Compound shape control
======================
1) GUI control
It is now possible to control which child shape is added to
a parent compound shape in the Physics buttons. The "Compound"
shape button becomes "Add to parent" on child objects and
determines whether the child shape is to be added to the top
parent compound shape when the game is stated.
Notes: * "Compound" is only available to top parent objects
(objects without parent).
* Nesting of compound shape is not possible: a child
object with "Add to parent" button set will be added
to the top parent compound shape, regardless of its
position in the parent-child hierarchy and even if its
immediate parent doesn't have the "Add to parent" button set.
2) runtime control
It is now possible to control the compound shape at runtime:
The SetParent actuator has a new "Compound" button that indicates
whether the object shape should be added to the compound shape
of the parent object, provided the parent has a compound shape
of course. If not, the object retain it's individual state
while parented.
Similarly, the KX_GameObject.setParent() python function has
a new compound parameter.
Notes: * When an object is dynamically added to a compound
shape, it looses temporarily all its physics capability
to the benefit of the parent: it cannot register collisions
and the characteristics of its shape are lost (ghost, sensor,
dynamic, etc.).
* Nested compound shape is not supported: if the object
being parented is already a compound shape, it is not
added to the compound parent (as if the Compound option
was not set in the actuator or the setParent function).
* To ensure compatibility with old blend files, the Blender
subversion is changed to 2.48.5 and the old blend files
are automatically converted to match the old behavior:
all children of a Compound object will have the "Add to
parent" button set automatically.
Child ghost control
===================
It is now possible to control if an object should becomes ghost
or solid when parented. This is only applicable if the object
is not added to the parent compound shape (see above).
A new "Ghost" button is available on the SetParent actuator to
that effect. Similarly the KX_GameObject.setParent() python function
has a new compound parameter.
Notes: * This option is not applicable to sensor objects: they stay
ghost all the time.
* Make sure the child object does not enter in collision with
the parent shape when the Ghost option if off and the parent is
dynamic: the collision creates a reaction force but the parent
cannot escape the child, so the force builds up and produces
eratic movements.
* The collision capability of an ordinary object (dynamic or static)
is limited when it is parented: it becomes automatically static
and can only detect dynamic and sensor objects.
* A sensor object retain its full collision capability when parented:
it can detect static and dynamic object.
Python control
==============
KX_GameObject.setParent(parent,compound,ghost):
Sets this object's parent.
Control the shape status with the optional compound and ghost parameters:
compound=1: the object shape should be added to the parent compound shape (default)
compound=0: the object should keep its individual shape.
In that case you can control if it should be ghost or not:
ghost=1 if the object should be made ghost while parented (default)
ghost=0 if the object should be solid while parented
Note: if the object type is sensor, it stays ghost regardless of ghost parameter
parent: KX_GameObject reference or string (object name w/o OB prefix)
1180 lines
34 KiB
C++
1180 lines
34 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Convert Blender actuators for use in the GameEngine
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*/
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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#define BLENDER_HACK_DTIME 0.02
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertActuators.h"
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#include "SND_Scene.h"
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// Actuators
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//SCA logiclibrary native logicbricks
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#include "SCA_PropertyActuator.h"
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#include "SCA_LogicManager.h"
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#include "SCA_RandomActuator.h"
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#include "SCA_2DFilterActuator.h"
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// Ketsji specific logicbricks
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#include "KX_SceneActuator.h"
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#include "KX_IpoActuator.h"
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#include "KX_SoundActuator.h"
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#include "KX_CDActuator.h"
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#include "KX_ObjectActuator.h"
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#include "KX_TrackToActuator.h"
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#include "KX_ConstraintActuator.h"
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#include "KX_CameraActuator.h"
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#include "KX_GameActuator.h"
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#include "KX_StateActuator.h"
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#include "KX_VisibilityActuator.h"
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#include "KX_SCA_AddObjectActuator.h"
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#include "KX_SCA_EndObjectActuator.h"
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#include "KX_SCA_ReplaceMeshActuator.h"
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#include "KX_ParentActuator.h"
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#include "KX_SCA_DynamicActuator.h"
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#include "KX_Scene.h"
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#include "KX_KetsjiEngine.h"
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#include "IntValue.h"
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#include "KX_GameObject.h"
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/* This little block needed for linking to Blender... */
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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#define FILE_MAX 240 // repeated here to avoid dependency from BKE_utildefines.h
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#include "KX_NetworkMessageActuator.h"
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_sound_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_actuator_types.h"
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#include "DNA_packedFile_types.h"
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#include "BL_ActionActuator.h"
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#include "BL_ShapeActionActuator.h"
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/* end of blender include block */
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#include "BL_BlenderDataConversion.h"
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/**
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KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
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*/
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#define KX_BLENDERTRUNC(x) (( x < 0.0001 && x > -0.0001 ) ? 0.0 : x)
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void BL_ConvertActuators(char* maggiename,
