option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
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@@ -104,8 +104,10 @@ KX_GameObject::KX_GameObject(
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m_pGraphicController(NULL),
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m_xray(false),
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m_pHitObject(NULL),
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m_isDeformable(false),
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m_attr_dict(NULL)
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m_isDeformable(false)
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#ifndef DISABLE_PYTHON
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, m_attr_dict(NULL)
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#endif
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{
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m_ignore_activity_culling = false;
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m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
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@@ -149,11 +151,12 @@ KX_GameObject::~KX_GameObject()
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{
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delete m_pGraphicController;
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}
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#ifndef DISABLE_PYTHON
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if (m_attr_dict) {
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PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
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Py_DECREF(m_attr_dict);
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}
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#endif // DISABLE_PYTHON
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}
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KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
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@@ -342,8 +345,11 @@ void KX_GameObject::ProcessReplica()
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m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
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m_pClient_info->m_gameobject = this;
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m_state = 0;
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#ifndef DISABLE_PYTHON
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if(m_attr_dict)
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m_attr_dict= PyDict_Copy(m_attr_dict);
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#endif
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}
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@@ -1201,6 +1207,28 @@ CListValue* KX_GameObject::GetChildrenRecursive()
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return list;
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}
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/* ---------------------------------------------------------------------
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* Some stuff taken from the header
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* --------------------------------------------------------------------- */
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void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
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{
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// we will relink the sensors and actuators that use object references
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// if the object is part of the replicated hierarchy, use the new
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// object reference instead
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SCA_SensorList& sensorlist = GetSensors();
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SCA_SensorList::iterator sit;
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for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
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{
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(*sit)->Relink(map_parameter);
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}
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SCA_ActuatorList& actuatorlist = GetActuators();
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SCA_ActuatorList::iterator ait;
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for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
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{
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(*ait)->Relink(map_parameter);
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}
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}
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#ifdef USE_MATHUTILS
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/* These require an SGNode */
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@@ -1377,8 +1405,8 @@ void KX_GameObject_Mathutils_Callback_Init(void)
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#endif // USE_MATHUTILS
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#ifndef DISABLE_PYTHON
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/* ------- python stuff ---------------------------------------------------*/
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PyMethodDef KX_GameObject::Methods[] = {
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{"applyForce", (PyCFunction) KX_GameObject::sPyApplyForce, METH_VARARGS},
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{"applyTorque", (PyCFunction) KX_GameObject::sPyApplyTorque, METH_VARARGS},
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@@ -1454,23 +1482,6 @@ PyAttributeDef KX_GameObject::Attributes[] = {
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{NULL} //Sentinel
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};
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/*
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bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
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MT_Vector3& pos,
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MT_Vector3& pos2)
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{
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PyObject* pylist;
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PyObject* pylist2;
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bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
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pos = ConvertPythonPylist(pylist);
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pos2 = ConvertPythonPylist(pylist2);
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return error;
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}
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*/
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PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
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{
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KX_Scene *scene = KX_GetActiveScene();
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@@ -2776,29 +2787,6 @@ PyObject* KX_GameObject::Pyget(PyObject *args)
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return def;
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}
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/* ---------------------------------------------------------------------
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* Some stuff taken from the header
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* --------------------------------------------------------------------- */
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void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
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{
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// we will relink the sensors and actuators that use object references
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// if the object is part of the replicated hierarchy, use the new
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// object reference instead
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SCA_SensorList& sensorlist = GetSensors();
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SCA_SensorList::iterator sit;
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for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
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{
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(*sit)->Relink(map_parameter);
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}
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SCA_ActuatorList& actuatorlist = GetActuators();
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SCA_ActuatorList::iterator ait;
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for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
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{
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(*ait)->Relink(map_parameter);
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}
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}
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bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
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{
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if (value==NULL) {
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@@ -2854,3 +2842,4 @@ bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py
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return false;
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}
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#endif // DISABLE_PYTHON
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