevice::KX_SEVENKEY;
gReverseKeyTranslateTable[EIGHTKEY ] = SCA_IInputDevice::KX_EIGHTKEY;
gReverseKeyTranslateTable[NINEKEY ] = SCA_IInputDevice::KX_NINEKEY;
gReverseKeyTranslateTable[CAPSLOCKKEY ] = SCA_IInputDevice::KX_CAPSLOCKKEY;
gReverseKeyTranslateTable[LEFTCTRLKEY ] = SCA_IInputDevice::KX_LEFTCTRLKEY;
gReverseKeyTranslateTable[LEFTALTKEY ] = SCA_IInputDevice::KX_LEFTALTKEY;
gReverseKeyTranslateTable[RIGHTALTKEY ] = SCA_IInputDevice::KX_RIGHTALTKEY;
gReverseKeyTranslateTable[RIGHTCTRLKEY ] = SCA_IInputDevice::KX_RIGHTCTRLKEY;
gReverseKeyTranslateTable[RIGHTSHIFTKEY ] = SCA_IInputDevice::KX_RIGHTSHIFTKEY;
gReverseKeyTranslateTable[LEFTSHIFTKEY ] = SCA_IInputDevice::KX_LEFTSHIFTKEY;
gReverseKeyTranslateTable[ESCKEY ] = SCA_IInputDevice::KX_ESCKEY;
gReverseKeyTranslateTable[TABKEY ] = SCA_IInputDevice::KX_TABKEY;
gReverseKeyTranslateTable[RETKEY ] = SCA_IInputDevice::KX_RETKEY;
gReverseKeyTranslateTable[SPACEKEY ] = SCA_IInputDevice::KX_SPACEKEY;
gReverseKeyTranslateTable[LINEFEEDKEY ] = SCA_IInputDevice::KX_LINEFEEDKEY;
gReverseKeyTranslateTable[BACKSPACEKEY ] = SCA_IInputDevice::KX_BACKSPACEKEY;
gReverseKeyTranslateTable[DELKEY ] = SCA_IInputDevice::KX_DELKEY;
gReverseKeyTranslateTable[SEMICOLONKEY ] = SCA_IInputDevice::KX_SEMICOLONKEY;
gReverseKeyTranslateTable[PERIODKEY ] = SCA_IInputDevice::KX_PERIODKEY;
gReverseKeyTranslateTable[COMMAKEY ] = SCA_IInputDevice::KX_COMMAKEY;
gReverseKeyTranslateTable[QUOTEKEY ] = SCA_IInputDevice::KX_QUOTEKEY;
gReverseKeyTranslateTable[ACCENTGRAVEKEY ] = SCA_IInputDevice::KX_ACCENTGRAVEKEY;
gReverseKeyTranslateTable[MINUSKEY ] = SCA_IInputDevice::KX_MINUSKEY;
gReverseKeyTranslateTable[SLASHKEY ] = SCA_IInputDevice::KX_SLASHKEY;
gReverseKeyTranslateTable[BACKSLASHKEY ] = SCA_IInputDevice::KX_BACKSLASHKEY;
gReverseKeyTranslateTable[EQUALKEY ] = SCA_IInputDevice::KX_EQUALKEY;
gReverseKeyTranslateTable[LEFTBRACKETKEY ] = SCA_IInputDevice::KX_LEFTBRACKETKEY;
gReverseKeyTranslateTable[RIGHTBRACKETKEY ] = SCA_IInputDevice::KX_RIGHTBRACKETKEY;
gReverseKeyTranslateTable[LEFTARROWKEY ] = SCA_IInputDevice::KX_LEFTARROWKEY;
gReverseKeyTranslateTable[DOWNARROWKEY ] = SCA_IInputDevice::KX_DOWNARROWKEY;
gReverseKeyTranslateTable[RIGHTARROWKEY ] = SCA_IInputDevice::KX_RIGHTARROWKEY;
gReverseKeyTranslateTable[UPARROWKEY ] = SCA_IInputDevice::KX_UPARROWKEY;
gReverseKeyTranslateTable[PAD2 ] = SCA_IInputDevice::KX_PAD2;
gReverseKeyTranslateTable[PAD4 ] = SCA_IInputDevice::KX_PAD4;
gReverseKeyTranslateTable[PAD6 ] = SCA_IInputDevice::KX_PAD6;
gReverseKeyTranslateTable[PAD8 ] = SCA_IInputDevice::KX_PAD8;
gReverseKeyTranslateTable[PAD1 ] = SCA_IInputDevice::KX_PAD1;
gReverseKeyTranslateTable[PAD3 ] = SCA_IInputDevice::KX_PAD3;