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struct Object* blenderobject,
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KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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KX_Scene* scene,
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KX_KetsjiEngine* ketsjiEngine,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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RAS_IRenderTools* rendertools,
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KX_BlenderSceneConverter* converter
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)
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{
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int uniqueint = 0;
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int actcount = 0;
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int executePriority = 0;
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bActuator* bact = (bActuator*) blenderobject->actuators.first;
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while (bact)
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{
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actcount++;
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bact = bact->next;
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}
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gameobj->ReserveActuator(actcount);
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bact = (bActuator*) blenderobject->actuators.first;
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while(bact)
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{
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STR_String uniquename = bact->name;
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STR_String& objectname = gameobj->GetName();
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SCA_IActuator* baseact = NULL;
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switch (bact->type)
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{
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case ACT_OBJECT:
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{
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bObjectActuator* obact = (bObjectActuator*) bact->data;
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KX_GameObject* obref = NULL;
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MT_Vector3 forcevec(KX_BLENDERTRUNC(obact->forceloc[0]),
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KX_BLENDERTRUNC(obact->forceloc[1]),
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KX_BLENDERTRUNC(obact->forceloc[2]));
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MT_Vector3 torquevec(obact->forcerot[0],obact->forcerot[1],obact->forcerot[2]);
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MT_Vector3 dlocvec ( KX_BLENDERTRUNC(obact->dloc[0]),
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KX_BLENDERTRUNC(obact->dloc[1]),
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KX_BLENDERTRUNC(obact->dloc[2]));
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MT_Vector3 drotvec ( KX_BLENDERTRUNC(obact->drot[0]),obact->drot[1],obact->drot[2]);
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MT_Vector3 linvelvec ( KX_BLENDERTRUNC(obact->linearvelocity[0]),
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KX_BLENDERTRUNC(obact->linearvelocity[1]),
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KX_BLENDERTRUNC(obact->linearvelocity[2]));
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MT_Vector3 angvelvec ( KX_BLENDERTRUNC(obact->angularvelocity[0]),
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KX_BLENDERTRUNC(obact->angularvelocity[1]),
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KX_BLENDERTRUNC(obact->angularvelocity[2]));
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short damping = obact->damping;
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drotvec /= BLENDER_HACK_DTIME;
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//drotvec /= BLENDER_HACK_DTIME;
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drotvec *= MT_2_PI/360.0;
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//dlocvec /= BLENDER_HACK_DTIME;
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//linvelvec /= BLENDER_HACK_DTIME;
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//angvelvec /= BLENDER_HACK_DTIME;
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/* Blender uses a bit vector internally for the local-flags. In */
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/* KX, we have four bools. The compiler should be smart enough */
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/* to do the right thing. We need to explicitly convert here! */
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KX_LocalFlags bitLocalFlag;
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bitLocalFlag.Force = bool((obact->flag & ACT_FORCE_LOCAL)!=0);
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bitLocalFlag.Torque = bool((obact->flag & ACT_TORQUE_LOCAL) !=0);//rlocal;
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bitLocalFlag.DLoc = bool((obact->flag & ACT_DLOC_LOCAL)!=0);
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bitLocalFlag.DRot = bool((obact->flag & ACT_DROT_LOCAL)!=0);
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bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0);
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bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0);
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bitLocalFlag.ServoControl = bool(obact->type == ACT_OBJECT_SERVO);
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bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
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if (obact->reference && bitLocalFlag.ServoControl)
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{
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obref = converter->FindGameObject(obact->reference);
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}
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KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
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obref,
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forcevec.getValue(),
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torquevec.getValue(),
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dlocvec.getValue(),
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drotvec.getValue(),
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linvelvec.getValue(),
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angvelvec.getValue(),
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damping,
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bitLocalFlag
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);
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baseact = tmpbaseact;
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break;
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}
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case ACT_ACTION:
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{
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if (blenderobject->type==OB_ARMATURE){
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
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gameobj,
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propname,
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propframe,
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actact->sta,
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actact->end,
