blender/source/gameengine/GameLogic/SCA_PythonController.cpp
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

398 lines
9.4 KiB
C++

/**
* Execute Python scripts
*
* $Id$
*
* ***** 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_PythonController.h"
#include "SCA_LogicManager.h"
#include "SCA_ISensor.h"
#include "SCA_IActuator.h"
#include "compile.h"
#include "eval.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// initialize static member variables
SCA_PythonController* SCA_PythonController::m_sCurrentController = NULL;
SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj,
PyTypeObject* T)
: SCA_IController(gameobj, T),
m_bytecode(NULL),
m_bModified(true),
m_pythondictionary(NULL)
{
}
SCA_PythonController::~SCA_PythonController()
{
if (m_bytecode)
{
//
//printf("released python byte script\n");
Py_DECREF(m_bytecode);
}
}
CValue* SCA_PythonController::GetReplica()
{
SCA_PythonController* replica = new SCA_PythonController(*this);
replica->m_bytecode = NULL;
replica->m_bModified = true;
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
void SCA_PythonController::SetScriptText(const STR_String& text)
{
m_scriptText = text;
m_bModified = true;
}
void SCA_PythonController::SetScriptName(const STR_String& name)
{
m_scriptName = name;
}
void SCA_PythonController::SetDictionary(PyObject* pythondictionary)
{
m_pythondictionary = pythondictionary;
}
static char* sPyGetCurrentController__doc__;
PyObject* SCA_PythonController::sPyGetCurrentController(PyObject* self,
PyObject* args,
PyObject* kwds)
{
m_sCurrentController->AddRef();
return m_sCurrentController;
}
static char* sPyAddActiveActuator__doc__;
PyObject* SCA_PythonController::sPyAddActiveActuator(
PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* ob1;
int activate;
if (!PyArg_ParseTuple(args, "Oi", &ob1,&activate))
{
return NULL;
}
// for safety, todo: only allow for registered actuators (pointertable)
// we don't want to crash gameengine/blender by python scripts
CValue* ac = (CValue*)ob1;
CValue* boolval = new CBoolValue(activate!=0);
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)ac,boolval);
boolval->Release();
Py_INCREF(Py_None);
return Py_None;
}
char* SCA_PythonController::sPyGetCurrentController__doc__ = "getCurrentController()";
char* SCA_PythonController::sPyAddActiveActuator__doc__= "addActiveActuator(actuator,bool)";
char SCA_PythonController::GetActuators_doc[] = "getActuator";
PyTypeObject SCA_PythonController::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"SCA_PythonController",
sizeof(SCA_PythonController),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject SCA_PythonController::Parents[] = {
&SCA_PythonController::Type,
&SCA_IController::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_PythonController::Methods[] = {
{"getActuators", (PyCFunction) SCA_PythonController::sPyGetActuators,
METH_VARARGS, SCA_PythonController::GetActuators_doc},
{"getActuator", (PyCFunction) SCA_PythonController::sPyGetActuator,
METH_VARARGS, SCA_PythonController::GetActuator_doc},
{"getSensors", (PyCFunction) SCA_PythonController::sPyGetSensors,
METH_VARARGS, SCA_PythonController::GetSensors_doc},
{"getSensor", (PyCFunction) SCA_PythonController::sPyGetSensor,
METH_VARARGS, SCA_PythonController::GetSensor_doc}
,
{NULL,NULL} //Sentinel
};
/* XXX, function should be removed and PyDict_Copy used
* once we switch to all builds using Python 2.0 - zr */
static PyObject *myPyDict_Copy(PyObject *odict)
{
PyObject *ndict= PyDict_New();
PyObject *key, *val;
int ppos= 0;
while (PyDict_Next(odict, &ppos, &key, &val))
PyDict_SetItem(ndict, key, val);
return ndict;
}
void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
{
m_sCurrentController = this;
m_sCurrentLogicManager = logicmgr;
if (m_bModified)
{
// if a script already exists, decref it before replace the pointer to a new script
if (m_bytecode)
{
Py_DECREF(m_bytecode);
m_bytecode=NULL;
}
// recompile the scripttext into bytecode
m_bytecode = Py_CompileString(m_scriptText.Ptr(), m_scriptName.Ptr(), Py_file_input);
if (m_bytecode)
{
// store the
int i=0;
i+=2; // so compiler doesn't complain about unused variable
PyRun_SimpleString("import GameLogic\n");
} else
{
// didn't compile, so instead of compile, complain
int i=0;
i++; // so compiler doesn't complain about unused variable
}
m_bModified=false;
}
/*
* This part here with excdict is a temporary patch
* to avoid python/gameengine crashes when python
* inadvertently holds references to game objects
* in global variables.
