Blender V2.61 - r43446
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00001 00004 // 00005 // Add an object when this actuator is triggered 00006 // 00007 // 00008 // ***** BEGIN GPL LICENSE BLOCK ***** 00009 // 00010 // This program is free software; you can redistribute it and/or 00011 // modify it under the terms of the GNU General Public License 00012 // as published by the Free Software Foundation; either version 2 00013 // of the License, or (at your option) any later version. 00014 // 00015 // This program is distributed in the hope that it will be useful, 00016 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00017 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00018 // GNU General Public License for more details. 00019 // 00020 // You should have received a copy of the GNU General Public License 00021 // along with this program; if not, write to the Free Software Foundation, 00022 // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00023 // 00024 // The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00025 // All rights reserved. 00026 // 00027 // The Original Code is: all of this file. 00028 // 00029 // Contributor(s): none yet. 00030 // 00031 // ***** END GPL LICENSE BLOCK ***** 00032 // Previously existed as: 00033 00034 // \source\gameengine\GameLogic\SCA_AddObjectActuator.cpp 00035 00036 // Please look here for revision history. 00037 00038 00039 #include "KX_SCA_AddObjectActuator.h" 00040 #include "SCA_IScene.h" 00041 #include "KX_GameObject.h" 00042 #include "KX_IPhysicsController.h" 00043 #include "PyObjectPlus.h" 00044 00045 /* ------------------------------------------------------------------------- */ 00046 /* Native functions */ 00047 /* ------------------------------------------------------------------------- */ 00048 00049 KX_SCA_AddObjectActuator::KX_SCA_AddObjectActuator(SCA_IObject *gameobj, 00050 SCA_IObject *original, 00051 int time, 00052 SCA_IScene* scene, 00053 const float *linvel, 00054 bool linv_local, 00055 const float *angvel, 00056 bool angv_local) 00057 : 00058 SCA_IActuator(gameobj, KX_ACT_ADD_OBJECT), 00059 m_OriginalObject(original), 00060 m_scene(scene), 00061 00062 m_localLinvFlag(linv_local), 00063 m_localAngvFlag(angv_local) 00064 { 00065 m_linear_velocity[0] = linvel[0]; 00066 m_linear_velocity[1] = linvel[1]; 00067 m_linear_velocity[2] = linvel[2]; 00068 m_angular_velocity[0] = angvel[0]; 00069 m_angular_velocity[1] = angvel[1]; 00070 m_angular_velocity[2] = angvel[2]; 00071 00072 if (m_OriginalObject) 00073 m_OriginalObject->RegisterActuator(this); 00074 00075 m_lastCreatedObject = NULL; 00076 m_timeProp = time; 00077 } 00078 00079 00080 00081 KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator() 00082 { 00083 if (m_OriginalObject) 00084 m_OriginalObject->UnregisterActuator(this); 00085 if (m_lastCreatedObject) 00086 m_lastCreatedObject->UnregisterActuator(this); 00087 } 00088 00089 00090 00091 bool KX_SCA_AddObjectActuator::Update() 00092 { 00093 //bool result = false; /*unused*/ 00094 bool bNegativeEvent = IsNegativeEvent(); 00095 RemoveAllEvents(); 00096 00097 if (bNegativeEvent) return false; // do nothing on negative events 00098 00099 InstantAddObject(); 00100 00101 00102 return false; 00103 } 00104 00105 00106 00107 00108 SCA_IObject* KX_SCA_AddObjectActuator::GetLastCreatedObject() const 00109 { 00110 return m_lastCreatedObject; 00111 } 00112 00113 00114 00115 CValue* KX_SCA_AddObjectActuator::GetReplica() 00116 { 00117 KX_SCA_AddObjectActuator* replica = new KX_SCA_AddObjectActuator(*this); 00118 00119 if (replica == NULL) 00120 return NULL; 00121 00122 // this will copy properties and so on... 00123 replica->ProcessReplica(); 00124 00125 return replica; 00126 } 00127 00128 void KX_SCA_AddObjectActuator::ProcessReplica() 00129 { 00130 if (m_OriginalObject) 00131 m_OriginalObject->RegisterActuator(this); 00132 m_lastCreatedObject=NULL; 00133 SCA_IActuator::ProcessReplica(); 00134 } 00135 00136 bool KX_SCA_AddObjectActuator::UnlinkObject(SCA_IObject* clientobj) 00137 { 00138 if (clientobj == m_OriginalObject) 00139 { 00140 // this object is being deleted, we cannot continue to track it. 00141 m_OriginalObject = NULL; 00142 return true; 00143 } 00144 if (clientobj == m_lastCreatedObject) 00145 { 00146 // this object is being deleted, we cannot continue to track it. 00147 m_lastCreatedObject = NULL; 00148 return true; 00149 } 00150 return false; 00151 } 00152 00153 void KX_SCA_AddObjectActuator::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map) 00154 { 00155 void **h_obj = (*obj_map)[m_OriginalObject]; 00156 if (h_obj) { 00157 if (m_OriginalObject) 00158 m_OriginalObject->UnregisterActuator(this); 00159 m_OriginalObject = (SCA_IObject*)(*h_obj); 00160 m_OriginalObject->RegisterActuator(this); 