gReverseKeyTranslateTable[PAD5 ] = SCA_IInputDevice::KX_PAD5;
gReverseKeyTranslateTable[PAD7 ] = SCA_IInputDevice::KX_PAD7;
gReverseKeyTranslateTable[PAD9 ] = SCA_IInputDevice::KX_PAD9;
gReverseKeyTranslateTable[PADPERIOD ] = SCA_IInputDevice::KX_PADPERIOD;
gReverseKeyTranslateTable[PADSLASHKEY ] = SCA_IInputDevice::KX_PADSLASHKEY;
gReverseKeyTranslateTable[PADASTERKEY ] = SCA_IInputDevice::KX_PADASTERKEY;
gReverseKeyTranslateTable[PAD0 ] = SCA_IInputDevice::KX_PAD0;
gReverseKeyTranslateTable[PADMINUS ] = SCA_IInputDevice::KX_PADMINUS;
gReverseKeyTranslateTable[PADENTER ] = SCA_IInputDevice::KX_PADENTER;
gReverseKeyTranslateTable[PADPLUSKEY ] = SCA_IInputDevice::KX_PADPLUSKEY;
gReverseKeyTranslateTable[F1KEY ] = SCA_IInputDevice::KX_F1KEY;
gReverseKeyTranslateTable[F2KEY ] = SCA_IInputDevice::KX_F2KEY;
gReverseKeyTranslateTable[F3KEY ] = SCA_IInputDevice::KX_F3KEY;
gReverseKeyTranslateTable[F4KEY ] = SCA_IInputDevice::KX_F4KEY;
gReverseKeyTranslateTable[F5KEY ] = SCA_IInputDevice::KX_F5KEY;
gReverseKeyTranslateTable[F6KEY ] = SCA_IInputDevice::KX_F6KEY;
gReverseKeyTranslateTable[F7KEY ] = SCA_IInputDevice::KX_F7KEY;
gReverseKeyTranslateTable[F8KEY ] = SCA_IInputDevice::KX_F8KEY;
gReverseKeyTranslateTable[F9KEY ] = SCA_IInputDevice::KX_F9KEY;
gReverseKeyTranslateTable[F10KEY ] = SCA_IInputDevice::KX_F10KEY;
gReverseKeyTranslateTable[F11KEY ] = SCA_IInputDevice::KX_F11KEY;
gReverseKeyTranslateTable[F12KEY ] = SCA_IInputDevice::KX_F12KEY;
gReverseKeyTranslateTable[PAUSEKEY ] = SCA_IInputDevice::KX_PAUSEKEY;
gReverseKeyTranslateTable[INSERTKEY ] = SCA_IInputDevice::KX_INSERTKEY;
gReverseKeyTranslateTable[HOMEKEY ] = SCA_IInputDevice::KX_HOMEKEY;
gReverseKeyTranslateTable[PAGEUPKEY ] = SCA_IInputDevice::KX_PAGEUPKEY;
gReverseKeyTranslateTable[PAGEDOWNKEY ] = SCA_IInputDevice::KX_PAGEDOWNKEY;
gReverseKeyTranslateTable[ENDKEY ] = SCA_IInputDevice::KX_ENDKEY;
}
int executePriority = 0;
int uniqueint = 0;
int count = 0;
bSensor* sens = (bSensor*)blenderobject->sensors.first;
bool pos_pulsemode = false;
bool neg_pulsemode = false;
int frequency = 0;
bool invert = false;
bool level = false;
bool tap = false;
while (sens)
{
sens = sens->next;
count++;
}
gameobj->ReserveSensor(count);
sens = (bSensor*)blenderobject->sensors.first;
while(sens)
{
SCA_ISensor* gamesensor=NULL;
/* All sensors have a pulse toggle, frequency, and invert field. */
/* These are extracted here, and set when the sensor is added to the */
/* list. */
pos_pulsemode = (sens->pulse & SENS_PULSE_REPEAT)!=0;
neg_pulsemode = (sens->pulse & SENS_NEG_PULSE_MODE)!=0;
frequency = sens->freq;
invert = !(sens->invert == 0);
level = !(sens->level == 0);
tap = !(sens->tap == 0);
