Files
test/source/gameengine/Converter/KX_ConvertActuators.cpp
Benoit Bolsee 70d239ef7d BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
  Servo control motion).
- No PyDoc at present, will be added soon.

Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an 
event at the start of the game or when entering a state or at 
object creation. The event will be positive or negative 
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.

Servo control motion
====================
A new variant of the motion actuator allows to control speed 
with force. The control if of type "PID" (Propotional, Integral, 
Derivate): the force is automatically adapted to achieve the 
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style: 
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision 
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world 
       coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
       coordinates of LinV). No limitation means that the force
       will grow as large as necessary to achieve the target 
       speed along that axis. Set a max value to limit the 
       accelaration along an axis (slow start) and set a min
       value (negative) to limit the brake force.
P:     Proportional coefficient of servo controller, don't set
       directly unless you know what you're doing.
I:     Integral coefficient of servo controller. Use low value
       (<0.1) for slow reaction (sliding), high values (>0.5)
       for hard control. The P coefficient will be automatically
       set to 60 times the I coefficient (a reasonable value).
D:     Derivate coefficient. Leave to 0 unless you know what
       you're doing. High values create instability. 

Notes: - This actuator works perfectly in zero friction 
         environment: the PID controller will simulate friction
         by applying force as needed.
       - This actuator is compatible with simple Drot motion
         actuator but not with LinV and Dloc motion.
       - (0,0,0) is a valid target speed.
       - All parameters are accessible through Python.

Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp:  Time constant (in nb of frames) of distance and 
       orientation control.
Dist:  Select to enable distance control and set target 
       distance. The object will be position at the given
       distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be 
       detected.
N    : Select to enable orientation control. The actuator will
       change the orientation and the location of the object 
       so that it is parallel to the surface at the vertical
       of the point of contact of the ray.  
M/P  : Select to enable material detection. Default is property
       detection.
Property/Material: name of property/material that the target of
       ray must have to be detected. If not set, property/
       material filter is disabled and any collisioning object
       within range will be detected.
PER  : Select to enable persistent operation. Normally the 
       actuator disables itself automatically if the ray does
       not reach a valid target. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  
rotDamp: Time constant (in nb of frame) of orientation control.
       0 : use Damp parameter.
       >0: use a different time constant for orientation.

Notes: - If neither N nor Dist options are set, the actuator
         does not change the position and orientation of the
         object; it works as a ray sensor.
       - The ray has no "X-ray" capability: if the first object
         hit does not have the required property/material, it
         returns no hit and the actuator disables itself unless
         PER option is enabled.
       - This actuator changes the position and orientation but
         not the speed of the object. This has an important 
         implication in a gravity environment: the gravity will
         cause the speed to increase although the object seems
         to stay still (it is repositioned at each frame).
         The gravity must be compensated in one way or another.
         the new servo control motion actuator is the simplest 
         way: set the target speed along the ray axis to 0
         and the servo control will automatically compensate 
         the gravity.
       - This actuator changes the orientation of the object 
         and will conflict with Drot motion unless it is 
         placed BEFORE the Drot motion actuator (the order of 
         actuator is important)
       - All parameters are accessible through Python.

Orientation constraint 
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction. 
time : Maximum activation time of actuator. 
       0 : unlimited.
       >0: number of frames before automatic deactivation.  

Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
       - This actuator changes the orientation of the object
         and will conflict with Drot motion unless it is placed
         BEFORE the Drot motion actuator (the order of 
         actuator is important).
       - This actuator doesn't change the location and speed. 
         It is compatible with gravity.
       - All parameters are accessible through Python.

Actuator sensor 
===============
This sensor detects the activation and deactivation of actuators 
of the same object. The sensor generates a positive pulse when 
the corresponding sensor is activated and a negative pulse when 
it is deactivated (the contrary if the Inv option is selected). 
This is mostly useful to chain actions and to detect the loss of 
contact of the distance motion actuator.

Notes: - Actuators are disabled at the start of the game; if you
         want to detect the On-Off transition of an actuator 
         after it has been activated at least once, unselect the
         Lvl and Inv options and use a NAND controller.
       - Some actuators deactivates themselves immediately after 
         being activated. The sensor detects this situation as 
         an On-Off transition.
       - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00

1071 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 force_local = (ipoact->flag & ACT_IPOFORCE_LOCAL);
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,
force_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;
}
}