BGE Python API
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
This commit is contained in:
@@ -1179,7 +1179,7 @@ bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
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}
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*/
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PyObject* KX_GameObject::PyReplaceMesh(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PyReplaceMesh(PyObject* value)
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{
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KX_Scene *scene = KX_GetActiveScene();
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char* meshname;
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@@ -1201,7 +1201,7 @@ PyObject* KX_GameObject::PyReplaceMesh(PyObject* self, PyObject* value)
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PyEndObject(PyObject* self)
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PyObject* KX_GameObject::PyEndObject()
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{
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KX_Scene *scene = KX_GetActiveScene();
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@@ -1212,7 +1212,7 @@ PyObject* KX_GameObject::PyEndObject(PyObject* self)
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}
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PyObject* KX_GameObject::PyGetPosition(PyObject* self)
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PyObject* KX_GameObject::PyGetPosition()
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{
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ShowDeprecationWarning("getPosition()", "the position property");
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return PyObjectFrom(NodeGetWorldPosition());
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@@ -1701,7 +1701,7 @@ PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DE
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PyObject *meshes= PyList_New(self->m_meshes.size());
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int i;
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for(i=0; i < self->m_meshes.size(); i++)
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for(i=0; i < (int)self->m_meshes.size(); i++)
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{
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KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
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PyList_SET_ITEM(meshes, i, meshproxy->GetProxy());
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@@ -1871,7 +1871,7 @@ int KX_GameObject::py_delattro(PyObject *attr)
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}
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PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyApplyForce(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1886,7 +1886,7 @@ PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1901,7 +1901,7 @@ PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1916,7 +1916,7 @@ PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1931,7 +1931,7 @@ PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
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{
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// only can get the velocity if we have a physics object connected to us...
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int local = 0;
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@@ -1945,7 +1945,7 @@ PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args)
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}
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}
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PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1960,7 +1960,7 @@ PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
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{
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// only can get the velocity if we have a physics object connected to us...
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int local = 0;
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@@ -1974,7 +1974,7 @@ PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* self, PyObject* args)
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}
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}
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PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
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{
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int local = 0;
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PyObject* pyvect;
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@@ -1989,7 +1989,7 @@ PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySetVisible(PyObject* args)
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{
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int visible, recursive = 0;
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if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
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@@ -2001,7 +2001,7 @@ PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
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}
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PyObject* KX_GameObject::PySetOcclusion(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
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{
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int occlusion, recursive = 0;
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if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
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@@ -2011,13 +2011,13 @@ PyObject* KX_GameObject::PySetOcclusion(PyObject* self, PyObject* args)
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PyGetVisible(PyObject* self)
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PyObject* KX_GameObject::PyGetVisible()
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{
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ShowDeprecationWarning("getVisible()", "the visible property");
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return PyInt_FromLong(m_bVisible);
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}
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PyObject* KX_GameObject::PyGetState(PyObject* self)
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PyObject* KX_GameObject::PyGetState()
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{
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ShowDeprecationWarning("getState()", "the state property");
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int state = 0;
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@@ -2025,7 +2025,7 @@ PyObject* KX_GameObject::PyGetState(PyObject* self)
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return PyInt_FromLong(state);
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}
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PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetState(PyObject* value)
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{
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ShowDeprecationWarning("setState()", "the state property");
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int state_i = PyInt_AsLong(value);
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@@ -2046,7 +2046,7 @@ PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
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{
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// only can get the velocity if we have a physics object connected to us...
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MT_Point3 point(0.0,0.0,0.0);
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@@ -2072,13 +2072,13 @@ PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyGetMass(PyObject* self)
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PyObject* KX_GameObject::PyGetMass()
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{
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ShowDeprecationWarning("getMass()", "the mass property");
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return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
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}
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PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
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PyObject* KX_GameObject::PyGetReactionForce()
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{
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// only can get the velocity if we have a physics object connected to us...