switch (sens->type)
{
case SENS_ALWAYS:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::ALWAYS_EVENTMGR);
if (eventmgr)
{
gamesensor = new SCA_AlwaysSensor(eventmgr, gameobj);
}
break;
}
case SENS_DELAY:
{
// we can reuse the Always event manager for the delay sensor
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::ALWAYS_EVENTMGR);
if (eventmgr)
{
bDelaySensor* delaysensor = (bDelaySensor*)sens->data;
gamesensor = new SCA_DelaySensor(eventmgr,
gameobj,
delaysensor->delay,
delaysensor->duration,
(delaysensor->flag & SENS_DELAY_REPEAT) != 0);
}
break;
}
case SENS_COLLISION:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
// collision sensor can sense both materials and properties.
bool bFindMaterial = false, bTouchPulse = false;
bCollisionSensor* blendertouchsensor = (bCollisionSensor*)sens->data;
bFindMaterial = (blendertouchsensor->mode & SENS_COLLISION_MATERIAL);
bTouchPulse = (blendertouchsensor->mode & SENS_COLLISION_PULSE);
STR_String touchPropOrMatName = ( bFindMaterial ?
blendertouchsensor->materialName:
(blendertouchsensor->name ? blendertouchsensor->name: ""));
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
bTouchPulse,
touchPropOrMatName);
}
}
break;
}
case SENS_TOUCH:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String touchpropertyname;
bTouchSensor* blendertouchsensor = (bTouchSensor*)sens->data;
if (blendertouchsensor->ma)
{
touchpropertyname = (char*) (blendertouchsensor->ma->id.name+2);
}
bool bFindMaterial = true;
if (gameobj->GetPhysicsController())
{
gamesensor = new KX_TouchSensor(eventmgr,
gameobj,
bFindMaterial,
false,
touchpropertyname);
}
}
break;
}
case SENS_MESSAGE:
{
KX_NetworkEventManager* eventmgr = (KX_NetworkEventManager*)
logicmgr->FindEventManager(SCA_EventManager::NETWORK_EVENTMGR);
if (eventmgr) {
bMessageSensor* msgSens = (bMessageSensor*) sens->data;
/* Get our NetworkScene */
NG_NetworkScene *NetworkScene = kxscene->GetNetworkScene();
/* filter on the incoming subjects, might be empty */
STR_String subject = (msgSens->subject
? (char*)msgSens->subject
: "");
gamesensor = new KX_NetworkMessageSensor(
eventmgr, // our eventmanager
NetworkScene, // our NetworkScene
gameobj, // the sensor controlling object
subject); // subject to filter on
}
break;
}
case SENS_NEAR:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String nearpropertyname;
bNearSensor* blendernearsensor = (bNearSensor*)sens->data;
if (blendernearsensor->name)
{
// only objects that own this property will be taken into account
nearpropertyname = (char*) blendernearsensor->name;
}
//DT_ShapeHandle shape = DT_Sphere(0.0);
// this sumoObject is not deleted by a gameobj, so delete it ourself
// later (memleaks)!
