blender/source/gameengine/GameLogic/SCA_RandomSensor.cpp
Jorge Bernal 6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
The expression module now uses an EXP prefix and it follows a
distribution similar to blender.

Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.

Reviewers: campbellbarton, moguri, sybren, hg1

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1221
2015-07-12 16:58:12 +02:00

188 lines
5.1 KiB
C++

/*
* Generate random pulses
*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/GameLogic/SCA_RandomSensor.cpp
* \ingroup gamelogic
*/
#include <stddef.h>
#include "SCA_RandomSensor.h"
#include "SCA_EventManager.h"
#include "SCA_RandomEventManager.h"
#include "SCA_LogicManager.h"
#include "EXP_ConstExpr.h"
#include <iostream>
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
int startseed)
: SCA_ISensor(gameobj,eventmgr)
{
m_basegenerator = new SCA_RandomNumberGenerator(startseed);
Init();
}
SCA_RandomSensor::~SCA_RandomSensor()
{
m_basegenerator->Release();
}
void SCA_RandomSensor::Init()
{
m_iteration = 0;
m_interval = 0;
m_lastdraw = false;
m_currentDraw = m_basegenerator->Draw();
}
CValue* SCA_RandomSensor::GetReplica()
{
CValue* replica = new SCA_RandomSensor(*this);
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
void SCA_RandomSensor::ProcessReplica()
{
SCA_ISensor::ProcessReplica();
// increment reference count so that we can release the generator at this end
m_basegenerator->AddRef();
}
bool SCA_RandomSensor::IsPositiveTrigger()
{
return (m_invert !=m_lastdraw);
}
bool SCA_RandomSensor::Evaluate()
{
/* Random generator is the generator from Line 25 of Table 1 in */
/* [KNUTH 1981, The Art of Computer Programming Vol. 2 */
/* (2nd Ed.), pp102] */
/* It's a very simple max. length sequence generator. We can */
/* draw 32 bool values before having to generate the next */
/* sequence value. There are some theorems that will tell you */
/* this is a reasonable way of generating bools. Check Knuth. */
/* Furthermore, we only draw each <delay>-eth frame. */
bool evaluateResult = false;
if (++m_interval > m_skipped_ticks) {
bool drawResult = false;
m_interval = 0;
if (m_iteration > 31) {
m_currentDraw = m_basegenerator->Draw();
drawResult = (m_currentDraw & 0x1) == 0;
m_iteration = 1;
} else {
drawResult = ((m_currentDraw >> m_iteration) & 0x1) == 0;
m_iteration++;
}
evaluateResult = drawResult != m_lastdraw;
m_lastdraw = drawResult;
}
/* now pass this result to some controller */
return evaluateResult;
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject SCA_RandomSensor::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"SCA_RandomSensor",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_ISensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef SCA_RandomSensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_RandomSensor::Attributes[] = {
KX_PYATTRIBUTE_BOOL_RO("lastDraw",SCA_RandomSensor,m_lastdraw),
KX_PYATTRIBUTE_RW_FUNCTION("seed", SCA_RandomSensor, pyattr_get_seed, pyattr_set_seed),
{NULL} //Sentinel
};
PyObject *SCA_RandomSensor::pyattr_get_seed(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_RandomSensor* self = static_cast<SCA_RandomSensor*>(self_v);
return PyLong_FromLong(self->m_basegenerator->GetSeed());
}
int SCA_RandomSensor::pyattr_set_seed(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
SCA_RandomSensor* self = static_cast<SCA_RandomSensor*>(self_v);
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "sensor.seed = int: Random Sensor, expected an integer");
return PY_SET_ATTR_FAIL;
}
self->m_basegenerator->SetSeed(PyLong_AsLong(value));
return PY_SET_ATTR_SUCCESS;
}
#endif // WITH_PYTHON
/* eof */