blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
Campbell Barton 9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00

204 lines
5.1 KiB
C++

//
// Adjust dynamics settins for this object
//
// $Id$
//
// ***** 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 *****
//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_DynamicActuator.cpp
// Please look here for revision history.
#include "KX_SCA_DynamicActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SCA_DynamicActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"KX_SCA_DynamicActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_SCA_DynamicActuator::Methods[] = {
// ---> deprecated
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, setOperation),
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, getOperation),
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_SCA_DynamicActuator::Attributes[] = {
KX_PYATTRIBUTE_SHORT_RW("mode",0,4,false,KX_SCA_DynamicActuator,m_dyn_operation),
KX_PYATTRIBUTE_FLOAT_RW("mass",0.0,FLT_MAX,KX_SCA_DynamicActuator,m_setmass),
{ NULL } //Sentinel
};
/* 1. setOperation */
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, setOperation,
"setOperation(operation?)\n"
"\t - operation? : type of dynamic operation\n"
"\t 0 = restore dynamics\n"
"\t 1 = disable dynamics\n"
"\t 2 = enable rigid body\n"
"\t 3 = disable rigid body\n"
"Change the dynamic status of the parent object.\n")
{
ShowDeprecationWarning("setOperation()", "the mode property");
int dyn_operation;
if (!PyArg_ParseTuple(args, "i:setOperation", &dyn_operation))
{
return NULL;
}
if (dyn_operation <0 || dyn_operation>3) {
PyErr_SetString(PyExc_IndexError, "Dynamic Actuator's setOperation() range must be between 0 and 3");
return NULL;
}
m_dyn_operation= dyn_operation;
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
"getOperation() -> integer\n"
"Returns the operation type of this actuator.\n"
)
{
ShowDeprecationWarning("getOperation()", "the mode property");
return PyLong_FromSsize_t((long)m_dyn_operation);
}
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
float setmass) :
SCA_IActuator(gameobj),
m_dyn_operation(dyn_operation),
m_setmass(setmass)
{
} /* End of constructor */
KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_SCA_DynamicActuator::Update()
{
// bool result = false; /*unused*/
KX_GameObject *obj = (KX_GameObject*) GetParent();
bool bNegativeEvent = IsNegativeEvent();
KX_IPhysicsController* controller;
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if (!obj)
return false; // object not accessible, shouldnt happen
controller = obj->GetPhysicsController();
if (!controller)
return false; // no physic object
switch (m_dyn_operation)
{
case 0:
obj->RestoreDynamics();
break;
case 1:
obj->SuspendDynamics();
break;
case 2:
controller->setRigidBody(true);
break;
case 3:
controller->setRigidBody(false);
break;
case 4:
controller->SetMass(m_setmass);
break;
}
return false;
}
CValue* KX_SCA_DynamicActuator::GetReplica()
{
KX_SCA_DynamicActuator* replica =
new KX_SCA_DynamicActuator(*this);
if (replica == NULL)
return NULL;
replica->ProcessReplica();
return replica;
};
/* eof */