float radius = blendernearsensor->dist;
PHY__Vector3 pos;
const MT_Vector3& wpos = gameobj->NodeGetWorldPosition();
pos[0] = wpos[0];
pos[1] = wpos[1];
pos[2] = wpos[2];
pos[3] = 0.f;
bool bFindMaterial = false;
PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos);
//will be done in KX_TouchEventManager::RegisterSensor()
//if (isInActiveLayer)
// kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
gamesensor = new KX_NearSensor(eventmgr,gameobj,
blendernearsensor->dist,
blendernearsensor->resetdist,
bFindMaterial,
nearpropertyname,
physCtrl);
}
break;
}
case SENS_KEYBOARD:
{
/* temporary input device, for converting the code for the keyboard sensor */
bKeyboardSensor* blenderkeybdsensor = (bKeyboardSensor*)sens->data;
SCA_KeyboardManager* eventmgr = (SCA_KeyboardManager*) logicmgr->FindEventManager(SCA_EventManager::KEYBOARD_EVENTMGR);
if (eventmgr)
{
gamesensor = new SCA_KeyboardSensor(eventmgr,
gReverseKeyTranslateTable[blenderkeybdsensor->key],
gReverseKeyTranslateTable[blenderkeybdsensor->qual],
gReverseKeyTranslateTable[blenderkeybdsensor->qual2],
(blenderkeybdsensor->type == SENS_ALL_KEYS),
blenderkeybdsensor->targetName,
blenderkeybdsensor->toggleName,
gameobj); // blenderkeybdsensor->pad);
}
break;
}
case SENS_MOUSE:
{
int keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_NODEF;
int trackfocus = 0;
bMouseSensor *bmouse = (bMouseSensor *)sens->data;
/* There are two main types of mouse sensors. If there is
* no focus-related behaviour requested, we can make do
* with a basic sensor. This cuts down memory usage and
* gives a slight performance gain. */
SCA_MouseManager *eventmgr
= (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
if (eventmgr) {
/* Determine key mode. There is at most one active mode. */
switch (bmouse->type) {
case BL_SENS_MOUSE_LEFT_BUTTON:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_LEFTBUTTON;
break;
case BL_SENS_MOUSE_MIDDLE_BUTTON:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MIDDLEBUTTON;
break;
case BL_SENS_MOUSE_RIGHT_BUTTON:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_RIGHTBUTTON;
break;
case BL_SENS_MOUSE_WHEEL_UP:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELUP;
break;
case BL_SENS_MOUSE_WHEEL_DOWN:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_WHEELDOWN;
break;
case BL_SENS_MOUSE_MOVEMENT:
keytype = SCA_MouseSensor::KX_MOUSESENSORMODE_MOVEMENT;
break;
case BL_SENS_MOUSE_MOUSEOVER:
trackfocus = 1;
break;
case BL_SENS_MOUSE_MOUSEOVER_ANY:
trackfocus = 2;
break;
default:
; /* error */
}
/* initial mouse position */
int startx = canvas->GetWidth()/2;
int starty = canvas->GetHeight()/2;
if (!trackfocus) {
/* plain, simple mouse sensor */
gamesensor = new SCA_MouseSensor(eventmgr,
startx,starty,
keytype,
gameobj);
} else {
/* give us a focus-aware sensor */
gamesensor = new KX_MouseFocusSensor(eventmgr,
startx,
starty,
keytype,
trackfocus,
(bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false,
kxscene,
kxengine,
gameobj);
}
} else {
// cout << "\n Could't find mouse event manager..."; - should throw an error here...
