Revision: 24741
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24741
Author:   dfelinto
Date:     2009-11-22 01:01:52 +0100 (Sun, 22 Nov 2009)

Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
    trunk/blender/source/gameengine/Converter/KX_IpoConvert.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
    trunk/blender/source/gameengine/PyDoc/GameTypes.py

Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp      
2009-11-21 23:55:14 UTC (rev 24740)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp      
2009-11-22 00:01:52 UTC (rev 24741)
@@ -774,7 +774,7 @@
                }
        }
 
-       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 @@
        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);
@@ -2053,9 +2053,8 @@
                        
                        
BL_ConvertProperties(blenderobject,gameobj,timemgr,kxscene,isInActiveLayer);
                        
+                       gameobj->SetName(blenderobject->id.name + 2);
        
-                       gameobj->SetName(blenderobject->id.name);
-       
                        // update children/parent hierarchy
                        if ((blenderobject->parent != 
0)&&(!converter->addInitFromFrame))
                        {
@@ -2245,7 +2244,7 @@
                                                        
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))

Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp   
2009-11-21 23:55:14 UTC (rev 24740)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp   
2009-11-22 00:01:52 UTC (rev 24741)
@@ -304,9 +304,6 @@
                                STR_String toPropName = (msgAct->toPropName
                                        ? (char*) msgAct->toPropName
                                        : "");
-                               /* BGE Wants "OB" prefix */
-                               if (toPropName != "")
-                                       toPropName = "OB" + toPropName;
                                
                                /**
                                * Get the Message Subject to send.

Modified: trunk/blender/source/gameengine/Converter/KX_IpoConvert.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_IpoConvert.cpp 2009-11-21 
23:55:14 UTC (rev 24740)
+++ trunk/blender/source/gameengine/Converter/KX_IpoConvert.cpp 2009-11-22 
00:01:52 UTC (rev 24741)
@@ -475,7 +475,7 @@
                        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);
                        }
                }

Modified: trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp      
2009-11-21 23:55:14 UTC (rev 24740)
+++ trunk/blender/source/gameengine/GameLogic/SCA_LogicManager.cpp      
2009-11-22 00:01:52 UTC (rev 24741)
@@ -119,7 +119,7 @@
 
 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::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::GetMeshByName(const STR_String& meshname)
 {
-       STR_HashedString mn = "ME"+meshname;
+       STR_HashedString mn = meshname;
        void** meshptr = m_mapStringToMeshes[mn];
 
        if (meshptr)

Modified: trunk/blender/source/gameengine/PyDoc/GameTypes.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/GameTypes.py  2009-11-21 23:55:14 UTC 
(rev 24740)
+++ trunk/blender/source/gameengine/PyDoc/GameTypes.py  2009-11-22 00:01:52 UTC 
(rev 24741)
@@ -991,7 +991,7 @@
        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 @@
                - 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 @@
                  
                  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 @@
                
                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 @@
                        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 @@
 
                  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 @@
                
                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


_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to