2050ecc307
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
183 lines
4.9 KiB
C++
183 lines
4.9 KiB
C++
/*
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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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*/
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/** \file gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
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* \ingroup ketsji
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*
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* Replace the mesh for this actuator's parent
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*/
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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 <stddef.h>
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#include "KX_SCA_ReplaceMeshActuator.h"
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#include "KX_MeshProxy.h"
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#include "EXP_PyObjectPlus.h"
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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_ReplaceMeshActuator::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_SCA_ReplaceMeshActuator",
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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_ReplaceMeshActuator::Methods[] = {
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KX_PYMETHODTABLE(KX_SCA_ReplaceMeshActuator, instantReplaceMesh),
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_SCA_ReplaceMeshActuator::Attributes[] = {
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KX_PYATTRIBUTE_RW_FUNCTION("mesh", KX_SCA_ReplaceMeshActuator, pyattr_get_mesh, pyattr_set_mesh),
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KX_PYATTRIBUTE_BOOL_RW ("useDisplayMesh", KX_SCA_ReplaceMeshActuator, m_use_gfx),
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KX_PYATTRIBUTE_BOOL_RW ("usePhysicsMesh", KX_SCA_ReplaceMeshActuator, m_use_phys),
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{ NULL } //Sentinel
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};
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PyObject *KX_SCA_ReplaceMeshActuator::pyattr_get_mesh(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_SCA_ReplaceMeshActuator* actuator = static_cast<KX_SCA_ReplaceMeshActuator*>(self);
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if (!actuator->m_mesh)
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Py_RETURN_NONE;
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KX_MeshProxy* meshproxy = new KX_MeshProxy(actuator->m_mesh);
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return meshproxy->NewProxy(true);
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}
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int KX_SCA_ReplaceMeshActuator::pyattr_set_mesh(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_SCA_ReplaceMeshActuator* actuator = static_cast<KX_SCA_ReplaceMeshActuator*>(self);
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RAS_MeshObject* new_mesh;
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if (!ConvertPythonToMesh(actuator->GetLogicManager(), value, &new_mesh, true, "actuator.mesh = value: KX_SCA_ReplaceMeshActuator"))
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return PY_SET_ATTR_FAIL;
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actuator->m_mesh = new_mesh;
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return PY_SET_ATTR_SUCCESS;
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}
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KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, instantReplaceMesh,
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"instantReplaceMesh() : immediately replace mesh without delay\n")
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{
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InstantReplaceMesh();
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Py_RETURN_NONE;
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}
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#endif // WITH_PYTHON
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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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bool use_gfx,
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bool use_phys) :
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SCA_IActuator(gameobj, KX_ACT_REPLACE_MESH),
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m_mesh(mesh),
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m_scene(scene),
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m_use_gfx(use_gfx),
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m_use_phys(use_phys)
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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; /*unused*/
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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_use_phys) /* NULL mesh is ok if were updating physics */
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m_scene->ReplaceMesh(GetParent(),m_mesh, m_use_gfx, m_use_phys);
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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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return replica;
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};
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void KX_SCA_ReplaceMeshActuator::InstantReplaceMesh()
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{
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if (m_mesh) m_scene->ReplaceMesh(GetParent(),m_mesh, m_use_gfx, m_use_phys);
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}
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/* eof */
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