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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp132
1 files changed, 86 insertions, 46 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index b1f86afa4ee..e8be8de95ed 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -74,6 +74,8 @@
#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
@@ -355,22 +357,26 @@ 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;
@@ -383,25 +389,33 @@ void BL_ConvertActuators(char* maggiename,
/* or else load it from disk */
else
{
- /* but we need to convert the samplename into absolute pathname first */
- char fullpath[sizeof(soundact->sound->name)];
-
- /* dont modify soundact->sound->name, only change a copy */
- BLI_strncpy(fullpath, soundact->sound->name, sizeof(fullpath));
- BLI_convertstringcode(fullpath, maggiename);
- samplename = fullpath;
-
- /* 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)));
@@ -414,8 +428,9 @@ 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);
@@ -426,22 +441,30 @@ 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;
}
@@ -554,10 +577,16 @@ void BL_ConvertActuators(char* maggiename,
originalval = converter->FindGameObject(editobact->ob);
}
}
- MT_Vector3 linvelvec ( KX_BLENDERTRUNC(editobact->linVelocity[0]),
+ 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,
@@ -565,7 +594,9 @@ 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
@@ -847,6 +878,16 @@ 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 */
}
@@ -933,10 +974,9 @@ 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;
}
@@ -1035,7 +1075,7 @@ void BL_ConvertActuators(char* maggiename,
{
bParentActuator *parAct = (bParentActuator *) bact->data;
int mode = KX_ParentActuator::KX_PARENT_NODEF;
- KX_GameObject *tmpgob;
+ KX_GameObject *tmpgob = NULL;
switch(parAct->type)
{