blender/source/gameengine/Expressions/VectorValue.h
Campbell Barton 33170295c8 use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion
- assigning a PyLong to a KX_GameObject from python would raise an error
- PyLong were coerced into floats when used with internal CValue arithmetic

Changes...
- PyLong is converted into CIntValue for coercing and assigning from python
- CValue's generic GetNumber() function returns a double rather then a float.
- Print an error when a PyType cant be coerced into a CValue

Tested with python, expressions and property sensor.
2009-04-12 06:41:01 +00:00

86 lines
2.2 KiB
C++

/*
* VectorValue.h: interface for the CVectorValue class.
* $Id$
* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies and
* that both that copyright notice and this permission notice appear
* in supporting documentation. Erwin Coumans makes no
* representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
*/
#if !defined _VECTORVALUE_H
#define _VECTORVALUE_H
#include "Value.h"
#define KX_X 0
#define KX_Y 1
#define KX_Z 2
class CVectorValue : public CPropValue
{
//PLUGIN_DECLARE_SERIAL(CVectorValue,CValue)
public:
//void Transform(rcMatrix4x4 mat);
virtual void SetValue(CValue* newval);
void SetVector(double newvec[]);
void Configure(CValue* menuvalue);
virtual double* GetVector3(bool bGetTransformedVec=false);
virtual double GetNumber();
CValue* Calc(VALUE_OPERATOR op, CValue *val) {
return val->CalcFinal(VALUE_VECTOR_TYPE, op, this);
}
CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
CVectorValue(double vec[],STR_String name,AllocationTYPE alloctype=CValue::HEAPVALUE);
CVectorValue() {};
CVectorValue(double vec[],AllocationTYPE alloctype=CValue::HEAPVALUE);
CVectorValue(float x,float y,float z, AllocationTYPE alloctype = CValue::HEAPVALUE);
virtual ~CVectorValue();
//virtual bool ExportT3D(File *txtfile,bool bNoName=false);
void AddConfigurationData(CValue* menuvalue);
virtual CValue* GetReplica();
virtual const STR_String & GetText();
/*
void SnapPoint(float num,int snap)
{
if (num > 0) num += ((float)snap / 2);
else num -= ((float)snap / 2);
num = (long)(((long)(num / snap)) * snap);
};
void SnapPosition(const double snapvec[])
{
if (snapvec[KX_X] >= 1)
SnapPoint(m_vec[KX_X],snapvec[KX_X]);
if (snapvec[KX_Y] >= 1)
SnapPoint(m_vec[KX_Y],snapvec[KX_Y]);
if (snapvec[KX_Z] >= 1)
SnapPoint(m_vec[KX_Z],snapvec[KX_Z]);
}
*/
protected:
double m_vec[3];
double m_transformedvec[3];
};
#endif // !defined _VECTORVALUE_H