forked from bartvdbraak/blender
914 lines
22 KiB
C
914 lines
22 KiB
C
|
/*
|
||
|
* $Id$
|
||
|
*
|
||
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
||
|
*
|
||
|
* This program is free software; you can redistribute it and/or
|
||
|
* modify it under the terms of the GNU General Public License
|
||
|
* as published by the Free Software Foundation; either version 2
|
||
|
* of the License, or (at your option) any later version.
|
||
|
*
|
||
|
* This program is distributed in the hope that it will be useful,
|
||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
* GNU General Public License for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License
|
||
|
* along with this program; if not, write to the Free Software Foundation,
|
||
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||
|
*
|
||
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
||
|
* All rights reserved.
|
||
|
*
|
||
|
* The Original Code is: all of this file.
|
||
|
*
|
||
|
* Contributor(s): none yet.
|
||
|
*
|
||
|
* ***** END GPL LICENSE BLOCK *****
|
||
|
* General KX game object.
|
||
|
*/
|
||
|
|
||
|
#ifndef __KX_GAMEOBJECT
|
||
|
#define __KX_GAMEOBJECT
|
||
|
|
||
|
#ifdef WIN32
|
||
|
// get rid of this stupid "warning 'this' used in initialiser list", generated by VC when including Solid/Sumo
|
||
|
#pragma warning (disable : 4355)
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "ListValue.h"
|
||
|
#include "SCA_IObject.h"
|
||
|
#include "SG_Node.h"
|
||
|
#include "MT_Transform.h"
|
||
|
#include "MT_CmMatrix4x4.h"
|
||
|
#include "GEN_Map.h"
|
||
|
#include "GEN_HashedPtr.h"
|
||
|
#include "KX_Scene.h"
|
||
|
#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
|
||
|
#include "KX_IPhysicsController.h" /* for suspend/resume */
|
||
|
#include "DNA_object_types.h"
|
||
|
#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */
|
||
|
#define KX_OB_DYNAMIC 1
|
||
|
|
||
|
//Forward declarations.
|
||
|
struct KX_ClientObjectInfo;
|
||
|
class KX_RayCast;
|
||
|
class RAS_MeshObject;
|
||
|
class KX_IPhysicsController;
|
||
|
class PHY_IGraphicController;
|
||
|
class PHY_IPhysicsEnvironment;
|
||
|
struct Object;
|
||
|
|
||
|
#ifndef DISABLE_PYTHON
|
||
|
/* utility conversion function */
|
||
|
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix);
|
||
|
#endif
|
||
|
|
||
|
#ifdef USE_MATHUTILS
|
||
|
void KX_GameObject_Mathutils_Callback_Init(void);
|
||
|
#endif
|
||
|
|
||
|
/**
|
||
|
* KX_GameObject is the main class for dynamic objects.
|
||
|
*/
|
||
|
class KX_GameObject : public SCA_IObject
|
||
|
{
|
||
|
Py_Header;
|
||
|
protected:
|
||
|
|
||
|
bool m_bDyna;
|
||
|
KX_ClientObjectInfo* m_pClient_info;
|
||
|
STR_String m_name;
|
||
|
STR_String m_text;
|
||
|
int m_layer;
|
||
|
std::vector<RAS_MeshObject*> m_meshes;
|
||
|
SG_QList m_meshSlots; // head of mesh slots of this
|
||
|
struct Object* m_pBlenderObject;
|
||
|
struct Object* m_pBlenderGroupObject;
|
||
|
|
||
|
bool m_bSuspendDynamics;
|
||
|
bool m_bUseObjectColor;
|
||
|
bool m_bIsNegativeScaling;
|
||
|
MT_Vector4 m_objectColor;
|
||
|
|
||
|
// visible = user setting
|
||
|
// culled = while rendering, depending on camera
|
||
|
bool m_bVisible;
|
||
|
bool m_bCulled;
|
||
|
bool m_bOccluder;
|
||
|
|
||
|
KX_IPhysicsController* m_pPhysicsController1;
|
||
|
PHY_IGraphicController* m_pGraphicController;
|
||
|
STR_String m_testPropName;
|
||
|
bool m_xray;
|
||
|
KX_GameObject* m_pHitObject;
|
||
|
|
||
|
SG_Node* m_pSGNode;
|
||
|
|
||
|
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
|
||
|
|
||
|
public:
|
||
|
bool m_isDeformable;
|
||
|
|
||
|
/**
|
||
|
* Helper function for modules that can't include KX_ClientObjectInfo.h
|
||
|
*/
|
||
|
static KX_GameObject* GetClientObject(KX_ClientObjectInfo* info);
|
||
|
|
||
|
#ifndef DISABLE_PYTHON
|
||
|
// Python attributes that wont convert into CValue
|
||
|
//
|
||
|
// there are 2 places attributes can be stored, in the CValue,
|
||
|
// where attributes are converted into BGE's CValue types
|
||
|
// these can be used with property actuators
|
||
|
//
|
||
|
// For the python API, For types that cannot be converted into CValues (lists, dicts, GameObjects)
|
||
|
// these will be put into "m_attr_dict", logic bricks cannot access them.
