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/**
* $ Id $
*
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* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
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*
* 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
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* of the License , or ( at your option ) any later version .
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*
* 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 . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , 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 .
*
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* * * * * * END GPL LICENSE BLOCK * * * * *
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* Game object wrapper
*/
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# ifdef HAVE_CONFIG_H
# include <config.h>
# endif
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# if defined(_WIN64)
typedef unsigned __int64 uint_ptr ;
# else
typedef unsigned long uint_ptr ;
# endif
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# ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
# pragma warning( disable : 4786 )
# endif
# define KX_INERTIA_INFINITE 10000
# include "RAS_IPolygonMaterial.h"
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# include "KX_BlenderMaterial.h"
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# include "KX_GameObject.h"
# include "RAS_MeshObject.h"
# include "KX_MeshProxy.h"
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
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# include "KX_PolyProxy.h"
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# include <stdio.h> // printf
# include "SG_Controller.h"
# include "KX_IPhysicsController.h"
# include "SG_Node.h"
# include "SG_Controller.h"
# include "KX_ClientObjectInfo.h"
# include "RAS_BucketManager.h"
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# include "KX_RayCast.h"
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# include "KX_PythonInit.h"
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# include "KX_PyMath.h"
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# include "SCA_IActuator.h"
# include "SCA_ISensor.h"
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# include "PyObjectPlus.h" /* python stuff */
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// This file defines relationships between parents and children
// in the game engine.
# include "KX_SG_NodeRelationships.h"
KX_GameObject : : KX_GameObject (
void * sgReplicationInfo ,
SG_Callbacks callbacks ,
PyTypeObject * T
) :
SCA_IObject ( T ) ,
m_bDyna ( false ) ,
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m_layer ( 0 ) ,
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m_pBlenderObject ( NULL ) ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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m_pBlenderGroupObject ( NULL ) ,
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m_bSuspendDynamics ( false ) ,
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m_bUseObjectColor ( false ) ,
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m_bIsNegativeScaling ( false ) ,
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m_bVisible ( true ) ,
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_bCulled ( true ) ,
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call.
from brian hayward (bthayward)
Detailed description:
Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement.
My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete).
For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable.
With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn.
*note 1*
for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started)
*note 2*
The added processing time involved with replacing the object's deform controller is negligible.
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m_pPhysicsController1 ( NULL ) ,
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m_pPhysicsEnvironment ( NULL ) ,
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
m_xray ( false ) ,
Merge of apricot branch game engine changes into trunk, excluding GLSL.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
m_pHitObject ( NULL ) ,
m_isDeformable ( false )
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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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m_pSGNode = new SG_Node ( this , sgReplicationInfo , callbacks ) ;
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// define the relationship between this node and it's parent.
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2002-10-12 11:37:38 +00:00
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation : : New ( ) ;
m_pSGNode - > SetParentRelation ( parent_relation ) ;
} ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2002-10-12 11:37:38 +00:00
KX_GameObject : : ~ KX_GameObject ( )
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
RemoveMeshes ( ) ;
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// is this delete somewhere ?
//if (m_sumoObj)
// delete m_sumoObj;
delete m_pClient_info ;
//if (m_pSGNode)
// delete m_pSGNode;
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if ( m_pSGNode )
{
// must go through controllers and make sure they will not use us anymore
// This is important for KX_BulletPhysicsControllers that unregister themselves
// from the object when they are deleted.
SGControllerList : : iterator contit ;
SGControllerList & controllers = m_pSGNode - > GetSGControllerList ( ) ;
for ( contit = controllers . begin ( ) ; contit ! = controllers . end ( ) ; + + contit )
{
( * contit ) - > ClearObject ( ) ;
}
m_pSGNode - > SetSGClientObject ( NULL ) ;
}
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}
CValue * KX_GameObject : : Calc ( VALUE_OPERATOR op , CValue * val )
{
return NULL ;
}
CValue * KX_GameObject : : CalcFinal ( VALUE_DATA_TYPE dtype , VALUE_OPERATOR op , CValue * val )
{
return NULL ;
}
const STR_String & KX_GameObject : : GetText ( )
{
return m_text ;
}
float KX_GameObject : : GetNumber ( )
{
return 0 ;
}
STR_String KX_GameObject : : GetName ( )
{
return m_name ;
}
void KX_GameObject : : SetName ( STR_String name )
{
m_name = name ;
} ; // Set the name of the value
void KX_GameObject : : ReplicaSetName ( STR_String name )
{
}
KX_IPhysicsController * KX_GameObject : : GetPhysicsController ( )
{
return m_pPhysicsController1 ;
}
KX_GameObject * KX_GameObject : : GetParent ( )
{
KX_GameObject * result = NULL ;
SG_Node * node = m_pSGNode ;
while ( node & & ! result )
{
node = node - > GetSGParent ( ) ;
if ( node )
result = ( KX_GameObject * ) node - > GetSGClientObject ( ) ;
}
if ( result )
result - > AddRef ( ) ;
return result ;
}
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void KX_GameObject : : SetParent ( KX_Scene * scene , KX_GameObject * obj )
{
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// check on valid node in case a python controller holds a reference to a deleted object
if ( obj & & GetSGNode ( ) & & obj - > GetSGNode ( ) & & GetSGNode ( ) - > GetSGParent ( ) ! = obj - > GetSGNode ( ) )
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{
// Make sure the objects have some scale
MT_Vector3 scale1 = NodeGetWorldScaling ( ) ;
MT_Vector3 scale2 = obj - > NodeGetWorldScaling ( ) ;
if ( fabs ( scale2 [ 0 ] ) < FLT_EPSILON | |
fabs ( scale2 [ 1 ] ) < FLT_EPSILON | |
fabs ( scale2 [ 2 ] ) < FLT_EPSILON | |
fabs ( scale1 [ 0 ] ) < FLT_EPSILON | |
fabs ( scale1 [ 1 ] ) < FLT_EPSILON | |
fabs ( scale1 [ 2 ] ) < FLT_EPSILON ) { return ; }
// Remove us from our old parent and set our new parent
RemoveParent ( scene ) ;
obj - > GetSGNode ( ) - > AddChild ( GetSGNode ( ) ) ;
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if ( m_pPhysicsController1 )
{
m_pPhysicsController1 - > SuspendDynamics ( true ) ;
}
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// Set us to our new scale, position, and orientation
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scale2 [ 0 ] = 1.0 / scale2 [ 0 ] ;
scale2 [ 1 ] = 1.0 / scale2 [ 1 ] ;
scale2 [ 2 ] = 1.0 / scale2 [ 2 ] ;
scale1 = scale1 * scale2 ;
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MT_Matrix3x3 invori = obj - > NodeGetWorldOrientation ( ) . inverse ( ) ;
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MT_Vector3 newpos = invori * ( NodeGetWorldPosition ( ) - obj - > NodeGetWorldPosition ( ) ) * scale2 ;
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NodeSetLocalScale ( scale1 ) ;
NodeSetLocalPosition ( MT_Point3 ( newpos [ 0 ] , newpos [ 1 ] , newpos [ 2 ] ) ) ;
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NodeSetLocalOrientation ( invori * NodeGetWorldOrientation ( ) ) ;
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NodeUpdateGS ( 0.f , true ) ;
// object will now be a child, it must be removed from the parent list
CListValue * rootlist = scene - > GetRootParentList ( ) ;
if ( rootlist - > RemoveValue ( this ) )
// the object was in parent list, decrement ref count as it's now removed
Release ( ) ;
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// if the new parent is a compound object, add this object shape to the compound shape.
// step 0: verify this object has physical controller
if ( m_pPhysicsController1 )
{
// step 1: find the top parent (not necessarily obj)
KX_GameObject * rootobj = ( KX_GameObject * ) obj - > GetSGNode ( ) - > GetRootSGParent ( ) - > GetSGClientObject ( ) ;
// step 2: verify it has a physical controller and compound shape
if ( rootobj ! = NULL & &
rootobj - > m_pPhysicsController1 ! = NULL & &
rootobj - > m_pPhysicsController1 - > IsCompound ( ) )
{
rootobj - > m_pPhysicsController1 - > AddCompoundChild ( m_pPhysicsController1 ) ;
}
}
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}
}
void KX_GameObject : : RemoveParent ( KX_Scene * scene )
{
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// check on valid node in case a python controller holds a reference to a deleted object
if ( GetSGNode ( ) & & GetSGNode ( ) - > GetSGParent ( ) )
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{
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// get the root object to remove us from compound object if needed
KX_GameObject * rootobj = ( KX_GameObject * ) GetSGNode ( ) - > GetRootSGParent ( ) - > GetSGClientObject ( ) ;
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// Set us to the right spot
GetSGNode ( ) - > SetLocalScale ( GetSGNode ( ) - > GetWorldScaling ( ) ) ;
GetSGNode ( ) - > SetLocalOrientation ( GetSGNode ( ) - > GetWorldOrientation ( ) ) ;
GetSGNode ( ) - > SetLocalPosition ( GetSGNode ( ) - > GetWorldPosition ( ) ) ;
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2008-04-06 18:30:52 +00:00
// Remove us from our parent
GetSGNode ( ) - > DisconnectFromParent ( ) ;
NodeUpdateGS ( 0.f , true ) ;
// the object is now a root object, add it to the parentlist
CListValue * rootlist = scene - > GetRootParentList ( ) ;
if ( ! rootlist - > SearchValue ( this ) )
// object was not in root list, add it now and increment ref count
rootlist - > Add ( AddRef ( ) ) ;
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if ( m_pPhysicsController1 )
{
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// in case this controller was added as a child shape to the parent
if ( rootobj ! = NULL & &
rootobj - > m_pPhysicsController1 ! = NULL & &
rootobj - > m_pPhysicsController1 - > IsCompound ( ) )
{
rootobj - > m_pPhysicsController1 - > RemoveCompoundChild ( m_pPhysicsController1 ) ;
}
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m_pPhysicsController1 - > RestoreDynamics ( ) ;
}
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}
}
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void KX_GameObject : : ProcessReplica ( KX_GameObject * replica )
{
replica - > m_pPhysicsController1 = NULL ;
replica - > m_pSGNode = NULL ;
replica - > m_pClient_info = new KX_ClientObjectInfo ( * m_pClient_info ) ;
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replica - > m_pClient_info - > m_gameobject = replica ;
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replica - > m_state = 0 ;
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}
CValue * KX_GameObject : : GetReplica ( )
{
KX_GameObject * replica = new KX_GameObject ( * this ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2002-10-12 11:37:38 +00:00
// this will copy properties and so on...
