forked from bartvdbraak/blender
baa2f99f07
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
264 lines
5.8 KiB
C++
264 lines
5.8 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. 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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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif
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#include "KX_Light.h"
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#include "RAS_IRenderTools.h"
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#include "KX_PyMath.h"
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KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
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class RAS_IRenderTools* rendertools,
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const RAS_LightObject& lightobj,
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PyTypeObject* T
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)
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:
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KX_GameObject(sgReplicationInfo,callbacks,T),
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m_rendertools(rendertools)
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{
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m_lightobj = lightobj;
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m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
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m_rendertools->AddLight(&m_lightobj);
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};
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KX_LightObject::~KX_LightObject()
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{
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m_rendertools->RemoveLight(&m_lightobj);
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}
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CValue* KX_LightObject::GetReplica()
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{
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KX_LightObject* replica = new KX_LightObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
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m_rendertools->AddLight(&replica->m_lightobj);
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return replica;
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}
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PyObject* KX_LightObject::_getattr(const STR_String& attr)
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{
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if (attr == "layer")
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return PyInt_FromLong(m_lightobj.m_layer);
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if (attr == "energy")
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return PyFloat_FromDouble(m_lightobj.m_energy);
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if (attr == "distance")
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return PyFloat_FromDouble(m_lightobj.m_distance);
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if (attr == "colour" || attr == "color")
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return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
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if (attr == "lin_attenuation")
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return PyFloat_FromDouble(m_lightobj.m_att1);
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if (attr == "quad_attenuation")
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return PyFloat_FromDouble(m_lightobj.m_att2);
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if (attr == "spotsize")
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return PyFloat_FromDouble(m_lightobj.m_spotsize);
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if (attr == "spotblend")
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return PyFloat_FromDouble(m_lightobj.m_spotblend);
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if (attr == "SPOT")
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return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
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if (attr == "SUN")
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return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
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if (attr == "NORMAL")
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return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
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if (attr == "type")
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return PyInt_FromLong(m_lightobj.m_type);
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_getattr_up(KX_GameObject);
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}
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int KX_LightObject::_setattr(const STR_String& attr, PyObject *pyvalue)
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{
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if (attr == "SPOT" || attr == "SUN" || attr == "NORMAL")
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{
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PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr.ReadPtr());
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return 1;
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}
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if (PyInt_Check(pyvalue))
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{
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int value = PyInt_AsLong(pyvalue);
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if (attr == "layer")
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{
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m_lightobj.m_layer = value;
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return 0;
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}
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if (attr == "type")
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{
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if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL)
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m_lightobj.m_type = (RAS_LightObject::LightType) value;
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return 0;
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}
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}
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if (PyFloat_Check(pyvalue))
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{
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float value = PyFloat_AsDouble(pyvalue);
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if (attr == "energy")
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{
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m_lightobj.m_energy = value;
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return 0;
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}
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if (attr == "distance")
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{
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m_lightobj.m_distance = value;
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return 0;
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}
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if (attr == "lin_attenuation")
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{
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m_lightobj.m_att1 = value;
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return 0;
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}
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if (attr == "quad_attenuation")
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{
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m_lightobj.m_att2 = value;
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return 0;
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}
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if (attr == "spotsize")
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{
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m_lightobj.m_spotsize = value;
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return 0;
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}
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if (attr == "spotblend")
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{
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m_lightobj.m_spotblend = value;
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return 0;
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}
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}
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if (PySequence_Check(pyvalue))
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{
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if (attr == "colour" || attr == "color")
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{
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MT_Vector3 colour;
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if (PyVecTo(pyvalue, colour))
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{
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m_lightobj.m_red = colour[0];
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m_lightobj.m_green = colour[1];
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m_lightobj.m_blue = colour[2];
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return 0;
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}
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return 1;
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}
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}
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return KX_GameObject::_setattr(attr, pyvalue);
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}
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PyMethodDef KX_LightObject::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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char KX_LightObject::doc[] = "Module KX_LightObject\n\n"
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"Constants:\n"
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"\tSPOT\n"
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"\tSUN\n"
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"\tNORMAL\n"
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"Attributes:\n"
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"\ttype -> SPOT, SUN or NORMAL\n"
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"\t\tThe type of light.\n"
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"\tlayer -> integer bit field.\n"
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"\t\tThe layers this light applies to.\n"
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"\tenergy -> float.\n"
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"\t\tThe brightness of the light.\n"
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"\tdistance -> float.\n"
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"\t\tThe effect radius of the light.\n"
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"\tcolour -> list [r, g, b].\n"
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"\tcolor -> list [r, g, b].\n"
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"\t\tThe colour of the light.\n"
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"\tlin_attenuation -> float.\n"
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"\t\tThe attenuation factor for the light.\n"
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"\tspotsize -> float.\n"
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"\t\tThe size of the spot.\n"
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"\tspotblend -> float.\n"
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"\t\tThe blend? of the spot.\n";
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PyTypeObject KX_LightObject::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_LightObject",
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sizeof(KX_LightObject),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0, 0, 0, 0, 0, 0,
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doc
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};
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PyParentObject KX_LightObject::Parents[] = {
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&KX_LightObject::Type,
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&KX_GameObject::Type,
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&SCA_IObject::Type,
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&CValue::Type,
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NULL
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};
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