blender/source/gameengine/GameLogic/SCA_ExpressionController.cpp
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

181 lines
4.2 KiB
C++

/**
* 'Expression Controller enables to calculate an expression that wires inputs to output
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include "SCA_ExpressionController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
#include "BoolValue.h"
#include "InputParser.h"
#include "MT_Transform.h" // for fuzzyZero
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_ExpressionController::SCA_ExpressionController(SCA_IObject* gameobj,
const STR_String& exprtext,
PyTypeObject* T)
:SCA_IController(gameobj,T),
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...
CValue::AddDataToReplica(replica);
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(value->GetText());
} else
{
float num = (float)value->GetNumber();
expressionresult = !MT_fuzzyZero(num);
}
value->Release();
}
//m_exprCache->Release();
//m_exprCache = NULL;
}
/*
for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
!(is==m_linkedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
if (!sensor->IsPositiveTrigger())
{
sensorresult = false;
break;
}
}
*/
CValue* newevent = new CBoolValue(expressionresult);
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
SCA_IActuator* actua = *i;
logicmgr->AddActiveActuator(actua,newevent);
}
//printf("expr %d.",expressionresult);
// every actuator that needs the event, has a it's own reference to it now so
// release it (so to be clear: if there is no actuator, it's deleted right now)
newevent->Release();
}
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->IsPositiveTrigger());
//identifierval = sensor->AddRef();
}
//if (!sensor->IsPositiveTrigger())
//{
// sensorresult = false;
// break;
//}
}
if (identifierval)
return identifierval;
return GetParent()->FindIdentifier(identifiername);
}