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actact->act,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->blendin,
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actact->priority,
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actact->end_reset,
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actact->stridelength
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// Ketsji at 1, because zero is reserved for "NoDef"
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);
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baseact= tmpbaseact;
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break;
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}
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else
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printf ("Discarded action actuator from non-armature object [%s]\n", blenderobject->id.name+2);
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}
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case ACT_SHAPEACTION:
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{
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if (blenderobject->type==OB_MESH){
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bActionActuator* actact = (bActionActuator*) bact->data;
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STR_String propname = (actact->name ? actact->name : "");
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STR_String propframe = (actact->frameProp ? actact->frameProp : "");
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BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
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gameobj,
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propname,
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propframe,
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actact->sta,
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actact->end,
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actact->act,
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actact->type, // + 1, because Blender starts to count at zero,
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actact->blendin,
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actact->priority,
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actact->stridelength
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// Ketsji at 1, because zero is reserved for "NoDef"
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);
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baseact= tmpbaseact;
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break;
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}
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else
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printf ("Discarded shape action actuator from non-mesh object [%s]\n", blenderobject->id.name+2);
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}
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case ACT_IPO:
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{
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bIpoActuator* ipoact = (bIpoActuator*) bact->data;
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bool ipochild = (ipoact->flag & ACT_IPOCHILD) !=0;
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STR_String propname = ipoact->name;
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STR_String frameProp = ipoact->frameProp;
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// first bit?
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bool ipo_as_force = (ipoact->flag & ACT_IPOFORCE);
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bool local = (ipoact->flag & ACT_IPOLOCAL);
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bool ipo_add = (ipoact->flag & ACT_IPOADD);
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KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
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gameobj,
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propname ,
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frameProp,
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ipoact->sta,
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ipoact->end,
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ipochild,
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ipoact->type + 1, // + 1, because Blender starts to count at zero,
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// Ketsji at 1, because zero is reserved for "NoDef"
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ipo_as_force,
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ipo_add,
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local);
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baseact = tmpbaseact;
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break;
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}
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case ACT_LAMP:
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{
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break;
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}
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case ACT_CAMERA:
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{
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bCameraActuator *camact = (bCameraActuator *) bact->data;
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if (camact->ob) {
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KX_GameObject *tmpgob = converter->FindGameObject(camact->ob);
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/* visifac, fac and axis are not copied from the struct... */
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/* that's some internal state... */
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KX_CameraActuator *tmpcamact
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= new KX_CameraActuator(gameobj,
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tmpgob,
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camact->height,
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camact->min,
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camact->max,
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camact->axis=='x');
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baseact = tmpcamact;
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}
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break;
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}
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case ACT_MESSAGE:
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{
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bMessageActuator *msgAct = (bMessageActuator *) bact->data;
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/**
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* Get the name of the properties that objects must own that
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* we're sending to, if present
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*/
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STR_String toPropName = (msgAct->toPropName
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? (char*) msgAct->toPropName
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: "");
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/* BGE Wants "OB" prefix */
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if (toPropName != "")
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toPropName = "OB" + toPropName;
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/**
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* Get the Message Subject to send.
