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Copy pathUEPyAttaching.cpp
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222 lines (152 loc) · 6.42 KB
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#include "UnrealEnginePythonPrivatePCH.h"
PyObject *py_ue_get_socket_location(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
char *socket_name;
if (!PyArg_ParseTuple(args, "s:get_socket_location", &socket_name)) {
return NULL;
}
if (!self->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USceneComponent");
USceneComponent *component = (USceneComponent *)self->ue_object;
FVector vec = component->GetSocketLocation(UTF8_TO_TCHAR(socket_name));
return py_ue_new_fvector(vec);
}
PyObject *py_ue_get_socket_rotation(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
char *socket_name;
if (!PyArg_ParseTuple(args, "s:get_socket_rotation", &socket_name)) {
return NULL;
}
if (!self->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USceneComponent");
USceneComponent *component = (USceneComponent *)self->ue_object;
FRotator rot = component->GetSocketRotation(UTF8_TO_TCHAR(socket_name));
return py_ue_new_frotator(rot);
}
PyObject *py_ue_get_socket_transform(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
char *socket_name;
if (!PyArg_ParseTuple(args, "s:get_socket_transform", &socket_name)) {
return NULL;
}
if (!self->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USceneComponent");
USceneComponent *component = (USceneComponent *)self->ue_object;
FTransform transform = component->GetSocketTransform(UTF8_TO_TCHAR(socket_name), ERelativeTransformSpace::RTS_Component);
return py_ue_new_ftransform(transform);
}
PyObject *py_ue_get_socket_world_transform(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
char *socket_name;
if (!PyArg_ParseTuple(args, "s:get_socket_world_transform", &socket_name)) {
return NULL;
}
if (!self->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USceneComponent");
USceneComponent *component = (USceneComponent *)self->ue_object;
FTransform transform = component->GetSocketTransform(UTF8_TO_TCHAR(socket_name), ERelativeTransformSpace::RTS_World);
return py_ue_new_ftransform(transform);
}
PyObject *py_ue_get_socket_actor_transform(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
char *socket_name;
if (!PyArg_ParseTuple(args, "s:get_socket_actor_transform", &socket_name)) {
return NULL;
}
if (!self->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USceneComponent");
USceneComponent *component = (USceneComponent *)self->ue_object;
FTransform transform = component->GetSocketTransform(UTF8_TO_TCHAR(socket_name), ERelativeTransformSpace::RTS_Actor);
return py_ue_new_ftransform(transform);
}
PyObject *py_ue_get_all_child_actors(ue_PyUObject * self, PyObject * args) {
ue_py_check(self);
PyObject *py_include_descendants = NULL;
if (!PyArg_ParseTuple(args, "|O:get_all_child_actors", &py_include_descendants)) {
return NULL;
}
bool include_descendants = true;
if (py_include_descendants && !PyObject_IsTrue(py_include_descendants))
include_descendants = false;
AActor *actor = ue_get_actor(self);
if (!actor)
return PyErr_Format(PyExc_Exception, "cannot retrieve actor from UObject");
PyObject *py_children = PyList_New(0);
TArray<AActor *> children;
actor->GetAllChildActors(children, include_descendants);
for (AActor *child : children) {
ue_PyUObject *item = ue_get_python_wrapper(child);
if (item)
PyList_Append(py_children, (PyObject *)item);
}
return py_children;
}
PyObject *py_ue_get_attached_actors(ue_PyUObject * self, PyObject * args) {
ue_py_check(self);
AActor *actor = ue_get_actor(self);
if (!actor)
return PyErr_Format(PyExc_Exception, "cannot retrieve actor from UObject");
PyObject *py_children = PyList_New(0);
TArray<AActor *> children;
actor->GetAttachedActors(children);
for (AActor *child : children) {
ue_PyUObject *item = ue_get_python_wrapper(child);
if (item)
PyList_Append(py_children, (PyObject *)item);
}
return py_children;
}
PyObject *py_ue_attach_to_actor(ue_PyUObject * self, PyObject * args) {
ue_py_check(self);
PyObject *obj;
char *socket_name = (char *)"";
int location_rule = (int)EAttachmentRule::SnapToTarget;
int rotation_rule = (int)EAttachmentRule::KeepWorld;
int scale_rule = (int)EAttachmentRule::SnapToTarget;
PyObject *py_weld = nullptr;
if (!PyArg_ParseTuple(args, "O|siiiO:attach_to_actor", &obj, &socket_name, &location_rule, &rotation_rule, &scale_rule, &py_weld)) {
return NULL;
}
AActor *actor = ue_get_actor(self);
if (!actor)
return PyErr_Format(PyExc_Exception, "unable to retrieve Actor from uobject");
ue_PyUObject *py_obj = ue_is_pyuobject(obj);
if (!py_obj)
return PyErr_Format(PyExc_Exception, "argument is not a UObject");
if (!py_obj->ue_object->IsA<AActor>())
return PyErr_Format(PyExc_Exception, "argument is not an Actor");
AActor *other = (AActor *)py_obj->ue_object;
bool weld = false;
if (py_weld && PyObject_IsTrue(py_weld))
weld = true;
actor->AttachToActor(other, FAttachmentTransformRules((EAttachmentRule)location_rule, (EAttachmentRule)rotation_rule, (EAttachmentRule)scale_rule, weld), UTF8_TO_TCHAR(socket_name));
Py_INCREF(Py_None);
return Py_None;
}
PyObject *py_ue_attach_to_component(ue_PyUObject * self, PyObject * args) {
ue_py_check(self);
PyObject *obj;
char *socket_name = (char *)"";
int location_rule = (int)EAttachmentRule::SnapToTarget;
int rotation_rule = (int)EAttachmentRule::KeepWorld;
int scale_rule = (int)EAttachmentRule::SnapToTarget;
PyObject *py_weld = nullptr;
if (!PyArg_ParseTuple(args, "O|siiiO:attach_to_component", &obj, &socket_name, &location_rule, &rotation_rule, &scale_rule, &py_weld)) {
return NULL;
}
AActor *actor = ue_get_actor(self);
if (!actor)
return PyErr_Format(PyExc_Exception, "unable to retrieve Actor from uobject");
ue_PyUObject *py_obj = ue_is_pyuobject(obj);
if (!py_obj)
return PyErr_Format(PyExc_Exception, "argument is not a UObject");
if (!py_obj->ue_object->IsA<USceneComponent>())
return PyErr_Format(PyExc_Exception, "argument is not a SceneComponent");
USceneComponent *other = (USceneComponent *)py_obj->ue_object;
bool weld = false;
if (py_weld && PyObject_IsTrue(py_weld))
weld = true;
actor->AttachToComponent(other, FAttachmentTransformRules((EAttachmentRule)location_rule, (EAttachmentRule)rotation_rule, (EAttachmentRule)scale_rule, weld), UTF8_TO_TCHAR(socket_name));
Py_INCREF(Py_None);
return Py_None;
}