|
||
|
//
|
||
|
// rules for setting attributes.
|
||
|
//
|
||
|
// * there should NEVER be a CValue and a m_attr_dict attribute with matching names. get/sets make sure of this.
|
||
|
// * if CValue conversion fails, use a PyObject in "m_attr_dict"
|
||
|
// * when assigning a value, first see if it can be a CValue, if it can remove the "m_attr_dict" and set the CValue
|
||
|
//
|
||
|
PyObject* m_attr_dict;
|
||
|
#endif
|
||
|
|
||
|
virtual void /* This function should be virtual - derived classed override it */
|
||
|
Relink(
|
||
|
GEN_Map<GEN_HashedPtr, void*> *map
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Compute an OpenGl compatable 4x4 matrix. Has the
|
||
|
* side effect of storing the result internally. The
|
||
|
* memory for the matrix remains the property of this class.
|
||
|
*/
|
||
|
double*
|
||
|
GetOpenGLMatrix(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Return a pointer to a MT_CmMatrix4x4 storing the
|
||
|
* opengl transformation for this object. This is updated
|
||
|
* by a call to GetOpenGLMatrix(). This class owns the
|
||
|
* memory for the returned matrix.
|
||
|
*/
|
||
|
|
||
|
MT_CmMatrix4x4*
|
||
|
GetOpenGLMatrixPtr(
|
||
|
) {
|
||
|
return &m_OpenGL_4x4Matrix;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Update the blender object obmat field from the object world position
|
||
|
* if blendobj is NULL, update the object pointed by m_pBlenderObject
|
||
|
* The user must take action to restore the matrix before leaving the GE.
|
||
|
* Used in Armature evaluation
|
||
|
*/
|
||
|
void
|
||
|
UpdateBlenderObjectMatrix(Object* blendobj=NULL);
|
||
|
|
||
|
/**
|
||
|
* Get a pointer to the game object that is the parent of
|
||
|
* this object. Or NULL if there is no parent. The returned
|
||
|
* object is part of a reference counting scheme. Calling
|
||
|
* this function ups the reference count on the returned
|
||
|
* object. It is the responsibility of the caller to decrement
|
||
|
* the reference count when you have finished with it.
|
||
|
*/
|
||
|
KX_GameObject*
|
||
|
GetParent(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Sets the parent of this object to a game object
|
||
|
*/
|
||
|
void SetParent(KX_Scene *scene, KX_GameObject *obj, bool addToCompound=true, bool ghost=true);
|
||
|
|
||
|
/**
|
||
|
* Removes the parent of this object to a game object
|
||
|
*/
|
||
|
void RemoveParent(KX_Scene *scene);
|
||
|
|
||
|
/**
|
||
|
* Construct a game object. This class also inherits the
|
||
|
* default constructors - use those with care!
|
||
|
*/
|
||
|
|
||
|
KX_GameObject(
|
||
|
void* sgReplicationInfo,
|
||
|
SG_Callbacks callbacks
|
||
|
);
|
||
|
|
||
|
virtual
|
||
|
~KX_GameObject(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* @section Stuff which is here due to poor design.
|
||
|
* Inherited from CValue and needs an implementation.
|
||
|
* Do not expect these functions do to anything sensible.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- does nothing!
|
||
|
*/
|
||
|
CValue*
|
||
|
Calc(
|
||
|
VALUE_OPERATOR op,
|
||
|
CValue *val
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- does nothing!
