forked from bartvdbraak/blender
9a7ea9664e
Adding a UI to set the type on startup can be added easily. # ---- class myPlayer(GameTypes.KX_GameObject): def die(self): # ... do stuff ... self.endObject() # make an instance player = myPlayer(gameOb) # gameOb is made invalid now. player.die() # ---- One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
158 lines
3.8 KiB
C++
158 lines
3.8 KiB
C++
/*
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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., 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 LICENSE BLOCK *****
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* Actuator to toggle visibility/invisibility of objects
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*/
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#include "KX_VisibilityActuator.h"
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#include "KX_GameObject.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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KX_VisibilityActuator::KX_VisibilityActuator(
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SCA_IObject* gameobj,
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bool visible,
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bool occlusion,
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bool recursive
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)
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: SCA_IActuator(gameobj),
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m_visible(visible),
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m_occlusion(occlusion),
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m_recursive(recursive)
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{
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// intentionally empty
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}
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KX_VisibilityActuator::~KX_VisibilityActuator(
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void
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)
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{
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// intentionally empty
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}
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CValue*
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KX_VisibilityActuator::GetReplica(
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void
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)
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{
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KX_VisibilityActuator* replica = new KX_VisibilityActuator(*this);
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replica->ProcessReplica();
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return replica;
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}
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bool
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KX_VisibilityActuator::Update()
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{
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (bNegativeEvent) return false;
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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obj->SetVisible(m_visible, m_recursive);
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obj->SetOccluder(m_occlusion, m_recursive);
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obj->UpdateBuckets(m_recursive);
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return false;
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}
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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_VisibilityActuator::Type = {
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#if (PY_VERSION_HEX >= 0x02060000)
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PyVarObject_HEAD_INIT(NULL, 0)
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#else
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/* python 2.5 and below */
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PyObject_HEAD_INIT( NULL ) /* required py macro */
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0, /* ob_size */
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#endif
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"KX_VisibilityActuator",
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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_VisibilityActuator::Methods[] = {
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// Deprecated ----->
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{"set", (PyCFunction) KX_VisibilityActuator::sPySetVisible, METH_VARARGS,
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(PY_METHODCHAR) SetVisible_doc},
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// <-----
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_VisibilityActuator::Attributes[] = {
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KX_PYATTRIBUTE_BOOL_RW("visibility", KX_VisibilityActuator, m_visible),
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KX_PYATTRIBUTE_BOOL_RW("useOcclusion", KX_VisibilityActuator, m_occlusion),
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KX_PYATTRIBUTE_BOOL_RW("useRecursion", KX_VisibilityActuator, m_recursive),
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{ NULL } //Sentinel
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};
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/* set visibility ---------------------------------------------------------- */
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const char
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KX_VisibilityActuator::SetVisible_doc[] =
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"setVisible(visible?)\n"
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"\t - visible? : Make the object visible? (KX_TRUE, KX_FALSE)"
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"\tSet the properties of the actuator.\n";
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PyObject*
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KX_VisibilityActuator::PySetVisible(PyObject* args) {
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int vis;
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ShowDeprecationWarning("SetVisible()", "the visible property");
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if(!PyArg_ParseTuple(args, "i:setVisible", &vis)) {
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return NULL;
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}
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m_visible = PyArgToBool(vis);
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Py_RETURN_NONE;
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}
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