blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

521 lines
16 KiB
C++

//
// Add an object when this actuator is triggered
//
// $Id$
//
// ***** 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 *****
// Previously existed as:
// \source\gameengine\GameLogic\SCA_AddObjectActuator.cpp
// Please look here for revision history.
#include "KX_SCA_AddObjectActuator.h"
#include "SCA_IScene.h"
#include "KX_GameObject.h"
#include "KX_IPhysicsController.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_AddObjectActuator::KX_SCA_AddObjectActuator(SCA_IObject *gameobj,
SCA_IObject *original,
int time,
SCA_IScene* scene,
const float *linvel,
bool linv_local,
const float *angvel,
bool angv_local,
PyTypeObject* T)
:
SCA_IActuator(gameobj, T),
m_OriginalObject(original),
m_scene(scene),
m_localLinvFlag(linv_local),
m_localAngvFlag(angv_local)
{
m_linear_velocity[0] = linvel[0];
m_linear_velocity[1] = linvel[1];
m_linear_velocity[2] = linvel[2];
m_angular_velocity[0] = angvel[0];
m_angular_velocity[1] = angvel[1];
m_angular_velocity[2] = angvel[2];
if (m_OriginalObject)
m_OriginalObject->RegisterActuator(this);
m_lastCreatedObject = NULL;
m_timeProp = time;
}
KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator()
{
if (m_OriginalObject)
m_OriginalObject->UnregisterActuator(this);
if (m_lastCreatedObject)
m_lastCreatedObject->UnregisterActuator(this);
}
bool KX_SCA_AddObjectActuator::Update()
{
//bool result = false; /*unused*/
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent) return false; // do nothing on negative events
InstantAddObject();
return false;
}
SCA_IObject* KX_SCA_AddObjectActuator::GetLastCreatedObject() const
{
return m_lastCreatedObject;
}
CValue* KX_SCA_AddObjectActuator::GetReplica()
{
KX_SCA_AddObjectActuator* replica = new KX_SCA_AddObjectActuator(*this);
if (replica == NULL)
return NULL;
// this will copy properties and so on...
replica->ProcessReplica();
return replica;
}
void KX_SCA_AddObjectActuator::ProcessReplica()
{
if (m_OriginalObject)
m_OriginalObject->RegisterActuator(this);
m_lastCreatedObject=NULL;
SCA_IActuator::ProcessReplica();
}
bool KX_SCA_AddObjectActuator::UnlinkObject(SCA_IObject* clientobj)
{
if (clientobj == m_OriginalObject)
{
// this object is being deleted, we cannot continue to track it.
m_OriginalObject = NULL;
return true;
}
if (clientobj == m_lastCreatedObject)
{
// this object is being deleted, we cannot continue to track it.
m_lastCreatedObject = NULL;
return true;
}
return false;
}
void KX_SCA_AddObjectActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
{
void **h_obj = (*obj_map)[m_OriginalObject];
if (h_obj) {
if (m_OriginalObject)
m_OriginalObject->UnregisterActuator(this);
m_OriginalObject = (SCA_IObject*)(*h_obj);
m_OriginalObject->RegisterActuator(this);
}
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SCA_AddObjectActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_SCA_AddObjectActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_SCA_AddObjectActuator::Parents[] = {
&KX_SCA_AddObjectActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SCA_AddObjectActuator::Methods[] = {
// ---> deprecated
{"setTime", (PyCFunction) KX_SCA_AddObjectActuator::sPySetTime, METH_O, (PY_METHODCHAR)SetTime_doc},
{"getTime", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetTime, METH_NOARGS, (PY_METHODCHAR)GetTime_doc},
{"getLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLinearVelocity, METH_NOARGS, (PY_METHODCHAR)GetLinearVelocity_doc},
{"setLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPySetLinearVelocity, METH_VARARGS, (PY_METHODCHAR)SetLinearVelocity_doc},
{"getAngularVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetAngularVelocity, METH_NOARGS, (PY_METHODCHAR)GetAngularVelocity_doc},
{"setAngularVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPySetAngularVelocity, METH_VARARGS, (PY_METHODCHAR)SetAngularVelocity_doc},
{"getLastCreatedObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLastCreatedObject, METH_NOARGS,"getLastCreatedObject() : get the object handle to the last created object\n"},
{"instantAddObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyInstantAddObject, METH_NOARGS,"instantAddObject() : immediately add object without delay\n"},
{"setObject", (PyCFunction) KX_SCA_AddObjectActuator::sPySetObject, METH_O, (PY_METHODCHAR)SetObject_doc},
{"getObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetObject, METH_VARARGS, (PY_METHODCHAR)GetObject_doc},
