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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
commitbdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch)
treed00eb50b749cb001e2b08272c91791e66740b05d /source/gameengine/Converter/KX_ConvertSensors.cpp
parent78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff)
parent7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff)
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertSensors.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp92
1 files changed, 77 insertions, 15 deletions
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 1ac80df1ee7..4cf302b1f64 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -65,6 +65,8 @@ probably misplaced */
#include "KX_MouseFocusSensor.h"
#include "SCA_JoystickSensor.h"
#include "KX_NetworkMessageSensor.h"
+#include "SCA_ActuatorSensor.h"
+#include "SCA_DelaySensor.h"
#include "SCA_PropertySensor.h"
@@ -91,6 +93,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
class KX_GameObject* gameobj,
SCA_LogicManager* logicmgr,
KX_Scene* kxscene,
+ KX_KetsjiEngine* kxengine,
SCA_IInputDevice* keydev,
int & executePriority,
int activeLayerBitInfo,
@@ -260,6 +263,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
bool neg_pulsemode = false;
int frequency = 0;
bool invert = false;
+ bool level = false;
while(sens)
{
@@ -272,7 +276,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
frequency = sens->freq;
invert = !(sens->invert == 0);
-
+ level = !(sens->level == 0);
+
switch (sens->type)
{
case SENS_ALWAYS:
@@ -287,6 +292,22 @@ void BL_ConvertSensors(struct Object* blenderobject,
break;
}
+ case SENS_DELAY:
+ {
+ // we can reuse the Always event manager for the delay sensor
+ SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::ALWAYS_EVENTMGR);
+ if (eventmgr)
+ {
+ bDelaySensor* delaysensor = (bDelaySensor*)sens->data;
+ gamesensor = new SCA_DelaySensor(eventmgr,
+ gameobj,
+ delaysensor->delay,
+ delaysensor->duration,
+ (delaysensor->flag & SENS_DELAY_REPEAT) != 0);
+ }
+ break;
+ }
+
case SENS_COLLISION:
{
SCA_EventManager* eventmgr = logicmgr->FindEventManager(SCA_EventManager::TOUCH_EVENTMGR);
@@ -392,8 +413,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
bool bFindMaterial = false;
PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos);
- if (isInActiveLayer)
- kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
+ //will be done in KX_TouchEventManager::RegisterSensor()
+ //if (isInActiveLayer)
+ // kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
@@ -420,8 +442,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
{
gamesensor = new SCA_KeyboardSensor(eventmgr,
gReverseKeyTranslateTable[blenderkeybdsensor->key],
- blenderkeybdsensor->qual,
- blenderkeybdsensor->qual2,
+ gReverseKeyTranslateTable[blenderkeybdsensor->qual],
+ gReverseKeyTranslateTable[blenderkeybdsensor->qual2],
(blenderkeybdsensor->type == SENS_ALL_KEYS),
blenderkeybdsensor->targetName,
blenderkeybdsensor->toggleName,
@@ -496,6 +518,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
trackfocus,
canvas,
kxscene,
+ kxengine,
gameobj);
}
} else {
@@ -544,6 +567,19 @@ void BL_ConvertSensors(struct Object* blenderobject,
break;
}
+ case SENS_ACTUATOR:
+ {
+ bActuatorSensor* blenderactsensor = (bActuatorSensor*) sens->data;
+ // we will reuse the property event manager, there is nothing special with this sensor
+ SCA_EventManager* eventmgr
+ = logicmgr->FindEventManager(SCA_EventManager::ACTUATOR_EVENTMGR);
+ if (eventmgr)
+ {
+ STR_String propname=blenderactsensor->name;
+ gamesensor = new SCA_ActuatorSensor(eventmgr,gameobj,propname);
+ }
+ break;
+ }
case SENS_RADAR:
{
@@ -608,6 +644,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
if (eventmgr)
{
bool bFindMaterial = (blenderraysensor->mode & SENS_COLLISION_MATERIAL);
+ bool bXRay = (blenderraysensor->mode & SENS_RAY_XRAY);
STR_String checkname = (bFindMaterial? blenderraysensor->matname : blenderraysensor->propname);
@@ -620,6 +657,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
gameobj,
checkname,
bFindMaterial,
+ bXRay,
distance,
axis,
kxscene);
@@ -656,7 +694,6 @@ void BL_ConvertSensors(struct Object* blenderobject,
int axis =0;
int axisf =0;
int button =0;
- int buttonf =0;
int hat =0;
int hatf =0;
int prec =0;
@@ -671,7 +708,6 @@ void BL_ConvertSensors(struct Object* blenderobject,
break;
case SENS_JOY_BUTTON:
button = bjoy->button;
- buttonf = bjoy->buttonf;
joysticktype = SCA_JoystickSensor::KX_JOYSENSORMODE_BUTTON;
break;
case SENS_JOY_HAT:
@@ -686,11 +722,13 @@ void BL_ConvertSensors(struct Object* blenderobject,
gamesensor = new SCA_JoystickSensor(
eventmgr,
gameobj,
+ bjoy->joyindex,
joysticktype,
axis,axisf,
prec,
- button,buttonf,
- hat,hatf);
+ button,
+ hat,hatf,
+ (bjoy->flag & SENS_JOY_ANY_EVENT));
}
else
{
@@ -719,25 +757,49 @@ void BL_ConvertSensors(struct Object* blenderobject,
neg_pulsemode,
frequency);
gamesensor->SetInvert(invert);
+ gamesensor->SetLevel(level);
gamesensor->SetName(STR_String(sens->name));
gameobj->AddSensor(gamesensor);
// only register to manager if it's in an active layer
-
- if (isInActiveLayer)
- gamesensor->RegisterToManager();
+ // Make registration dynamic: only when sensor is activated
+ //if (isInActiveLayer)
+ // gamesensor->RegisterToManager();
for (int i=0;i<sens->totlinks;i++)
{
bController* linkedcont = (bController*) sens->links[i];
- SCA_IController* gamecont = converter->FindGameController(linkedcont);
+ if (linkedcont) {
+ SCA_IController* gamecont = converter->FindGameController(linkedcont);
- if (gamecont) {
- logicmgr->RegisterToSensor(gamecont,gamesensor);
+ if (gamecont) {
+ logicmgr->RegisterToSensor(gamecont,gamesensor);
+ } else {
+ printf(
+ "Warning, sensor \"%s\" could not find its controller "
+ "(link %d of %d) from object \"%s\"\n"
+ "\tthere has been an error converting the blender controller for the game engine,"
+ "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
+ }
+ } else {
+ printf(
+ "Warning, sensor \"%s\" has lost a link to a controller "
+ "(link %d of %d) from object \"%s\"\n"
+ "\tpossible causes are partially appended objects or an error reading the file,"
+ "logic may be incorrect\n", sens->name, i+1, sens->totlinks, blenderobject->id.name+2);
}
}
+ // special case: Keyboard sensor with no link
+ // this combination is usually used for key logging.
+ if (sens->type == SENS_KEYBOARD && sens->totlinks == 0) {
+ // Force the registration so that the sensor runs
+ gamesensor->IncLink();
+ }
+
+ // done with gamesensor
+ gamesensor->Release();
}
sens=sens->next;