blender/source/gameengine/Converter/KX_ConvertProperties.cpp

159 lines
4.4 KiB
C++

/*
* ***** 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/Converter/KX_ConvertProperties.cpp
* \ingroup bgeconv
*/
#include "KX_ConvertProperties.h"
#include "DNA_object_types.h"
#include "DNA_property_types.h"
/* end of blender include block */
#include "Value.h"
#include "VectorValue.h"
#include "BoolValue.h"
#include "StringValue.h"
#include "FloatValue.h"
#include "KX_GameObject.h"
#include "IntValue.h"
#include "SCA_TimeEventManager.h"
#include "SCA_IScene.h"
/* This little block needed for linking to Blender... */
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
{
bProperty* prop = (bProperty*)object->prop.first;
CValue* propval;
bool show_debug_info;
while(prop)
{
propval = NULL;
show_debug_info = bool (prop->flag & PROP_DEBUG);
switch(prop->type) {
case GPROP_BOOL:
{
propval = new CBoolValue((bool)(prop->data != 0));
gameobj->SetProperty(prop->name,propval);
//promp->poin= &prop->data;
break;
}
case GPROP_INT:
{
propval = new CIntValue((int)prop->data);
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_FLOAT:
{
//prop->poin= &prop->data;
float floatprop = *((float*)&prop->data);
propval = new CFloatValue(floatprop);
gameobj->SetProperty(prop->name,propval);
}
break;
case GPROP_STRING:
{
//prop->poin= callocN(MAX_PROPSTRING, "property string");
propval = new CStringValue((char*)prop->poin,"");
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_TIME:
{
float floatprop = *((float*)&prop->data);
CValue* timeval = new CFloatValue(floatprop);
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
CValue *bval = new CBoolValue(true);
timeval->SetProperty("timer",bval);
bval->Release();
if (isInActiveLayer)
{
timemgr->AddTimeProperty(timeval);
}
propval = timeval;
gameobj->SetProperty(prop->name,timeval);
}
default:
{
// todo make an assert etc.
}
}
if (propval)
{
if (show_debug_info)
{
scene->AddDebugProperty(gameobj,STR_String(prop->name));
}
// done with propval, release it
propval->Release();
}
#ifdef WITH_PYTHON
/* Warn if we double up on attributes, this isnt quite right since it wont find inherited attributes however there arnt many */
for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
if(strcmp(prop->name, attrdef->m_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
}
for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
if(strcmp(prop->name, methdef->ml_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
}
/* end warning check */
#endif // WITH_PYTHON
prop = prop->next;
}
// check if state needs to be debugged
if (object->scaflag & OB_DEBUGSTATE)
{
// reserve name for object state
scene->AddDebugProperty(gameobj,STR_String("__state__"));
}
}