CValue : : AddDataToReplica ( replica ) ;
ProcessReplica ( replica ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
2002-10-12 11:37:38 +00:00
return replica ;
}
void KX_GameObject : : ApplyForce ( const MT_Vector3 & force , bool local )
{
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > ApplyForce ( force , local ) ;
}
void KX_GameObject : : ApplyTorque ( const MT_Vector3 & torque , bool local )
{
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > ApplyTorque ( torque , local ) ;
}
void KX_GameObject : : ApplyMovement ( const MT_Vector3 & dloc , bool local )
{
2004-03-22 22:02:18 +00:00
if ( m_pPhysicsController1 ) // (IsDynamic())
2002-10-12 11:37:38 +00:00
{
m_pPhysicsController1 - > RelativeTranslate ( dloc , local ) ;
}
2004-03-22 22:02:18 +00:00
GetSGNode ( ) - > RelativeTranslate ( dloc , GetSGNode ( ) - > GetSGParent ( ) , local ) ;
2002-10-12 11:37:38 +00:00
}
void KX_GameObject : : ApplyRotation ( const MT_Vector3 & drot , bool local )
{
MT_Matrix3x3 rotmat ( drot ) ;
2008-04-11 21:19:00 +00:00
2004-03-22 22:02:18 +00:00
GetSGNode ( ) - > RelativeRotate ( rotmat , local ) ;
2008-04-11 21:19:00 +00:00
if ( m_pPhysicsController1 ) { // (IsDynamic())
m_pPhysicsController1 - > RelativeRotate ( rotmat , local ) ;
}
2002-10-12 11:37:38 +00:00
}
/**
GetOpenGL Matrix , returns an OpenGL ' compatible ' matrix
*/
double * KX_GameObject : : GetOpenGLMatrix ( )
{
// todo: optimize and only update if necessary
double * fl = m_OpenGL_4x4Matrix . getPointer ( ) ;
MT_Transform trans ;
trans . setOrigin ( GetSGNode ( ) - > GetWorldPosition ( ) ) ;
trans . setBasis ( GetSGNode ( ) - > GetWorldOrientation ( ) ) ;
MT_Vector3 scaling = GetSGNode ( ) - > GetWorldScaling ( ) ;
2008-05-25 14:37:39 +00:00
m_bIsNegativeScaling = ( ( scaling [ 0 ] < 0.0 ) ^ ( scaling [ 1 ] < 0.0 ) ^ ( scaling [ 2 ] < 0.0 ) ) ? true : false ;
2002-10-12 11:37:38 +00:00
trans . scale ( scaling [ 0 ] , scaling [ 1 ] , scaling [ 2 ] ) ;
trans . getValue ( fl ) ;
return fl ;
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
void KX_GameObject : : AddMeshUser ( )
{
for ( size_t i = 0 ; i < m_meshes . size ( ) ; i + + )
m_meshes [ i ] - > AddMeshUser ( this ) ;
2008-09-05 16:22:14 +00:00
UpdateBuckets ( false ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
}
2002-10-12 11:37:38 +00:00
2008-09-05 16:22:14 +00:00
static void UpdateBuckets_recursive ( SG_Node * node )
{
NodeList & children = node - > GetSGChildren ( ) ;
for ( NodeList : : iterator childit = children . begin ( ) ; ! ( childit = = children . end ( ) ) ; + + childit )
{
SG_Node * childnode = ( * childit ) ;
KX_GameObject * clientgameobj = static_cast < KX_GameObject * > ( ( * childit ) - > GetSGClientObject ( ) ) ;
if ( clientgameobj ! = NULL ) // This is a GameObject
clientgameobj - > UpdateBuckets ( 0 ) ;
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
UpdateBuckets_recursive ( childnode ) ;
}
}
void KX_GameObject : : UpdateBuckets ( bool recursive )
2002-10-12 11:37:38 +00:00
{
double * fl = GetOpenGLMatrix ( ) ;
2004-03-22 22:02:18 +00:00
for ( size_t i = 0 ; i < m_meshes . size ( ) ; i + + )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_meshes [ i ] - > UpdateBuckets ( this , fl , m_bUseObjectColor , m_objectColor , m_bVisible , m_bCulled ) ;
2008-09-05 16:22:14 +00:00
if ( recursive ) {
UpdateBuckets_recursive ( m_pSGNode ) ;
}
2002-10-12 11:37:38 +00:00
}
void KX_GameObject : : RemoveMeshes ( )
{
2004-03-22 22:02:18 +00:00
for ( size_t i = 0 ; i < m_meshes . size ( ) ; i + + )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_meshes [ i ] - > RemoveFromBuckets ( this ) ;
2002-10-12 11:37:38 +00:00
//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
m_meshes . clear ( ) ;
}
void KX_GameObject : : UpdateNonDynas ( )
{
if ( m_pPhysicsController1 )
{
m_pPhysicsController1 - > SetSumoTransform ( true ) ;
}
}
void KX_GameObject : : UpdateTransform ( )
{
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > SetSumoTransform ( false ) ;
}
2004-05-26 12:06:41 +00:00
void KX_GameObject : : UpdateTransformFunc ( SG_IObject * node , void * gameobj , void * scene )
{
( ( KX_GameObject * ) gameobj ) - > UpdateTransform ( ) ;
}
2002-10-12 11:37:38 +00:00
void KX_GameObject : : SetDebugColor ( unsigned int bgra )
{
2004-03-22 22:02:18 +00:00
for ( size_t i = 0 ; i < m_meshes . size ( ) ; i + + )
2002-10-12 11:37:38 +00:00
m_meshes [ i ] - > DebugColor ( bgra ) ;
}
void KX_GameObject : : ResetDebugColor ( )
{
SetDebugColor ( 0xff000000 ) ;
}
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
2008-07-08 12:18:43 +00:00
void KX_GameObject : : InitIPO ( bool ipo_as_force ,
bool ipo_add ,
bool ipo_local )
{
SGControllerList : : iterator it = GetSGNode ( ) - > GetSGControllerList ( ) . begin ( ) ;
while ( it ! = GetSGNode ( ) - > GetSGControllerList ( ) . end ( ) ) {
( * it ) - > SetOption ( SG_Controller : : SG_CONTR_IPO_RESET , true ) ;
( * it ) - > SetOption ( SG_Controller : : SG_CONTR_IPO_IPO_AS_FORCE , ipo_as_force ) ;
( * it ) - > SetOption ( SG_Controller : : SG_CONTR_IPO_IPO_ADD , ipo_add ) ;
( * it ) - > SetOption ( SG_Controller : : SG_CONTR_IPO_LOCAL , ipo_local ) ;
it + + ;
}
}
2002-10-12 11:37:38 +00:00
void KX_GameObject : : UpdateIPO ( float curframetime ,
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
2008-07-08 12:18:43 +00:00
bool recurse )
2002-10-12 11:37:38 +00:00
{
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
2008-07-08 12:18:43 +00:00
// just the 'normal' update procedure.