}
break;
}
case SENS_PROPERTY:
{
bPropertySensor* blenderpropsensor = (bPropertySensor*) sens->data;
SCA_EventManager* eventmgr
= logicmgr->FindEventManager(SCA_EventManager::PROPERTY_EVENTMGR);
if (eventmgr)
{
STR_String propname=blenderpropsensor->name;
STR_String propval=blenderpropsensor->value;
STR_String propmaxval=blenderpropsensor->maxvalue;
SCA_PropertySensor::KX_PROPSENSOR_TYPE
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NODEF;
/* Better do an explicit conversion here! (was implicit */
/* before...) */
switch(blenderpropsensor->type) {
case SENS_PROP_EQUAL:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EQUAL;
break;
case SENS_PROP_NEQUAL:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_NOTEQUAL;
break;
case SENS_PROP_INTERVAL:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_INTERVAL;
break;
case SENS_PROP_CHANGED:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_CHANGED;
break;
case SENS_PROP_EXPRESSION:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EXPRESSION;
/* error */
break;
default:
; /* error */
}
gamesensor = new SCA_PropertySensor(eventmgr,gameobj,propname,propval,propmaxval,propchecktype);
}
break;
}
case SENS_ACTUATOR:
{
bActuatorSensor* blenderactsensor = (bActuatorSensor*) sens->data;
// we will reuse the property event manager, there is nothing special with this sensor
SCA_EventManager* eventmgr
= logicmgr->FindEventManager(SCA_EventManager::ACTUATOR_EVENTMGR);
if (eventmgr)
{
STR_String propname=blenderactsensor->name;
gamesensor = new SCA_ActuatorSensor(eventmgr,gameobj,propname);
}
break;
}
case SENS_RADAR:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
if (eventmgr)
{
STR_String radarpropertyname;
STR_String touchpropertyname;
bRadarSensor* blenderradarsensor = (bRadarSensor*) sens->data;
int radaraxis = blenderradarsensor->axis;
if (blenderradarsensor->name)
{
// only objects that own this property will be taken into account
radarpropertyname = (char*) blenderradarsensor->name;
}
MT_Scalar coneheight = blenderradarsensor->range;
// janco: the angle was doubled, so should I divide the factor in 2
// or the blenderradarsensor->angle?
// nzc: the angle is the opening angle. We need to init with
// the axis-hull angle,so /2.0.
MT_Scalar factor = tan(MT_radians((blenderradarsensor->angle)/2.0));
//MT_Scalar coneradius = coneheight * (factor / 2);
MT_Scalar coneradius = coneheight * factor;
// this sumoObject is not deleted by a gameobj, so delete it ourself
// later (memleaks)!
MT_Scalar smallmargin = 0.0;
MT_Scalar largemargin = 0.0;
bool bFindMaterial = false;
PHY_IPhysicsController* ctrl = kxscene->GetPhysicsEnvironment()->CreateConeController(coneradius,coneheight);
gamesensor = new KX_RadarSensor(
eventmgr,
gameobj,
ctrl,
coneradius,
coneheight,
radaraxis,
smallmargin,
largemargin,
bFindMaterial,
radarpropertyname);
}
break;
}
case SENS_RAY:
{
bRaySensor* blenderraysensor = (bRaySensor*) sens->data;
//blenderradarsensor->angle;
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::RAY_EVENTMGR);
if (eventmgr)
{
bool bFindMaterial = (blenderraysensor->mode & SENS_COLLISION_MATERIAL);
bool bXRay = (blenderraysensor->mode & SENS_RAY_XRAY);
STR_String checkname = (bFindMaterial? blenderraysensor->matname : blenderraysensor->propname);
// don't want to get rays of length 0.0 or so
double distance = (blenderraysensor->range < 0.01 ? 0.01 : blenderraysensor->range );
int axis = blenderraysensor->axisflag;
gamesensor = new KX_RaySensor(eventmgr,
gameobj,
checkname,
bFindMaterial,
bXRay,
distance,
