blender/source/gameengine/Ketsji/KX_RaySensor.h
Campbell Barton fd2b115678 Python BGE API
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.

From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.

Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03 14:51:06 +00:00

106 lines
2.7 KiB
C++

/**
* Cast a ray and feel for objects
*
* $Id$
*
* ***** 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 *****
*/
#ifndef __KX_RAYSENSOR_H
#define __KX_RAYSENSOR_H
#include "SCA_ISensor.h"
#include "MT_Point3.h"
struct KX_ClientObjectInfo;
class KX_RayCast;
class KX_RaySensor : public SCA_ISensor
{
Py_Header;
STR_String m_propertyname;
bool m_bFindMaterial;
bool m_bXRay;
float m_distance;
class KX_Scene* m_scene;
bool m_bTriggered;
int m_axis;
bool m_rayHit;
float m_hitPosition[3];
SCA_IObject* m_hitObject;
float m_hitNormal[3];
float m_rayDirection[3];
public:
KX_RaySensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
const STR_String& propname,
bool bFindMaterial,
bool bXRay,
double distance,
int axis,
class KX_Scene* ketsjiScene,
PyTypeObject* T = &Type);
virtual ~KX_RaySensor();
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
virtual bool IsPositiveTrigger();
virtual void Init();
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client);
//Python Interface
enum RayAxis {
KX_RAY_AXIS_POS_Y = 0,
KX_RAY_AXIS_POS_X,
KX_RAY_AXIS_POS_Z,
KX_RAY_AXIS_NEG_X,
KX_RAY_AXIS_NEG_Y,
KX_RAY_AXIS_NEG_Z
};
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value);
// Deprecated ----->
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitObject);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitPosition);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetHitNormal);
KX_PYMETHOD_DOC_NOARGS(KX_RaySensor,GetRayDirection);
// <-----
/* Attributes */
static PyObject* pyattr_get_hitobject(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
};
#endif //__KX_RAYSENSOR_H