blender/source/gameengine/Ketsji/KX_VisibilityActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

163 lines
3.6 KiB
C++

/*
* $Id$
*
* ***** 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 *****
* Actuator to toggle visibility/invisibility of objects
*/
#include "KX_VisibilityActuator.h"
#include "KX_GameObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
KX_VisibilityActuator::KX_VisibilityActuator(
SCA_IObject* gameobj,
bool visible,
PyTypeObject* T
)
: SCA_IActuator(gameobj,T),
m_visible(visible)
{
// intentionally empty
}
KX_VisibilityActuator::~KX_VisibilityActuator(
void
)
{
// intentionally empty
}
CValue*
KX_VisibilityActuator::GetReplica(
void
)
{
KX_VisibilityActuator* replica = new KX_VisibilityActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool
KX_VisibilityActuator::Update()
{
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent) return false;
KX_GameObject *obj = (KX_GameObject*) GetParent();
obj->SetVisible(m_visible);
obj->MarkVisible();
return true;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_VisibilityActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_VisibilityActuator",
sizeof(KX_VisibilityActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject
KX_VisibilityActuator::Parents[] = {
&KX_VisibilityActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef
KX_VisibilityActuator::Methods[] = {
{"set", (PyCFunction) KX_VisibilityActuator::sPySetVisible,
METH_VARARGS, SetVisible_doc},
{NULL,NULL} //Sentinel
};
PyObject*
KX_VisibilityActuator::_getattr(
const STR_String& attr
)
{
_getattr_up(SCA_IActuator);
};
/* set visibility ---------------------------------------------------------- */
char
KX_VisibilityActuator::SetVisible_doc[] =
"setVisible(visible?)\n"
"\t - visible? : Make the object visible? (KX_TRUE, KX_FALSE)"
"\tSet the properties of the actuator.\n";
PyObject*
KX_VisibilityActuator::PySetVisible(PyObject* self,
PyObject* args,
PyObject* kwds) {
int vis;
if(!PyArg_ParseTuple(args, "i", &vis)) {
return NULL;
}
m_visible = PyArgToBool(vis);
Py_Return;
}