blender/source/gameengine/Ketsji/KX_TrackToActuator.h
Campbell Barton fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00

99 lines
2.9 KiB
C++

//
// Add object to the game world on action of this actuator
//
// $Id$
//
// ***** BEGIN GPL 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.
//
// 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 LICENSE BLOCK *****
//
#ifndef __KX_TrackToActuator
#define __KX_TrackToActuator
#include "SCA_IActuator.h"
#include "SCA_IObject.h"
#include "MT_Matrix3x3.h"
#include "KX_GameObject.h"
class KX_TrackToActuator : public SCA_IActuator
{
Py_Header;
// Object reference. Actually, we use the object's 'life'
SCA_IObject* m_object;
// 3d toggle
bool m_allow3D;
// time field
int m_time;
int m_trackTime;
int m_trackflag;
int m_upflag;
MT_Matrix3x3 m_parentlocalmat;
KX_GameObject* m_parentobj;
public:
KX_TrackToActuator(SCA_IObject* gameobj, SCA_IObject *ob, int time,
bool threedee,int trackflag,int upflag, PyTypeObject* T=&Type);
virtual ~KX_TrackToActuator();
virtual CValue* GetReplica() {
KX_TrackToActuator* replica = new KX_TrackToActuator(*this);
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
virtual void ProcessReplica();
virtual bool UnlinkObject(SCA_IObject* clientobj);
virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual bool Update(double curtime, bool frame);
/* Python part */
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject* value);
/* These are used to get and set m_ob */
static PyObject* pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
/* 1. setObject */
KX_PYMETHOD_DOC_O(KX_TrackToActuator,SetObject);
/* 2. getObject */
KX_PYMETHOD_DOC_VARARGS(KX_TrackToActuator,GetObject);
/* 3. setTime */
KX_PYMETHOD_DOC(KX_TrackToActuator,SetTime);
/* 4. getTime */
KX_PYMETHOD_DOC(KX_TrackToActuator,GetTime);
/* 5. getUse3D */
KX_PYMETHOD_DOC(KX_TrackToActuator,GetUse3D);
/* 6. setUse3D */
KX_PYMETHOD_DOC(KX_TrackToActuator,SetUse3D);
}; /* end of class KX_TrackToActuator : public KX_EditObjectActuator */
#endif