2002-10-12 11:37:38 +00:00
GetSGNode ( ) - > SetSimulatedTime ( curframetime , recurse ) ;
GetSGNode ( ) - > UpdateWorldData ( curframetime ) ;
UpdateTransform ( ) ;
}
2006-01-06 03:46:54 +00:00
// IPO update
void
KX_GameObject : : UpdateMaterialData (
2008-07-25 13:45:57 +00:00
dword matname_hash ,
2006-01-06 03:46:54 +00:00
MT_Vector4 rgba ,
MT_Vector3 specrgb ,
MT_Scalar hard ,
MT_Scalar spec ,
MT_Scalar ref ,
MT_Scalar emit ,
MT_Scalar alpha
)
{
int mesh = 0 ;
if ( ( ( unsigned int ) mesh < m_meshes . size ( ) ) & & mesh > = 0 ) {
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
list < RAS_MeshMaterial > : : iterator mit = m_meshes [ mesh ] - > GetFirstMaterial ( ) ;
2006-01-06 03:46:54 +00:00
for ( ; mit ! = m_meshes [ mesh ] - > GetLastMaterial ( ) ; + + mit )
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
RAS_IPolyMaterial * poly = mit - > m_bucket - > GetPolyMaterial ( ) ;
if ( poly - > GetFlag ( ) & RAS_BLENDERMAT )
2006-01-06 03:46:54 +00:00
{
KX_BlenderMaterial * m = static_cast < KX_BlenderMaterial * > ( poly ) ;
2008-07-25 13:45:57 +00:00
if ( matname_hash = = NULL )
{
m - > UpdateIPO ( rgba , specrgb , hard , spec , ref , emit , alpha ) ;
// if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
SetObjectColor ( rgba ) ;
2008-07-25 13:45:57 +00:00
}
else
{
if ( matname_hash = = poly - > GetMaterialNameHash ( ) )
{
m - > UpdateIPO ( rgba , specrgb , hard , spec , ref , emit , alpha ) ;
m_meshes [ mesh ] - > SetVertexColor ( poly , rgba ) ;
// no break here, because one blender material can be split into several game engine materials
// (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
// if here was a break then would miss some vertices if material was split
}
}
2006-01-06 03:46:54 +00:00
}
}
}
}
2002-10-12 11:37:38 +00:00
bool
KX_GameObject : : GetVisible (
void
)
{
return m_bVisible ;
}
2008-09-05 16:22:14 +00:00
static void setVisible_recursive ( SG_Node * node , bool v )
{
NodeList & children = node - > GetSGChildren ( ) ;
for ( NodeList : : iterator childit = children . begin ( ) ; ! ( childit = = children . end ( ) ) ; + + childit )
{
SG_Node * childnode = ( * childit ) ;
KX_GameObject * clientgameobj = static_cast < KX_GameObject * > ( ( * childit ) - > GetSGClientObject ( ) ) ;
if ( clientgameobj ! = NULL ) // This is a GameObject
clientgameobj - > SetVisible ( v , 0 ) ;
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
setVisible_recursive ( childnode , v ) ;
}
}
2002-10-12 11:37:38 +00:00
void
KX_GameObject : : SetVisible (
2008-09-05 16:22:14 +00:00
bool v ,
bool recursive
2002-10-12 11:37:38 +00:00
)
{
m_bVisible = v ;
2008-09-05 16:22:14 +00:00
if ( recursive )
setVisible_recursive ( m_pSGNode , v ) ;
2002-10-12 11:37:38 +00:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
bool
KX_GameObject : : GetCulled (
void
2008-04-30 19:58:44 +00:00
)
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
return m_bCulled ;
2008-04-30 19:58:44 +00:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
void
KX_GameObject : : SetCulled (
bool c
2008-04-30 19:58:44 +00:00
)
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_bCulled = c ;
2008-04-30 19:58:44 +00:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
void
KX_GameObject : : SetLayer (
int l
2002-10-12 11:37:38 +00:00
)
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
m_layer = l ;
2002-10-12 11:37:38 +00:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
int
KX_GameObject : : GetLayer (
2002-10-12 11:37:38 +00:00
void
)
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
return m_layer ;
2002-10-12 11:37:38 +00:00
}
void KX_GameObject : : addLinearVelocity ( const MT_Vector3 & lin_vel , bool local )
{
2008-09-17 21:47:05 +00:00
if ( m_pPhysicsController1 )
{
MT_Vector3 lv = local ? NodeGetWorldOrientation ( ) * lin_vel : lin_vel ;
m_pPhysicsController1 - > SetLinearVelocity ( lv + m_pPhysicsController1 - > GetLinearVelocity ( ) , 0 ) ;
}
2002-10-12 11:37:38 +00:00
}
void KX_GameObject : : setLinearVelocity ( const MT_Vector3 & lin_vel , bool local )
{
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > SetLinearVelocity ( lin_vel , local ) ;
}
void KX_GameObject : : setAngularVelocity ( const MT_Vector3 & ang_vel , bool local )
{
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > SetAngularVelocity ( ang_vel , local ) ;
}
2008-12-09 04:13:23 +00:00
2004-04-08 11:34:50 +00:00
void KX_GameObject : : ResolveCombinedVelocities (
const MT_Vector3 & lin_vel ,
const MT_Vector3 & ang_vel ,
bool lin_vel_local ,
bool ang_vel_local
) {
if ( m_pPhysicsController1 )
{
2005-03-25 10:33:39 +00:00
MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation ( ) * lin_vel : lin_vel ;
MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation ( ) * ang_vel : ang_vel ;
2004-04-08 11:34:50 +00:00
m_pPhysicsController1 - > resolveCombinedVelocities (
2005-03-25 10:33:39 +00:00
lv . x ( ) , lv . y ( ) , lv . z ( ) , av . x ( ) , av . y ( ) , av . z ( ) ) ;
2004-04-08 11:34:50 +00:00
}
}
2002-10-12 11:37:38 +00:00
void KX_GameObject : : SetObjectColor ( const MT_Vector4 & rgbavec )
{
m_bUseObjectColor = true ;
m_objectColor = rgbavec ;
}
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
void KX_GameObject : : AlignAxisToVect ( const MT_Vector3 & dir , int axis , float fac )
2008-06-02 17:31:05 +00:00
{
MT_Matrix3x3 orimat ;
MT_Vector3 vect , ori , z , x , y ;
MT_Scalar len ;
2002-10-12 11:37:38 +00:00
2008-10-16 23:33:40 +00:00
// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return ;
2008-06-02 17:31:05 +00:00
vect = dir ;
len = vect . length ( ) ;
if ( MT_fuzzyZero ( len ) )
{
cout < < " alignAxisToVect() Error: Null vector! \n " ;
return ;
}
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
if ( fac < = 0.0 ) {
return ;
}
2008-06-02 17:31:05 +00:00
// normalize
vect / = len ;
orimat = GetSGNode ( ) - > GetWorldOrientation ( ) ;
switch ( axis )
{
case 0 : //x axis
ori = MT_Vector3 ( orimat [ 0 ] [ 2 ] , orimat [ 1 ] [ 2 ] , orimat [ 2 ] [ 2 ] ) ; //pivot axis
if ( MT_abs ( vect . dot ( ori ) ) > 1.0 - 3.0 * MT_EPSILON ) //is the vector paralell to the pivot?
ori = MT_Vector3 ( orimat [ 0 ] [ 1 ] , orimat [ 1 ] [ 1 ] , orimat [ 2 ] [ 1 ] ) ; //change the pivot!
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
if ( fac = = 1.0 ) {
x = vect ;
} else {
x = ( vect * fac ) + ( ( orimat * MT_Vector3 ( 1.0 , 0.0 , 0.0 ) ) * ( 1 - fac ) ) ;
len = x . length ( ) ;
if ( MT_fuzzyZero ( len ) ) x = vect ;
else x / = len ;
}
2008-06-02 17:31:05 +00:00
y = ori . cross ( x ) ;
z = x . cross ( y ) ;
break ;
case 1 : //y axis
ori = MT_Vector3 ( orimat [ 0 ] [ 0 ] , orimat [ 1 ] [ 0 ] , orimat [ 2 ] [ 0 ] ) ;
if ( MT_abs ( vect . dot ( ori ) ) > 1.0 - 3.0 * MT_EPSILON )
ori = MT_Vector3 ( orimat [ 0 ] [ 2 ] , orimat [ 1 ] [ 2 ] , orimat [ 2 ] [ 2 ] ) ;
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
if ( fac = = 1.0 ) {
y = vect ;
} else {
y = ( vect * fac ) + ( ( orimat * MT_Vector3 ( 0.0 , 1.0 , 0.0 ) ) * ( 1 - fac ) ) ;
len = y . length ( ) ;
if ( MT_fuzzyZero ( len ) ) y = vect ;
else y / = len ;
}
2008-06-02 17:31:05 +00:00
z = ori . cross ( y ) ;
x = y . cross ( z ) ;
break ;
case 2 : //z axis
ori = MT_Vector3 ( orimat [ 0 ] [ 1 ] , orimat [ 1 ] [ 1 ] , orimat [ 2 ] [ 1 ] ) ;
if ( MT_abs ( vect . dot ( ori ) ) > 1.0 - 3.0 * MT_EPSILON )
ori = MT_Vector3 ( orimat [ 0 ] [ 0 ] , orimat [ 1 ] [ 0 ] , orimat [ 2 ] [ 0 ] ) ;
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
if ( fac = = 1.0 ) {
z = vect ;
} else {
z = ( vect * fac ) + ( ( orimat * MT_Vector3 ( 0.0 , 0.0 , 1.0 ) ) * ( 1 - fac ) ) ;
len = z . length ( ) ;
if ( MT_fuzzyZero ( len ) ) z = vect ;
else z / = len ;
}
2008-06-02 17:31:05 +00:00
x = ori . cross ( z ) ;
y = z . cross ( x ) ;
break ;
default : //wrong input?
cout < < " alignAxisToVect(): Wrong axis ' " < < axis < < " ' \n " ;
return ;
}
x . normalize ( ) ; //normalize the vectors
y . normalize ( ) ;
z . normalize ( ) ;
orimat = MT_Matrix3x3 ( x [ 0 ] , y [ 0 ] , z [ 0 ] ,
x [ 1 ] , y [ 1 ] , z [ 1 ] ,
x [ 2 ] , y [ 2 ] , z [ 2 ] ) ;
if ( GetSGNode ( ) - > GetSGParent ( ) ! = NULL )
{
// the object is a child, adapt its local orientation so that
// the global orientation is aligned as we want.
MT_Matrix3x3 invori = GetSGNode ( ) - > GetSGParent ( ) - > GetWorldOrientation ( ) . inverse ( ) ;
NodeSetLocalOrientation ( invori * orimat ) ;
}
else
NodeSetLocalOrientation ( orimat ) ;
}
2002-10-12 11:37:38 +00:00
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
MT_Scalar KX_GameObject : : GetMass ( )
{
if ( m_pPhysicsController1 )
{
return m_pPhysicsController1 - > GetMass ( ) ;
}
return 0.0 ;
}
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MT_Vector3 KX_GameObject : : GetLinearVelocity ( bool local )
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{
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MT_Vector3 velocity ( 0.0 , 0.0 , 0.0 ) , locvel ;
MT_Matrix3x3 ori ;
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if ( m_pPhysicsController1 )
{
velocity = m_pPhysicsController1 - > GetLinearVelocity ( ) ;
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if ( local )
{
ori = GetSGNode ( ) - > GetWorldOrientation ( ) ;
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locvel = velocity * ori ;
return locvel ;
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}
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}
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return velocity ;
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}
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MT_Vector3 KX_GameObject : : GetAngularVelocity ( bool local )
{
MT_Vector3 velocity ( 0.0 , 0.0 , 0.0 ) , locvel ;
MT_Matrix3x3 ori ;
if ( m_pPhysicsController1 )
{
velocity = m_pPhysicsController1 - > GetAngularVelocity ( ) ;
if ( local )
{
ori = GetSGNode ( ) - > GetWorldOrientation ( ) ;
locvel = velocity * ori ;
return locvel ;
}
}
return velocity ;
}
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MT_Vector3 KX_GameObject : : GetVelocity ( const MT_Point3 & point )
{
if ( m_pPhysicsController1 )
{
return m_pPhysicsController1 - > GetVelocity ( point ) ;
}
return MT_Vector3 ( 0.0 , 0.0 , 0.0 ) ;
}
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// scenegraph node stuff
void KX_GameObject : : NodeSetLocalPosition ( const MT_Point3 & trans )
{
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// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return ;
if ( m_pPhysicsController1 & & ! GetSGNode ( ) - > GetSGParent ( ) )
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{
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// don't update physic controller if the object is a child:
// 1) the transformation will not be right
// 2) in this case, the physic controller is necessarily a static object
// that is updated from the normal kinematic synchronization
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m_pPhysicsController1 - > setPosition ( trans ) ;
}
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GetSGNode ( ) - > SetLocalPosition ( trans ) ;
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}
void KX_GameObject : : NodeSetLocalOrientation ( const MT_Matrix3x3 & rot )
{
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// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return ;
if ( m_pPhysicsController1 & & ! GetSGNode ( ) - > GetSGParent ( ) )
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{
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// see note above
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m_pPhysicsController1 - > setOrientation ( rot ) ;
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}
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GetSGNode ( ) - > SetLocalOrientation ( rot ) ;
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}
void KX_GameObject : : NodeSetLocalScale ( const MT_Vector3 & scale )
{
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// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return ;
if ( m_pPhysicsController1 & & ! GetSGNode ( ) - > GetSGParent ( ) )
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{
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// see note above
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m_pPhysicsController1 - > setScaling ( scale ) ;
}
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GetSGNode ( ) - > SetLocalScale ( scale ) ;
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}
void KX_GameObject : : NodeSetRelativeScale ( const MT_Vector3 & scale )
{
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if ( GetSGNode ( ) )
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{
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GetSGNode ( ) - > RelativeScale ( scale ) ;
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if ( m_pPhysicsController1 & & ( ! GetSGNode ( ) - > GetSGParent ( ) ) )
{
// see note above
// we can use the local scale: it's the same thing for a root object
// and the world scale is not yet updated
MT_Vector3 newscale = GetSGNode ( ) - > GetLocalScale ( ) ;
m_pPhysicsController1 - > setScaling ( newscale ) ;
}
}
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}
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor.