|
||
|
*/
|
||
|
CValue*
|
||
|
CalcFinal(
|
||
|
VALUE_DATA_TYPE dtype,
|
||
|
VALUE_OPERATOR op,
|
||
|
CValue *val
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- does nothing!
|
||
|
*/
|
||
|
const
|
||
|
STR_String &
|
||
|
GetText(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- does nothing!
|
||
|
*/
|
||
|
double
|
||
|
GetNumber(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* @section Inherited from CValue. These are the useful
|
||
|
* part of the CValue interface that this class implements.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- returns the name of this object.
|
||
|
*/
|
||
|
STR_String&
|
||
|
GetName(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- set the name of this object.
|
||
|
*/
|
||
|
void
|
||
|
SetName(
|
||
|
const char *name
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- return a new copy of this
|
||
|
* instance allocated on the heap. Ownership of the new
|
||
|
* object belongs with the caller.
|
||
|
*/
|
||
|
virtual CValue*
|
||
|
GetReplica(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Inherited from CValue -- Makes sure any internal
|
||
|
* data owned by this class is deep copied. Called internally
|
||
|
*/
|
||
|
virtual void
|
||
|
ProcessReplica();
|
||
|
|
||
|
/**
|
||
|
* Return the linear velocity of the game object.
|
||
|
*/
|
||
|
MT_Vector3
|
||
|
GetLinearVelocity(
|
||
|
bool local=false
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Return the linear velocity of a given point in world coordinate
|
||
|
* but relative to center of object ([0,0,0]=center of object)
|
||
|
*/
|
||
|
MT_Vector3
|
||
|
GetVelocity(
|
||
|
const MT_Point3& position
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Return the mass of the object
|
||
|
*/
|
||
|
MT_Scalar
|
||
|
GetMass();
|
||
|
|
||
|
/**
|
||
|
* Return the local inertia vector of the object
|
||
|
*/
|
||
|
MT_Vector3
|
||
|
GetLocalInertia();
|
||
|
|
||
|
/**
|
||
|
* Return the angular velocity of the game object.
|
||
|
*/
|
||
|
MT_Vector3
|
||
|
GetAngularVelocity(
|
||
|
bool local=false
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Align the object to a given normal.
|
||
|
*/
|
||
|
void
|
||
|
AlignAxisToVect(
|
||
|
const MT_Vector3& vect,
|
||
|
int axis = 2,
|
||
|
float fac = 1.0
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Quick'n'dirty obcolor ipo stuff
|
||
|
*/
|
||
|
|
||
|
void
|
||
|
SetObjectColor(
|
||
|
const MT_Vector4& rgbavec
|
||
|
);
|
||
|
|
||
|
const MT_Vector4&
|
||
|
GetObjectColor();
|
||
|
|
||
|
|
||
|
void
|
||
|
ResolveCombinedVelocities(
|
||
|
const MT_Vector3 & lin_vel,
|
||
|
const MT_Vector3 & ang_vel,
|
||
|
bool lin_vel_local,
|
||
|
bool ang_vel_local
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* @return a pointer to the physics controller owned by this class.
|
||
|
*/
|
||
|
|
||
|
KX_IPhysicsController* GetPhysicsController() ;
|
||
|
|
||
|
void SetPhysicsController(KX_IPhysicsController* physicscontroller,bool isDynamic)
|
||
|
{
|
||
|
m_bDyna = isDynamic;
|
||
|
m_pPhysicsController1 = physicscontroller;
|
||
|
}
|
||
|
|
||
|
virtual class RAS_Deformer* GetDeformer()
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
virtual void SetDeformer(class RAS_Deformer* deformer)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @return a pointer to the graphic controller owner by this class
|
||
|
*/
|
||
|
PHY_IGraphicController* GetGraphicController()
|
||
|
{
|
||
|
return m_pGraphicController;
|
||
|
}
|
||
|
|
||
|
void SetGraphicController(PHY_IGraphicController* graphiccontroller)
|
||
|
{
|
||
|
m_pGraphicController = graphiccontroller;
|
||
|
}
|
||
|
/*
|
||
|
* @add/remove the graphic controller to the physic system
|
||
|
*/
|
||
|
void ActivateGraphicController(bool recurse);
|
||
|
|
||
|
/**
|
||
|
* @section Coordinate system manipulation functions
|
||
|
*/
|
||
|
|
||
|
void NodeSetLocalPosition(const MT_Point3& trans );
|
||
|
|
||
|
void NodeSetLocalOrientation(const MT_Matrix3x3& rot );
|
||
|
void NodeSetGlobalOrientation(const MT_Matrix3x3& rot );
|
||
|
|
||
|
void NodeSetLocalScale( const MT_Vector3& scale );
|
||
|
|
||
|
void NodeSetRelativeScale( const MT_Vector3& scale );
|
||
|
|
||
|
// adapt local position so that world position is set to desired position
|
||
|
void NodeSetWorldPosition(const MT_Point3& trans);
|
||
|
|
||
|
void
|
||
|
NodeUpdateGS(
|
||
|
double time
|
||
|
);
|
||
|
|
||
|
const MT_Matrix3x3& NodeGetWorldOrientation( ) const;
|
||
|
const MT_Vector3& NodeGetWorldScaling( ) const;
|
||
|
const MT_Point3& NodeGetWorldPosition( ) const;
|
||
|
|
||
|
const MT_Matrix3x3& NodeGetLocalOrientation( ) const;
|
||
|
const MT_Vector3& NodeGetLocalScaling( ) const;
|
||
|
const MT_Point3& NodeGetLocalPosition( ) const;
|
||
|
|
||
|
/**
|
||
|
* @section scene graph node accessor functions.
