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authorDalai Felinto <dfelinto@gmail.com>2009-11-22 03:01:52 +0300
committerDalai Felinto <dfelinto@gmail.com>2009-11-22 03:01:52 +0300
commit573be3e687c9db985b1cfdb670e038370ba30628 (patch)
tree32051d76352b6b737b155b312c97e66b5d1d6761 /source/gameengine
parent1dfbf3a9f6d435fab163d0badf7ea6df17d8e2e0 (diff)
BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now: whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts) How it was before: It was a mess :) We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators). Justification for the change: Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that. Remaining issues: 1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming) 2) I didn't see the code of dynamic mesh. It may need to be edited as well.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp9
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp3
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp6
-rw-r--r--source/gameengine/PyDoc/GameTypes.py13
5 files changed, 14 insertions, 19 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 6e26182a23f..c171ba89683 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -774,7 +774,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
}
}
- meshobj->SetName(mesh->id.name);
+ meshobj->SetName(mesh->id.name + 2);
meshobj->m_sharedvertex_map.resize(totvert);
RAS_IPolyMaterial* polymat = NULL;
STR_String imastr;
@@ -1977,7 +1977,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bAction *curAct;
for (curAct = (bAction*)maggie->action.first; curAct; curAct=(bAction*)curAct->id.next)
{
- logicmgr->RegisterActionName(curAct->id.name, curAct);
+ logicmgr->RegisterActionName(curAct->id.name + 2, curAct);
}
SetDefaultFaceType(blenderscene);
@@ -2053,8 +2053,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
-
- gameobj->SetName(blenderobject->id.name);
+ gameobj->SetName(blenderobject->id.name + 2);
// update children/parent hierarchy
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
@@ -2245,7 +2244,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
- gameobj->SetName(blenderobject->id.name);
+ gameobj->SetName(blenderobject->id.name + 2);
// update children/parent hierarchy
if ((blenderobject->parent != 0)&&(!converter->addInitFromFrame))
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 1cb16acf148..a0645476063 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -304,9 +304,6 @@ void BL_ConvertActuators(char* maggiename,
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
- /* BGE Wants "OB" prefix */
- if (toPropName != "")
- toPropName = "OB" + toPropName;
/**
* Get the Message Subject to send.
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index cb823805435..359eedb1e5e 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -475,7 +475,7 @@ void BL_ConvertMaterialIpos(
Material *mat = give_current_material(blenderobject, material_index);
STR_HashedString matname;
if(mat) {
- matname= mat->id.name;
+ matname= mat->id.name; // who is using this name? can we remove the MA here?
ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
}
}
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 848b7df6658..fe97add9a3f 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -119,7 +119,7 @@ void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
- STR_HashedString mn = "OB"+gameobjname;
+ STR_HashedString mn = gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
if (gameptr)
@@ -252,7 +252,7 @@ void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
void* SCA_LogicManager::GetActionByName (const STR_String& actname)
{
- STR_HashedString an = "AC"+actname;
+ STR_HashedString an = actname;
void** actptr = m_mapStringToActions[an];
if (actptr)
@@ -265,7 +265,7 @@ void* SCA_LogicManager::GetActionByName (const STR_String& actname)
void* SCA_LogicManager::GetMeshByName(const STR_String& meshname)
{
- STR_HashedString mn = "ME"+meshname;
+ STR_HashedString mn = meshname;
void** meshptr = m_mapStringToMeshes[mn];
if (meshptr)
diff --git a/source/gameengine/PyDoc/GameTypes.py b/source/gameengine/PyDoc/GameTypes.py
index 60511f41c2b..0e4001fa669 100644
--- a/source/gameengine/PyDoc/GameTypes.py
+++ b/source/gameengine/PyDoc/GameTypes.py
@@ -991,7 +991,7 @@ class CListValue(CPropValue):
C{val= clist[i]}
CListValue supports string lookups.
- C{val= scene.objects["OBCube"]}
+ C{val= scene.objects["Cube"]}
Other operations such as C{len(clist), list(clist), clist[0:10]} are also supported.
"""
@@ -1504,7 +1504,6 @@ class KX_GameObject(SCA_IObject):
- note: Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, if an object may have been removed since last accessing it use the L{invalid} attribute to check.
@ivar name: The object's name. (read-only)
- - note: Currently (Blender 2.49) the prefix "OB" is added to all objects name. This may change in blender 2.5.
@type name: string.
@ivar mass: The object's mass
- note: The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0
@@ -3543,7 +3542,7 @@ class KX_SCA_AddObjectActuator(SCA_IActuator):
This will genereate a warning in the console:
- C{ERROR: GameObject I{OBName} has a AddObjectActuator I{ActuatorName} without object (in 'nonactive' layer)}
+ C{ERROR: GameObject I{Name} has a AddObjectActuator I{ActuatorName} without object (in 'nonactive' layer)}
"""
#{Deprecated
def setObject(object):
@@ -3729,7 +3728,7 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
This will generate a warning in the console:
- C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
+ C{ERROR: GameObject I{Name} ReplaceMeshActuator I{ActuatorName} without object}
@ivar mesh: L{KX_MeshProxy} or the name of the mesh that will replace the current one
Set to None to disable actuator
@@ -3782,7 +3781,7 @@ class KX_Scene(PyObjectPlus):
print obj.name
# get an object named 'Cube'
- obj = scene.objects["OBCube"]
+ obj = scene.objects["Cube"]
# get the first object in the scene.
obj = scene.objects[0]
@@ -3874,7 +3873,7 @@ class KX_SceneActuator(SCA_IActuator):
This will generate a warning in the console:
- C{ERROR: GameObject I{OBName} has a SceneActuator I{ActuatorName} (SetScene) without scene}
+ C{ERROR: GameObject I{Name} has a SceneActuator I{ActuatorName} (SetScene) without scene}
@ivar scene: the name of the scene to change to/overlay/underlay/remove/suspend/resume
@type scene: string.
@@ -4181,7 +4180,7 @@ class KX_TrackToActuator(SCA_IActuator):
This will generate a warning in the console:
- C{ERROR: GameObject I{OBName} no object in EditObjectActuator I{ActuatorName}}
+ C{ERROR: GameObject I{Name} no object in EditObjectActuator I{ActuatorName}}
@ivar object: the object this actuator tracks.
@type object: KX_GameObject or None