blender/source/gameengine/Ketsji/KX_MeshProxy.h
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

78 lines
2.6 KiB
C++

/**
* $Id$
*
* ***** 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_MESHPROXY
#define __KX_MESHPROXY
#include "SCA_IObject.h"
/* utility conversion function */
bool ConvertPythonToMesh(PyObject * value, class RAS_MeshObject **object, bool py_none_ok, const char *error_prefix);
class KX_MeshProxy : public CValue
{
Py_Header;
class RAS_MeshObject* m_meshobj;
public:
KX_MeshProxy(class RAS_MeshObject* mesh);
virtual ~KX_MeshProxy();
void SetMeshModified(bool v);
// stuff for cvalue related things
virtual CValue* Calc(VALUE_OPERATOR op, CValue *val) ;
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
virtual const STR_String & GetText();
virtual double GetNumber();
virtual RAS_MeshObject* GetMesh() { return m_meshobj; }
virtual STR_String& GetName();
virtual void SetName(const char *name); // Set the name of the value
virtual CValue* GetReplica();
// stuff for python integration
KX_PYMETHOD(KX_MeshProxy,GetNumMaterials); // Deprecated
KX_PYMETHOD(KX_MeshProxy,GetMaterialName);
KX_PYMETHOD(KX_MeshProxy,GetTextureName);
KX_PYMETHOD_NOARGS(KX_MeshProxy,GetNumPolygons); // Deprecated
// both take materialid (int)
KX_PYMETHOD(KX_MeshProxy,GetVertexArrayLength);
KX_PYMETHOD(KX_MeshProxy,GetVertex);
KX_PYMETHOD(KX_MeshProxy,GetPolygon);
KX_PYMETHOD_DOC(KX_MeshProxy, reinstancePhysicsMesh);
static PyObject* pyattr_get_materials(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject * pyattr_get_numMaterials(void * self, const KX_PYATTRIBUTE_DEF * attrdef);
static PyObject * pyattr_get_numPolygons(void * self, const KX_PYATTRIBUTE_DEF * attrdef);
};
#endif //__KX_MESHPROXY