blender/source/gameengine/Ketsji/KX_PhysicsObjectWrapper.h
Campbell Barton cdec2b3d15 BGE Python API
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.

Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19 13:42:07 +00:00

57 lines
1.8 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 PHYP_PHYSICSOBJECT_WRAPPER
#define PHYP_PHYSICSOBJECT_WRAPPER
#include "Value.h"
#include "PHY_DynamicTypes.h"
class KX_PhysicsObjectWrapper : public PyObjectPlus
{
Py_Header;
virtual PyObject* _getattr(const char *attr);
virtual int _setattr(const char *attr, PyObject *value);
public:
KX_PhysicsObjectWrapper(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsEnvironment* physenv,PyTypeObject *T = &Type);
virtual ~KX_PhysicsObjectWrapper();
KX_PYMETHOD(KX_PhysicsObjectWrapper , SetPosition);
KX_PYMETHOD(KX_PhysicsObjectWrapper,SetLinearVelocity);
KX_PYMETHOD(KX_PhysicsObjectWrapper,SetAngularVelocity);
KX_PYMETHOD(KX_PhysicsObjectWrapper,SetActive);
private:
class PHY_IPhysicsController* m_ctrl;
PHY_IPhysicsEnvironment* m_physenv;
};
#endif //PHYP_PHYSICSOBJECT_WRAPPER