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_SCA_AddObjectActuator::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("object",KX_SCA_AddObjectActuator,pyattr_get_object,pyattr_set_object),
KX_PYATTRIBUTE_RO_FUNCTION("objectLastCreated",KX_SCA_AddObjectActuator,pyattr_get_objectLastCreated),
KX_PYATTRIBUTE_INT_RW("time",0,2000,true,KX_SCA_AddObjectActuator,m_timeProp),
KX_PYATTRIBUTE_FLOAT_ARRAY_RW("linearVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_linear_velocity,3),
KX_PYATTRIBUTE_FLOAT_ARRAY_RW("angularVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_angular_velocity,3),
{ NULL } //Sentinel
};
PyObject* KX_SCA_AddObjectActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
if (!actuator->m_OriginalObject)
Py_RETURN_NONE;
else
return actuator->m_OriginalObject->GetProxy();
}
int KX_SCA_AddObjectActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
KX_GameObject *gameobj;
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SCA_AddObjectActuator"))
return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
if (actuator->m_OriginalObject != NULL)
actuator->m_OriginalObject->UnregisterActuator(actuator);
actuator->m_OriginalObject = (SCA_IObject*)gameobj;
if (actuator->m_OriginalObject)
actuator->m_OriginalObject->RegisterActuator(actuator);
return PY_SET_ATTR_SUCCESS;
}
PyObject* KX_SCA_AddObjectActuator::pyattr_get_objectLastCreated(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self);
if (!actuator->m_lastCreatedObject)
Py_RETURN_NONE;
else
return actuator->m_lastCreatedObject->GetProxy();
}
PyObject* KX_SCA_AddObjectActuator::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_IActuator);
}
PyObject* KX_SCA_AddObjectActuator::py_getattro_dict() {
py_getattro_dict_up(SCA_IActuator);
}
int KX_SCA_AddObjectActuator::py_setattro(PyObject *attr, PyObject* value)
{
py_setattro_up(SCA_IActuator);
}
/* 1. setObject */
const char KX_SCA_AddObjectActuator::SetObject_doc[] =
"setObject(object)\n"
"\t- object: KX_GameObject, string or None\n"
"\tSets the object that will be added. There has to be an object\n"
"\tof this name. If not, this function does nothing.\n";
PyObject* KX_SCA_AddObjectActuator::PySetObject(PyObject* value)
{
KX_GameObject *gameobj;
ShowDeprecationWarning("setObject()", "the object property");
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.setObject(value): KX_SCA_AddObjectActuator"))
return NULL; // ConvertPythonToGameObject sets the error
if (m_OriginalObject != NULL)
m_OriginalObject->UnregisterActuator(this);
m_OriginalObject = (SCA_IObject*)gameobj;
if (m_OriginalObject)
m_OriginalObject->RegisterActuator(this);
Py_RETURN_NONE;
}
/* 2. setTime */
const char KX_SCA_AddObjectActuator::SetTime_doc[] =
"setTime(duration)\n"
"\t- duration: integer\n"
"\tSets the lifetime of the object that will be added, in frames. \n"
"\tIf the duration is negative, it is set to 0.\n";
PyObject* KX_SCA_AddObjectActuator::PySetTime(PyObject* value)
{
ShowDeprecationWarning("setTime()", "the time property");
int deltatime = PyInt_AsLong(value);
if (deltatime==-1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "expected an int");
return NULL;
}
m_timeProp = deltatime;
if (m_timeProp < 0) m_timeProp = 0;
Py_RETURN_NONE;
}
/* 3. getTime */
const char KX_SCA_AddObjectActuator::GetTime_doc[] =
"getTime()\n"
"\tReturns the lifetime of the object that will be added.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetTime()
{
ShowDeprecationWarning("getTime()", "the time property");
return PyInt_FromLong(m_timeProp);
}
/* 4. getObject */
const char KX_SCA_AddObjectActuator::GetObject_doc[] =
"getObject(name_only = 1)\n"
"name_only - optional arg, when true will return the KX_GameObject rather then its name\n"
"\tReturns the name of the object that will be added.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetObject(PyObject* args)
{
int ret_name_only = 1;
ShowDeprecationWarning("getObject()", "the object property");
if (!PyArg_ParseTuple(args, "|i:getObject", &ret_name_only))
return NULL;
if (!m_OriginalObject)
Py_RETURN_NONE;
if (ret_name_only)
return PyString_FromString(m_OriginalObject->GetName().ReadPtr());
else
return m_OriginalObject->GetProxy();
}
/* 5. getLinearVelocity */
const char KX_SCA_AddObjectActuator::GetLinearVelocity_doc[] =
"GetLinearVelocity()\n"
"\tReturns the linear velocity that will be assigned to \n"