00161 } 00162 } 00163 00164 #ifdef WITH_PYTHON 00165 00166 /* ------------------------------------------------------------------------- */ 00167 /* Python functions */ 00168 /* ------------------------------------------------------------------------- */ 00169 00170 /* Integration hooks ------------------------------------------------------- */ 00171 PyTypeObject KX_SCA_AddObjectActuator::Type = { 00172 PyVarObject_HEAD_INIT(NULL, 0) 00173 "KX_SCA_AddObjectActuator", 00174 sizeof(PyObjectPlus_Proxy), 00175 0, 00176 py_base_dealloc, 00177 0, 00178 0, 00179 0, 00180 0, 00181 py_base_repr, 00182 0,0,0,0,0,0,0,0,0, 00183 Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 00184 0,0,0,0,0,0,0, 00185 Methods, 00186 0, 00187 0, 00188 &SCA_IActuator::Type, 00189 0,0,0,0,0,0, 00190 py_base_new 00191 }; 00192 00193 PyMethodDef KX_SCA_AddObjectActuator::Methods[] = { 00194 {"instantAddObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyInstantAddObject, METH_NOARGS,"instantAddObject() : immediately add object without delay\n"}, 00195 {NULL,NULL} //Sentinel 00196 }; 00197 00198 PyAttributeDef KX_SCA_AddObjectActuator::Attributes[] = { 00199 KX_PYATTRIBUTE_RW_FUNCTION("object",KX_SCA_AddObjectActuator,pyattr_get_object,pyattr_set_object), 00200 KX_PYATTRIBUTE_RO_FUNCTION("objectLastCreated",KX_SCA_AddObjectActuator,pyattr_get_objectLastCreated), 00201 KX_PYATTRIBUTE_INT_RW("time",0,2000,true,KX_SCA_AddObjectActuator,m_timeProp), 00202 KX_PYATTRIBUTE_FLOAT_ARRAY_RW("linearVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_linear_velocity,3), 00203 KX_PYATTRIBUTE_FLOAT_ARRAY_RW("angularVelocity",-FLT_MAX,FLT_MAX,KX_SCA_AddObjectActuator,m_angular_velocity,3), 00204 { NULL } //Sentinel 00205 }; 00206 00207 PyObject* KX_SCA_AddObjectActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) 00208 { 00209 KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self); 00210 if (!actuator->m_OriginalObject) 00211 Py_RETURN_NONE; 00212 else 00213 return actuator->m_OriginalObject->GetProxy(); 00214 } 00215 00216 int KX_SCA_AddObjectActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) 00217 { 00218 KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self); 00219 KX_GameObject *gameobj; 00220 00221 if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_SCA_AddObjectActuator")) 00222 return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error 00223 00224 if (actuator->m_OriginalObject != NULL) 00225 actuator->m_OriginalObject->UnregisterActuator(actuator); 00226 00227 actuator->m_OriginalObject = (SCA_IObject*)gameobj; 00228 00229 if (actuator->m_OriginalObject) 00230 actuator->m_OriginalObject->RegisterActuator(actuator); 00231 00232 return PY_SET_ATTR_SUCCESS; 00233 } 00234 00235 PyObject* KX_SCA_AddObjectActuator::pyattr_get_objectLastCreated(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) 00236 { 00237 KX_SCA_AddObjectActuator* actuator = static_cast<KX_SCA_AddObjectActuator*>(self); 00238 if (!actuator->m_lastCreatedObject) 00239 Py_RETURN_NONE; 00240 else 00241 return actuator->m_lastCreatedObject->GetProxy(); 00242 } 00243 00244 PyObject* KX_SCA_AddObjectActuator::PyInstantAddObject() 00245 { 00246 InstantAddObject(); 00247 00248 Py_RETURN_NONE; 00249 } 00250 00251 #endif // WITH_PYTHON 00252 00253 void KX_SCA_AddObjectActuator::InstantAddObject() 00254 { 00255 if (m_OriginalObject) 00256 { 00257 // Add an identical object, with properties inherited from the original object 00258 // Now it needs to be added to the current scene. 00259 SCA_IObject* replica = m_scene->AddReplicaObject(m_OriginalObject,GetParent(),m_timeProp ); 00260 KX_GameObject * game_obj = static_cast<KX_GameObject *>(replica); 00261 game_obj->setLinearVelocity(m_linear_velocity ,m_localLinvFlag); 00262 game_obj->setAngularVelocity(m_angular_velocity,m_localAngvFlag); 00263 game_obj->ResolveCombinedVelocities(m_linear_velocity, m_angular_velocity, m_localLinvFlag, m_localAngvFlag); 00264 00265 // keep a copy of the last object, to allow python scripters to change it 00266 if (m_lastCreatedObject) 00267 { 00268 //Let's not keep a reference to the object: it's bad, if the object is deleted 00269 //this will force to keep a "zombie" in the game for no good reason. 00270 //m_scene->DelayedReleaseObject(m_lastCreatedObject); 00271 //m_lastCreatedObject->Release(); 00272 00273 //Instead we use the registration mechanism 00274 m_lastCreatedObject->UnregisterActuator(this); 00275 m_lastCreatedObject = NULL; 00276 } 00277 00278 m_lastCreatedObject = replica; 00279 // no reference 00280 //m_lastCreatedObject->AddRef(); 00281 // but registration 00282 m_lastCreatedObject->RegisterActuator(this); 00283 // finished using replica? then release it 00284 replica->Release(); 00285 } 00286 }