7b2567924b
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).
195 lines
4.4 KiB
C++
195 lines
4.4 KiB
C++
//
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// Replace the mesh for this actuator's parent
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//
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// $Id$
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//
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// ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version. The Blender
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// Foundation also sells licenses for use in proprietary software under
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// the Blender License. See http://www.blender.org/BL/ for information
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// about this.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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// The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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// All rights reserved.
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//
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// The Original Code is: all of this file.
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//
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// Contributor(s): none yet.
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//
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// ***** END GPL/BL DUAL LICENSE BLOCK *****
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//
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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_ReplaceMeshActuator.cpp
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// Please look here for revision history.
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#include "KX_SCA_ReplaceMeshActuator.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject
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KX_SCA_ReplaceMeshActuator::
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Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_SCA_ReplaceMeshActuator",
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sizeof(KX_SCA_ReplaceMeshActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0,
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__repr,
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0,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_SCA_ReplaceMeshActuator::Parents[] = {
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_SCA_ReplaceMeshActuator::Methods[] = {
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{"setMesh", (PyCFunction) KX_SCA_ReplaceMeshActuator::sPySetMesh, METH_VARARGS, SetMesh_doc},
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KX_PYMETHODTABLE(KX_SCA_ReplaceMeshActuator, getMesh),
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_SCA_ReplaceMeshActuator::_getattr(const STR_String& attr)
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{
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_getattr_up(SCA_IActuator);
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}
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/* 1. setMesh */
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char KX_SCA_ReplaceMeshActuator::SetMesh_doc[] =
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"setMesh(name)\n"
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"\t- name: string\n"
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"\tSet the mesh that will be substituted for the current one.\n";
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PyObject* KX_SCA_ReplaceMeshActuator::PySetMesh(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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char* meshname;
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if (!PyArg_ParseTuple(args, "s", &meshname))
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{
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return NULL;
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}
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void* mesh = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(meshname));
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if (mesh) {
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m_mesh= (class RAS_MeshObject*)mesh;
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Py_Return;
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}
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return NULL;
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}
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KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, getMesh,
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"getMesh() -> string\n"
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"Returns the name of the mesh to be substituted.\n"
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)
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{
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if (!m_mesh)
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Py_Return;
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return PyString_FromString(const_cast<char *>(m_mesh->GetName().ReadPtr()));
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}
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_SCA_ReplaceMeshActuator::KX_SCA_ReplaceMeshActuator(SCA_IObject *gameobj,
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class RAS_MeshObject *mesh,
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SCA_IScene* scene,
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PyTypeObject* T) :
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SCA_IActuator(gameobj, T),
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m_mesh(mesh),
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m_scene(scene)
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{
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} /* End of constructor */
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KX_SCA_ReplaceMeshActuator::~KX_SCA_ReplaceMeshActuator()
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{
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// there's nothing to be done here, really....
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} /* end of destructor */
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bool KX_SCA_ReplaceMeshActuator::Update()
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{
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bool result = false;
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent)
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return false; // do nothing on negative events
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if (m_mesh) m_scene->ReplaceMesh(GetParent(),m_mesh);
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return false;
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}
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CValue* KX_SCA_ReplaceMeshActuator::GetReplica()
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{
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KX_SCA_ReplaceMeshActuator* replica =
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new KX_SCA_ReplaceMeshActuator(*this);
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if (replica == NULL)
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return NULL;
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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/* eof */
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