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Diffstat (limited to 'source/gameengine/GameLogic/SCA_ExpressionController.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_ExpressionController.cpp161
1 files changed, 161 insertions, 0 deletions
diff --git a/source/gameengine/GameLogic/SCA_ExpressionController.cpp b/source/gameengine/GameLogic/SCA_ExpressionController.cpp
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+/**
+ * 'Expression Controller enables to calculate an expression that wires inputs to output
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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/BL DUAL 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
+
+/* ------------------------------------------------------------------------- */
+/* Native functions */
+/* ------------------------------------------------------------------------- */
+
+SCA_ExpressionController::SCA_ExpressionController(SCA_IObject* gameobj,
+ const STR_String& exprtext,
+ PyTypeObject* T)
+ :SCA_IController(gameobj,T),
+ m_exprText(exprtext)
+{
+}
+
+
+
+SCA_ExpressionController::~SCA_ExpressionController()
+{
+}
+
+
+
+CValue* SCA_ExpressionController::GetReplica()
+{
+ SCA_ExpressionController* replica = new SCA_ExpressionController(*this);
+ replica->m_exprText = m_exprText;
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+
+ return replica;
+}
+
+
+
+void SCA_ExpressionController::Trigger(SCA_LogicManager* logicmgr)
+{
+
+ bool expressionresult = false;
+
+ CParser parser;
+ parser.SetContext(this->AddRef());
+ CExpression* expr = parser.ProcessText(m_exprText);
+ if (expr)
+ {
+ CValue* value = expr->Calculate();
+ if (value)
+ {
+ if (value->IsError())
+ {
+ printf(value->GetText());
+ } else
+ {
+ float num = value->GetNumber();
+ expressionresult = !MT_fuzzyZero(num);
+ }
+ value->Release();
+
+ }
+ expr->Release();
+ }
+
+ /*
+
+ 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->IsPositiveTrigger());
+ //identifierval = sensor->AddRef();
+ }
+
+ //if (!sensor->IsPositiveTrigger())
+ //{
+ // sensorresult = false;
+ // break;
+ //}
+ }
+
+ if (identifierval)
+ return identifierval;
+
+ return GetParent()->FindIdentifier(identifiername);
+
+}