|
||
|
*/
|
||
|
|
||
|
SG_Node* GetSGNode( )
|
||
|
{
|
||
|
return m_pSGNode;
|
||
|
}
|
||
|
|
||
|
const SG_Node* GetSGNode( ) const
|
||
|
{
|
||
|
return m_pSGNode;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @section blender object accessor functions.
|
||
|
*/
|
||
|
|
||
|
struct Object* GetBlenderObject( )
|
||
|
{
|
||
|
return m_pBlenderObject;
|
||
|
}
|
||
|
|
||
|
void SetBlenderObject( struct Object* obj)
|
||
|
{
|
||
|
m_pBlenderObject = obj;
|
||
|
}
|
||
|
|
||
|
struct Object* GetBlenderGroupObject( )
|
||
|
{
|
||
|
return m_pBlenderGroupObject;
|
||
|
}
|
||
|
|
||
|
void SetBlenderGroupObject( struct Object* obj)
|
||
|
{
|
||
|
m_pBlenderGroupObject = obj;
|
||
|
}
|
||
|
|
||
|
bool IsDupliGroup()
|
||
|
{
|
||
|
return (m_pBlenderObject &&
|
||
|
(m_pBlenderObject->transflag & OB_DUPLIGROUP) &&
|
||
|
m_pBlenderObject->dup_group != NULL) ? true : false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set the Scene graph node for this game object.
|
||
|
* warning - it is your responsibility to make sure
|
||
|
* all controllers look at this new node. You must
|
||
|
* also take care of the memory associated with the
|
||
|
* old node. This class takes ownership of the new
|
||
|
* node.
|
||
|
*/
|
||
|
void SetSGNode(SG_Node* node )
|
||
|
{
|
||
|
m_pSGNode = node;
|
||
|
}
|
||
|
|
||
|
//Is it a dynamic/physics object ?
|
||
|
bool IsDynamic() const
|
||
|
{
|
||
|
return m_bDyna;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Check if this object has a vertex parent relationship
|
||
|
*/
|
||
|
bool IsVertexParent( )
|
||
|
{
|
||
|
return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
|
||
|
}
|
||
|
|
||
|
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
|
||
|
bool NeedRayCast(KX_ClientObjectInfo* client);
|
||
|
|
||
|
|
||
|
/**
|
||
|
* @section Physics accessors for this node.
|
||
|
*
|
||
|
* All these calls get passed directly to the physics controller
|
||
|
* owned by this object.
|
||
|
* This is real interface bloat. Why not just use the physics controller
|
||
|
* directly? I think this is because the python interface is in the wrong
|
||
|
* place.
|
||
|
*/
|
||
|
|
||
|
void
|
||
|
ApplyForce(
|
||
|
const MT_Vector3& force, bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
ApplyTorque(
|
||
|
const MT_Vector3& torque,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
ApplyRotation(
|
||
|
const MT_Vector3& drot,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
ApplyMovement(
|
||
|
const MT_Vector3& dloc,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
addLinearVelocity(
|
||
|
const MT_Vector3& lin_vel,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
setLinearVelocity(
|
||
|
const MT_Vector3& lin_vel,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
void
|
||
|
setAngularVelocity(
|
||
|
const MT_Vector3& ang_vel,
|
||
|
bool local
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Update the physics object transform based upon the current SG_Node
|
||
|
* position.