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
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void KX_GameObject : : NodeSetWorldPosition ( const MT_Point3 & trans )
{
SG_Node * parent = m_pSGNode - > GetSGParent ( ) ;
if ( parent ! = NULL )
{
// Make sure the objects have some scale
MT_Vector3 scale = parent - > GetWorldScaling ( ) ;
if ( fabs ( scale [ 0 ] ) < FLT_EPSILON | |
fabs ( scale [ 1 ] ) < FLT_EPSILON | |
fabs ( scale [ 2 ] ) < FLT_EPSILON )
{
return ;
}
scale [ 0 ] = 1.0 / scale [ 0 ] ;
scale [ 1 ] = 1.0 / scale [ 1 ] ;
scale [ 2 ] = 1.0 / scale [ 2 ] ;
MT_Matrix3x3 invori = parent - > GetWorldOrientation ( ) . inverse ( ) ;
MT_Vector3 newpos = invori * ( trans - parent - > GetWorldPosition ( ) ) * scale ;
NodeSetLocalPosition ( MT_Point3 ( newpos [ 0 ] , newpos [ 1 ] , newpos [ 2 ] ) ) ;
}
else
{
NodeSetLocalPosition ( trans ) ;
}
}
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void KX_GameObject : : NodeUpdateGS ( double time , bool bInitiator )
{
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if ( GetSGNode ( ) )
GetSGNode ( ) - > UpdateWorldData ( time ) ;
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}
const MT_Matrix3x3 & KX_GameObject : : NodeGetWorldOrientation ( ) const
{
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static MT_Matrix3x3 defaultOrientation = MT_Matrix3x3 ( 1.0 , 0.0 , 0.0 ,
0.0 , 1.0 , 0.0 ,
0.0 , 0.0 , 1.0 ) ;
// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return defaultOrientation ;
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return GetSGNode ( ) - > GetWorldOrientation ( ) ;
}
const MT_Vector3 & KX_GameObject : : NodeGetWorldScaling ( ) const
{
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static MT_Vector3 defaultScaling = MT_Vector3 ( 1.0 , 1.0 , 1.0 ) ;
// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return defaultScaling ;
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return GetSGNode ( ) - > GetWorldScaling ( ) ;
}
const MT_Point3 & KX_GameObject : : NodeGetWorldPosition ( ) const
{
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static MT_Point3 defaultPosition = MT_Point3 ( 0.0 , 0.0 , 0.0 ) ;
// check on valid node in case a python controller holds a reference to a deleted object
if ( ! GetSGNode ( ) )
return defaultPosition ;
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return GetSGNode ( ) - > GetWorldPosition ( ) ;
}
/* Suspend/ resume: for the dynamic behaviour, there is a simple
* method . For the residual motion , there is not . I wonder what the
* correct solution is for Sumo . Remove from the motion - update tree ?
*
* So far , only switch the physics and logic .
* */
void KX_GameObject : : Resume ( void )
{
if ( m_suspended ) {
SCA_IObject : : Resume ( ) ;
GetPhysicsController ( ) - > RestoreDynamics ( ) ;
m_suspended = false ;
}
}
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void KX_GameObject : : Suspend ( )
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{
if ( ( ! m_ignore_activity_culling )
& & ( ! m_suspended ) ) {
SCA_IObject : : Suspend ( ) ;
GetPhysicsController ( ) - > SuspendDynamics ( ) ;
m_suspended = true ;
}
}
/* ------- python stuff ---------------------------------------------------*/
PyMethodDef KX_GameObject : : Methods [ ] = {
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{ " getPosition " , ( PyCFunction ) KX_GameObject : : sPyGetPosition , METH_NOARGS } ,
{ " setPosition " , ( PyCFunction ) KX_GameObject : : sPySetPosition , METH_O } ,
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{ " setWorldPosition " , ( PyCFunction ) KX_GameObject : : sPySetWorldPosition , METH_O } ,
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{ " applyForce " , ( PyCFunction ) KX_GameObject : : sPyApplyForce , METH_VARARGS } ,
{ " applyTorque " , ( PyCFunction ) KX_GameObject : : sPyApplyTorque , METH_VARARGS } ,
{ " applyRotation " , ( PyCFunction ) KX_GameObject : : sPyApplyRotation , METH_VARARGS } ,
{ " applyMovement " , ( PyCFunction ) KX_GameObject : : sPyApplyMovement , METH_VARARGS } ,
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{ " getLinearVelocity " , ( PyCFunction ) KX_GameObject : : sPyGetLinearVelocity , METH_VARARGS } ,
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{ " setLinearVelocity " , ( PyCFunction ) KX_GameObject : : sPySetLinearVelocity , METH_VARARGS } ,
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{ " getAngularVelocity " , ( PyCFunction ) KX_GameObject : : sPyGetAngularVelocity , METH_VARARGS } ,
{ " setAngularVelocity " , ( PyCFunction ) KX_GameObject : : sPySetAngularVelocity , METH_VARARGS } ,
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{ " getVelocity " , ( PyCFunction ) KX_GameObject : : sPyGetVelocity , METH_VARARGS } ,
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{ " getMass " , ( PyCFunction ) KX_GameObject : : sPyGetMass , METH_NOARGS } ,
{ " getReactionForce " , ( PyCFunction ) KX_GameObject : : sPyGetReactionForce , METH_NOARGS } ,
{ " getOrientation " , ( PyCFunction ) KX_GameObject : : sPyGetOrientation , METH_NOARGS } ,
{ " setOrientation " , ( PyCFunction ) KX_GameObject : : sPySetOrientation , METH_O } ,
{ " getVisible " , ( PyCFunction ) KX_GameObject : : sPyGetVisible , METH_NOARGS } ,
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{ " setVisible " , ( PyCFunction ) KX_GameObject : : sPySetVisible , METH_VARARGS } ,
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{ " getState " , ( PyCFunction ) KX_GameObject : : sPyGetState , METH_NOARGS } ,
{ " setState " , ( PyCFunction ) KX_GameObject : : sPySetState , METH_O } ,
{ " alignAxisToVect " , ( PyCFunction ) KX_GameObject : : sPyAlignAxisToVect , METH_VARARGS } ,
{ " getAxisVect " , ( PyCFunction ) KX_GameObject : : sPyGetAxisVect , METH_O } ,
{ " suspendDynamics " , ( PyCFunction ) KX_GameObject : : sPySuspendDynamics , METH_NOARGS } ,
{ " restoreDynamics " , ( PyCFunction ) KX_GameObject : : sPyRestoreDynamics , METH_NOARGS } ,
{ " enableRigidBody " , ( PyCFunction ) KX_GameObject : : sPyEnableRigidBody , METH_NOARGS } ,
{ " disableRigidBody " , ( PyCFunction ) KX_GameObject : : sPyDisableRigidBody , METH_NOARGS } ,
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{ " applyImpulse " , ( PyCFunction ) KX_GameObject : : sPyApplyImpulse , METH_VARARGS } ,
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{ " setCollisionMargin " , ( PyCFunction ) KX_GameObject : : sPySetCollisionMargin , METH_O } ,
{ " getParent " , ( PyCFunction ) KX_GameObject : : sPyGetParent , METH_NOARGS } ,
{ " setParent " , ( PyCFunction ) KX_GameObject : : sPySetParent , METH_O } ,
{ " removeParent " , ( PyCFunction ) KX_GameObject : : sPyRemoveParent , METH_NOARGS } ,
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{ " getChildren " , ( PyCFunction ) KX_GameObject : : sPyGetChildren , METH_NOARGS } ,
{ " getChildrenRecursive " , ( PyCFunction ) KX_GameObject : : sPyGetChildrenRecursive , METH_NOARGS } ,
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{ " getMesh " , ( PyCFunction ) KX_GameObject : : sPyGetMesh , METH_VARARGS } ,
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{ " getPhysicsId " , ( PyCFunction ) KX_GameObject : : sPyGetPhysicsId , METH_NOARGS } ,
{ " getPropertyNames " , ( PyCFunction ) KX_GameObject : : sPyGetPropertyNames , METH_NOARGS } ,
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{ " replaceMesh " , ( PyCFunction ) KX_GameObject : : sPyReplaceMesh , METH_O } ,
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{ " endObject " , ( PyCFunction ) KX_GameObject : : sPyEndObject , METH_NOARGS } ,
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KX_PYMETHODTABLE ( KX_GameObject , rayCastTo ) ,
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KX_PYMETHODTABLE ( KX_GameObject , rayCast ) ,
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KX_PYMETHODTABLE ( KX_GameObject , getDistanceTo ) ,
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KX_PYMETHODTABLE ( KX_GameObject , getVectTo ) ,
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{ NULL , NULL } //Sentinel
} ;
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/*
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bool KX_GameObject : : ConvertPythonVectorArgs ( PyObject * args ,
MT_Vector3 & pos ,
MT_Vector3 & pos2 )
{
PyObject * pylist ;
PyObject * pylist2 ;
bool error = ( PyArg_ParseTuple ( args , " OO " , & pylist , & pylist2 ) ) ! = 0 ;
pos = ConvertPythonPylist ( pylist ) ;
pos2 = ConvertPythonPylist ( pylist2 ) ;
return error ;
}
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*/
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2008-10-27 15:47:58 +00:00
PyObject * KX_GameObject : : PyReplaceMesh ( PyObject * self , PyObject * value )
{
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KX_Scene * scene = KX_GetActiveScene ( ) ;
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char * meshname ;
void * mesh_pt ;
meshname = PyString_AsString ( value ) ;
if ( meshname = = NULL ) {
PyErr_SetString ( PyExc_ValueError , " Expected a mesh name " ) ;
return NULL ;
}