axis,
kxscene);
}
break;
}
case SENS_RANDOM:
{
bRandomSensor* blenderrndsensor = (bRandomSensor*) sens->data;
// some files didn't write randomsensor, avoid crash now for NULL ptr's
if (blenderrndsensor)
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::RANDOM_EVENTMGR);
if (eventmgr)
{
int randomSeed = blenderrndsensor->seed;
if (randomSeed == 0)
{
randomSeed = (int)(kxengine->GetRealTime()*100000.0);
randomSeed ^= (intptr_t)blenderrndsensor;
}
gamesensor = new SCA_RandomSensor(eventmgr, gameobj, randomSeed);
}
}
break;
}
case SENS_JOYSTICK:
{
int joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_NODEF;
bJoystickSensor* bjoy = (bJoystickSensor*) sens->data;
SCA_JoystickManager *eventmgr
= (SCA_JoystickManager*) logicmgr->FindEventManager(SCA_EventManager::JOY_EVENTMGR);
if (eventmgr)
{
int axis =0;
int axisf =0;
int button =0;
int hat =0;
int hatf =0;
int prec =0;
switch(bjoy->type)
{
case SENS_JOY_AXIS:
axis = bjoy->axis;
axisf = bjoy->axisf;
prec = bjoy->precision;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS;
break;
case SENS_JOY_BUTTON:
button = bjoy->button;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_BUTTON;
break;
case SENS_JOY_HAT:
hat = bjoy->hat;
hatf = bjoy->hatf;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_HAT;
break;
case SENS_JOY_AXIS_SINGLE:
axis = bjoy->axis_single;
prec = bjoy->precision;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_AXIS_SINGLE;
break;
default:
printf("Error: bad case statement\n");
break;
}
gamesensor = new SCA_JoystickSensor(
eventmgr,
gameobj,
bjoy->joyindex,
joysticktype,
axis,axisf,
prec,
button,
hat,hatf,
(bjoy->flag & SENS_JOY_ANY_EVENT));
}
else
{
printf("Error there was a problem finding the event manager\n");
}
break;
}
default:
{
}
}
if (gamesensor)
{
gamesensor->SetExecutePriority(executePriority++);
STR_String uniquename = sens->name;
uniquename += "#SENS#";
uniqueint++;
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
/* Conversion succeeded, so we can set the generic props here. */
gamesensor->SetPulseMode(pos_pulsemode,
neg_pulsemode,
frequency);
gamesensor->SetInvert(invert);
gamesensor->SetLevel(level);
gamesensor->SetTap(tap);
gamesensor->SetName(sens->name);
gameobj->AddSensor(gamesensor);
// only register to manager if it's in an active layer
// Make registration dynamic: only when sensor is activated
//if (isInActiveLayer)
// gamesensor->RegisterToManager();
gamesensor->ReserveController(sens->totlinks);
for (int i=0;i<sens->totlinks;i++)
{
bController* linkedcont = (bController*) sens->links[i];
if (linkedcont) {
SCA_IController* gamecont = converter->FindGameController(linkedcont);
if (gamecont) {
logicmgr->RegisterToSensor(gamecont,gamesensor);
} else {
printf(
"Warning, sensor \"%s\" could not find its controller "
"(link %d of %d) from object \"%s\"\n"
"\tthere has been an error converting the blender controller for the game engine,"
"logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
}
} else {
printf(
"Warning, sensor \"%s\" has lost a link to a controller "
"(link %d of %d) from object \"%s\"\n"
"\tpossible causes are partially appended objects or an error reading the file,"
"logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
}
}
// special case: Keyboard sensor with no link
// this combination is usually used for key logging.
if (sens->type == SENS_KEYBOARD && sens->totlinks == 0) {
// Force the registration so that the sensor runs
gamesensor->IncLink();
}
// done with gamesensor
gamesensor->Release();
}
sens=sens->next;
}
}