forked from bartvdbraak/blender
06a7155b68
Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
283 lines
7.4 KiB
C++
283 lines
7.4 KiB
C++
/**
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* Set or remove an objects parent
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*
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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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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*/
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#include "KX_ParentActuator.h"
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#include "KX_GameObject.h"
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#include "KX_PythonInit.h"
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#include "PyObjectPlus.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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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_ParentActuator::KX_ParentActuator(SCA_IObject *gameobj,
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int mode,
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bool addToCompound,
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bool ghost,
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SCA_IObject *ob,
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PyTypeObject* T)
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: SCA_IActuator(gameobj, T),
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m_mode(mode),
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m_addToCompound(addToCompound),
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m_ghost(ghost),
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m_ob(ob)
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{
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if (m_ob)
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m_ob->RegisterActuator(this);
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}
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KX_ParentActuator::~KX_ParentActuator()
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{
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if (m_ob)
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m_ob->UnregisterActuator(this);
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}
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CValue* KX_ParentActuator::GetReplica()
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{
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KX_ParentActuator* replica = new KX_ParentActuator(*this);
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// replication just copy the m_base pointer => common random generator
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replica->ProcessReplica();
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return replica;
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}
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void KX_ParentActuator::ProcessReplica()
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{
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if (m_ob)
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m_ob->RegisterActuator(this);
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SCA_IActuator::ProcessReplica();
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}
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bool KX_ParentActuator::UnlinkObject(SCA_IObject* clientobj)
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{
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if (clientobj == m_ob)
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{
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// this object is being deleted, we cannot continue to track it.
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m_ob = NULL;
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return true;
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}
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return false;
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}
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void KX_ParentActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
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{
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void **h_obj = (*obj_map)[m_ob];
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if (h_obj) {
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if (m_ob)
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m_ob->UnregisterActuator(this);
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m_ob = (SCA_IObject*)(*h_obj);
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m_ob->RegisterActuator(this);
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}
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}
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bool KX_ParentActuator::Update()
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{
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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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KX_GameObject *obj = (KX_GameObject*) GetParent();
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KX_Scene *scene = KX_GetActiveScene();
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switch (m_mode) {
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case KX_PARENT_SET:
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if (m_ob)
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obj->SetParent(scene, (KX_GameObject*)m_ob, m_addToCompound, m_ghost);
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break;
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case KX_PARENT_REMOVE:
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obj->RemoveParent(scene);
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break;
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};
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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_ParentActuator::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_ParentActuator",
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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,
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py_base_getattro,
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py_base_setattro,
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0,0,0,0,0,0,0,0,0,
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Methods
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};
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PyParentObject KX_ParentActuator::Parents[] = {
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&KX_ParentActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_ParentActuator::Methods[] = {
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// Deprecated ----->
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{"setObject", (PyCFunction) KX_ParentActuator::sPySetObject, METH_O, (PY_METHODCHAR)SetObject_doc},
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{"getObject", (PyCFunction) KX_ParentActuator::sPyGetObject, METH_VARARGS, (PY_METHODCHAR)GetObject_doc},
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// <-----
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_ParentActuator::Attributes[] = {
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KX_PYATTRIBUTE_RW_FUNCTION("object", KX_ParentActuator, pyattr_get_object, pyattr_set_object),
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KX_PYATTRIBUTE_INT_RW("mode", KX_PARENT_NODEF+1, KX_PARENT_MAX-1, true, KX_ParentActuator, m_mode),
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KX_PYATTRIBUTE_BOOL_RW("compound", KX_ParentActuator, m_addToCompound),
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KX_PYATTRIBUTE_BOOL_RW("ghost", KX_ParentActuator, m_ghost),
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{ NULL } //Sentinel
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};
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PyObject* KX_ParentActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
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if (!actuator->m_ob)
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Py_RETURN_NONE;
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else
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return actuator->m_ob->GetProxy();
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}
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int KX_ParentActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
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KX_GameObject *gameobj;
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_ParentActuator"))
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return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
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if (actuator->m_ob != NULL)
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actuator->m_ob->UnregisterActuator(actuator);
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actuator->m_ob = (SCA_IObject*) gameobj;
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if (actuator->m_ob)
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actuator->m_ob->RegisterActuator(actuator);
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return PY_SET_ATTR_SUCCESS;
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}
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PyObject* KX_ParentActuator::py_getattro(PyObject *attr) {
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py_getattro_up(SCA_IActuator);
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}
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PyObject* KX_ParentActuator::py_getattro_dict() {
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py_getattro_dict_up(SCA_IActuator);
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}
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int KX_ParentActuator::py_setattro(PyObject *attr, PyObject* value) {
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py_setattro_up(SCA_IActuator);
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}
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/* Deprecated -----> */
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/* 1. setObject */
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const char KX_ParentActuator::SetObject_doc[] =
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"setObject(object)\n"
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"\t- object: KX_GameObject, string or None\n"
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"\tSet the object to set as parent.\n";
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PyObject* KX_ParentActuator::PySetObject(PyObject* value) {
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KX_GameObject *gameobj;
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ShowDeprecationWarning("setObject()", "the object property");
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.setObject(value): KX_ParentActuator"))
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return NULL; // ConvertPythonToGameObject sets the error
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if (m_ob != NULL)
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m_ob->UnregisterActuator(this);
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m_ob = (SCA_IObject*)gameobj;
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if (m_ob)
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m_ob->RegisterActuator(this);
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Py_RETURN_NONE;
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}
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/* 2. getObject */
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/* get obj ---------------------------------------------------------- */
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const char KX_ParentActuator::GetObject_doc[] =
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"getObject(name_only = 1)\n"
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"name_only - optional arg, when true will return the KX_GameObject rather then its name\n"
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"\tReturns the object that is set to.\n";
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PyObject* KX_ParentActuator::PyGetObject(PyObject* args)
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{
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int ret_name_only = 1;
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ShowDeprecationWarning("getObject()", "the object property");
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if (!PyArg_ParseTuple(args, "|i:getObject", &ret_name_only))
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return NULL;
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if (!m_ob)
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Py_RETURN_NONE;
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if (ret_name_only)
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return PyString_FromString(m_ob->GetName().ReadPtr());
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else
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return m_ob->GetProxy();
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}
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/* <----- */
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/* eof */
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