Files
test/source/gameengine/Converter/KX_ConvertActuators.cpp
Benoit Bolsee d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00

1072 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 *****
* Convert Blender actuators for use in the GameEngine
*/
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#define BLENDER_HACK_DTIME 0.02
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertActuators.h"
// 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_CDActuator.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_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 "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"
/* 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(char* maggiename,
struct Object* blenderobject,
KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
KX_Scene* scene,
KX_KetsjiEngine* ketsjiEngine,
int & executePriority,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_IRenderTools* rendertools,
KX_BlenderSceneConverter* converter
)
{
int uniqueint = 0;
bActuator* 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;
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;
drotvec /= BLENDER_HACK_DTIME;
//drotvec /= BLENDER_HACK_DTIME;
drotvec *= MT_2_PI/360.0;
//dlocvec /= BLENDER_HACK_DTIME;
//linvelvec /= BLENDER_HACK_DTIME;
//angvelvec /= BLENDER_HACK_DTIME;
/* 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);
KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
forcevec.getValue(),
torquevec.getValue(),
dlocvec.getValue(),
drotvec.getValue(),
linvelvec.getValue(),
angvelvec.getValue(),
damping,
bitLocalFlag
);
baseact = tmpbaseact;
break;
}
case ACT_ACTION:
{
if (blenderobject->type==OB_ARMATURE){
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);
baseact= tmpbaseact;
break;
}
else
printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2);
}
case ACT_SHAPEACTION:
{
if (blenderobject->type==OB_MESH){
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
gameobj,
propname,
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 ? ipoact->name : "");
// 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 ,
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=='x');
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 */
short startFrame = soundact->sta, stopFrame = soundact->end;
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)
{
SND_SoundObject* sndobj = NULL;
if (soundact->sound)
{
SND_Scene* soundscene = scene->GetSoundScene();
STR_String samplename = soundact->sound->name;
bool sampleisloaded = false;
/* let's see if the sample was already loaded */
if (soundscene->IsSampleLoaded(samplename))
{
sampleisloaded = true;
}
else
{
/* if not, make it so */
PackedFile* pf = soundact->sound->newpackedfile;
/* but we need a packed file then */
if (pf)
{
if (soundscene->LoadSample(samplename, pf->data, pf->size) > -1)
sampleisloaded = true;
}
/* or else load it from disk */
else
{
/* but we need to convert the samplename into absolute pathname first */
BLI_convertstringcode(soundact->sound->name, maggiename);
samplename = soundact->sound->name;
/* and now we can load it */
if (soundscene->LoadSample(samplename, NULL, 0) > -1)
sampleisloaded = true;
}
}
if (sampleisloaded)
{
sndobj = new SND_SoundObject();
sndobj->SetSampleName(samplename.Ptr());
sndobj->SetObjectName(bact->name);
sndobj->SetRollOffFactor(soundact->sound->attenuation);
sndobj->SetGain(soundact->sound->volume);
sndobj->SetPitch(exp((soundact->sound->pitch / 12.0) * log(2.0)));
// sndobj->SetLoopStart(soundact->sound->loopstart);
// sndobj->SetLoopStart(soundact->sound->loopend);
if (soundact->sound->flags & SOUND_FLAGS_LOOP)
{
if (soundact->sound->flags & SOUND_FLAGS_BIDIRECTIONAL_LOOP)
sndobj->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
else
sndobj->SetLoopMode(SND_LOOP_NORMAL);
}
else
sndobj->SetLoopMode(SND_LOOP_OFF);
if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
sndobj->SetHighPriority(true);
else
sndobj->SetHighPriority(false);
if (soundact->sound->flags & SOUND_FLAGS_3D)
sndobj->Set3D(true);
else
sndobj->Set3D(false);
KX_SoundActuator* tmpsoundact =
new KX_SoundActuator(gameobj,
sndobj,
scene->GetSoundScene(), // needed for replication!
