blender/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

195 lines
4.4 KiB
C++

//
// Replace the mesh for this actuator's parent
//
// $Id$
//
// ***** BEGIN GPL/BL DUAL 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. The Blender
// Foundation also sells licenses for use in proprietary software under
// the Blender License. See http://www.blender.org/BL/ for information
// about this.
//
// 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/BL DUAL LICENSE BLOCK *****
//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_ReplaceMeshActuator.cpp
// Please look here for revision history.
#include "KX_SCA_ReplaceMeshActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_SCA_ReplaceMeshActuator::
Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SCA_ReplaceMeshActuator",
sizeof(KX_SCA_ReplaceMeshActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,
0,
0,
0,
0
};
PyParentObject KX_SCA_ReplaceMeshActuator::Parents[] = {
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SCA_ReplaceMeshActuator::Methods[] = {
{"setMesh", (PyCFunction) KX_SCA_ReplaceMeshActuator::sPySetMesh, METH_VARARGS, SetMesh_doc},
KX_PYMETHODTABLE(KX_SCA_ReplaceMeshActuator, getMesh),
{NULL,NULL} //Sentinel
};
PyObject* KX_SCA_ReplaceMeshActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 1. setMesh */
char KX_SCA_ReplaceMeshActuator::SetMesh_doc[] =
"setMesh(name)\n"
"\t- name: string\n"
"\tSet the mesh that will be substituted for the current one.\n";
PyObject* KX_SCA_ReplaceMeshActuator::PySetMesh(PyObject* self,
PyObject* args,
PyObject* kwds)
{
char* meshname;
if (!PyArg_ParseTuple(args, "s", &meshname))
{
return NULL;
}
void* mesh = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(meshname));
if (mesh) {
m_mesh= (class RAS_MeshObject*)mesh;
Py_Return;
}
return NULL;
}
KX_PYMETHODDEF_DOC(KX_SCA_ReplaceMeshActuator, getMesh,
"getMesh() -> string\n"
"Returns the name of the mesh to be substituted.\n"
)
{
if (!m_mesh)
Py_Return;
return PyString_FromString(const_cast<char *>(m_mesh->GetName().ReadPtr()));
}
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_ReplaceMeshActuator::KX_SCA_ReplaceMeshActuator(SCA_IObject *gameobj,
class RAS_MeshObject *mesh,
SCA_IScene* scene,
PyTypeObject* T) :
SCA_IActuator(gameobj, T),
m_mesh(mesh),
m_scene(scene)
{
} /* End of constructor */
KX_SCA_ReplaceMeshActuator::~KX_SCA_ReplaceMeshActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_SCA_ReplaceMeshActuator::Update()
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if (m_mesh) m_scene->ReplaceMesh(GetParent(),m_mesh);
return false;
}
CValue* KX_SCA_ReplaceMeshActuator::GetReplica()
{
KX_SCA_ReplaceMeshActuator* replica =
new KX_SCA_ReplaceMeshActuator(*this);
if (replica == NULL)
return NULL;
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/* eof */