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*/
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STR_String subject = (msgAct->subject
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? (char*) msgAct->subject
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: "");
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/**
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* Get the bodyType
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*/
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int bodyType = msgAct->bodyType;
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/**
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* Get the body (text message or property name whose value
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* we'll be sending, might be empty
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*/
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STR_String body = (msgAct->body
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? (char*) msgAct->body
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: "");
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KX_NetworkMessageActuator *tmpmsgact =
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new KX_NetworkMessageActuator(
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gameobj, // actuator controlling object
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scene->GetNetworkScene(), // needed for replication
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toPropName,
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subject,
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bodyType,
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body);
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baseact = tmpmsgact;
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break;
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}
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case ACT_MATERIAL:
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{
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break;
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}
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case ACT_SOUND:
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{
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bSoundActuator* soundact = (bSoundActuator*) bact->data;
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/* get type, and possibly a start and end frame */
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short startFrame = soundact->sta, stopFrame = soundact->end;
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KX_SoundActuator::KX_SOUNDACT_TYPE
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
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switch(soundact->type) {
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case ACT_SND_PLAY_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP;
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break;
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case ACT_SND_PLAY_END_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYEND;
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break;
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case ACT_SND_LOOP_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPSTOP;
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break;
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case ACT_SND_LOOP_END_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPEND;
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break;
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case ACT_SND_LOOP_BIDIRECTIONAL_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL;
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break;
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case ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND:
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP;
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break;
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default:
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/* This is an error!!! */
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soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
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}
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if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF)
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{
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SND_Scene* soundscene = scene->GetSoundScene();
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STR_String samplename = "";
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bool sampleisloaded = false;
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if (soundact->sound) {
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/* Need to convert the samplename into absolute path
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* before checking if its loaded */
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char fullpath[FILE_MAX];
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/* dont modify soundact->sound->name, only change a copy */
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BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath));
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BLI_convertstringcode(fullpath, maggiename);
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samplename = fullpath;
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|
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/* let's see if the sample was already loaded */
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if (soundscene->IsSampleLoaded(samplename))
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{
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sampleisloaded = true;
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}
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else {
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/* if not, make it so */
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PackedFile* pf = soundact->sound->newpackedfile;
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/* but we need a packed file then */
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if (pf)
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{
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if (soundscene->LoadSample(samplename, pf->data, pf->size) > -1)
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sampleisloaded = true;
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}
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/* or else load it from disk */
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else
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{
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if (soundscene->LoadSample(samplename, NULL, 0) > -1) {
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sampleisloaded = true;
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}
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else {
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std::cout << "WARNING: Sound actuator \"" << bact->name <<
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"\" from object \"" << blenderobject->id.name+2 <<
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"\" failed to load sample." << std::endl;
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}
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}
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}
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} else {
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std::cout << "WARNING: Sound actuator \"" << bact->name <<
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"\" from object \"" << blenderobject->id.name+2 <<
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"\" has no sound datablock." << std::endl;
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}
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|
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/* Note, allowing actuators for sounds that are not there was added since 2.47
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* This is because python may expect the actuator and raise an exception if it dosnt find it
|
|
* better just to add a dummy sound actuator. */
|
|
SND_SoundObject* sndobj = NULL;
|
|
if (sampleisloaded)
|
|
{
|
|
/* setup the SND_SoundObject */
|
|
sndobj = new SND_SoundObject();
|
|
sndobj->SetSampleName(samplename.Ptr());
|
|
sndobj->SetObjectName(bact->name);
|
|
if (soundact->sound) {
|
|
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);
|
|
}
|
|
else {
|
|
/* dummy values for a NULL sound
|
|
* see editsound.c - defaults are unlikely to change soon */
|
|
sndobj->SetRollOffFactor(1.0);
|
|
sndobj->SetGain(1.0);
|
|
sndobj->SetPitch(1.0);
|
|
sndobj->SetLoopMode(SND_LOOP_OFF);
|
|
sndobj->SetHighPriority(false);
|
|
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;
|
|
if (sndobj)
|
|
soundscene->AddObject(sndobj);
|
|
}
|
|
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;
|
|
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 = 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,
|
|
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 = (MT_2_PI * conact->minloc[0])/360.0;
|
|
max = (MT_2_PI * conact->maxloc[0])/360.0;
|
|
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 = 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;
|
|
}
|
|
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;
|
|
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(),rendertools);
|
|
|
|
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;
|
|
}
|
|
|
|
default:
|
|
; /* generate some error */
|
|
}
|
|
|
|
if (baseact)
|
|
{
|
|
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();
|
|
}
|
|
|
|
bact = bact->next;
|
|
}
|
|
}
|
|
|
|
|