soundActuatorType,
startFrame,
stopFrame);
tmpsoundact->SetName(bact->name);
baseact = tmpsoundact;
soundscene->AddObject(sndobj);
} else {
std::cout << "WARNING: Sound actuator " << bact->name << " failed to load sample." << std::endl;
}
}
}
break;
}
case ACT_CD:
{
bCDActuator* cdact = (bCDActuator*) bact->data;
/* get type, and possibly a start and end frame */
short startFrame = cdact->sta, stopFrame = cdact->end;
KX_CDActuator::KX_CDACT_TYPE
cdActuatorType = KX_CDActuator::KX_CDACT_NODEF;
switch(cdact->type)
{
case ACT_CD_PLAY_ALL:
cdActuatorType = KX_CDActuator::KX_CDACT_PLAY_ALL;
break;
case ACT_CD_PLAY_TRACK:
cdActuatorType = KX_CDActuator::KX_CDACT_PLAY_TRACK;
break;
case ACT_CD_LOOP_TRACK:
cdActuatorType = KX_CDActuator::KX_CDACT_LOOP_TRACK;
break;
case ACT_CD_VOLUME:
cdActuatorType = KX_CDActuator::KX_CDACT_VOLUME;
break;
case ACT_CD_STOP:
cdActuatorType = KX_CDActuator::KX_CDACT_STOP;
break;
case ACT_CD_PAUSE:
cdActuatorType = KX_CDActuator::KX_CDACT_PAUSE;
break;
case ACT_CD_RESUME:
cdActuatorType = KX_CDActuator::KX_CDACT_RESUME;
break;
default:
/* This is an error!!! */
cdActuatorType = KX_CDActuator::KX_CDACT_NODEF;
}
if (cdActuatorType != KX_CDActuator::KX_CDACT_NODEF)
{
SND_CDObject* pCD = SND_CDObject::Instance();
if (pCD)
{
pCD->SetGain(cdact->volume);
KX_CDActuator* tmpcdact =
new KX_CDActuator(gameobj,
scene->GetSoundScene(), // needed for replication!
cdActuatorType,
cdact->track,
startFrame,
stopFrame);
tmpcdact->SetName(bact->name);
baseact = tmpcdact;
}
}
break;
}
case ACT_PROPERTY:
{
bPropertyActuator* propact = (bPropertyActuator*) bact->data;
CValue* 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 ?
CValue* originalval = NULL;
if (editobact->ob && !(editobact->ob->lay & activeLayerBitInfo))
originalval = converter->FindGameObject(editobact->ob);
MT_Vector3 linvelvec ( KX_BLENDERTRUNC(editobact->linVelocity[0]),
KX_BLENDERTRUNC(editobact->linVelocity[1]),
KX_BLENDERTRUNC(editobact->linVelocity[2]));
KX_SCA_AddObjectActuator* tmpaddact =
new KX_SCA_AddObjectActuator(
gameobj,
originalval,
editobact->time,
scene,
linvelvec.getValue(),
editobact->localflag!=0
);
//editobact->ob to gameobj
baseact = tmpaddact;
}
break;
case ACT_EDOB_END_OBJECT:
{
KX_SCA_EndObjectActuator* tmpendact
= new KX_SCA_EndObjectActuator(gameobj,scene);
baseact = tmpendact;
}
break;
case ACT_EDOB_REPLACE_MESH:
{
RAS_MeshObject *tmpmesh = NULL;
if (editobact->me)
tmpmesh = BL_ConvertMesh(
editobact->me,
blenderobject,
rendertools,
scene,
converter
);
KX_SCA_ReplaceMeshActuator* tmpreplaceact
= new KX_SCA_ReplaceMeshActuator(
gameobj,
tmpmesh,
scene
);
baseact = tmpreplaceact;
}
break;
case ACT_EDOB_TRACK_TO:
{
SCA_IObject* originalval = NULL;
if (editobact->ob)
originalval = converter->FindGameObject(editobact->ob);
KX_TrackToActuator* tmptrackact
= new KX_TrackToActuator(gameobj,
originalval,
editobact->time,
editobact->flag,
blenderobject->trackflag,
blenderobject->upflag
);
baseact = tmptrackact;
break;
}
case ACT_EDOB_DYNAMICS:
{
KX_SCA_DynamicActuator* tmpdynact
= new KX_SCA_DynamicActuator(gameobj,
editobact->dyn_operation
);
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) {
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_DIRMX:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRMX;
min = conact->minloc[0];
max = conact->maxloc[0];
break;
case ACT_CONST_DIRMY:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRMY;
min = conact->minloc[1];
max = conact->maxloc[1];
break;
case ACT_CONST_DIRMZ:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRMZ;
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 = MT_2_PI * conact->minrot[0] / 360.0;
max = MT_2_PI * conact->maxrot[0] / 360.0;
break;
case ACT_CONST_ROTY:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTY;
min = MT_2_PI * conact->minrot[1] / 360.0;
max = MT_2_PI * conact->maxrot[1] / 360.0;
break;
case ACT_CONST_ROTZ:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTZ;
min = MT_2_PI * conact->minrot[2] / 360.0;
max = MT_2_PI * conact->maxrot[2] / 360.0;
break;
default:
; /* error */
}
}
KX_ConstraintActuator *tmpconact
= new KX_ConstraintActuator(gameobj,
conact->damp,
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;
}
default:
; /* flag error */
}
tmpgameact = new KX_GameActuator(gameobj,
mode,
filename,
loadinganimationname,
scene,
ketsjiEngine);
baseact = tmpgameact;
break;
}
case ACT_RANDOM:
{
bRandomActuator *randAct
= (bRandomActuator *) bact->data;
unsigned long seedArg = randAct->seed;
SCA_RandomActuator::KX_RANDOMACT_MODE modeArg
= SCA_RandomActuator::KX_RANDOMACT_NODEF;
SCA_RandomActuator *tmprandomact;
float paraArg1 = 0.0;
float paraArg2 = 0.0;
switch (randAct->distribution) {
case ACT_RANDOM_BOOL_CONST:
modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_CONST;
paraArg1 = (float) randAct->int_arg_1;
break;
case ACT_RANDOM_BOOL_UNIFORM:
modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_UNIFORM;
break;
case ACT_RANDOM_BOOL_BERNOUILLI:
paraArg1 = randAct->float_arg_1;
modeArg = SCA_RandomActuator::KX_RANDOMACT_BOOL_BERNOUILLI;
break;
case ACT_RANDOM_INT_CONST:
modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_CONST;
paraArg1 = (float) randAct->int_arg_1;
break;
case ACT_RANDOM_INT_UNIFORM:
paraArg1 = (float) randAct->int_arg_1;
paraArg2 = (float) randAct->int_arg_2;
modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_UNIFORM;
break;
case ACT_RANDOM_INT_POISSON:
paraArg1 = randAct->float_arg_1;
modeArg = SCA_RandomActuator::KX_RANDOMACT_INT_POISSON;
break;
case ACT_RANDOM_FLOAT_CONST:
paraArg1 = randAct->float_arg_1;
modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_CONST;
break;
case ACT_RANDOM_FLOAT_UNIFORM:
paraArg1 = randAct->float_arg_1;
paraArg2 = randAct->float_arg_2;
modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_UNIFORM;
break;
case ACT_RANDOM_FLOAT_NORMAL:
paraArg1 = randAct->float_arg_1;
paraArg2 = randAct->float_arg_2;
modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_NORMAL;
break;
case ACT_RANDOM_FLOAT_NEGATIVE_EXPONENTIAL:
paraArg1 = randAct->float_arg_1;
modeArg = SCA_RandomActuator::KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL;
break;
default:
; /* error */
}
tmprandomact = new SCA_RandomActuator(gameobj,
seedArg,
modeArg,
paraArg1,
paraArg2,
randAct->propname);
baseact = tmprandomact;
}
break;
case ACT_VISIBILITY:
{
bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data;
KX_VisibilityActuator * tmp_vis_act = NULL;
bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0);
tmp_vis_act =
new KX_VisibilityActuator(gameobj,
!v);
baseact = tmp_vis_act;
}
break;
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,_2dfilter->texture_flag,ketsjiEngine->GetRasterizer(),rendertools);
if (_2dfilter->text)
{
char *buf;
// this is some blender specific code
buf = txt_to_buf(_2dfilter->text);
if (buf)
{
tmp->SetShaderText(STR_String(buf));
MEM_freeN(buf);
}
}
baseact = tmp;
}
break;
case ACT_PARENT:
{
bParentActuator *parAct = (bParentActuator *) bact->data;
int mode = KX_ParentActuator::KX_PARENT_NODEF;
KX_GameObject *tmpgob;
switch(parAct->type)
{
case ACT_PARENT_SET:
mode = KX_ParentActuator::KX_PARENT_SET;
tmpgob = converter->FindGameObject(parAct->ob);
break;
case ACT_PARENT_REMOVE:
mode = KX_ParentActuator::KX_PARENT_REMOVE;
tmpgob = NULL;
break;
}
KX_ParentActuator *tmpparact
= new KX_ParentActuator(gameobj,
mode,
tmpgob);
baseact = tmpparact;
break;
}
default:
; /* generate some error */
}
if (baseact)
{
baseact->SetExecutePriority(executePriority++);
uniquename += "#ACT#";
uniqueint++;
CIntValue* uniqueval = new CIntValue(uniqueint);
uniquename += uniqueval->GetText();
uniqueval->Release();
baseact->SetName(STR_String(bact->name));
//gameobj->SetProperty(uniquename,baseact);
gameobj->AddActuator(baseact);
converter->RegisterGameActuator(baseact, bact);
// done with baseact, release it
baseact->Release();
}
bact = bact->next;
}
}