mesh_pt = SCA_ILogicBrick : : m_sCurrentLogicManager - > GetMeshByName ( STR_String ( meshname ) ) ;
if ( mesh_pt = = NULL ) {
PyErr_SetString ( PyExc_ValueError , " The mesh name given does not exist " ) ;
return NULL ;
}
scene - > ReplaceMesh ( this , ( class RAS_MeshObject * ) mesh_pt ) ;
Py_RETURN_NONE ;
}
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PyObject * KX_GameObject : : PyEndObject ( PyObject * self )
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{
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KX_Scene * scene = KX_GetActiveScene ( ) ;
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scene - > DelayedRemoveObject ( this ) ;
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Py_RETURN_NONE ;
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}
2002-10-12 11:37:38 +00:00
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetPosition ( PyObject * self )
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{
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return PyObjectFrom ( NodeGetWorldPosition ( ) ) ;
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}
PyTypeObject KX_GameObject : : Type = {
PyObject_HEAD_INIT ( & PyType_Type )
0 ,
" KX_GameObject " ,
sizeof ( KX_GameObject ) ,
0 ,
PyDestructor ,
0 ,
__getattr ,
__setattr ,
0 , //&MyPyCompare,
__repr ,
0 , //&cvalue_as_number,
0 ,
0 ,
0 ,
0
} ;
PyParentObject KX_GameObject : : Parents [ ] = {
& KX_GameObject : : Type ,
& SCA_IObject : : Type ,
& CValue : : Type ,
NULL
} ;
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PyObject * KX_GameObject : : _getattr ( const STR_String & attr )
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{
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if ( m_pPhysicsController1 )
{
if ( attr = = " mass " )
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return PyFloat_FromDouble ( m_pPhysicsController1 - > GetMass ( ) ) ;
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}
if ( attr = = " parent " )
{
KX_GameObject * parent = GetParent ( ) ;
if ( parent )
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{
parent - > AddRef ( ) ;
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return parent ;
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}
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Py_RETURN_NONE ;
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}
2004-07-17 05:28:23 +00:00
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if ( attr = = " visible " )
return PyInt_FromLong ( m_bVisible ) ;
if ( attr = = " position " )
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return PyObjectFrom ( NodeGetWorldPosition ( ) ) ;
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if ( attr = = " orientation " )
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return PyObjectFrom ( NodeGetWorldOrientation ( ) ) ;
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if ( attr = = " scaling " )
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return PyObjectFrom ( NodeGetWorldScaling ( ) ) ;
if ( attr = = " name " )
return PyString_FromString ( m_name . ReadPtr ( ) ) ;
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if ( attr = = " timeOffset " ) {
if ( m_pSGNode - > GetSGParent ( ) - > IsSlowParent ( ) ) {
return PyFloat_FromDouble ( static_cast < KX_SlowParentRelation * > ( m_pSGNode - > GetSGParent ( ) - > GetParentRelation ( ) ) - > GetTimeOffset ( ) ) ;
} else {
return PyFloat_FromDouble ( 0.0 ) ;
}
}
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_getattr_up ( SCA_IObject ) ;
}
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int KX_GameObject : : _setattr ( const STR_String & attr , PyObject * value ) // _setattr method
{
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if ( attr = = " parent " ) {
PyErr_SetString ( PyExc_AttributeError , " attribute \" mass \" is read only \n Use setParent() " ) ;
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return 1 ;
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}
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if ( PyInt_Check ( value ) )
{
int val = PyInt_AsLong ( value ) ;
if ( attr = = " visible " )
{
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SetVisible ( val ! = 0 , false ) ;
UpdateBuckets ( false ) ;
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return 0 ;
}
}
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if ( PyFloat_Check ( value ) )
{
MT_Scalar val = PyFloat_AsDouble ( value ) ;
if ( attr = = " timeOffset " ) {
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if ( m_pSGNode - > GetSGParent ( ) & & m_pSGNode - > GetSGParent ( ) - > IsSlowParent ( ) ) {
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static_cast < KX_SlowParentRelation * > ( m_pSGNode - > GetSGParent ( ) - > GetParentRelation ( ) ) - > SetTimeOffset ( val ) ;
return 0 ;
} else {
return 0 ;
}
}
2009-01-14 22:33:39 +00:00
if ( attr = = " mass " ) {
if ( m_pPhysicsController1 )
m_pPhysicsController1 - > SetMass ( val ) ;
return 0 ;
}
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}
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if ( PySequence_Check ( value ) )
{
if ( attr = = " orientation " )
{
MT_Matrix3x3 rot ;
if ( PyObject_IsMT_Matrix ( value , 3 ) )
{
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if ( PyMatTo ( value , rot ) )
{
NodeSetLocalOrientation ( rot ) ;
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NodeUpdateGS ( 0.f , true ) ;
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return 0 ;
}
return 1 ;
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}
if ( PySequence_Size ( value ) = = 4 )
{
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MT_Quaternion qrot ;
if ( PyVecTo ( value , qrot ) )
{
rot . setRotation ( qrot ) ;
NodeSetLocalOrientation ( rot ) ;
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NodeUpdateGS ( 0.f , true ) ;
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return 0 ;
}
return 1 ;
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}
if ( PySequence_Size ( value ) = = 3 )
{
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MT_Vector3 erot ;
if ( PyVecTo ( value , erot ) )
{
rot . setEuler ( erot ) ;
NodeSetLocalOrientation ( rot ) ;
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NodeUpdateGS ( 0.f , true ) ;
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return 0 ;
}
return 1 ;
2004-05-26 12:06:41 +00:00
}
2008-09-03 06:43:07 +00:00
PyErr_SetString ( PyExc_AttributeError , " could not set the orientation from a 3x3 matrix, quaternion or euler sequence " ) ;
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return 1 ;
}
if ( attr = = " position " )
{
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MT_Point3 pos ;
if ( PyVecTo ( value , pos ) )
{
NodeSetLocalPosition ( pos ) ;
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NodeUpdateGS ( 0.f , true ) ;
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return 0 ;
}
return 1 ;
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}
if ( attr = = " scaling " )
{
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MT_Vector3 scale ;
if ( PyVecTo ( value , scale ) )
{
NodeSetLocalScale ( scale ) ;
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NodeUpdateGS ( 0.f , true ) ;
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return 0 ;
}
return 1 ;
}
}
if ( PyString_Check ( value ) )
{
if ( attr = = " name " )
{
m_name = PyString_AsString ( value ) ;
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return 0 ;
}
}
2008-04-06 18:30:52 +00:00
/* Need to have parent settable here too */
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return SCA_IObject : : _setattr ( attr , value ) ;
}
2002-10-12 11:37:38 +00:00
2008-12-09 04:13:23 +00:00
PyObject * KX_GameObject : : PyApplyForce ( PyObject * self , PyObject * args )
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 force ;
if ( PyVecTo ( pyvect , force ) ) {
ApplyForce ( force , ( local ! = 0 ) ) ;
Py_RETURN_NONE ;
}
}
return NULL ;
}
PyObject * KX_GameObject : : PyApplyTorque ( PyObject * self , PyObject * args )
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 torque ;
if ( PyVecTo ( pyvect , torque ) ) {
ApplyTorque ( torque , ( local ! = 0 ) ) ;
Py_RETURN_NONE ;
}
}
return NULL ;
}
PyObject * KX_GameObject : : PyApplyRotation ( PyObject * self , PyObject * args )
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 rotation ;
if ( PyVecTo ( pyvect , rotation ) ) {
ApplyRotation ( rotation , ( local ! = 0 ) ) ;
Py_RETURN_NONE ;
}
}
return NULL ;
}
PyObject * KX_GameObject : : PyApplyMovement ( PyObject * self , PyObject * args )
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 movement ;
if ( PyVecTo ( pyvect , movement ) ) {
ApplyMovement ( movement , ( local ! = 0 ) ) ;
Py_RETURN_NONE ;
}
}
return NULL ;
}
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2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyGetLinearVelocity ( PyObject * self , PyObject * args )
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{
// only can get the velocity if we have a physics object connected to us...
