forked from bartvdbraak/blender
6b9f3b5f5c
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
157 lines
3.6 KiB
C++
157 lines
3.6 KiB
C++
/**
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* 'Expression Controller enables to calculate an expression that wires inputs to output
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "SCA_ExpressionController.h"
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#include "SCA_ISensor.h"
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#include "SCA_LogicManager.h"
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#include "BoolValue.h"
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#include "InputParser.h"
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#include "MT_Transform.h" // for fuzzyZero
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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SCA_ExpressionController::SCA_ExpressionController(SCA_IObject* gameobj,
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const STR_String& exprtext)
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:SCA_IController(gameobj),
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m_exprText(exprtext),
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m_exprCache(NULL)
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{
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}
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SCA_ExpressionController::~SCA_ExpressionController()
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{
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if (m_exprCache)
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m_exprCache->Release();
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}
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CValue* SCA_ExpressionController::GetReplica()
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{
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SCA_ExpressionController* replica = new SCA_ExpressionController(*this);
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replica->m_exprText = m_exprText;
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replica->m_exprCache = NULL;
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// this will copy properties and so on...
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replica->ProcessReplica();
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return replica;
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}
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// Forced deletion of precalculated expression to break reference loop
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// Use this function when you know that you won't use the sensor anymore
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void SCA_ExpressionController::Delete()
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{
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if (m_exprCache)
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{
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m_exprCache->Release();
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m_exprCache = NULL;
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}
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Release();
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}
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void SCA_ExpressionController::Trigger(SCA_LogicManager* logicmgr)
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{
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bool expressionresult = false;
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if (!m_exprCache)
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{
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CParser parser;
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parser.SetContext(this->AddRef());
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m_exprCache = parser.ProcessText(m_exprText);
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}
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if (m_exprCache)
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{
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CValue* value = m_exprCache->Calculate();
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if (value)
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{
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if (value->IsError())
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{
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printf(value->GetText());
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} else
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{
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float num = (float)value->GetNumber();
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expressionresult = !MT_fuzzyZero(num);
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}
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value->Release();
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}
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}
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for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
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!(i==m_linkedactuators.end());i++)
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{
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SCA_IActuator* actua = *i;
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logicmgr->AddActiveActuator(actua,expressionresult);
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}
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}
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CValue* SCA_ExpressionController::FindIdentifier(const STR_String& identifiername)
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{
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CValue* identifierval = NULL;
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for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
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!(is==m_linkedsensors.end());is++)
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{
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SCA_ISensor* sensor = *is;
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if (sensor->GetName() == identifiername)
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{
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identifierval = new CBoolValue(sensor->GetState());
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//identifierval = sensor->AddRef();
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}
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//if (!sensor->IsPositiveTrigger())
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//{
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// sensorresult = false;
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// break;
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//}
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}
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if (identifierval)
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return identifierval;
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return GetParent()->FindIdentifier(identifiername);
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}
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