forked from bartvdbraak/blender
8c16f4c7d0
This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor. The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property Also, I have attached a screenshot and a blend to check. Reviewers: dfelinto, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D476
95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
/*
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* VectorValue.h: interface for the CVectorValue class.
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* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies and
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* that both that copyright notice and this permission notice appear
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* in supporting documentation. Erwin Coumans makes no
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* representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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*/
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/** \file VectorValue.h
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* \ingroup expressions
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*/
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#ifndef __VECTORVALUE_H__
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#define __VECTORVALUE_H__
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#include "Value.h"
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#define KX_X 0
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#define KX_Y 1
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#define KX_Z 2
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class CVectorValue : public CPropValue
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{
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//PLUGIN_DECLARE_SERIAL(CVectorValue,CValue)
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public:
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//void Transform(rcMatrix4x4 mat);
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virtual void SetValue(CValue* newval);
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void SetVector(double newvec[]);
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void Configure(CValue* menuvalue);
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virtual double* GetVector3(bool bGetTransformedVec=false);
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virtual double GetNumber();
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virtual int GetValueType();
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CValue* Calc(VALUE_OPERATOR op, CValue *val) {
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return val->CalcFinal(VALUE_VECTOR_TYPE, op, this);
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}
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CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
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CVectorValue(double vec[3], const char *name,AllocationTYPE alloctype=CValue::HEAPVALUE);
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CVectorValue() {};
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CVectorValue(double vec[3], AllocationTYPE alloctype=CValue::HEAPVALUE);
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CVectorValue(float x,float y,float z, AllocationTYPE alloctype = CValue::HEAPVALUE);
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virtual ~CVectorValue();
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//virtual bool ExportT3D(File *txtfile,bool bNoName=false);
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void AddConfigurationData(CValue* menuvalue);
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virtual CValue* GetReplica();
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virtual const STR_String & GetText();
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#if 0
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void SnapPoint(float num,int snap)
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{
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if (num > 0) num += ((float)snap / 2);
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else num -= ((float)snap / 2);
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num = (long)(((long)(num / snap)) * snap);
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};
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void SnapPosition(const double snapvec[])
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{
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if (snapvec[KX_X] >= 1)
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SnapPoint(m_vec[KX_X],snapvec[KX_X]);
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if (snapvec[KX_Y] >= 1)
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SnapPoint(m_vec[KX_Y],snapvec[KX_Y]);
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if (snapvec[KX_Z] >= 1)
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SnapPoint(m_vec[KX_Z],snapvec[KX_Z]);
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}
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#endif
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protected:
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double m_vec[3];
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double m_transformedvec[3];
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:CVectorValue")
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#endif
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};
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#endif /* __VECTORVALUE_H__ */
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