diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-06-28 15:22:26 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-06-28 15:22:26 +0400 |
commit | 6b9f3b5f5c8d918585e01461a6202ae3df2df621 (patch) | |
tree | 655463247dee5167a8b7063bc6705eac84701bed /source/gameengine/Ketsji/KX_Camera.h | |
parent | 6998a0f47b673591f8561cda35d50e93979de32c (diff) |
BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)
* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).
TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Camera.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_Camera.h | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h index aef21cd91e4..74c8e6d4e4f 100644 --- a/source/gameengine/Ketsji/KX_Camera.h +++ b/source/gameengine/Ketsji/KX_Camera.h @@ -143,7 +143,7 @@ public: enum { INSIDE, INTERSECT, OUTSIDE } ; - KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, bool delete_node = false, PyTypeObject *T = &Type); + KX_Camera(void* sgReplicationInfo,SG_Callbacks callbacks,const RAS_CameraData& camdata, bool frustum_culling = true, bool delete_node = false); virtual ~KX_Camera(); /** @@ -265,6 +265,7 @@ public: */ int GetViewportTop() const; + virtual int GetGameObjectType() { return OBJ_CAMERA; } KX_PYMETHOD_DOC_VARARGS(KX_Camera, sphereInsideFrustum); KX_PYMETHOD_DOC_O(KX_Camera, boxInsideFrustum); @@ -282,10 +283,6 @@ public: KX_PYMETHOD_DOC_O(KX_Camera, getScreenPosition); KX_PYMETHOD_DOC_VARARGS(KX_Camera, getScreenVect); KX_PYMETHOD_DOC_VARARGS(KX_Camera, getScreenRay); - - virtual PyObject* py_getattro(PyObject *attr); /* lens, near, far, projection_matrix */ - virtual PyObject* py_getattro_dict(); - virtual int py_setattro(PyObject *attr, PyObject *pyvalue); static PyObject* pyattr_get_perspective(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_perspective(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); |