blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

339 lines
8.8 KiB
C++

//
// Add an object when this actuator is triggered
//
// $Id$
//
// ***** BEGIN GPL/BL DUAL 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. The Blender
// Foundation also sells licenses for use in proprietary software under
// the Blender License. See http://www.blender.org/BL/ for information
// about this.
//
// 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/BL DUAL LICENSE BLOCK *****
// Previously existed as:
// \source\gameengine\GameLogic\SCA_AddObjectActuator.cpp
// Please look here for revision history.
#include "KX_SCA_AddObjectActuator.h"
#include "SCA_IScene.h"
#include "KX_GameObject.h"
#include "KX_IPhysicsController.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_AddObjectActuator::KX_SCA_AddObjectActuator(SCA_IObject *gameobj,
CValue* original,
int time,
SCA_IScene* scene,
const MT_Vector3& linvel,
bool local,
PyTypeObject* T)
:
SCA_IActuator(gameobj, T),
m_OriginalObject(original),
m_scene(scene),
m_linear_velocity(linvel),
m_localFlag(local)
{
m_lastCreatedObject = NULL;
m_timeProp = time;
}
KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator()
{
if (m_lastCreatedObject)
m_lastCreatedObject->Release();
}
bool KX_SCA_AddObjectActuator::Update()
{
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent) return false; // do nothing on negative events
if (m_OriginalObject)
{
// Add an identical object, with properties inherited from the original object
// Now it needs to be added to the current scene.
SCA_IObject* replica = m_scene->AddReplicaObject(m_OriginalObject,GetParent(),m_timeProp );
KX_GameObject * game_obj = static_cast<KX_GameObject *>(replica);
game_obj->setLinearVelocity(m_linear_velocity,m_localFlag);
game_obj->ResolveCombinedVelocities(m_linear_velocity, MT_Vector3(0., 0., 0.), m_localFlag, false);
// keep a copy of the last object, to allow python scripters to change it
if (m_lastCreatedObject)
m_lastCreatedObject->Release();
m_lastCreatedObject = replica;
m_lastCreatedObject->AddRef();
}
return false;
}
SCA_IObject* KX_SCA_AddObjectActuator::GetLastCreatedObject() const
{
return m_lastCreatedObject;
}
CValue* KX_SCA_AddObjectActuator::GetReplica()
{
KX_SCA_AddObjectActuator* replica = new KX_SCA_AddObjectActuator(*this);
if (replica == NULL)
return NULL;
// this will copy properties and so on...
replica->ProcessReplica();
replica->m_lastCreatedObject=NULL;
CValue::AddDataToReplica(replica);
return replica;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SCA_AddObjectActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SCA_AddObjectActuator",
sizeof(KX_SCA_AddObjectActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,
0,
0,
0,
0
};
PyParentObject KX_SCA_AddObjectActuator::Parents[] = {
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SCA_AddObjectActuator::Methods[] = {
{"setObject", (PyCFunction) KX_SCA_AddObjectActuator::sPySetObject, METH_VARARGS, SetObject_doc},
{"setTime", (PyCFunction) KX_SCA_AddObjectActuator::sPySetTime, METH_VARARGS, SetTime_doc},
{"getObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetObject, METH_VARARGS, GetObject_doc},
{"getTime", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetTime, METH_VARARGS, GetTime_doc},
{"getLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLinearVelocity, METH_VARARGS, GetLinearVelocity_doc},
{"setLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPySetLinearVelocity, METH_VARARGS, SetLinearVelocity_doc},
{"getLastCreatedObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLastCreatedObject, METH_VARARGS,"getLastCreatedObject() : get the object handle to the last created object\n"},
{NULL,NULL} //Sentinel
};
PyObject* KX_SCA_AddObjectActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 1. setObject */
char KX_SCA_AddObjectActuator::SetObject_doc[] =
"setObject(name)\n"
"\t- name: string\n"
"\tSets the object that will be added. There has to be an object\n"
"\tof this name. If not, this function does nothing.\n";
PyObject* KX_SCA_AddObjectActuator::PySetObject(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* gameobj;
if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &gameobj))
{
m_OriginalObject = (CValue*)gameobj;
Py_Return;
}
PyErr_Clear();
char* objectname;
if (PyArg_ParseTuple(args, "s", &objectname))
{
m_OriginalObject= (CValue*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String(objectname));;
Py_Return;
}
return NULL;
}
/* 2. setTime */
char KX_SCA_AddObjectActuator::SetTime_doc[] =
"setTime(duration)\n"
"\t- duration: integer\n"
"\tSets the lifetime of the object that will be added, in frames. \n"
"\tIf the duration is negative, it is set to 0.\n";
PyObject* KX_SCA_AddObjectActuator::PySetTime(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int deltatime;
if (!PyArg_ParseTuple(args, "i", &deltatime))
return NULL;
m_timeProp = deltatime;
if (m_timeProp < 0) m_timeProp = 0;
Py_Return;
}
/* 3. getTime */
char KX_SCA_AddObjectActuator::GetTime_doc[] =
"GetTime()\n"
"\tReturns the lifetime of the object that will be added.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetTime(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyInt_FromLong(m_timeProp);
}
/* 4. getObject */
char KX_SCA_AddObjectActuator::GetObject_doc[] =
"getObject()\n"
"\tReturns the name of the object that will be added.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetObject(PyObject* self,
PyObject* args,
PyObject* kwds)
{
if (!m_OriginalObject)
Py_Return;
return PyString_FromString(m_OriginalObject->GetName());
}
/* 5. getLinearVelocity */
char KX_SCA_AddObjectActuator::GetLinearVelocity_doc[] =
"GetLinearVelocity()\n"
"\tReturns the linear velocity that will be assigned to \n"
"\tthe created object.\n";
PyObject* KX_SCA_AddObjectActuator::PyGetLinearVelocity(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject *retVal = PyList_New(3);
PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_linear_velocity[0]));
PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_linear_velocity[1]));
PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_linear_velocity[2]));
return retVal;
}
/* 6. setLinearVelocity */
char KX_SCA_AddObjectActuator::SetLinearVelocity_doc[] =
"setLinearVelocity(vx, vy, vz)\n"
"\t- vx: float\n"
"\t- vy: float\n"
"\t- vz: float\n"
"\tAssign this velocity to the created object. \n";
PyObject* KX_SCA_AddObjectActuator::PySetLinearVelocity(PyObject* self,
PyObject* args,
PyObject* kwds)
{
float vecArg[3];
if (!PyArg_ParseTuple(args, "fff", &vecArg[0], &vecArg[1], &vecArg[2]))
return NULL;
m_linear_velocity.setValue(vecArg);
Py_Return;
}
/* 7. GetLastCreatedObject */
char KX_SCA_AddObjectActuator::GetLastCreatedObject_doc[] =
"getLastCreatedObject()\n"
"\tReturn the last created object. \n";
PyObject* KX_SCA_AddObjectActuator::PyGetLastCreatedObject(PyObject* self,
PyObject* args,
PyObject* kwds)
{
SCA_IObject* result = this->GetLastCreatedObject();
if (result)
{
result->AddRef();
return result;
}
// don't return NULL to python anymore, it gives trouble in the scripts
Py_Return;
}