diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 974dcbca95b..d4582425b36 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -102,7 +102,7 @@ #include "BL_BlenderDataConversion.h" -/** +/** * KX_flt_trunc needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set */ @@ -122,7 +122,7 @@ void BL_ConvertActuators(const char* maggiename, KX_BlenderSceneConverter* converter ) { - + int uniqueint = 0; int actcount = 0; int executePriority = 0; @@ -138,7 +138,7 @@ void BL_ConvertActuators(const char* maggiename, { STR_String uniquename = bact->name; STR_String& objectname = gameobj->GetName(); - + SCA_IActuator* baseact = NULL; switch (bact->type) { @@ -168,9 +168,9 @@ void BL_ConvertActuators(const char* maggiename, /* Blender uses a bit vector internally for the local-flags. In */ /* KX, we have four bools. The compiler should be smart enough */ /* to do the right thing. We need to explicitly convert here! */ - + KX_LocalFlags bitLocalFlag; - + bitLocalFlag.Force = bool((obact->flag & ACT_FORCE_LOCAL)!=0); bitLocalFlag.Torque = bool((obact->flag & ACT_TORQUE_LOCAL) !=0);//rlocal; bitLocalFlag.DLoc = bool((obact->flag & ACT_DLOC_LOCAL)!=0); @@ -186,7 +186,7 @@ void BL_ConvertActuators(const char* maggiename, { obref = converter->FindGameObject(obact->reference); } - + KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator( gameobj, obref, @@ -214,7 +214,7 @@ void BL_ConvertActuators(const char* maggiename, if (actact->flag & ACT_IPOLOCAL) ipo_flags |= BL_Action::ACT_IPOFLAG_LOCAL; if (actact->flag & ACT_IPOADD) ipo_flags |= BL_Action::ACT_IPOFLAG_ADD; if (actact->flag & ACT_IPOCHILD) ipo_flags |= BL_Action::ACT_IPOFLAG_CHILD; - + BL_ActionActuator* tmpbaseact = new BL_ActionActuator( gameobj, propname, @@ -242,7 +242,7 @@ void BL_ConvertActuators(const char* maggiename, bActionActuator* actact = (bActionActuator*) bact->data; STR_String propname = actact->name; STR_String propframe = actact->frameProp; - + BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator( gameobj, propname, @@ -270,8 +270,8 @@ void BL_ConvertActuators(const char* maggiename, bCameraActuator *camact = (bCameraActuator *) bact->data; if (camact->ob) { KX_GameObject *tmpgob = converter->FindGameObject(camact->ob); - - /* visifac, fac and axis are not copied from the struct... */ + + /* visifac, fac and axis are not copied from the struct... */ /* that's some internal state... */ KX_CameraActuator *tmpcamact = new KX_CameraActuator( gameobj, @@ -288,16 +288,16 @@ void BL_ConvertActuators(const char* maggiename, case ACT_MESSAGE: { bMessageActuator *msgAct = (bMessageActuator *) bact->data; - + /* Get the name of the properties that objects must own that * we're sending to, if present */ STR_String toPropName = msgAct->toPropName; - + /* Get the Message Subject to send. */ STR_String subject = msgAct->subject; - + /* Get the bodyType */ int bodyType = msgAct->bodyType; @@ -306,7 +306,7 @@ void BL_ConvertActuators(const char* maggiename, * we'll be sending, might be empty */ const STR_String body = msgAct->body; - + KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator( gameobj, // actuator controlling object scene->GetNetworkScene(), // needed for replication @@ -327,7 +327,7 @@ void BL_ConvertActuators(const char* maggiename, /* get type, and possibly a start and end frame */ KX_SoundActuator::KX_SOUNDACT_TYPE soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF; - + switch (soundact->type) { case ACT_SND_PLAY_STOP_SOUND: soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP; @@ -347,13 +347,13 @@ void BL_ConvertActuators(const char* maggiename, case ACT_SND_LOOP_BIDIRECTIONAL_STOP_SOUND: soundActuatorType = KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP; break; - + default: /* This is an error!!! */ soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF; } - - if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF) + + if (soundActuatorType != KX_SoundActuator::KX_SOUNDACT_NODEF) { bSound* sound = soundact->sound; bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false; @@ -407,7 +407,7 @@ void BL_ConvertActuators(const char* maggiename, { 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 @@ -418,7 +418,7 @@ void BL_ConvertActuators(const char* maggiename, */ if (propact->ob) destinationObj = converter->FindGameObject(propact->ob); - + SCA_PropertyActuator* tmppropact = new SCA_PropertyActuator( gameobj, destinationObj, @@ -431,16 +431,16 @@ void BL_ConvertActuators(const char* maggiename, } case ACT_EDIT_OBJECT: { - bEditObjectActuator *editobact + 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: + case ACT_EDOB_ADD_OBJECT: { - - // does the 'original' for replication exists, and + + // does the 'original' for replication exists, and // is it in a non-active layer ? SCA_IObject* originalval = NULL; if (editobact->ob) @@ -453,7 +453,7 @@ void BL_ConvertActuators(const char* maggiename, originalval = converter->FindGameObject(editobact->ob); } } - + KX_SCA_AddObjectActuator* tmpaddact = new KX_SCA_AddObjectActuator( gameobj, originalval, @@ -470,7 +470,7 @@ void BL_ConvertActuators(const char* maggiename, break; case ACT_EDOB_END_OBJECT: { - KX_SCA_EndObjectActuator* tmpendact + KX_SCA_EndObjectActuator* tmpendact = new KX_SCA_EndObjectActuator(gameobj,scene); baseact = tmpendact; } @@ -501,7 +501,7 @@ void BL_ConvertActuators(const char* maggiename, SCA_IObject* originalval = NULL; if (editobact->ob) originalval = converter->FindGameObject(editobact->ob); - + KX_TrackToActuator* tmptrackact = new KX_TrackToActuator( gameobj, originalval, @@ -528,10 +528,10 @@ void BL_ConvertActuators(const char* maggiename, float min = 0.0, max = 0.0; char *prop = NULL; KX_ConstraintActuator::KX_CONSTRAINTTYPE locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_NODEF; - bConstraintActuator *conact + bConstraintActuator *conact = (bConstraintActuator*) bact->data; - /* convert settings... degrees in the ui become radians */ - /* internally */ + /* convert settings... degrees in the ui become radians */ + /* internally */ if (conact->type == ACT_CONST_TYPE_ORI) { min = conact->minloc[0]; max = conact->maxloc[0]; @@ -617,12 +617,12 @@ void BL_ConvertActuators(const char* maggiename, } else { switch (conact->flag) { case ACT_CONST_LOCX: - locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_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; + locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCY; min = conact->minloc[1]; max = conact->maxloc[1]; break; @@ -647,7 +647,7 @@ void BL_ConvertActuators(const char* maggiename, max = conact->maxrot[2] * (float)MT_RADS_PER_DEG; break; default: - ; /* error */ + ; /* error */ } } KX_ConstraintActuator *tmpconact = new KX_ConstraintActuator( @@ -673,7 +673,7 @@ void BL_ConvertActuators(const char* maggiename, { bSceneActuator *sceneact = (bSceneActuator *) bact->data; STR_String nextSceneName(""); - + KX_SceneActuator* tmpsceneact; int mode = KX_SceneActuator::KX_SCENE_NODEF; KX_Camera *cam = NULL; @@ -709,11 +709,11 @@ void BL_ConvertActuators(const char* maggiename, mode = KX_SceneActuator::KX_SCENE_SET_SCENE; break; }; - + if (sceneact->scene) { nextSceneName = sceneact->scene->id.name + 2; } - + break; } case ACT_SCENE_CAMERA: @@ -727,7 +727,7 @@ void BL_ConvertActuators(const char* maggiename, break; case ACT_SCENE_RESTART: { - + mode = KX_SceneActuator::KX_SCENE_RESTART; break; } @@ -809,21 +809,21 @@ void BL_ConvertActuators(const char* maggiename, } case ACT_RANDOM: { - bRandomActuator *randAct + bRandomActuator *randAct = (bRandomActuator *) bact->data; - + unsigned long seedArg = randAct->seed; if (seedArg == 0) { seedArg = (int)(ketsjiEngine->GetRealTime()*100000.0); seedArg ^= (intptr_t)randAct; } - SCA_RandomActuator::KX_RANDOMACT_MODE modeArg + 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; @@ -890,7 +890,7 @@ void BL_ConvertActuators(const char* maggiename, bool recursive = ((vis_act->flag & ACT_VISIBILITY_RECURSIVE) != 0); tmp_vis_act = new KX_VisibilityActuator(gameobj, !v, o, recursive); - + baseact = tmp_vis_act; } break; @@ -900,9 +900,9 @@ void BL_ConvertActuators(const char* maggiename, bStateActuator *sta_act = (bStateActuator *) bact->data; KX_StateActuator * tmp_sta_act = NULL; - tmp_sta_act = + tmp_sta_act = new KX_StateActuator(gameobj, sta_act->type, sta_act->mask); - + baseact = tmp_sta_act; } break; @@ -1004,7 +1004,7 @@ void BL_ConvertActuators(const char* maggiename, tmpgob = NULL; break; } - + KX_ParentActuator *tmpparact = new KX_ParentActuator(gameobj, mode, @@ -1014,7 +1014,7 @@ void BL_ConvertActuators(const char* maggiename, baseact = tmpparact; break; } - + case ACT_ARMATURE: { bArmatureActuator* armAct = (bArmatureActuator*) bact->data; @@ -1064,8 +1064,8 @@ void BL_ConvertActuators(const char* maggiename, bool normalup = (stAct->flag & ACT_STEERING_NORMALUP) !=0; bool lockzvel = (stAct->flag & ACT_STEERING_LOCKZVEL) !=0; KX_SteeringActuator *tmpstact - = new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist, - stAct->velocity, stAct->acceleration, stAct->turnspeed, + = new KX_SteeringActuator(gameobj, mode, targetob, navmeshob,stAct->dist, + stAct->velocity, stAct->acceleration, stAct->turnspeed, selfTerminated, stAct->updateTime, scene->GetObstacleSimulation(), facingMode, normalup, enableVisualization, lockzvel); baseact = tmpstact; @@ -1118,7 +1118,7 @@ void BL_ConvertActuators(const char* maggiename, default: ; /* generate some error */ } - + if (baseact && !(bact->flag & ACT_DEACTIVATE)) { baseact->SetExecutePriority(executePriority++); @@ -1131,14 +1131,14 @@ void BL_ConvertActuators(const char* maggiename, baseact->SetLogicManager(logicmgr); //gameobj->SetProperty(uniquename,baseact); gameobj->AddActuator(baseact); - + converter->RegisterGameActuator(baseact, bact); // done with baseact, release it baseact->Release(); } else if (baseact) baseact->Release(); - + bact = bact->next; } } |