forked from bartvdbraak/blender
6b9f3b5f5c
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
214 lines
5.0 KiB
C++
214 lines
5.0 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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* An abstract object that has some logic, python scripting and
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* reference counting Note: transformation stuff has been moved to
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* SceneGraph
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*/
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#ifndef SCA_IOBJECT_H
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#define SCA_IOBJECT_H
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#include "Value.h"
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#include <vector>
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class SCA_ISensor;
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class SCA_IController;
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class SCA_IActuator;
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template<class T> T PyVecTo(PyObject*);
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typedef std::vector<SCA_ISensor *> SCA_SensorList;
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typedef std::vector<SCA_IController *> SCA_ControllerList;
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typedef std::vector<SCA_IActuator *> SCA_ActuatorList;
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class SCA_IObject : public CValue
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{
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Py_Header;
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protected:
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friend class KX_StateActuator;
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friend class SCA_IActuator;
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friend class SCA_IController;
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SCA_SensorList m_sensors;
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SCA_ControllerList m_controllers;
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SCA_ActuatorList m_actuators;
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SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object
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// SG_Dlist: element of objects with active actuators
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// Head: SCA_LogicManager::m_activeActuators
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// SG_QList: Head of active actuators list on this object
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// Elements: SCA_IActuator
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SG_QList m_activeActuators;
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// SG_Dlist: element of list os lists with active controllers
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// Head: SCA_LogicManager::m_activeControllers
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// SG_QList: Head of active controller list on this object
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// Elements: SCA_IController
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SG_QList m_activeControllers;
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// SG_Dlist: element of list of lists of active controllers
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// Head: SCA_LogicManager::m_activeControllers
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// SG_QList: Head of active bookmarked controller list globally
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// Elements: SCA_IController with bookmark option
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static SG_QList m_activeBookmarkedControllers;
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static class MT_Point3 m_sDummy;
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/**
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* Ignore activity culling requests?
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*/
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bool m_ignore_activity_culling;
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/**
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* Ignore updates?
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*/
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bool m_suspended;
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/**
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* init state of object (used when object is created)
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*/
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unsigned int m_initState;
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/**
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* current state = bit mask of state that are active
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*/
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unsigned int m_state;
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/**
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* pointer inside state actuator list for sorting
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*/
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SG_QList* m_firstState;
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public:
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SCA_IObject();
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virtual ~SCA_IObject();
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SCA_ControllerList& GetControllers()
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{
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return m_controllers;
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}
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SCA_SensorList& GetSensors()
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{
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return m_sensors;
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}
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SCA_ActuatorList& GetActuators()
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{
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return m_actuators;
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}
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SG_QList& GetActiveActuators()
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{
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return m_activeActuators;
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}
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void AddSensor(SCA_ISensor* act);
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void ReserveSensor(int num)
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{
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m_sensors.reserve(num);
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}
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void AddController(SCA_IController* act);
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void ReserveController(int num)
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{
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m_controllers.reserve(num);
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}
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void AddActuator(SCA_IActuator* act);
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void ReserveActuator(int num)
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{
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m_actuators.reserve(num);
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}
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void RegisterActuator(SCA_IActuator* act);
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void UnregisterActuator(SCA_IActuator* act);
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SCA_ISensor* FindSensor(const STR_String& sensorname);
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SCA_IActuator* FindActuator(const STR_String& actuatorname);
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SCA_IController* FindController(const STR_String& controllername);
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void SetCurrentTime(float currentTime) {}
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void ReParentLogic();
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/**
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* Set whether or not to ignore activity culling requests
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*/
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void SetIgnoreActivityCulling(bool b)
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{
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m_ignore_activity_culling = b;
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}
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/**
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* Set whether or not this object wants to ignore activity culling
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* requests
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*/
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bool GetIgnoreActivityCulling()
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{
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return m_ignore_activity_culling;
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}
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/**
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* Suspend all progress.
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*/
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void Suspend(void);
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/**
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* Resume progress
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*/
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void Resume(void);
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/**
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* Set init state
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*/
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void SetInitState(unsigned int initState) { m_initState = initState; }
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/**
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* initialize the state when object is created
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*/
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void ResetState(void) { SetState(m_initState); }
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/**
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* Set the object state
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*/
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void SetState(unsigned int state);
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/**
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* Get the object state
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*/
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unsigned int GetState(void) { return m_state; }
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// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
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virtual int GetGameObjectType() {return -1;}
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typedef enum ObjectTypes {
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OBJ_ARMATURE=0,
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OBJ_CAMERA=1,
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}ObjectTypes;
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};
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#endif //SCA_IOBJECT_H
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