blender/source/gameengine/Ketsji/KX_SceneActuator.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

356 lines
8.2 KiB
C++

/**
* Set scene/camera stuff
*
* $Id$
*
* ***** 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_IActuator.h"
#include "KX_SceneActuator.h"
#include <iostream>
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "KX_KetsjiEngine.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SceneActuator::KX_SceneActuator(SCA_IObject *gameobj,
int mode,
KX_Scene *scene,
KX_KetsjiEngine* ketsjiEngine,
const STR_String& nextSceneName,
KX_Camera* camera,
PyTypeObject* T)
: SCA_IActuator(gameobj, T)
{
m_mode = mode;
m_scene = scene;
m_KetsjiEngine=ketsjiEngine;
m_camera = camera;
m_nextSceneName = nextSceneName;
} /* End of constructor */
KX_SceneActuator::~KX_SceneActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
CValue* KX_SceneActuator::GetReplica()
{
KX_SceneActuator* replica = new KX_SceneActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool KX_SceneActuator::Update(double curtime,double deltatime)
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
switch (m_mode)
{
case KX_SCENE_RESTART:
{
m_KetsjiEngine->ReplaceScene(m_scene->GetName(),m_scene->GetName());
break;
}
case KX_SCENE_SET_SCENE:
{
m_KetsjiEngine->ReplaceScene(m_scene->GetName(),m_nextSceneName);
break;
}
case KX_SCENE_ADD_FRONT_SCENE:
{
bool overlay=true;
m_KetsjiEngine->ConvertAndAddScene(m_nextSceneName,overlay);
break;
}
case KX_SCENE_ADD_BACK_SCENE:
{
bool overlay=false;
m_KetsjiEngine->ConvertAndAddScene(m_nextSceneName,overlay);
break;
}
case KX_SCENE_REMOVE_SCENE:
{
m_KetsjiEngine->RemoveScene(m_nextSceneName);
break;
}
case KX_SCENE_SUSPEND:
{
m_KetsjiEngine->SuspendScene(m_nextSceneName);
break;
}
case KX_SCENE_RESUME:
{
m_KetsjiEngine->ResumeScene(m_nextSceneName);
break;
}
case KX_SCENE_SET_CAMERA:
if (m_camera)
{
m_scene->SetActiveCamera(m_camera);
}
break;
default:
; /* do nothing? this is an internal error !!! */
}
return false;
}
/* returns a camera if the name is valid */
KX_Camera* KX_SceneActuator::FindCamera(char *camName)
{
KX_SceneList* sl = m_KetsjiEngine->CurrentScenes();
STR_String name = STR_String(camName);
KX_SceneList::iterator it = sl->begin();
KX_Camera* cam = NULL;
while ((it != sl->end()) && (!cam))
{
cam = (*it)->FindCamera(name);
it++;
}
return cam;
}
KX_Scene* KX_SceneActuator::FindScene(char * sceneName)
{
return m_KetsjiEngine->FindScene(sceneName);
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SceneActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SceneActuator",
sizeof(KX_SceneActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject KX_SceneActuator::Parents[] =
{
&KX_SceneActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SceneActuator::Methods[] =
{
{"setUseRestart", (PyCFunction) KX_SceneActuator::sPySetUseRestart, METH_VARARGS, SetUseRestart_doc},
{"setScene", (PyCFunction) KX_SceneActuator::sPySetScene, METH_VARARGS, SetScene_doc},
{"setCamera", (PyCFunction) KX_SceneActuator::sPySetCamera, METH_VARARGS, SetCamera_doc},
{"getUseRestart", (PyCFunction) KX_SceneActuator::sPyGetUseRestart, METH_VARARGS, GetUseRestart_doc},
{"getScene", (PyCFunction) KX_SceneActuator::sPyGetScene, METH_VARARGS, GetScene_doc},
{"getCamera", (PyCFunction) KX_SceneActuator::sPyGetCamera, METH_VARARGS, GetCamera_doc},
{NULL,NULL} //Sentinel
};
PyObject* KX_SceneActuator::_getattr(char* attr)
{
_getattr_up(SCA_IActuator);
}
/* 2. setUseRestart--------------------------------------------------------- */
char KX_SceneActuator::SetUseRestart_doc[] =
"setUseRestart(flag)\n"
"\t- flag: 0 or 1.\n"
"\tSet flag to 1 to restart the scene.\n" ;
PyObject* KX_SceneActuator::PySetUseRestart(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int boolArg;
if (!PyArg_ParseTuple(args, "i", &boolArg))
{
return NULL;
}
if (boolArg == KX_TRUE)
{
m_restart = true;
}
else if (boolArg == KX_FALSE)
{
m_restart = false;
}
else
{
; /* internal error */
}
Py_Return;
}
/* 3. getUseRestart: */
char KX_SceneActuator::GetUseRestart_doc[] =
"getUseRestart()\n"
"\tReturn whether the scene will be restarted.\n" ;
PyObject* KX_SceneActuator::PyGetUseRestart(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyInt_FromLong(!(m_restart == 0));
}
/* 4. set scene------------------------------------------------------------- */
char KX_SceneActuator::SetScene_doc[] =
"setScene(scene)\n"
"\t- scene: string\n"
"\tSet the name of scene the actuator will switch to.\n" ;
PyObject* KX_SceneActuator::PySetScene(PyObject* self,
PyObject* args,
PyObject* kwds)
{
/* one argument: a scene, ignore the rest */
char *scene_name;
if(!PyArg_ParseTuple(args, "s", &scene_name))
{
return NULL;
}
/* Scene switch is done by name. */
m_nextSceneName = scene_name;
Py_Return;
}
/* 5. getScene: */
char KX_SceneActuator::GetScene_doc[] =
"getScene()\n"
"\tReturn the name of the scene the actuator wants to switch to.\n" ;
PyObject* KX_SceneActuator::PyGetScene(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyString_FromString(m_nextSceneName);
}
/* 6. set camera------------------------------------------------------------ */
char KX_SceneActuator::SetCamera_doc[] =
"setCamera(camera)\n"
"\t- camera: string\n"
"\tSet the camera to switch to.\n" ;
PyObject* KX_SceneActuator::PySetCamera(PyObject* self,
PyObject* args,
PyObject* kwds)
{
/* one argument: a scene, ignore the rest */
char *camName;
KX_Camera *camOb;
if(!PyArg_ParseTuple(args, "s", &camName))
{
return NULL;
}
camOb = FindCamera(camName);
if (camOb) m_camera = camOb;
Py_Return;
}
/* 7. getCamera: */
char KX_SceneActuator::GetCamera_doc[] =
"getCamera()\n"
"\tReturn the name of the camera to switch to.\n" ;
PyObject* KX_SceneActuator::PyGetCamera(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyString_FromString(m_camera->GetName());
}
/* eof */