BGE: fixed nomenclature of KX_Scene::addObject and KX_Scene::AddReplicaObject

KX_Scene::addObject: Changed the parameter "other" to "reference", as "other" doesn't mean anything.
KX_Scene::AddReplicaObject: Changed the parameter "parentobject" to "referenceobject", as the parameter did NOT contain a parent object in any way.

Now both functions use the same kind of name for the same thing.

Thanks to panzergame / Porteries Tristan.
This commit is contained in:
Sybren A. Stüvel 2015-04-06 17:11:36 +02:00
parent d0aae79505
commit 3e5332bb95
Notes: blender-bot 2023-02-14 05:37:19 +01:00
Referenced by commit 593b4d84c4, BGE: followup of renaming parameter "other" to "reference"
2 changed files with 11 additions and 11 deletions

View File

@ -131,14 +131,14 @@ base class --- :class:`PyObjectPlus`
:type: Vector((gx, gy, gz))
.. method:: addObject(object, other, time=0)
.. method:: addObject(object, reference, time=0)
Adds an object to the scene like the Add Object Actuator would.
:arg object: The object to add
:arg object: The (name of the) object to add.
:type object: :class:`KX_GameObject` or string
:arg other: The object's center to use when adding the object
:type other: :class:`KX_GameObject` or string
:arg reference: The (name of the) object which position, orientation, and scale to copy.
:type reference: :class:`KX_GameObject` or string
:arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever.
:type time: integer
:return: The newly added object.

View File

@ -869,7 +869,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
class CValue* parentobject,
class CValue* referenceobject,
int lifespan)
{
@ -878,7 +878,7 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
m_groupGameObjects.clear();
KX_GameObject* originalobj = (KX_GameObject*) originalobject;
KX_GameObject* parentobj = (KX_GameObject*) parentobject;
KX_GameObject* referenceobj = (KX_GameObject*) referenceobject;
m_ueberExecutionPriority++;
@ -916,14 +916,14 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
// At this stage all the objects in the hierarchy have been duplicated,
// we can update the scenegraph, we need it for the duplication of logic
MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
MT_Point3 newpos = referenceobj->NodeGetWorldPosition();
replica->NodeSetLocalPosition(newpos);
MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
MT_Matrix3x3 newori = referenceobj->NodeGetWorldOrientation();
replica->NodeSetLocalOrientation(newori);
// get the rootnode's scale
MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
MT_Vector3 newscale = referenceobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
// set the replica's relative scale with the rootnode's scale
replica->NodeSetRelativeScale(newscale);
@ -946,12 +946,12 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
// this will also relink the actuators in the hierarchy
(*git)->Relink(&m_map_gameobject_to_replica);
// add the object in the layer of the parent
(*git)->SetLayer(parentobj->GetLayer());
(*git)->SetLayer(referenceobj->GetLayer());
// If the object was a light, we need to update it's RAS_LightObject as well
if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
{
KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
lightobj->SetLayer(parentobj->GetLayer());
lightobj->SetLayer(referenceobj->GetLayer());
}
}