|
||
|
*/
|
||
|
void
|
||
|
UpdateTransform(
|
||
|
);
|
||
|
|
||
|
static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene);
|
||
|
|
||
|
/**
|
||
|
* only used for sensor objects
|
||
|
*/
|
||
|
void SynchronizeTransform();
|
||
|
|
||
|
static void SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene);
|
||
|
|
||
|
/**
|
||
|
* Function to set IPO option at start of IPO
|
||
|
*/
|
||
|
void
|
||
|
InitIPO(
|
||
|
bool ipo_as_force,
|
||
|
bool ipo_add,
|
||
|
bool ipo_local
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Odd function to update an ipo. ???
|
||
|
*/
|
||
|
void
|
||
|
UpdateIPO(
|
||
|
float curframetime,
|
||
|
bool recurse
|
||
|
);
|
||
|
/**
|
||
|
* Updates Material Ipo data
|
||
|
*/
|
||
|
void
|
||
|
UpdateMaterialData(
|
||
|
dword matname_hash,
|
||
|
MT_Vector4 rgba,
|
||
|
MT_Vector3 specrgb,
|
||
|
MT_Scalar hard,
|
||
|
MT_Scalar spec,
|
||
|
MT_Scalar ref,
|
||
|
MT_Scalar emit,
|
||
|
MT_Scalar alpha
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* @section Mesh accessor functions.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Update buckets to indicate that there is a new
|
||
|
* user of this object's meshes.
|
||
|
*/
|
||
|
void
|
||
|
AddMeshUser(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Update buckets with data about the mesh after
|
||
|
* creating or duplicating the object, changing
|
||
|
* visibility, object color, .. .
|
||
|
*/
|
||
|
void
|
||
|
UpdateBuckets(
|
||
|
bool recursive
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Clear the meshes associated with this class
|
||
|
* and remove from the bucketing system.
|
||
|
* Don't think this actually deletes any of the meshes.
|
||
|
*/
|
||
|
void
|
||
|
RemoveMeshes(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Add a mesh to the set of meshes associated with this
|
||
|
* node. Meshes added in this way are not deleted by this class.
|
||
|
* Make sure you call RemoveMeshes() before deleting the
|
||
|
* mesh though,
|
||
|
*/
|
||
|
void
|
||
|
AddMesh(
|
||
|
RAS_MeshObject* mesh
|
||
|
){
|
||
|
m_meshes.push_back(mesh);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Pick out a mesh associated with the integer 'num'.
|
||
|
*/
|
||
|
RAS_MeshObject*
|
||
|
GetMesh(
|
||
|
int num
|
||
|
) const {
|
||
|
return m_meshes[num];
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Return the number of meshes currently associated with this
|
||
|
* game object.
|
||
|
*/
|
||
|
int
|
||
|
GetMeshCount(
|
||
|
) const {
|
||
|
return m_meshes.size();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set the debug color of the meshes associated with this
|
||
|
* class. Does this still work?
|
||
|
*/
|
||
|
void
|
||
|
SetDebugColor(
|
||
|
unsigned int bgra
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Reset the debug color of meshes associated with this class.
|
||
|
*/
|
||
|
void
|
||
|
ResetDebugColor(
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Was this object marked visible? (only for the explicit
|
||
|
* visibility system).
|
||
|
*/
|
||
|
bool
|
||
|
GetVisible(
|
||
|
void
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Set visibility flag of this object
|
||
|
*/
|
||
|
void
|
||
|
SetVisible(
|
||
|
bool b,
|
||
|
bool recursive
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Was this object culled?
|
||
|
*/
|
||
|
inline bool
|
||
|
GetCulled(
|
||
|
void
|
||
|
) { return m_bCulled; }
|
||
|
|
||
|
/**
|
||
|
* Set culled flag of this object
|
||
|
*/
|
||
|
inline void
|
||
|
SetCulled(
|
||
|
bool c
|
||
|
) { m_bCulled = c; }
|
||
|
|
||
|
/**
|
||
|
* Is this object an occluder?
