cb12337363
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
288 lines
8.3 KiB
C++
288 lines
8.3 KiB
C++
/** \file gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
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* \ingroup ketsji
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*/
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//
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// Add an object when this actuator is triggered
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//
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// $Id$
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//
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// ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_AddObjectActuator.cpp
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// Please look here for revision history.
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#include "KX_SCA_AddObjectActuator.h"
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#include "SCA_IScene.h"
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#include "KX_GameObject.h"
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#include "KX_IPhysicsController.h"
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#include "PyObjectPlus.h"
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_SCA_AddObjectActuator::KX_SCA_AddObjectActuator(SCA_IObject *gameobj,
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SCA_IObject *original,
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int time,
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SCA_IScene* scene,
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const float *linvel,
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bool linv_local,
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const float *angvel,
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bool angv_local)
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:
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SCA_IActuator(gameobj, KX_ACT_ADD_OBJECT),
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m_OriginalObject(original),
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m_scene(scene),
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m_localLinvFlag(linv_local),
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m_localAngvFlag(angv_local)
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{
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m_linear_velocity[0] = linvel[0];
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m_linear_velocity[1] = linvel[1];
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m_linear_velocity[2] = linvel[2];
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m_angular_velocity[0] = angvel[0];
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m_angular_velocity[1] = angvel[1];
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m_angular_velocity[2] = angvel[2];
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if (m_OriginalObject)
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m_OriginalObject->RegisterActuator(this);
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m_lastCreatedObject = NULL;
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m_timeProp = time;
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}
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KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator()
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{
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if (m_OriginalObject)
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m_OriginalObject->UnregisterActuator(this);
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if (m_lastCreatedObject)
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m_lastCreatedObject->UnregisterActuator(this);
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}
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bool KX_SCA_AddObjectActuator::Update()
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{
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//bool result = false; /*unused*/
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent) return false; // do nothing on negative events
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InstantAddObject();
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return false;
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}
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SCA_IObject* KX_SCA_AddObjectActuator::GetLastCreatedObject() const
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{
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return m_lastCreatedObject;
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}
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CValue* KX_SCA_AddObjectActuator::GetReplica()
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{
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KX_SCA_AddObjectActuator* replica = new KX_SCA_AddObjectActuator(*this);
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if (replica == NULL)
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return NULL;
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// this will copy properties and so on...
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replica->ProcessReplica();
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return replica;
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}
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void KX_SCA_AddObjectActuator::ProcessReplica()
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{
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if (m_OriginalObject)
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m_OriginalObject->RegisterActuator(this);
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m_lastCreatedObject=NULL;
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SCA_IActuator::ProcessReplica();
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}
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bool KX_SCA_AddObjectActuator::UnlinkObject(SCA_IObject* clientobj)
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{
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if (clientobj == m_OriginalObject)
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{
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// this object is being deleted, we cannot continue to track it.
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m_OriginalObject = NULL;
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return true;
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}
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if (clientobj == m_lastCreatedObject)
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{
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// this object is being deleted, we cannot continue to track it.
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m_lastCreatedObject = NULL;
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return true;
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}
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return false;
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}
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void KX_SCA_AddObjectActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map)
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{
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void **h_obj = (*obj_map)[m_OriginalObject];
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if (h_obj) {
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if (m_OriginalObject)
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m_OriginalObject->UnregisterActuator(this);
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m_OriginalObject = (SCA_IObject*)(*h_obj);
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m_OriginalObject->RegisterActuator(this);
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}
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}
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#ifdef WITH_PYTHON
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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 KX_SCA_AddObjectActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_SCA_AddObjectActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_SCA_AddObjectActuator::Methods[] = {
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{"instantAddObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyInstantAddObject, METH_NOARGS,"instantAddObject() : immediately add object without delay\n"},
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_SCA_AddObjectActuator::Attributes[] = {
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KX_PYATTRIBUTE_RW_FUNCTION("object",KX_SCA_AddObjectActuator,pyattr_get_object,pyattr_set_object),
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KX_PYATTRIBUTE_RO_FUNCTION("objectLastCreated",KX_SCA_AddObjectActuator,pyattr_get_objectLastCreated),
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KX_PYATTRIBUTE_INT_RW("time",0,2000,true,KX_SCA_AddObjectActuator,m_timeProp),
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KX_PYATTRIBUTE_FLOAT_ARRAY_RW("linearVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_linear_velocity,3),
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KX_PYATTRIBUTE_FLOAT_ARRAY_RW("angularVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_angular_velocity,3),
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{ NULL } //Sentinel
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};
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PyObject* KX_SCA_AddObjectActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
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if (!actuator->m_OriginalObject)
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Py_RETURN_NONE;
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else
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return actuator->m_OriginalObject->GetProxy();
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}
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int KX_SCA_AddObjectActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
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KX_GameObject *gameobj;
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SCA_AddObjectActuator"))
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return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
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if (actuator->m_OriginalObject != NULL)
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actuator->m_OriginalObject->UnregisterActuator(actuator);
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actuator->m_OriginalObject = (SCA_IObject*)gameobj;
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if (actuator->m_OriginalObject)
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actuator->m_OriginalObject->RegisterActuator(actuator);
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return PY_SET_ATTR_SUCCESS;
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}
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PyObject* KX_SCA_AddObjectActuator::pyattr_get_objectLastCreated(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
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if (!actuator->m_lastCreatedObject)
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Py_RETURN_NONE;
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else
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return actuator->m_lastCreatedObject->GetProxy();
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}
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PyObject* KX_SCA_AddObjectActuator::PyInstantAddObject()
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{
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InstantAddObject();
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Py_RETURN_NONE;
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}
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#endif // WITH_PYTHON
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void KX_SCA_AddObjectActuator::InstantAddObject()
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{
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if (m_OriginalObject)
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{
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// Add an identical object, with properties inherited from the original object
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// Now it needs to be added to the current scene.
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SCA_IObject* replica = m_scene->AddReplicaObject(m_OriginalObject,GetParent(),m_timeProp );
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KX_GameObject * game_obj = static_cast<KX_GameObject *>(replica);
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game_obj->setLinearVelocity(m_linear_velocity ,m_localLinvFlag);
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game_obj->setAngularVelocity(m_angular_velocity,m_localAngvFlag);
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game_obj->ResolveCombinedVelocities(m_linear_velocity, m_angular_velocity, m_localLinvFlag, m_localAngvFlag);
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// keep a copy of the last object, to allow python scripters to change it
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if (m_lastCreatedObject)
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{
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//Let's not keep a reference to the object: it's bad, if the object is deleted
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//this will force to keep a "zombie" in the game for no good reason.
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//m_scene->DelayedReleaseObject(m_lastCreatedObject);
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//m_lastCreatedObject->Release();
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//Instead we use the registration mechanism
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m_lastCreatedObject->UnregisterActuator(this);
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m_lastCreatedObject = NULL;
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}
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m_lastCreatedObject = replica;
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// no reference
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//m_lastCreatedObject->AddRef();
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// but registration
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m_lastCreatedObject->RegisterActuator(this);
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// finished using replica? then release it
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replica->Release();
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}
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}
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