blender/source/gameengine/GameLogic/SCA_ExpressionController.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

160 lines
3.7 KiB
C++

/*
* 'Expression Controller enables to calculate an expression that wires inputs to output
*
*
* ***** 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_ExpressionController.cpp
* \ingroup gamelogic
*/
#include "SCA_ExpressionController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
#include "EXP_BoolValue.h"
#include "EXP_InputParser.h"
#include "MT_Transform.h" // for fuzzyZero
#include <stdio.h>
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_ExpressionController::SCA_ExpressionController(SCA_IObject* gameobj,
const STR_String& exprtext)
:SCA_IController(gameobj),
m_exprText(exprtext),
m_exprCache(NULL)
{
}
SCA_ExpressionController::~SCA_ExpressionController()
{
if (m_exprCache)
m_exprCache->Release();
}
CValue* SCA_ExpressionController::GetReplica()
{
SCA_ExpressionController* replica = new SCA_ExpressionController(*this);
replica->m_exprText = m_exprText;
replica->m_exprCache = NULL;
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
// Forced deletion of precalculated expression to break reference loop
// Use this function when you know that you won't use the sensor anymore
void SCA_ExpressionController::Delete()
{
if (m_exprCache)
{
m_exprCache->Release();
m_exprCache = NULL;
}
Release();
}
void SCA_ExpressionController::Trigger(SCA_LogicManager* logicmgr)
{
bool expressionresult = false;
if (!m_exprCache)
{
CParser parser;
parser.SetContext(this->AddRef());
m_exprCache = parser.ProcessText(m_exprText);
}
if (m_exprCache)
{
CValue* value = m_exprCache->Calculate();
if (value)
{
if (value->IsError())
{
printf("%s\n", value->GetText().ReadPtr());
} else
{
float num = (float)value->GetNumber();
expressionresult = !MT_fuzzyZero(num);
}
value->Release();
}
}
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
SCA_IActuator* actua = *i;
logicmgr->AddActiveActuator(actua,expressionresult);
}
}
CValue* SCA_ExpressionController::FindIdentifier(const STR_String& identifiername)
{
CValue* identifierval = NULL;
for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
!(is==m_linkedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
if (sensor->GetName() == identifiername)
{
identifierval = new CBoolValue(sensor->GetState());
//identifierval = sensor->AddRef();
break;
}
//if (!sensor->IsPositiveTrigger())
//{
// sensorresult = false;
// break;
//}
}
if (identifierval)
return identifierval;
return GetParent()->FindIdentifier(identifiername);
}