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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp102
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;
}
}