|
||
|
*/
|
||
|
inline bool
|
||
|
GetOccluder(
|
||
|
void
|
||
|
) { return m_bOccluder; }
|
||
|
|
||
|
/**
|
||
|
* Set occluder flag of this object
|
||
|
*/
|
||
|
void
|
||
|
SetOccluder(
|
||
|
bool v,
|
||
|
bool recursive
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Change the layer of the object (when it is added in another layer
|
||
|
* than the original layer)
|
||
|
*/
|
||
|
void
|
||
|
SetLayer(
|
||
|
int l
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Get the object layer
|
||
|
*/
|
||
|
int
|
||
|
GetLayer(
|
||
|
void
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Get the negative scaling state
|
||
|
*/
|
||
|
bool
|
||
|
IsNegativeScaling(
|
||
|
void
|
||
|
) { return m_bIsNegativeScaling; }
|
||
|
|
||
|
/**
|
||
|
* @section Logic bubbling methods.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Stop making progress
|
||
|
*/
|
||
|
void Suspend(void);
|
||
|
|
||
|
/**
|
||
|
* Resume making progress
|
||
|
*/
|
||
|
void Resume(void);
|
||
|
|
||
|
void SuspendDynamics(void) {
|
||
|
if (m_bSuspendDynamics)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_pPhysicsController1)
|
||
|
{
|
||
|
m_pPhysicsController1->SuspendDynamics();
|
||
|
}
|
||
|
m_bSuspendDynamics = true;
|
||
|
}
|
||
|
|
||
|
void RestoreDynamics(void) {
|
||
|
if (!m_bSuspendDynamics)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_pPhysicsController1)
|
||
|
{
|
||
|
m_pPhysicsController1->RestoreDynamics();
|
||
|
}
|
||
|
m_bSuspendDynamics = false;
|
||
|
}
|
||
|
|
||
|
KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; }
|
||
|
|
||
|
CListValue* GetChildren();
|
||
|
CListValue* GetChildrenRecursive();
|
||
|
|
||
|
#ifndef DISABLE_PYTHON
|
||
|
/**
|
||
|
* @section Python interface functions.
|
||
|
*/
|
||
|
virtual PyObject* py_repr(void)
|
||
|
{
|
||
|
return PyUnicode_FromString(GetName().ReadPtr());
|
||
|
}
|
||
|
|
||
|
KX_PYMETHOD_O(KX_GameObject,SetWorldPosition);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyForce);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyTorque);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyRotation);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyMovement);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetLinearVelocity);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetLinearVelocity);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetAngularVelocity);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetVelocity);
|
||
|
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetReactionForce);
|
||
|
|
||
|
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetOcclusion);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
|
||
|
KX_PYMETHOD_O(KX_GameObject,SetState);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
|
||
|
KX_PYMETHOD_O(KX_GameObject,GetAxisVect);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,SuspendDynamics);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,RestoreDynamics);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,EnableRigidBody);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,DisableRigidBody);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,ApplyImpulse);
|
||
|
KX_PYMETHOD_O(KX_GameObject,SetCollisionMargin);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetParent);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetParent);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,RemoveParent);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildren);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildrenRecursive);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetMesh);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetPhysicsId);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetPropertyNames);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,ReplaceMesh);
|
||
|
KX_PYMETHOD_NOARGS(KX_GameObject,EndObject);
|
||
|
KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
|
||
|
KX_PYMETHOD_DOC(KX_GameObject,rayCast);
|
||
|
KX_PYMETHOD_DOC_O(KX_GameObject,getDistanceTo);
|
||
|
KX_PYMETHOD_DOC_O(KX_GameObject,getVectTo);
|
||
|
KX_PYMETHOD_DOC_VARARGS(KX_GameObject, sendMessage);
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject, ReinstancePhysicsMesh);
|
||
|
|
||
|
/* Dict access */
|
||
|
KX_PYMETHOD_VARARGS(KX_GameObject,get);
|
||
|
|
||
|
/* attributes */
|
||
|
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
|
||
|
static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
static PyObject* pyattr_get_meshes(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_obcolor(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static int pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
||
|
|
||
|
/* Experemental! */
|
||
|
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
||
|
|
||
|
/* getitem/setitem */
|
||
|
static PyMappingMethods Mapping;
|
||
|
static PySequenceMethods Sequence;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
#endif //__KX_GAMEOBJECT
|
||
|
|