Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp506
1 files changed, 407 insertions, 99 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 02c07a8eb94..4f152acc918 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -34,6 +34,8 @@
#define BLENDER_HACK_DTIME 0.02
+#include "MEM_guardedalloc.h"
+
#include "KX_BlenderSceneConverter.h"
#include "KX_ConvertActuators.h"
@@ -42,7 +44,7 @@
#include "SCA_PropertyActuator.h"
#include "SCA_LogicManager.h"
#include "SCA_RandomActuator.h"
-
+#include "SCA_2DFilterActuator.h"
// Ketsji specific logicbricks
#include "KX_SceneActuator.h"
@@ -54,10 +56,13 @@
#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"
@@ -66,9 +71,11 @@
#include "KX_GameObject.h"
/* This little block needed for linking to Blender... */
-
+#include "BKE_text.h"
#include "BLI_blenlib.h"
+#define FILE_MAX 240 // repeated here to avoid dependency from BKE_utildefines.h
+
#include "KX_NetworkMessageActuator.h"
#ifdef WIN32
@@ -81,6 +88,7 @@
#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"
@@ -132,6 +140,7 @@ void BL_ConvertActuators(char* maggiename,
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;
@@ -152,7 +161,7 @@ void BL_ConvertActuators(char* maggiename,
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);
@@ -163,6 +172,7 @@ void BL_ConvertActuators(char* maggiename,
drotvec.getValue(),
linvelvec.getValue(),
angvelvec.getValue(),
+ damping,
bitLocalFlag
);
baseact = tmpbaseact;
@@ -173,16 +183,19 @@ void BL_ConvertActuators(char* maggiename,
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->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);
@@ -192,26 +205,55 @@ void BL_ConvertActuators(char* maggiename,
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 : "");
+ STR_String propframe = (actact->frameProp ? actact->frameProp : "");
+
+ BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
+ 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 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 : "");
+ STR_String propname = ipoact->name;
+ STR_String frameProp = ipoact->frameProp;
// first bit?
bool ipo_as_force = (ipoact->flag & ACT_IPOFORCE);
- bool force_local = (ipoact->flag & ACT_IPOFORCE_LOCAL);
+ bool local = (ipoact->flag & ACT_IPOLOCAL);
+ bool ipo_add = (ipoact->flag & ACT_IPOADD);
KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
gameobj,
propname ,
+ frameProp,
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
- );
+ ipo_add,
+ local);
baseact = tmpbaseact;
break;
}
@@ -249,15 +291,19 @@ void BL_ConvertActuators(char* maggiename,
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
- /**
- * Get the Message Subject to send.
+ /* BGE Wants "OB" prefix */
+ if (toPropName != "")
+ toPropName = "OB" + toPropName;
+
+ /**
+ * Get the Message Subject to send.
*/
STR_String subject = (msgAct->subject
? (char*) msgAct->subject
: "");
- /**
- * Get the bodyType
+ /**
+ * Get the bodyType
*/
int bodyType = msgAct->bodyType;
@@ -319,22 +365,26 @@ void BL_ConvertActuators(char* maggiename,
if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF)
{
- SND_SoundObject* sndobj = NULL;
+ SND_Scene* soundscene = scene->GetSoundScene();
+ STR_String samplename = "";
+ bool sampleisloaded = false;
- if (soundact->sound)
- {
- SND_Scene* soundscene = scene->GetSoundScene();
- STR_String samplename = soundact->sound->name;
+ if (soundact->sound) {
+ /* Need to convert the samplename into absolute path
+ * before checking if its loaded */
+ char fullpath[FILE_MAX];
- bool sampleisloaded = false;
+ /* dont modify soundact->sound->name, only change a copy */
+ BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath));
+ BLI_convertstringcode(fullpath, maggiename);
+ samplename = fullpath;
/* let's see if the sample was already loaded */
if (soundscene->IsSampleLoaded(samplename))
{
sampleisloaded = true;
}
- else
- {
+ else {
/* if not, make it so */
PackedFile* pf = soundact->sound->newpackedfile;
@@ -347,21 +397,33 @@ void BL_ConvertActuators(char* maggiename,
/* or else load it from disk */
else
{
- /* but we need to convert the samplename into absolute pathname first */
- BLI_convertstringcode(soundact->sound->name, maggiename, 0);
- samplename = soundact->sound->name;
-
- /* and now we can load it */
- if (soundscene->LoadSample(samplename, NULL, 0) > -1)
