blender/source/gameengine/Converter/KX_ConvertActuators.cpp
Jorge Bernal 5d0696052a BGE: Fix T41502 Path following jumping
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.

Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).

{F142195}

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: sergey

Differential Revision: https://developer.blender.org/D1074
2015-02-18 23:24:02 +01:00

1171 lines
36 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
*/
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#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_MouseActuator.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.h"
#include "BLI_path_util.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_flt_trunc needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
*/
BLI_INLINE float KX_flt_trunc(const float x)
{
return ( x < 0.0001f && x > -0.0001f ) ? 0.0f : 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,
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_flt_trunc(obact->forceloc[0]),
KX_flt_trunc(obact->forceloc[1]),
KX_flt_trunc(obact->forceloc[2]));
MT_Vector3 torquevec(obact->forcerot[0],
obact->forcerot[1],
obact->forcerot[2]);
MT_Vector3 dlocvec(KX_flt_trunc(obact->dloc[0]),
KX_flt_trunc(obact->dloc[1]),
KX_flt_trunc(obact->dloc[2]));
MT_Vector3 drotvec(KX_flt_trunc(obact->drot[0]),
obact->drot[1],obact->drot[2]);
MT_Vector3 linvelvec(KX_flt_trunc(obact->linearvelocity[0]),
KX_flt_trunc(obact->linearvelocity[1]),
KX_flt_trunc(obact->linearvelocity[2]));
MT_Vector3 angvelvec(KX_flt_trunc(obact->angularvelocity[0]),
KX_flt_trunc(obact->angularvelocity[1]),
KX_flt_trunc(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.CharacterMotion = bool(obact->type == ACT_OBJECT_CHARACTER);
bitLocalFlag.CharacterJump = bool((obact->flag & ACT_CHAR_JUMP)!=0);
bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
bitLocalFlag.AddOrSetCharLoc = bool((obact->flag & ACT_ADD_CHAR_LOC)!=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;
STR_String propframe = 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->blend_mode,
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;
STR_String propframe = 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;
/* Get the Message Subject to send.
*/
STR_String subject = 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
*/
const STR_String body = 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;
boost::shared_ptr<AUD_IFactory> snd_sound;
KX_3DSoundSettings settings;
settings.cone_inner_angle = RAD2DEGF(soundact->sound3D.cone_inner_angle);
settings.cone_outer_angle = RAD2DEGF(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<boost::shared_ptr<AUD_IFactory>*>(sound->playback_handle);
// if sound shall be 3D but isn't mono, we have to make it mono!
if (is3d)
{
try
{
boost::shared_ptr<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 = boost::shared_ptr<AUD_IFactory>(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)(expf((soundact->pitch / 12.0f) * (float)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 = converter->FindGameMesh(editobact->me);
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,
editobact->trackflag,
editobact->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 = conact->minloc[0];
max = conact->maxloc[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;
}
break;
}
case ACT_SCENE_CAMERA:
mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
if (sceneact->camera)
{
KX_GameObject *tmp = converter->FindGameObject(sceneact->camera);
if (tmp && tmp->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
cam = (KX_Camera*)tmp;
}
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;
bool lockzvel = (stAct->flag & ACT_STEERING_LOCKZVEL) !=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, lockzvel);
baseact = tmpstact;
break;
}
case ACT_MOUSE:
{
bMouseActuator* mouAct = (bMouseActuator*) bact->data;
int mode = KX_MouseActuator::KX_ACT_MOUSE_NODEF;
switch (mouAct->type) {
case ACT_MOUSE_VISIBILITY:
{
mode = KX_MouseActuator::KX_ACT_MOUSE_VISIBILITY;
break;
}
case ACT_MOUSE_LOOK:
{
mode = KX_MouseActuator::KX_ACT_MOUSE_LOOK;
break;
}
}
bool visible = (mouAct->flag & ACT_MOUSE_VISIBLE) != 0;
bool use_axis[2] = {(mouAct->flag & ACT_MOUSE_USE_AXIS_X) != 0, (mouAct->flag & ACT_MOUSE_USE_AXIS_Y) != 0};
bool reset[2] = {(mouAct->flag & ACT_MOUSE_RESET_X) != 0, (mouAct->flag & ACT_MOUSE_RESET_Y) != 0};
bool local[2] = {(mouAct->flag & ACT_MOUSE_LOCAL_X) != 0, (mouAct->flag & ACT_MOUSE_LOCAL_Y) != 0};
SCA_MouseManager* eventmgr = (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
if (eventmgr) {
KX_MouseActuator* tmpbaseact = new KX_MouseActuator(gameobj,
ketsjiEngine,
eventmgr,
mode,
visible,
use_axis,
mouAct->threshold,
reset,
mouAct->object_axis,
local,
mouAct->sensitivity,
mouAct->limit_x,
mouAct->limit_y);
baseact = tmpbaseact;
} else {
//cout << "\n Couldn't find mouse event manager..."; - should throw an error here...
}
break;
}
default:
; /* generate some error */
}
if (baseact && !(bact->flag & ACT_DEACTIVATE))
{
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();
}
else if (baseact)
baseact->Release();
bact = bact->next;
}
}