diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 132 |
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) { |