2008-05-06 20:55:55 +00:00
int local = 0 ;
if ( PyArg_ParseTuple ( args , " |i " , & local ) )
{
return PyObjectFrom ( GetLinearVelocity ( ( local ! = 0 ) ) ) ;
}
else
{
return NULL ;
}
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}
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PyObject * KX_GameObject : : PySetLinearVelocity ( PyObject * self , PyObject * args )
2008-07-03 01:34:50 +00:00
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 velocity ;
if ( PyVecTo ( pyvect , velocity ) ) {
setLinearVelocity ( velocity , ( local ! = 0 ) ) ;
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Py_RETURN_NONE ;
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}
}
return NULL ;
}
2002-10-12 11:37:38 +00:00
2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyGetAngularVelocity ( PyObject * self , PyObject * args )
{
// only can get the velocity if we have a physics object connected to us...
int local = 0 ;
if ( PyArg_ParseTuple ( args , " |i " , & local ) )
{
return PyObjectFrom ( GetAngularVelocity ( ( local ! = 0 ) ) ) ;
}
else
{
return NULL ;
}
}
PyObject * KX_GameObject : : PySetAngularVelocity ( PyObject * self , PyObject * args )
{
int local = 0 ;
PyObject * pyvect ;
if ( PyArg_ParseTuple ( args , " O|i " , & pyvect , & local ) ) {
MT_Vector3 velocity ;
if ( PyVecTo ( pyvect , velocity ) ) {
setAngularVelocity ( velocity , ( local ! = 0 ) ) ;
Py_RETURN_NONE ;
}
}
return NULL ;
}
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PyObject * KX_GameObject : : PySetVisible ( PyObject * self , PyObject * args )
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{
2008-09-05 16:22:14 +00:00
int visible , recursive = 0 ;
if ( ! PyArg_ParseTuple ( args , " i|i " , & visible , & recursive ) )
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return NULL ;
2008-09-05 16:22:14 +00:00
SetVisible ( visible ? true : false , recursive ? true : false ) ;
UpdateBuckets ( recursive ? true : false ) ;
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Py_RETURN_NONE ;
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}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetVisible ( PyObject * self )
2008-06-26 12:39:06 +00:00
{
return PyInt_FromLong ( m_bVisible ) ;
}
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2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetState ( PyObject * self )
2008-06-29 21:52:23 +00:00
{
int state = 0 ;
state | = GetState ( ) ;
return PyInt_FromLong ( state ) ;
}
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PyObject * KX_GameObject : : PySetState ( PyObject * self , PyObject * value )
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{
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int state_i = PyInt_AsLong ( value ) ;
2008-06-29 21:52:23 +00:00
unsigned int state = 0 ;
2008-07-04 00:05:50 +00:00
if ( state_i = = - 1 & & PyErr_Occurred ( ) ) {
PyErr_SetString ( PyExc_TypeError , " expected an int bit field " ) ;
return NULL ;
2008-06-29 21:52:23 +00:00
}
2008-07-04 00:05:50 +00:00
state | = state_i ;
if ( ( state & ( ( 1 < < 30 ) - 1 ) ) = = 0 ) {
PyErr_SetString ( PyExc_AttributeError , " The state bitfield was not between 0 and 30 (1<<0 and 1<<29) " ) ;
return NULL ;
2008-06-29 21:52:23 +00:00
}
2008-07-04 00:05:50 +00:00
SetState ( state ) ;
Py_RETURN_NONE ;
2008-06-29 21:52:23 +00:00
}
2002-10-12 11:37:38 +00:00
2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyGetVelocity ( PyObject * self , PyObject * args )
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{
// only can get the velocity if we have a physics object connected to us...
MT_Vector3 velocity ( 0.0 , 0.0 , 0.0 ) ;
MT_Point3 point ( 0.0 , 0.0 , 0.0 ) ;
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PyObject * pypos = NULL ;
if ( PyArg_ParseTuple ( args , " |O " , & pypos ) )
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{
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if ( pypos )
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PyVecTo ( pypos , point ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-01 16:43:46 +00:00
else {
return NULL ;
}
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if ( m_pPhysicsController1 )
{
velocity = m_pPhysicsController1 - > GetVelocity ( point ) ;
}
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return PyObjectFrom ( velocity ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetMass ( PyObject * self )
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{
2008-07-04 00:05:50 +00:00
return PyFloat_FromDouble ( GetPhysicsController ( ) - > GetMass ( ) ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetReactionForce ( PyObject * self )
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{
// only can get the velocity if we have a physics object connected to us...
2004-07-17 05:28:23 +00:00
return PyObjectFrom ( GetPhysicsController ( ) - > getReactionForce ( ) ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyEnableRigidBody ( PyObject * self )
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{
GetPhysicsController ( ) - > setRigidBody ( true ) ;
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Py_RETURN_NONE ;
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}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyDisableRigidBody ( PyObject * self )
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{
GetPhysicsController ( ) - > setRigidBody ( false ) ;
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Py_RETURN_NONE ;
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}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetParent ( PyObject * self )
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{
KX_GameObject * parent = this - > GetParent ( ) ;
if ( parent )
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{
parent - > AddRef ( ) ;
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return parent ;
2004-07-17 05:28:23 +00:00
}
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
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}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PySetParent ( PyObject * self , PyObject * value )
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{
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if ( ! PyObject_TypeCheck ( value , & KX_GameObject : : Type ) ) {
PyErr_SetString ( PyExc_TypeError , " expected a KX_GameObject type " ) ;
2008-07-01 16:43:46 +00:00
return NULL ;
}
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// The object we want to set as parent
CValue * m_ob = ( CValue * ) value ;
KX_GameObject * obj = ( ( KX_GameObject * ) m_ob ) ;
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KX_Scene * scene = KX_GetActiveScene ( ) ;
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this - > SetParent ( scene , obj ) ;
Py_RETURN_NONE ;
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}
2002-10-12 11:37:38 +00:00
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyRemoveParent ( PyObject * self )
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{
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KX_Scene * scene = KX_GetActiveScene ( ) ;
2008-04-06 18:30:52 +00:00
this - > RemoveParent ( scene ) ;
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2008-04-06 18:30:52 +00:00
}
2002-10-12 11:37:38 +00:00
2008-07-20 17:18:46 +00:00
2008-07-22 16:44:35 +00:00
static void walk_children ( SG_Node * node , CListValue * list , bool recursive )
2008-07-20 17:18:46 +00:00
{
NodeList & children = node - > GetSGChildren ( ) ;
for ( NodeList : : iterator childit = children . begin ( ) ; ! ( childit = = children . end ( ) ) ; + + childit )
{
SG_Node * childnode = ( * childit ) ;
2008-07-22 16:44:35 +00:00
CValue * childobj = ( CValue * ) childnode - > GetSGClientObject ( ) ;
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if ( childobj ! = NULL ) // This is a GameObject
{
// add to the list
2008-07-22 16:44:35 +00:00
list - > Add ( childobj - > AddRef ( ) ) ;
2008-07-20 17:18:46 +00:00
}
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
if ( recursive | | childobj = = NULL ) {
walk_children ( childnode , list , recursive ) ;
}
}
}
PyObject * KX_GameObject : : PyGetChildren ( PyObject * self )
{
2008-07-22 16:44:35 +00:00
CListValue * list = new CListValue ( ) ;
2008-07-20 17:18:46 +00:00
walk_children ( m_pSGNode , list , 0 ) ;
return list ;
}
PyObject * KX_GameObject : : PyGetChildrenRecursive ( PyObject * self )
{
2008-07-22 16:44:35 +00:00
CListValue * list = new CListValue ( ) ;
2008-07-20 17:18:46 +00:00
walk_children ( m_pSGNode , list , 1 ) ;
return list ;
}
2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyGetMesh ( PyObject * self , PyObject * args )
2002-10-12 11:37:38 +00:00
{
2004-05-26 12:06:41 +00:00
int mesh = 0 ;
2006-01-06 03:46:54 +00:00
2008-08-04 01:57:22 +00:00
if ( ! PyArg_ParseTuple ( args , " |i " , & mesh ) )
return NULL ; // python sets a simple error
if ( ( ( unsigned int ) mesh < m_meshes . size ( ) ) & & mesh > = 0 )
2002-10-12 11:37:38 +00:00
{
2008-08-04 01:57:22 +00:00
KX_MeshProxy * meshproxy = new KX_MeshProxy ( m_meshes [ mesh ] ) ;
return meshproxy ;
2002-10-12 11:37:38 +00:00
}
2008-08-04 01:57:22 +00:00
2008-07-10 12:47:20 +00:00
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2006-06-18 22:10:00 +00:00
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PySetCollisionMargin ( PyObject * self , PyObject * value )
2006-06-18 22:10:00 +00:00
{
2008-07-04 00:05:50 +00:00
float collisionMargin = PyFloat_AsDouble ( value ) ;
if ( collisionMargin = = - 1 & & PyErr_Occurred ( ) ) {
PyErr_SetString ( PyExc_TypeError , " expected a float " ) ;
return NULL ;
2006-06-18 22:10:00 +00:00
}
2008-07-04 00:05:50 +00:00
if ( m_pPhysicsController1 )
{
m_pPhysicsController1 - > setMargin ( collisionMargin ) ;
Py_RETURN_NONE ;
}
PyErr_SetString ( PyExc_RuntimeError , " This object has no physics controller " ) ;
2006-06-18 22:10:00 +00:00
return NULL ;
}
2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyApplyImpulse ( PyObject * self , PyObject * args )
2002-10-12 11:37:38 +00:00
{
2004-05-26 12:06:41 +00:00
PyObject * pyattach ;
PyObject * pyimpulse ;
2008-07-04 00:05:50 +00:00
if ( ! m_pPhysicsController1 ) {
PyErr_SetString ( PyExc_RuntimeError , " This object has no physics controller " ) ;
return NULL ;
}
2004-05-26 12:06:41 +00:00
if ( PyArg_ParseTuple ( args , " OO " , & pyattach , & pyimpulse ) )
2002-10-12 11:37:38 +00:00
{
2004-07-17 05:28:23 +00:00
MT_Point3 attach ;
MT_Vector3 impulse ;
2008-07-04 00:05:50 +00:00
if ( PyVecTo ( pyattach , attach ) & & PyVecTo ( pyimpulse , impulse ) )
2002-10-12 11:37:38 +00:00
{
2008-07-04 00:05:50 +00:00
m_pPhysicsController1 - > applyImpulse ( attach , impulse ) ;
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2004-05-26 12:06:41 +00:00
2002-10-12 11:37:38 +00:00
}
2004-07-17 05:28:23 +00:00
return NULL ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PySuspendDynamics ( PyObject * self )
2002-10-12 11:37:38 +00:00
{
2008-06-25 14:09:15 +00:00
SuspendDynamics ( ) ;
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyRestoreDynamics ( PyObject * self )
2002-10-12 11:37:38 +00:00
{
2008-06-25 14:09:15 +00:00
RestoreDynamics ( ) ;
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetOrientation ( PyObject * self ) //keywords
2002-10-12 11:37:38 +00:00
{
2004-07-17 05:28:23 +00:00
return PyObjectFrom ( NodeGetWorldOrientation ( ) ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PySetOrientation ( PyObject * self , PyObject * value )
2002-10-12 11:37:38 +00:00
{
2008-07-04 00:05:50 +00:00
MT_Matrix3x3 matrix ;
if ( PyObject_IsMT_Matrix ( value , 3 ) & & PyMatTo ( value , matrix ) )
2002-10-12 11:37:38 +00:00
{
2008-07-04 00:05:50 +00:00
NodeSetLocalOrientation ( matrix ) ;
NodeUpdateGS ( 0.f , true ) ;
Py_RETURN_NONE ;
}
MT_Quaternion quat ;
if ( PyVecTo ( value , quat ) )
{
matrix . setRotation ( quat ) ;
NodeSetLocalOrientation ( matrix ) ;
NodeUpdateGS ( 0.f , true ) ;
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2004-07-17 05:28:23 +00:00
return NULL ;
2002-10-12 11:37:38 +00:00
}
2008-08-27 03:34:53 +00:00
PyObject * KX_GameObject : : PyAlignAxisToVect ( PyObject * self , PyObject * args )
2008-06-02 17:31:05 +00:00
{
PyObject * pyvect ;
int axis = 2 ; //z axis is the default
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
float fac = 1.0 ;
2008-06-02 17:31:05 +00:00
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
if ( PyArg_ParseTuple ( args , " O|if " , & pyvect , & axis , & fac ) )
2008-06-02 17:31:05 +00:00
{
MT_Vector3 vect ;
if ( PyVecTo ( pyvect , vect ) )
{
2008-08-06 04:09:10 +00:00
if ( fac < = 0.0 ) Py_RETURN_NONE ; // Nothing to do.