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@@ -2095,7 +2095,7 @@ PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
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PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
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PyObject* KX_GameObject::PyEnableRigidBody()
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{
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if(GetPhysicsController())
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GetPhysicsController()->setRigidBody(true);
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@@ -2105,7 +2105,7 @@ PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
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PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
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PyObject* KX_GameObject::PyDisableRigidBody()
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{
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if(GetPhysicsController())
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GetPhysicsController()->setRigidBody(false);
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@@ -2115,7 +2115,7 @@ PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
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PyObject* KX_GameObject::PyGetParent(PyObject* self)
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PyObject* KX_GameObject::PyGetParent()
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{
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ShowDeprecationWarning("getParent()", "the parent property");
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KX_GameObject* parent = this->GetParent();
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@@ -2124,7 +2124,7 @@ PyObject* KX_GameObject::PyGetParent(PyObject* self)
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetParent(PyObject* value)
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{
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KX_GameObject *obj;
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if (!ConvertPythonToGameObject(value, &obj, false))
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@@ -2134,24 +2134,24 @@ PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
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PyObject* KX_GameObject::PyRemoveParent()
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{
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KX_Scene *scene = KX_GetActiveScene();
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this->RemoveParent(scene);
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Py_RETURN_NONE;
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}
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PyObject* KX_GameObject::PyGetChildren(PyObject* self)
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PyObject* KX_GameObject::PyGetChildren()
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{
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return GetChildren()->NewProxy(true);
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}
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PyObject* KX_GameObject::PyGetChildrenRecursive(PyObject* self)
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PyObject* KX_GameObject::PyGetChildrenRecursive()
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{
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return GetChildrenRecursive()->NewProxy(true);
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}
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PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyGetMesh(PyObject* args)
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{
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ShowDeprecationWarning("getMesh()", "the meshes property");
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@@ -2173,7 +2173,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
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{
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float collisionMargin = PyFloat_AsDouble(value);
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@@ -2193,7 +2193,7 @@ PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
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{
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PyObject* pyattach;
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PyObject* pyimpulse;
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@@ -2220,7 +2220,7 @@ PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
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PyObject* KX_GameObject::PySuspendDynamics()
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{
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SuspendDynamics();
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Py_RETURN_NONE;
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@@ -2228,7 +2228,7 @@ PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
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PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
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PyObject* KX_GameObject::PyRestoreDynamics()
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{
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RestoreDynamics();
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Py_RETURN_NONE;
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@@ -2236,7 +2236,7 @@ PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
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PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
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PyObject* KX_GameObject::PyGetOrientation() //keywords
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{
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ShowDeprecationWarning("getOrientation()", "the orientation property");
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return PyObjectFrom(NodeGetWorldOrientation());
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@@ -2244,7 +2244,7 @@ PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
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PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetOrientation(PyObject* value)
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{
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ShowDeprecationWarning("setOrientation()", "the orientation property");
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MT_Matrix3x3 matrix;
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@@ -2266,7 +2266,7 @@ PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
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return NULL;
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}
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PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
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PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
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{
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PyObject* pyvect;
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int axis = 2; //z axis is the default
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@@ -2288,7 +2288,7 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
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return NULL;
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}
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PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
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{
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MT_Vector3 vect;
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if (PyVecTo(value, vect))
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@@ -2298,7 +2298,7 @@ PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
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return NULL;
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}
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PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetPosition(PyObject* value)
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{
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ShowDeprecationWarning("setPosition()", "the position property");
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MT_Point3 pos;
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@@ -2312,7 +2312,7 @@ PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
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return NULL;
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}
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PyObject* KX_GameObject::PySetWorldPosition(PyObject* self, PyObject* value)
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PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
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{
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MT_Point3 pos;
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if (PyVecTo(value, pos))
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@@ -2325,7 +2325,7 @@ PyObject* KX_GameObject::PySetWorldPosition(PyObject* self, PyObject* value)
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return NULL;
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}
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PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
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PyObject* KX_GameObject::PyGetPhysicsId()
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{
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KX_IPhysicsController* ctrl = GetPhysicsController();
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uint_ptr physid=0;
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@@ -2336,7 +2336,7 @@ PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
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return PyInt_FromLong((long)physid);
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}
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PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self)
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PyObject* KX_GameObject::PyGetPropertyNames()
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{
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PyObject *list= ConvertKeysToPython();
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