blender/source/gameengine/GameLogic/SCA_ExpressionController.cpp
Benoit Bolsee be2c21bcdb BGE logic: new sensor "tap" option to generate automatically on/off pulses
When enabled, this option converts any positive trigger from the sensor
into a pair of positive+negative trigger, with the negative trigger sent
in the next frame. The negative trigger from the sensor are not passed
to the controller as the option automatically generates the negative triggers. 
From the controller point of view, the sensor is positive only for 1 frame, 
even if the underlying sensor state remains positive.

The option interacts with the other sensor option in this way:
- Level option: tap option is mutually exclusive with level option. Both
  cannot be enabled at the same time.
- Invert option: tap option operates on the negative trigger of the 
  sensor, which are converted to positive trigger by the invert option.
  Hence, the controller will see the sensor positive for 1 frame when 
  the underlying sensor state turns negative. 
- Positive pulse option: tap option adds a negative trigger after each
  repeated positive pulse, unless the frequency option is 0, in which case
  positive pulse are generated on every frame as before, as long as the
  underlying sensor state is positive.
- Negative pulse option: this option is not compatible with tap option
  and is ignored when tap option is enabled.

Notes:
- Keyboard "All keys" is handled specially when tap option is set:
  There will be one pair of positive/negative trigger for each new 
  key press, regardless on how many keys are already pressed and there
  is no trigger when keys are released, regardless if keys are still
  pressed. 
  In case two keys are pressed in succesive frames, there will
  be 2 positive triggers and 1 negative trigger in the following frame.
2009-05-04 22:21:02 +00:00

181 lines
4.2 KiB
C++

/**
* 'Expression Controller enables to calculate an expression that wires inputs to output
*
* $Id$
*
* ***** 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 "SCA_ExpressionController.h"
#include "SCA_ISensor.h"
#include "SCA_LogicManager.h"
#include "BoolValue.h"
#include "InputParser.h"
#include "MT_Transform.h" // for fuzzyZero
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
SCA_ExpressionController::SCA_ExpressionController(SCA_IObject* gameobj,
const STR_String& exprtext,
PyTypeObject* T)
:SCA_IController(gameobj,T),
m_exprText(exprtext),
m_exprCache(NULL)
{
}
SCA_ExpressionController::~SCA_ExpressionController()
{
if (m_exprCache)
m_exprCache->Release();
}
CValue* SCA_ExpressionController::GetReplica()
{
SCA_ExpressionController* replica = new SCA_ExpressionController(*this);
replica->m_exprText = m_exprText;
replica->m_exprCache = NULL;
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
// Forced deletion of precalculated expression to break reference loop
// Use this function when you know that you won't use the sensor anymore
void SCA_ExpressionController::Delete()
{
if (m_exprCache)
{
m_exprCache->Release();
m_exprCache = NULL;
}
Release();
}
void SCA_ExpressionController::Trigger(SCA_LogicManager* logicmgr)
{
bool expressionresult = false;
if (!m_exprCache)
{
CParser parser;
parser.SetContext(this->AddRef());
m_exprCache = parser.ProcessText(m_exprText);
}
if (m_exprCache)
{
CValue* value = m_exprCache->Calculate();
if (value)
{
if (value->IsError())
{
printf(value->GetText());
} else
{
float num = (float)value->GetNumber();
expressionresult = !MT_fuzzyZero(num);
}
value->Release();
}
//m_exprCache->Release();
//m_exprCache = NULL;
}
/*
for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
!(is==m_linkedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
if (!sensor->IsPositiveTrigger())
{
sensorresult = false;
break;
}
}
*/
CValue* newevent = new CBoolValue(expressionresult);
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
SCA_IActuator* actua = *i;
logicmgr->AddActiveActuator(actua,newevent);
}
//printf("expr %d.",expressionresult);
// every actuator that needs the event, has a it's own reference to it now so
// release it (so to be clear: if there is no actuator, it's deleted right now)
newevent->Release();
}
CValue* SCA_ExpressionController::FindIdentifier(const STR_String& identifiername)
{
CValue* identifierval = NULL;
for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
!(is==m_linkedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
if (sensor->GetName() == identifiername)
{
identifierval = new CBoolValue(sensor->GetState());
//identifierval = sensor->AddRef();
}
//if (!sensor->IsPositiveTrigger())
//{
// sensorresult = false;
// break;
//}
}
if (identifierval)
return identifierval;
return GetParent()->FindIdentifier(identifiername);
}