2008-08-07 11:25:45 +00:00
if ( fac > 1.0 ) fac = 1.0 ;
2008-08-06 04:09:10 +00:00
added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
AlignAxisToVect ( vect , axis , fac ) ;
2008-07-23 15:45:23 +00:00
NodeUpdateGS ( 0.f , true ) ;
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2008-06-02 17:31:05 +00:00
}
}
return NULL ;
}
2002-10-12 11:37:38 +00:00
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetAxisVect ( PyObject * self , PyObject * value )
{
MT_Vector3 vect ;
if ( PyVecTo ( value , vect ) )
{
2008-07-04 19:00:56 +00:00
return PyObjectFrom ( NodeGetWorldOrientation ( ) * vect ) ;
2008-07-04 00:05:50 +00:00
}
return NULL ;
}
PyObject * KX_GameObject : : PySetPosition ( PyObject * self , PyObject * value )
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{
2004-07-17 05:28:23 +00:00
MT_Point3 pos ;
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if ( PyVecTo ( value , pos ) )
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{
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NodeSetLocalPosition ( pos ) ;
2006-04-01 03:30:15 +00:00
NodeUpdateGS ( 0.f , true ) ;
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
2004-07-17 05:28:23 +00:00
return NULL ;
2002-10-12 11:37:38 +00:00
}
2008-09-09 22:40:10 +00:00
PyObject * KX_GameObject : : PySetWorldPosition ( PyObject * self , PyObject * value )
{
MT_Point3 pos ;
if ( PyVecTo ( value , pos ) )
{
NodeSetWorldPosition ( pos ) ;
NodeUpdateGS ( 0.f , true ) ;
Py_RETURN_NONE ;
}
return NULL ;
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetPhysicsId ( PyObject * self )
2002-10-12 11:37:38 +00:00
{
KX_IPhysicsController * ctrl = GetPhysicsController ( ) ;
2005-11-28 06:51:54 +00:00
uint_ptr physid = 0 ;
2002-10-12 11:37:38 +00:00
if ( ctrl )
{
2005-11-28 06:51:54 +00:00
physid = ( uint_ptr ) ctrl - > GetUserData ( ) ;
2002-10-12 11:37:38 +00:00
}
2005-11-28 06:51:54 +00:00
return PyInt_FromLong ( ( long ) physid ) ;
2002-10-12 11:37:38 +00:00
}
2008-07-04 00:05:50 +00:00
PyObject * KX_GameObject : : PyGetPropertyNames ( PyObject * self )
2008-06-26 12:39:06 +00:00
{
return ConvertKeysToPython ( ) ;
}
2005-01-16 05:55:04 +00:00
KX_PYMETHODDEF_DOC ( KX_GameObject , getDistanceTo ,
" getDistanceTo(other): get distance to another point/KX_GameObject " )
{
MT_Point3 b ;
if ( PyVecArgTo ( args , b ) )
{
return PyFloat_FromDouble ( NodeGetWorldPosition ( ) . distance ( b ) ) ;
}
PyErr_Clear ( ) ;
PyObject * pyother ;
2008-08-14 08:58:25 +00:00
KX_GameObject * other ;
if ( PyArg_ParseTuple ( args , " O " , & pyother ) & & ConvertPythonToGameObject ( pyother , & other , false ) )
2005-01-16 05:55:04 +00:00
{
return PyFloat_FromDouble ( NodeGetWorldPosition ( ) . distance ( other - > NodeGetWorldPosition ( ) ) ) ;
}
return NULL ;
}
2008-08-03 21:59:36 +00:00
KX_PYMETHODDEF_DOC ( KX_GameObject , getVectTo ,
" getVectTo(other): get vector and the distance to another point/KX_GameObject \n "
" Returns a 3-tuple with (distance,worldVector,localVector) \n " )
{
MT_Point3 toPoint , fromPoint ;
MT_Vector3 toDir , locToDir ;
MT_Scalar distance ;
2008-08-04 01:57:22 +00:00
PyObject * returnValue ;
2008-08-03 21:59:36 +00:00
PyObject * pyother ;
if ( ! PyVecArgTo ( args , toPoint ) )
{
PyErr_Clear ( ) ;
2008-08-14 08:58:25 +00:00
KX_GameObject * other ;
if ( PyArg_ParseTuple ( args , " O " , & pyother ) & & ConvertPythonToGameObject ( pyother , & other , false ) )
2008-08-03 21:59:36 +00:00
{
toPoint = other - > NodeGetWorldPosition ( ) ;
2008-08-14 08:58:25 +00:00
} else
2008-08-03 21:59:36 +00:00
{
2008-08-04 01:57:22 +00:00
PyErr_SetString ( PyExc_TypeError , " Expected a 3D Vector or GameObject type " ) ;
2008-08-03 21:59:36 +00:00
return NULL ;
}
}
fromPoint = NodeGetWorldPosition ( ) ;
toDir = toPoint - fromPoint ;
distance = toDir . length ( ) ;
if ( MT_fuzzyZero ( distance ) )
{
//cout << "getVectTo() Error: Null vector!\n";
locToDir = toDir = MT_Vector3 ( 0.0 , 0.0 , 0.0 ) ;
distance = 0.0 ;
} else {
toDir . normalize ( ) ;
locToDir = toDir * NodeGetWorldOrientation ( ) ;
}
2008-08-04 01:57:22 +00:00
returnValue = PyTuple_New ( 3 ) ;
if ( returnValue ) { // very unlikely to fail, python sets a memory error here.
PyTuple_SET_ITEM ( returnValue , 0 , PyFloat_FromDouble ( distance ) ) ;
PyTuple_SET_ITEM ( returnValue , 1 , PyObjectFrom ( toDir ) ) ;
PyTuple_SET_ITEM ( returnValue , 2 , PyObjectFrom ( locToDir ) ) ;
}
2008-08-03 21:59:36 +00:00
return returnValue ;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
bool KX_GameObject : : RayHit ( KX_ClientObjectInfo * client , KX_RayCast * result , void * const data )
2008-03-15 17:08:58 +00:00
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
KX_GameObject * hitKXObj = client - > m_gameobject ;
// if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
// if not, all objects were tested and the front one may not be the correct one.
if ( m_xray | | m_testPropName . Length ( ) = = 0 | | hitKXObj - > GetProperty ( m_testPropName ) ! = NULL )
{
m_pHitObject = hitKXObj ;
return true ;
}
// return true to stop RayCast::RayTest from looping, the above test was decisive
// We would want to loop only if we want to get more than one hit point
return true ;
}
2008-03-15 17:08:58 +00:00
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
/* this function is used to pre-filter the object before casting the ray on them.
This is useful for " X-Ray " option when we want to see " through " unwanted object .
*/
bool KX_GameObject : : NeedRayCast ( KX_ClientObjectInfo * client )
{
2008-03-15 17:08:58 +00:00
KX_GameObject * hitKXObj = client - > m_gameobject ;
if ( client - > m_type > KX_ClientObjectInfo : : ACTOR )
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
// Unknown type of object, skip it.
