forked from bartvdbraak/blender
9ed079bf5c
Certain actuators hold a pointer to an objects: Property, SceneCamera, AddObject, Camera, Parent, TractTo. When a group is duplicated, the actuators that point to objects within the group will be relinked to point to the replicated objects and not to the original objects. This helps to setup self-contained group with a camera following a character for example. This feature also works when adding a single object (and all its children) with the AddObject actuator. The second part of the patch extends the protection against object deletion to all the actuators of the above list (previously, only the TrackTo, AddObject and Property actuators were protected). In case the target object of these actuators is deleted, the BGE won't crash.
94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
//
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// Add object to the game world on action of this actuator
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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.
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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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#ifndef __KX_TrackToActuator
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#define __KX_TrackToActuator
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#include "SCA_IActuator.h"
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#include "SCA_IObject.h"
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#include "MT_Matrix3x3.h"
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#include "KX_GameObject.h"
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class KX_TrackToActuator : public SCA_IActuator
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{
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Py_Header;
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// Object reference. Actually, we use the object's 'life'
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SCA_IObject* m_object;
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// 3d toggle
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bool m_allow3D;
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// time field
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int m_time;
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int m_trackTime;
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int m_trackflag;
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int m_upflag;
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MT_Matrix3x3 m_parentlocalmat;
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KX_GameObject* m_parentobj;
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public:
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KX_TrackToActuator(SCA_IObject* gameobj, SCA_IObject *ob, int time,
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bool threedee,int trackflag,int upflag, PyTypeObject* T=&Type);
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virtual ~KX_TrackToActuator();
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virtual CValue* GetReplica() {
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KX_TrackToActuator* replica = new KX_TrackToActuator(*this);
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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virtual void ProcessReplica();
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
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virtual bool Update(double curtime, bool frame);
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/* Python part */
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virtual PyObject* _getattr(const STR_String& attr);
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/* 1. setObject */
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KX_PYMETHOD_DOC(KX_TrackToActuator,SetObject);
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/* 2. getObject */
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KX_PYMETHOD_DOC(KX_TrackToActuator,GetObject);
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/* 3. setTime */
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KX_PYMETHOD_DOC(KX_TrackToActuator,SetTime);
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/* 4. getTime */
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KX_PYMETHOD_DOC(KX_TrackToActuator,GetTime);
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/* 5. getUse3D */
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KX_PYMETHOD_DOC(KX_TrackToActuator,GetUse3D);
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/* 6. setUse3D */
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KX_PYMETHOD_DOC(KX_TrackToActuator,SetUse3D);
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}; /* end of class KX_TrackToActuator : public KX_EditObjectActuator */
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#endif
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