forked from bartvdbraak/blender
142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
/**
|
|
* $Id$
|
|
* ***** 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 "KX_ConvertProperties.h"
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <config.h>
|
|
#endif
|
|
|
|
/* This little block needed for linking to Blender... */
|
|
#ifdef WIN32
|
|
#include "BLI_winstuff.h"
|
|
#endif
|
|
|
|
#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 "ListValue.h"
|
|
#include "IntValue.h"
|
|
#include "SCA_TimeEventManager.h"
|
|
#include "SCA_IScene.h"
|
|
|
|
|
|
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 PROP_BOOL:
|
|
{
|
|
propval = new CBoolValue((bool)(prop->data != 0));
|
|
gameobj->SetProperty(prop->name,propval);
|
|
//promp->poin= &prop->data;
|
|
break;
|
|
}
|
|
case PROP_INT:
|
|
{
|
|
propval = new CIntValue((int)prop->data);
|
|
gameobj->SetProperty(prop->name,propval);
|
|
break;
|
|
}
|
|
case PROP_FLOAT:
|
|
{
|
|
//prop->poin= &prop->data;
|
|
float floatprop = *((float*)&prop->data);
|
|
propval = new CFloatValue(floatprop);
|
|
gameobj->SetProperty(prop->name,propval);
|
|
}
|
|
break;
|
|
case PROP_STRING:
|
|
{
|
|
//prop->poin= callocN(MAX_PROPSTRING, "property string");
|
|
propval = new CStringValue((char*)prop->poin,"");
|
|
gameobj->SetProperty(prop->name,propval);
|
|
break;
|
|
}
|
|
case PROP_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();
|
|
}
|
|
|
|
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__"));
|
|
}
|
|
}
|