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📄 entity.pyste

📁 使用stl技术,(还没看,是听说的)
💻 PYSTE
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Include('OgreLight.h')
Include('OgreEdgeListBuilder.h')
Include('OgreNode.h')
Include('OgreUserDefinedObject.h')
Include('OgreMesh.h')
Include('OgreSkeletonInstance.h')
Include('OgreSubEntity.h')
Include('OgreMovableObject.h')

Import('MovableObject.pyste')
entity = Class('Ogre::Entity', 'OgreEntity.h')

set_policy(entity.getMesh, return_internal_reference(1))
set_policy(entity.getSubEntity, return_internal_reference(1))

set_policy(entity.getAnimationState, return_internal_reference(1))
set_policy(entity.getAllAnimationStates, return_internal_reference(1))
set_policy(entity.detachObjectFromBone, return_internal_reference(1))
set_policy(entity.getEdgeList, return_internal_reference(1))
set_policy(entity.getSkeleton, return_internal_reference(1))
set_policy(entity.getParentNode, return_internal_reference(1))
set_policy(entity.getUserObject, return_internal_reference(1))

exclude(entity._getBoneMatrices)

# new entity is created - lifetime should be bound to SceneManager object
set_policy(entity.clone, return_internal_reference(1))

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