"\tthe created object.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetLinearVelocity()
{
ShowDeprecationWarning("getLinearVelocity()", "the linearVelocity property");
PyObject *retVal = PyList_New(3);
PyList_SET_ITEM(retVal, 0, PyFloat_FromDouble(m_linear_velocity[0]));
PyList_SET_ITEM(retVal, 1, PyFloat_FromDouble(m_linear_velocity[1]));
PyList_SET_ITEM(retVal, 2, PyFloat_FromDouble(m_linear_velocity[2]));
return retVal;
}
/* 6. setLinearVelocity */
const char KX_SCA_AddObjectActuator::SetLinearVelocity_doc[] =
"setLinearVelocity(vx, vy, vz)\n"
"\t- vx: float\n"
"\t- vy: float\n"
"\t- vz: float\n"
"\t- local: bool\n"
"\tAssign this velocity to the created object. \n";
PyObject* KX_SCA_AddObjectActuator::PySetLinearVelocity(PyObject* args)
{
ShowDeprecationWarning("setLinearVelocity()", "the linearVelocity property");
float vecArg[3];
if (!PyArg_ParseTuple(args, "fff:setLinearVelocity", &vecArg[0], &vecArg[1], &vecArg[2]))
return NULL;
m_linear_velocity[0] = vecArg[0];
m_linear_velocity[1] = vecArg[1];
m_linear_velocity[2] = vecArg[2];
Py_RETURN_NONE;
}
/* 7. getAngularVelocity */
const char KX_SCA_AddObjectActuator::GetAngularVelocity_doc[] =
"GetAngularVelocity()\n"
"\tReturns the angular velocity that will be assigned to \n"
"\tthe created object.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetAngularVelocity()
{
ShowDeprecationWarning("getAngularVelocity()", "the angularVelocity property");
PyObject *retVal = PyList_New(3);
PyList_SET_ITEM(retVal, 0, PyFloat_FromDouble(m_angular_velocity[0]));
PyList_SET_ITEM(retVal, 1, PyFloat_FromDouble(m_angular_velocity[1]));
PyList_SET_ITEM(retVal, 2, PyFloat_FromDouble(m_angular_velocity[2]));
return retVal;
}
/* 8. setAngularVelocity */
const char KX_SCA_AddObjectActuator::SetAngularVelocity_doc[] =
"setAngularVelocity(vx, vy, vz)\n"
"\t- vx: float\n"
"\t- vy: float\n"
"\t- vz: float\n"
"\t- local: bool\n"
"\tAssign this angular velocity to the created object. \n";
PyObject* KX_SCA_AddObjectActuator::PySetAngularVelocity(PyObject* args)
{
ShowDeprecationWarning("setAngularVelocity()", "the angularVelocity property");
float vecArg[3];
if (!PyArg_ParseTuple(args, "fff:setAngularVelocity", &vecArg[0], &vecArg[1], &vecArg[2]))
return NULL;
m_angular_velocity[0] = vecArg[0];
m_angular_velocity[1] = vecArg[1];
m_angular_velocity[2] = vecArg[2];
Py_RETURN_NONE;
}
void KX_SCA_AddObjectActuator::InstantAddObject()
{
if (m_OriginalObject)
{
// Add an identical object, with properties inherited from the original object
// Now it needs to be added to the current scene.
SCA_IObject* replica = m_scene->AddReplicaObject(m_OriginalObject,GetParent(),m_timeProp );
KX_GameObject * game_obj = static_cast<KX_GameObject *>(replica);
game_obj->setLinearVelocity(m_linear_velocity ,m_localLinvFlag);
game_obj->setAngularVelocity(m_angular_velocity,m_localAngvFlag);
game_obj->ResolveCombinedVelocities(m_linear_velocity, m_angular_velocity, m_localLinvFlag, m_localAngvFlag);
// keep a copy of the last object, to allow python scripters to change it
if (m_lastCreatedObject)
{
//Let's not keep a reference to the object: it's bad, if the object is deleted
//this will force to keep a "zombie" in the game for no good reason.
//m_scene->DelayedReleaseObject(m_lastCreatedObject);
//m_lastCreatedObject->Release();
//Instead we use the registration mechanism
m_lastCreatedObject->UnregisterActuator(this);
m_lastCreatedObject = NULL;
}
m_lastCreatedObject = replica;
// no reference
//m_lastCreatedObject->AddRef();
// but registration
m_lastCreatedObject->RegisterActuator(this);
// finished using replica? then release it
replica->Release();
}
}
PyObject* KX_SCA_AddObjectActuator::PyInstantAddObject()
{
InstantAddObject();
Py_RETURN_NONE;
}
/* 7. GetLastCreatedObject */
const char KX_SCA_AddObjectActuator::GetLastCreatedObject_doc[] =
"getLastCreatedObject()\n"
"\tReturn the last created object. \n";
PyObject* KX_SCA_AddObjectActuator::PyGetLastCreatedObject()
{
ShowDeprecationWarning("getLastCreatedObject()", "the objectLastCreated property");
SCA_IObject* result = this->GetLastCreatedObject();
// if result->GetSGNode() is NULL
// it means the object has ended, The BGE python api crashes in many places if the object is returned.
if (result && (static_cast<KX_GameObject *>(result))->GetSGNode())
{
return result->GetProxy();
}
// don't return NULL to python anymore, it gives trouble in the scripts
Py_RETURN_NONE;
}