+ if (soundscene->LoadSample(samplename, NULL, 0) > -1) {
sampleisloaded = true;
+ }
+ else {
+ std::cout << "WARNING: Sound actuator \"" << bact->name <<
+ "\" from object \"" << blenderobject->id.name+2 <<
+ "\" failed to load sample." << std::endl;
+ }
}
}
-
- if (sampleisloaded)
- {
- sndobj = new SND_SoundObject();
- sndobj->SetSampleName(samplename.Ptr());
- sndobj->SetObjectName(bact->name);
+ } else {
+ std::cout << "WARNING: Sound actuator \"" << bact->name <<
+ "\" from object \"" << blenderobject->id.name+2 <<
+ "\" has no sound datablock." << std::endl;
+ }
+
+ /* Note, allowing actuators for sounds that are not there was added since 2.47
+ * 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)));
@@ -374,8 +436,9 @@ void BL_ConvertActuators(char* maggiename,
else
sndobj->SetLoopMode(SND_LOOP_NORMAL);
}
- else
+ else {
sndobj->SetLoopMode(SND_LOOP_OFF);
+ }
if (soundact->sound->flags & SOUND_FLAGS_PRIORITY)
sndobj->SetHighPriority(true);
@@ -386,22 +449,30 @@ void BL_ConvertActuators(char* maggiename,
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;
+ }
+ 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;
}
@@ -467,7 +538,7 @@ void BL_ConvertActuators(char* maggiename,
case ACT_PROPERTY:
{
bPropertyActuator* propact = (bPropertyActuator*) bact->data;
- CValue* destinationObj = NULL;
+ SCA_IObject* destinationObj = NULL;
/*
here the destinationobject is searched. problem with multiple scenes: other scenes
@@ -503,14 +574,27 @@ void BL_ConvertActuators(char* maggiename,
// 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]),
+ 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);
+ }
+ }
+ MT_Vector3 linvelvec (
+ KX_BLENDERTRUNC(editobact->linVelocity[0]),
KX_BLENDERTRUNC(editobact->linVelocity[1]),
KX_BLENDERTRUNC(editobact->linVelocity[2]));
-
+
+ MT_Vector3 angvelvec (
+ KX_BLENDERTRUNC(editobact->angVelocity[0]),
+ KX_BLENDERTRUNC(editobact->angVelocity[1]),
+ KX_BLENDERTRUNC(editobact->angVelocity[2]));
+
KX_SCA_AddObjectActuator* tmpaddact =
new KX_SCA_AddObjectActuator(
gameobj,
@@ -518,7 +602,9 @@ void BL_ConvertActuators(char* maggiename,
editobact->time,
scene,
linvelvec.getValue(),
- editobact->localflag!=0
+ (editobact->localflag & ACT_EDOB_LOCAL_LINV)!=0,
+ angvelvec.getValue(),
+ (editobact->localflag & ACT_EDOB_LOCAL_ANGV)!=0
);
//editobact->ob to gameobj
@@ -569,6 +655,15 @@ void BL_ConvertActuators(char* maggiename,
blenderobject->upflag
);
baseact = tmptrackact;
+ break;
+ }
+ case ACT_EDOB_DYNAMICS:
+ {
+ KX_SCA_DynamicActuator* tmpdynact
+ = new KX_SCA_DynamicActuator(gameobj,
+ editobact->dyn_operation
+ );
+ baseact = tmpdynact;
}
}
break;
@@ -576,51 +671,141 @@ void BL_ConvertActuators(char* maggiename,
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 */
- 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 */
+ 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,
- min,
- max,
- locrot);
+ conact->damp,
+ conact->rotdamp,
+ min,
+ max,
+ conact->maxrot,
+ locrot,
+ conact->time,
+ conact->flag,
+ prop);
baseact = tmpconact;
break;
}
@@ -678,15 +863,11 @@ void BL_ConvertActuators(char* maggiename,
break;
}
case ACT_SCENE_CAMERA:
+ mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
if (sceneact->camera)
{
- mode = KX_SceneActuator::KX_SCENE_SET_CAMERA;
cam = (KX_Camera*) converter->FindGameObject(sceneact->camera);
}
- else
- {
- // TODO:warn user
- }
break;
case ACT_SCENE_RESTART:
{
@@ -739,6 +920,16 @@ void BL_ConvertActuators(char* maggiename,
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 */
}
@@ -825,15 +1016,129 @@ void BL_ConvertActuators(char* maggiename,
bVisibilityActuator *vis_act = (bVisibilityActuator *) bact->data;
KX_VisibilityActuator * tmp_vis_act = NULL;
bool v = ((vis_act->flag & ACT_VISIBILITY_INVISIBLE) != 0);
+ bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0);
- tmp_vis_act =
- new KX_VisibilityActuator(gameobj,
- !v);
+ tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, 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(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 = NULL;
+
+ 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 */
}
@@ -851,9 +1156,12 @@ void BL_ConvertActuators(char* maggiename,
gameobj->AddActuator(baseact);
converter->RegisterGameActuator(baseact, bact);
+ // done with baseact, release it
+ baseact->Release();
}
bact = bact->next;
}
}
+