forked from bartvdbraak/blender
d599b643b7
also left bmesh decimator on in previous commit.
244 lines
6.4 KiB
C++
244 lines
6.4 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/Converter/KX_ConvertProperties.cpp
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* \ingroup bgeconv
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*/
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#include "KX_ConvertProperties.h"
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#include "DNA_object_types.h"
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#include "DNA_property_types.h"
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/* end of blender include block */
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#include "Value.h"
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#include "VectorValue.h"
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#include "BoolValue.h"
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#include "StringValue.h"
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#include "FloatValue.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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#include "SCA_TimeEventManager.h"
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#include "SCA_IScene.h"
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#include "KX_FontObject.h"
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#include "DNA_curve_types.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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extern "C" {
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#include "BKE_property.h"
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}
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/* prototype */
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void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer);
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void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
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{
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bProperty* prop = (bProperty*)object->prop.first;
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CValue* propval;
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bool show_debug_info;
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while (prop) {
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propval = NULL;
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show_debug_info = bool (prop->flag & PROP_DEBUG);
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switch (prop->type) {
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case GPROP_BOOL:
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{
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propval = new CBoolValue((bool)(prop->data != 0));
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gameobj->SetProperty(prop->name,propval);
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//promp->poin= &prop->data;
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break;
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}
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case GPROP_INT:
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{
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propval = new CIntValue((int)prop->data);
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gameobj->SetProperty(prop->name,propval);
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break;
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}
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case GPROP_FLOAT:
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{
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//prop->poin= &prop->data;
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float floatprop = *((float*)&prop->data);
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propval = new CFloatValue(floatprop);
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gameobj->SetProperty(prop->name,propval);
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}
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break;
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case GPROP_STRING:
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{
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//prop->poin= callocN(MAX_PROPSTRING, "property string");
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propval = new CStringValue((char*)prop->poin,"");
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gameobj->SetProperty(prop->name,propval);
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break;
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}
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case GPROP_TIME:
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{
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float floatprop = *((float*)&prop->data);
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CValue* timeval = new CFloatValue(floatprop);
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// set a subproperty called 'timer' so that
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// we can register the replica of this property
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// at the time a game object is replicated (AddObjectActuator triggers this)
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CValue *bval = new CBoolValue(true);
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timeval->SetProperty("timer",bval);
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bval->Release();
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if (isInActiveLayer)
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{
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timemgr->AddTimeProperty(timeval);
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}
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propval = timeval;
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gameobj->SetProperty(prop->name,timeval);
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}
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default:
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{
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// todo make an assert etc.
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}
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}
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if (propval)
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{
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if (show_debug_info)
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{
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scene->AddDebugProperty(gameobj,STR_String(prop->name));
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}
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// done with propval, release it
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propval->Release();
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}
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#ifdef WITH_PYTHON
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/* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */
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for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
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if (strcmp(prop->name, attrdef->m_name)==0) {
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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);
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break;
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}
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}
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for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
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if (strcmp(prop->name, methdef->ml_name)==0) {
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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);
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break;
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}
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}
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/* end warning check */
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#endif // WITH_PYTHON
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prop = prop->next;
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}
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// check if state needs to be debugged
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if (object->scaflag & OB_DEBUGSTATE)
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{
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// reserve name for object state
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scene->AddDebugProperty(gameobj,STR_String("__state__"));
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}
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/* Font Objects need to 'copy' the Font Object data body to ["Text"] */
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if (object->type == OB_FONT)
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{
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BL_ConvertTextProperty(object, (KX_FontObject *)gameobj, timemgr, scene, isInActiveLayer);
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}
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}
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void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
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{
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CValue* tprop = fontobj->GetProperty("Text");
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if (!tprop) return;
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bProperty* prop = BKE_bproperty_object_get(object, "Text");
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if (!prop) return;
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Curve *curve = static_cast<Curve *>(object->data);
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STR_String str = curve->str;
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CValue* propval = NULL;
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switch (prop->type) {
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case GPROP_BOOL:
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{
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int value = atoi(str);
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propval = new CBoolValue((bool)(value != 0));
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tprop->SetValue(propval);
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break;
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}
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case GPROP_INT:
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{
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int value = atoi(str);
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propval = new CIntValue(value);
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tprop->SetValue(propval);
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break;
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}
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case GPROP_FLOAT:
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{
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float floatprop = (float)atof(str);
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propval = new CFloatValue(floatprop);
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tprop->SetValue(propval);
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break;
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}
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case GPROP_STRING:
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{
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propval = new CStringValue(str, "");
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tprop->SetValue(propval);
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break;
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}
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case GPROP_TIME:
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{
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float floatprop = (float)atof(str);
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CValue* timeval = new CFloatValue(floatprop);
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// set a subproperty called 'timer' so that
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// we can register the replica of this property
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// at the time a game object is replicated (AddObjectActuator triggers this)
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CValue *bval = new CBoolValue(true);
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timeval->SetProperty("timer",bval);
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bval->Release();
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if (isInActiveLayer)
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{
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timemgr->AddTimeProperty(timeval);
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}
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propval = timeval;
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tprop->SetValue(timeval);
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}
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default:
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{
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// todo make an assert etc.
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}
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}
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if (propval) {
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propval->Release();
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}
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}
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