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											2002-10-12 11:37:38 +00:00
										 |  |  | /**
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							|  |  |  |  * $Id$ | 
					
						
							|  |  |  |  * ***** BEGIN GPL/BL DUAL 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. The Blender | 
					
						
							|  |  |  |  * Foundation also sells licenses for use in proprietary software under | 
					
						
							|  |  |  |  * the Blender License.  See http://www.blender.org/BL/ for information
 | 
					
						
							|  |  |  |  * about this. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * 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/BL DUAL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | #include "MEM_guardedalloc.h"
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							|  |  |  | 
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							|  |  |  | #include "KX_BlenderSceneConverter.h"
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							|  |  |  | #include "KX_ConvertControllers.h"
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							|  |  |  | #include "KX_Python.h"
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							|  |  |  | 
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							|  |  |  | // Controller
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							|  |  |  | #include "SCA_ANDController.h"
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							|  |  |  | #include "SCA_ORController.h"
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							|  |  |  | #include "SCA_PythonController.h"
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							|  |  |  | #include "SCA_ExpressionController.h"
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							|  |  |  | 
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							|  |  |  | #include "SCA_LogicManager.h"
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							|  |  |  | #include "KX_GameObject.h"
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							|  |  |  | #include "IntValue.h"
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							|  |  |  | 
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										 |  |  | #ifdef HAVE_CONFIG_H
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							|  |  |  | #include <config.h>
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							|  |  |  | #endif
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							|  |  |  | 
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											2002-10-12 11:37:38 +00:00
										 |  |  | /* This little block needed for linking to Blender... */ | 
					
						
							|  |  |  | #ifdef WIN32
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							|  |  |  | #include "BLI_winstuff.h"
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							|  |  |  | #endif
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							|  |  |  | 
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							|  |  |  | #include "DNA_object_types.h"
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							|  |  |  | #include "DNA_controller_types.h"
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							|  |  |  | #include "DNA_text_types.h"
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							|  |  |  | 
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							|  |  |  | #include "BKE_text.h"
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							|  |  |  | 
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							|  |  |  | #include "BLI_blenlib.h"
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							|  |  |  | 
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							|  |  |  | /* end of blender include block */ | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | 	static void | 
					
						
							|  |  |  | LinkControllerToActuators( | 
					
						
							|  |  |  | 	SCA_IController *game_controller, | 
					
						
							|  |  |  | 	bController* bcontr,	 | 
					
						
							|  |  |  | 	SCA_LogicManager* logicmgr, | 
					
						
							|  |  |  | 	KX_BlenderSceneConverter* converter | 
					
						
							|  |  |  | ) { | 
					
						
							|  |  |  | 	// Iterate through the actuators of the game blender
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							|  |  |  | 	// controller and find the corresponding ketsji actuator.
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							|  |  |  | 
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							|  |  |  | 	for (int i=0;i<bcontr->totlinks;i++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		bActuator* bact = (bActuator*) bcontr->links[i]; | 
					
						
							|  |  |  | 		SCA_IActuator *game_actuator = converter->FindGameActuator(bact); | 
					
						
							|  |  |  | 		if (game_actuator) { | 
					
						
							|  |  |  | 			logicmgr->RegisterToActuator(game_controller, game_actuator); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | void BL_ConvertControllers( | 
					
						
							|  |  |  | 	struct Object* blenderobject, | 
					
						
							|  |  |  | 	class KX_GameObject* gameobj, | 
					
						
							|  |  |  | 	SCA_LogicManager* logicmgr,  | 
					
						
							|  |  |  | 	PyObject* pythondictionary, | 
					
						
							|  |  |  | 	int &executePriority, | 
					
						
							|  |  |  | 	int activeLayerBitInfo, | 
					
						
							|  |  |  | 	bool isInActiveLayer, | 
					
						
							|  |  |  | 	KX_BlenderSceneConverter* converter | 
					
						
							|  |  |  | ) { | 
					
						
							|  |  |  | 	int uniqueint=0; | 
					
						
							|  |  |  | 	bController* bcontr = (bController*)blenderobject->controllers.first; | 
					
						
							|  |  |  | 	while (bcontr) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		SCA_IController* gamecontroller = NULL; | 
					
						
							|  |  |  | 		switch(bcontr->type) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			case CONT_LOGIC_AND: | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				gamecontroller = new SCA_ANDController(gameobj); | 
					
						
							|  |  |  | 				LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			case CONT_LOGIC_OR: | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				gamecontroller = new SCA_ORController(gameobj); | 
					
						
							|  |  |  | 				LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			case CONT_EXPRESSION: | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data; | 
					
						
							|  |  |  | 				STR_String expressiontext = STR_String(bexpcont->str); | 
					
						
							|  |  |  | 				if (expressiontext.Length() > 0) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					gamecontroller = new SCA_ExpressionController(gameobj,expressiontext); | 
					
						
							|  |  |  | 					LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); | 
					
						
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							|  |  |  | 				} | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			case CONT_PYTHON: | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 					 | 
					
						
							|  |  |  | 				// we should create a Python controller here
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							|  |  |  | 							 | 
					
						
							|  |  |  | 				SCA_PythonController* pyctrl = new SCA_PythonController(gameobj); | 
					
						
							|  |  |  | 				gamecontroller = pyctrl; | 
					
						
							|  |  |  | 					 | 
					
						
							|  |  |  | 				bPythonCont* pycont = (bPythonCont*) bcontr->data; | 
					
						
							|  |  |  | 				pyctrl->SetDictionary(pythondictionary); | 
					
						
							|  |  |  | 					 | 
					
						
							|  |  |  | 				if (pycont->text) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					char *buf; | 
					
						
							|  |  |  | 					// this is some blender specific code
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							|  |  |  | 					buf= txt_to_buf(pycont->text); | 
					
						
							|  |  |  | 					if (buf) | 
					
						
							|  |  |  | 					{ | 
					
						
							|  |  |  | 						pyctrl->SetScriptText(STR_String(buf)); | 
					
						
							|  |  |  | 						pyctrl->SetScriptName(pycont->text->id.name+2); | 
					
						
							|  |  |  | 						MEM_freeN(buf); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 					 | 
					
						
							|  |  |  | 				LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			default: | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		if (gamecontroller) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			gamecontroller->SetExecutePriority(executePriority++); | 
					
						
							|  |  |  | 			STR_String uniquename = bcontr->name; | 
					
						
							|  |  |  | 			uniquename += "#CONTR#"; | 
					
						
							|  |  |  | 			uniqueint++; | 
					
						
							|  |  |  | 			CIntValue* uniqueval = new CIntValue(uniqueint); | 
					
						
							|  |  |  | 			uniquename += uniqueval->GetText(); | 
					
						
							|  |  |  | 			uniqueval->Release(); | 
					
						
							|  |  |  | 			gamecontroller->SetName(uniquename); | 
					
						
							|  |  |  | 			gameobj->AddController(gamecontroller); | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			converter->RegisterGameController(gamecontroller, bcontr); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		 | 
					
						
							|  |  |  | 		bcontr = bcontr->next; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | } |