2008-04-06 18:30:52 +00:00
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/**
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* Set or remove an objects parent
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*
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2009-03-31 22:34:34 +00:00
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* $Id$
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2008-04-06 18:30:52 +00:00
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2008-04-06 18:30:52 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2008-04-06 18:30:52 +00:00
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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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2008-09-06 14:13:31 +00:00
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#include "PyObjectPlus.h"
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2008-09-06 02:46:11 +00:00
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2008-04-06 18:30:52 +00:00
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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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BGE: user control to compound shape and setParent.
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)
2009-05-21 13:32:15 +00:00
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bool addToCompound,
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bool ghost,
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2008-07-19 07:45:19 +00:00
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SCA_IObject *ob,
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2008-04-06 18:30:52 +00:00
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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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BGE: user control to compound shape and setParent.
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)
2009-05-21 13:32:15 +00:00
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m_addToCompound(addToCompound),
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m_ghost(ghost),
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2008-04-06 18:30:52 +00:00
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m_ob(ob)
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{
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2008-07-19 07:45:19 +00:00
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if (m_ob)
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m_ob->RegisterActuator(this);
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2008-04-06 18:30:52 +00:00
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}
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KX_ParentActuator::~KX_ParentActuator()
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{
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2008-07-19 07:45:19 +00:00
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if (m_ob)
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m_ob->UnregisterActuator(this);
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2008-04-06 18:30:52 +00:00
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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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2008-07-19 07:45:19 +00:00
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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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2008-04-06 18:30:52 +00:00
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bool KX_ParentActuator::Update()
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{
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BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
2008-07-08 12:18:43 +00:00
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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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2008-04-06 18:30:52 +00:00
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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2008-10-31 21:06:48 +00:00
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KX_Scene *scene = KX_GetActiveScene();
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2008-04-06 18:30:52 +00:00
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switch (m_mode) {
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case KX_PARENT_SET:
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2008-07-19 07:45:19 +00:00
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if (m_ob)
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BGE: user control to compound shape and setParent.
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)
2009-05-21 13:32:15 +00:00
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obj->SetParent(scene, (KX_GameObject*)m_ob, m_addToCompound, m_ghost);
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2008-04-06 18:30:52 +00:00
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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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2009-04-29 16:54:45 +00:00
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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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2008-04-06 18:30:52 +00:00
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"KX_ParentActuator",
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2009-04-19 14:57:52 +00:00
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sizeof(PyObjectPlus_Proxy),
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2008-04-06 18:30:52 +00:00
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0,
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2009-04-19 14:57:52 +00:00
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py_base_dealloc,
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2008-04-06 18:30:52 +00:00
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0,
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0,
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2009-04-03 14:51:06 +00:00
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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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2009-04-03 04:12:20 +00:00