*
* The idea is always make a fresh dictionary, and
* destroy it right after it is used to make sure
* python won't hold any gameobject references.
*
* Note that the PyDict_Clear _is_ necessary before
* the Py_DECREF() because it is possible for the
* variables inside the dictionary to hold references
* to the dictionary (ie. generate a cycle), so we
* break it by hand, then DECREF (which in this case
* should always ensure excdict is cleared).
*/
PyObject *excdict= myPyDict_Copy(m_pythondictionary);
struct _object* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
excdict,
excdict
);
PyDict_Clear(excdict);
Py_DECREF(excdict);
if (resultobj)
{
Py_DECREF(resultobj);
} else
{
// something is wrong, tell the user what went wrong
printf("PYTHON SCRIPT ERROR:\n");
PyRun_SimpleString(m_scriptText.Ptr());
}
m_sCurrentController = NULL;
}
PyObject* SCA_PythonController::_getattr(char* attr)
{
_getattr_up(SCA_IController);
}
PyObject* SCA_PythonController::PyGetActuators(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* resultlist = PyList_New(m_linkedactuators.size());
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
PyList_SetItem(resultlist,index,m_linkedactuators[index]->AddRef());
}
return resultlist;
}
char SCA_PythonController::GetSensor_doc[] =
"GetSensor (char sensorname) return linked sensor that is named [sensorname]\n";
PyObject*
SCA_PythonController::PyGetSensor(PyObject* self,
PyObject* args,
PyObject* kwds)
{
char *scriptArg;
if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
return NULL;
}
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
SCA_ISensor* sensor = m_linkedsensors[index];
STR_String realname = sensor->GetName();
if (realname == scriptArg)
{
return sensor->AddRef();
}
}
PyErr_SetString(PyExc_AttributeError, "Unable to find requested sensor");
return NULL;
}
char SCA_PythonController::GetActuator_doc[] =
"GetActuator (char sensorname) return linked actuator that is named [actuatorname]\n";
PyObject*
SCA_PythonController::PyGetActuator(PyObject* self,
PyObject* args,
PyObject* kwds)
{
char *scriptArg;
if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
return NULL;
}
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
SCA_IActuator* actua = m_linkedactuators[index];
STR_String realname = actua->GetName();
if (realname == scriptArg)
{
return actua->AddRef();
}
}
PyErr_SetString(PyExc_AttributeError, "Unable to find requested actuator");
return NULL;
}
char SCA_PythonController::GetSensors_doc[] = "getSensors returns a list of all attached sensors";
PyObject*
SCA_PythonController::PyGetSensors(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* resultlist = PyList_New(m_linkedsensors.size());
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
PyList_SetItem(resultlist,index,m_linkedsensors[index]->AddRef());
}
return resultlist;
}
/* 1. getScript */
PyObject* SCA_PythonController::PyGetScript(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyString_FromString(m_scriptText);
}
/* 2. setScript */
PyObject* SCA_PythonController::PySetScript(PyObject* self,
PyObject* args,
PyObject* kwds)
{
char *scriptArg;
if (!PyArg_ParseTuple(args, "s", &scriptArg)) {
return NULL;
}
/* set scripttext sets m_bModified to true,
so next time the script is needed, a reparse into byte code is done */
this->SetScriptText(scriptArg);
Py_Return;
}
/* eof */