// Should not occur as the sensor objects are filtered in RayTest()
printf ( " Invalid client type %d found in ray casting \n " , client - > m_type ) ;
2008-03-15 17:08:58 +00:00
return false ;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
// if X-Ray option is selected, skip object that don't match the criteria as we see through them
// if not, test all objects because we don't know yet which one will be on front
if ( ! m_xray | | m_testPropName . Length ( ) = = 0 | | hitKXObj - > GetProperty ( m_testPropName ) ! = NULL )
2008-03-15 17:08:58 +00:00
{
return true ;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
// skip the object
2008-03-15 17:08:58 +00:00
return false ;
}
KX_PYMETHODDEF_DOC ( KX_GameObject , rayCastTo ,
2008-05-24 18:06:58 +00:00
" rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop \n "
2008-03-15 17:08:58 +00:00
" prop = property name that object must have; can be omitted => detect any object \n "
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other \n "
" other = 3-tuple or object reference " )
{
MT_Point3 toPoint ;
PyObject * pyarg ;
float dist = 0.0f ;
char * propName = NULL ;
2008-07-23 21:37:37 +00:00
if ( ! PyArg_ParseTuple ( args , " O|fs " , & pyarg , & dist , & propName ) ) {
2008-08-04 01:57:22 +00:00
return NULL ; // python sets simple error
2008-07-23 21:37:37 +00:00
}
2008-03-15 17:08:58 +00:00
if ( ! PyVecTo ( pyarg , toPoint ) )
{
KX_GameObject * other ;
PyErr_Clear ( ) ;
2008-08-14 08:58:25 +00:00
if ( ConvertPythonToGameObject ( pyarg , & other , false ) )
{
toPoint = other - > NodeGetWorldPosition ( ) ;
} else
{
2008-07-06 14:11:30 +00:00
PyErr_SetString ( PyExc_TypeError , " the first argument to rayCastTo must be a vector or a KX_GameObject " ) ;
2008-03-15 17:08:58 +00:00
return NULL ;
2008-07-06 14:11:30 +00:00
}
2008-03-15 17:08:58 +00:00
}
MT_Point3 fromPoint = NodeGetWorldPosition ( ) ;
if ( dist ! = 0.0f )
{
MT_Vector3 toDir = toPoint - fromPoint ;
toDir . normalize ( ) ;
toPoint = fromPoint + ( dist ) * toDir ;
}
PHY_IPhysicsEnvironment * pe = GetPhysicsEnvironment ( ) ;
KX_IPhysicsController * spc = GetPhysicsController ( ) ;
KX_GameObject * parent = GetParent ( ) ;
if ( ! spc & & parent )
spc = parent - > GetPhysicsController ( ) ;
if ( parent )
parent - > Release ( ) ;
m_pHitObject = NULL ;
if ( propName )
m_testPropName = propName ;
else
m_testPropName . SetLength ( 0 ) ;
2008-08-28 11:13:04 +00:00
KX_RayCast : : Callback < KX_GameObject > callback ( this , spc ) ;
KX_RayCast : : RayTest ( pe , fromPoint , toPoint , callback ) ;
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if ( m_pHitObject )
{
m_pHitObject - > AddRef ( ) ;
return m_pHitObject ;
}
2008-07-04 00:05:50 +00:00
Py_RETURN_NONE ;
2008-03-15 17:08:58 +00:00
}
2008-05-24 22:50:31 +00:00
KX_PYMETHODDEF_DOC ( KX_GameObject , rayCast ,
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
" rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop. \n "
" If no hit, return (None,None,None) or (None,None,None,None). \n "
" to = 3-tuple or object reference for destination of ray (if object, use center of object) \n "
2008-05-24 18:06:58 +00:00
" from = 3-tuple or object reference for origin of ray (if object, use center of object) \n "
2008-07-23 21:37:37 +00:00
" Can be None or omitted => start from self object center \n "
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to \n "
" prop = property name that object must have; can be omitted => detect any object \n "
" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin \n "
" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object \n "
" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object \n "
" which can be None if hit object has no mesh or if there is no hit \n "
" If 0 or omitted, return value is a 3-tuple \n "
" Note: The object on which you call this method matters: the ray will ignore it. \n "
" prop and xray option interact as follow: \n "
" prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray \n "
" prop off, xray on : idem \n "
" prop on, xray off: return closest hit if it matches prop, no hit otherwise \n "
" prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray \n " )
2008-05-24 18:06:58 +00:00
{
MT_Point3 toPoint ;
MT_Point3 fromPoint ;
PyObject * pyto ;
PyObject * pyfrom = NULL ;
float dist = 0.0f ;
char * propName = NULL ;
KX_GameObject * other ;
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
int face = 0 , xray = 0 , poly = 0 ;
2008-05-24 18:06:58 +00:00
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
if ( ! PyArg_ParseTuple ( args , " O|Ofsiii " , & pyto , & pyfrom , & dist , & propName , & face , & xray , & poly ) ) {
2008-08-04 01:57:22 +00:00
return NULL ; // Python sets a simple error
2008-07-23 21:37:37 +00:00
}
2008-05-24 18:06:58 +00:00
if ( ! PyVecTo ( pyto , toPoint ) )
{
PyErr_Clear ( ) ;
2008-08-14 08:58:25 +00:00
if ( ConvertPythonToGameObject ( pyto , & other , false ) )
{
toPoint = other - > NodeGetWorldPosition ( ) ;
} else
{
2008-07-06 14:11:30 +00:00
PyErr_SetString ( PyExc_TypeError , " the first argument to rayCast must be a vector or a KX_GameObject " ) ;
2008-05-24 18:06:58 +00:00
return NULL ;
2008-07-06 14:11:30 +00:00
}
2008-05-24 18:06:58 +00:00
}
if ( ! pyfrom | | pyfrom = = Py_None )
{
fromPoint = NodeGetWorldPosition ( ) ;
}
else if ( ! PyVecTo ( pyfrom , fromPoint ) )
{
PyErr_Clear ( ) ;
2008-08-14 08:58:25 +00:00
if ( ConvertPythonToGameObject ( pyfrom , & other , false ) )
{
fromPoint = other - > NodeGetWorldPosition ( ) ;
} else
{
2008-07-06 14:11:30 +00:00
PyErr_SetString ( PyExc_TypeError , " the second optional argument to rayCast must be a vector or a KX_GameObject " ) ;
2008-05-24 18:06:58 +00:00
return NULL ;
2008-07-06 14:11:30 +00:00
}
2008-05-24 18:06:58 +00:00
}
2008-07-09 15:30:15 +00:00
if ( dist ! = 0.0f ) {
2008-05-24 18:06:58 +00:00
MT_Vector3 toDir = toPoint - fromPoint ;
2008-07-09 15:30:15 +00:00
if ( MT_fuzzyZero ( toDir . length2 ( ) ) ) {
return Py_BuildValue ( " OOO " , Py_None , Py_None , Py_None ) ;
}
2008-05-24 18:06:58 +00:00
toDir . normalize ( ) ;
toPoint = fromPoint + ( dist ) * toDir ;
2008-07-09 15:30:15 +00:00
} else if ( MT_fuzzyZero ( ( toPoint - fromPoint ) . length2 ( ) ) ) {
return Py_BuildValue ( " OOO " , Py_None , Py_None , Py_None ) ;
2008-05-24 18:06:58 +00:00
}
2008-07-09 15:30:15 +00:00
2008-05-24 18:06:58 +00:00
PHY_IPhysicsEnvironment * pe = GetPhysicsEnvironment ( ) ;
KX_IPhysicsController * spc = GetPhysicsController ( ) ;
KX_GameObject * parent = GetParent ( ) ;
if ( ! spc & & parent )
spc = parent - > GetPhysicsController ( ) ;
if ( parent )
parent - > Release ( ) ;
m_pHitObject = NULL ;
if ( propName )
m_testPropName = propName ;
else
m_testPropName . SetLength ( 0 ) ;
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
m_xray = xray ;
// to get the hit results
KX_RayCast : : Callback < KX_GameObject > callback ( this , spc , NULL , face ) ;
KX_RayCast : : RayTest ( pe , fromPoint , toPoint , callback ) ;
2008-05-24 18:06:58 +00:00
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
if ( m_pHitObject )
2008-05-24 18:06:58 +00:00
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
PyObject * returnValue = ( poly ) ? PyTuple_New ( 4 ) : PyTuple_New ( 3 ) ;
2008-08-04 01:57:22 +00:00
if ( returnValue ) { // unlikely this would ever fail, if it does python sets an error
PyTuple_SET_ITEM ( returnValue , 0 , m_pHitObject - > AddRef ( ) ) ;
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
PyTuple_SET_ITEM ( returnValue , 1 , PyObjectFrom ( callback . m_hitPoint ) ) ;
PyTuple_SET_ITEM ( returnValue , 2 , PyObjectFrom ( callback . m_hitNormal ) ) ;
if ( poly )
{
if ( callback . m_hitMesh )
{
// if this field is set, then we can trust that m_hitPolygon is a valid polygon
RAS_Polygon * poly = callback . m_hitMesh - > GetPolygon ( callback . m_hitPolygon ) ;
KX_PolyProxy * polyproxy = new KX_PolyProxy ( callback . m_hitMesh , poly ) ;
PyTuple_SET_ITEM ( returnValue , 3 , polyproxy ) ;
}
else
{
Py_INCREF ( Py_None ) ;
PyTuple_SET_ITEM ( returnValue , 3 , Py_None ) ;
}
}
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}
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return returnValue ;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
// no hit
if ( poly )
return Py_BuildValue ( " OOOO " , Py_None , Py_None , Py_None , Py_None ) ;
else
return Py_BuildValue ( " OOO " , Py_None , Py_None , Py_None ) ;
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}
2002-10-12 11:37:38 +00:00
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
void KX_GameObject : : Relink ( GEN_Map < GEN_HashedPtr , void * > * map_parameter )
{
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// we will relink the sensors and actuators that use object references
// if the object is part of the replicated hierarchy, use the new
// object reference instead
SCA_SensorList & sensorlist = GetSensors ( ) ;
SCA_SensorList : : iterator sit ;
for ( sit = sensorlist . begin ( ) ; sit ! = sensorlist . end ( ) ; sit + + )
{
( * sit ) - > Relink ( map_parameter ) ;
}
SCA_ActuatorList & actuatorlist = GetActuators ( ) ;
SCA_ActuatorList : : iterator ait ;
for ( ait = actuatorlist . begin ( ) ; ait ! = actuatorlist . end ( ) ; ait + + )
{
( * ait ) - > Relink ( map_parameter ) ;
}
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}
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bool ConvertPythonToGameObject ( PyObject * value , KX_GameObject * * object , bool py_none_ok )
{
if ( value = = NULL ) {
PyErr_SetString ( PyExc_TypeError , " Error in ConvertPythonToGameObject, python pointer NULL, should never happen " ) ;
* object = NULL ;
return false ;
}
if ( value = = Py_None ) {
* object = NULL ;
if ( py_none_ok ) {
return true ;
} else {
PyErr_SetString ( PyExc_TypeError , " Expected KX_GameObject or a string for a name of a KX_GameObject, None is invalid " ) ;
return false ;
}
}
if ( PyString_Check ( value ) ) {
* object = ( KX_GameObject * ) SCA_ILogicBrick : : m_sCurrentLogicManager - > GetGameObjectByName ( STR_String ( PyString_AsString ( value ) ) ) ;
if ( * object ) {
return true ;
} else {
PyErr_SetString ( PyExc_ValueError , " Requested name did not match any KX_GameObject " ) ;
return false ;
}
}
if ( PyObject_TypeCheck ( value , & KX_GameObject : : Type ) ) {
* object = static_cast < KX_GameObject * > ( value ) ;
return true ;
}
* object = NULL ;
if ( py_none_ok ) {
PyErr_SetString ( PyExc_TypeError , " Expect a KX_GameObject, a string or None " ) ;
} else {
PyErr_SetString ( PyExc_TypeError , " Expect a KX_GameObject or a string " ) ;
}
return false ;
}