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Methods
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2008-04-06 18:30:52 +00:00
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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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2009-03-29 15:17:55 +00:00
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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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2008-04-06 18:30:52 +00:00
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{NULL,NULL} //Sentinel
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};
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2009-02-26 09:04:06 +00:00
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PyAttributeDef KX_ParentActuator::Attributes[] = {
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2009-03-29 15:17:55 +00:00
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KX_PYATTRIBUTE_RW_FUNCTION("object", KX_ParentActuator, pyattr_get_object, pyattr_set_object),
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2009-05-02 02:40:11 +00:00
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KX_PYATTRIBUTE_INT_RW("mode", KX_PARENT_NODEF+1, KX_PARENT_MAX-1, true, KX_ParentActuator, m_mode),
|
BGE: user control to compound shape and setParent.
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)
2009-05-21 13:32:15 +00:00
|
|
|
KX_PYATTRIBUTE_BOOL_RW("compound", KX_ParentActuator, m_addToCompound),
|
|
|
|
KX_PYATTRIBUTE_BOOL_RW("ghost", KX_ParentActuator, m_ghost),
|
2009-02-26 09:04:06 +00:00
|
|
|
{ NULL } //Sentinel
|
|
|
|
};
|
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
PyObject* KX_ParentActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
|
|
|
|
{
|
|
|
|
KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
|
|
|
|
if (!actuator->m_ob)
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
else
|
2009-04-19 12:46:39 +00:00
|
|
|
return actuator->m_ob->GetProxy();
|
2008-04-06 18:30:52 +00:00
|
|
|
}
|
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
int KX_ParentActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
|
|
{
|
|
|
|
KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
|
|
|
|
KX_GameObject *gameobj;
|
2009-02-19 10:34:51 +00:00
|
|
|
|
2009-04-20 09:13:59 +00:00
|
|
|
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_ParentActuator"))
|
2009-05-19 07:16:40 +00:00
|
|
|
return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
|
2009-02-19 10:34:51 +00:00
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
if (actuator->m_ob != NULL)
|
|
|
|
actuator->m_ob->UnregisterActuator(actuator);
|
2009-02-19 10:34:51 +00:00
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
actuator->m_ob = (SCA_IObject*) gameobj;
|
2009-02-19 10:34:51 +00:00
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
if (actuator->m_ob)
|
|
|
|
actuator->m_ob->RegisterActuator(actuator);
|
2009-02-19 10:34:51 +00:00
|
|
|
|
2009-05-19 07:16:40 +00:00
|
|
|
return PY_SET_ATTR_SUCCESS;
|
2009-03-29 15:17:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-04-03 14:51:06 +00:00
|
|
|
PyObject* KX_ParentActuator::py_getattro(PyObject *attr) {
|
|
|
|
py_getattro_up(SCA_IActuator);
|
2009-03-29 15:17:55 +00:00
|
|
|
}
|
|
|
|
|
2009-04-20 23:17:52 +00:00
|
|
|
PyObject* KX_ParentActuator::py_getattro_dict() {
|
|
|
|
py_getattro_dict_up(SCA_IActuator);
|
|
|
|
}
|
|
|
|
|
2009-04-03 14:51:06 +00:00
|
|
|
int KX_ParentActuator::py_setattro(PyObject *attr, PyObject* value) {
|
2009-04-07 11:06:35 +00:00
|
|
|
py_setattro_up(SCA_IActuator);
|
2009-02-19 10:34:51 +00:00
|
|
|
}
|
|
|
|
|
2009-03-29 15:17:55 +00:00
|
|
|
/* Deprecated -----> */
|
2008-04-06 18:30:52 +00:00
|
|
|
/* 1. setObject */
|
2008-09-20 11:08:35 +00:00
|
|
|
const char KX_ParentActuator::SetObject_doc[] =
|
2008-04-06 18:30:52 +00:00
|
|
|
"setObject(object)\n"
|
2008-08-14 08:58:25 +00:00
|
|
|
"\t- object: KX_GameObject, string or None\n"
|
|
|
|
"\tSet the object to set as parent.\n";
|
2009-04-19 17:29:07 +00:00
|
|
|
PyObject* KX_ParentActuator::PySetObject(PyObject* value) {
|
2008-08-14 08:58:25 +00:00
|
|
|
KX_GameObject *gameobj;
|
2008-04-06 18:30:52 +00:00
|
|
|
|
2009-02-19 10:34:51 +00:00
|
|
|
ShowDeprecationWarning("setObject()", "the object property");
|
|
|
|
|
2009-04-20 09:13:59 +00:00
|
|
|
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.setObject(value): KX_ParentActuator"))
|
2008-08-14 08:58:25 +00:00
|
|
|
return NULL; // ConvertPythonToGameObject sets the error
|
|
|
|
|
|
|
|
if (m_ob != NULL)
|
|
|
|
m_ob->UnregisterActuator(this);
|
|
|
|
|
|
|
|
m_ob = (SCA_IObject*)gameobj;
|
|
|
|
if (m_ob)
|
|
|
|
m_ob->RegisterActuator(this);
|
2008-04-06 18:30:52 +00:00
|
|
|
|
2008-08-14 08:58:25 +00:00
|
|
|
Py_RETURN_NONE;
|
2008-04-06 18:30:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* 2. getObject */
|
2008-08-14 08:58:25 +00:00
|
|
|
|
|
|
|
/* get obj ---------------------------------------------------------- */
|
2008-09-20 11:08:35 +00:00
|
|
|
const char KX_ParentActuator::GetObject_doc[] =
|
2008-08-14 08:58:25 +00:00
|
|
|
"getObject(name_only = 1)\n"
|
|
|
|
"name_only - optional arg, when true will return the KX_GameObject rather then its name\n"
|
2008-04-06 18:30:52 +00:00
|
|
|
"\tReturns the object that is set to.\n";
|
2009-04-19 17:29:07 +00:00
|
|
|
PyObject* KX_ParentActuator::PyGetObject(PyObject* args)
|
2008-08-14 08:58:25 +00:00
|
|
|
{
|
|
|
|
int ret_name_only = 1;
|
2009-02-19 10:34:51 +00:00
|
|
|
|
|
|
|
ShowDeprecationWarning("getObject()", "the object property");
|
|
|
|
|
2009-04-10 16:45:19 +00:00
|
|
|
if (!PyArg_ParseTuple(args, "|i:getObject", &ret_name_only))
|
2008-08-14 08:58:25 +00:00
|
|
|
return NULL;
|
|
|
|
|
|
|
|
if (!m_ob)
|
|
|
|
Py_RETURN_NONE;
|
2008-04-06 18:30:52 +00:00
|
|
|
|
2008-08-14 08:58:25 +00:00
|
|
|
if (ret_name_only)
|
2009-05-10 20:53:58 +00:00
|
|
|
return PyString_FromString(m_ob->GetName().ReadPtr());
|
2008-08-14 08:58:25 +00:00
|
|
|
else
|
2009-04-19 12:46:39 +00:00
|
|
|
return m_ob->GetProxy();
|
2008-08-14 08:58:25 +00:00
|
|
|
}
|
2009-03-29 15:17:55 +00:00
|
|
|
/* <----- */
|
2008-08-14 08:58:25 +00:00
|
|
|
|
2008-04-06 18:30:52 +00:00
|
|
|
/* eof */
|