blender/source/gameengine/SceneGraph/SG_Spatial.cpp
Kester Maddock 3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00

326 lines
5.8 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "SG_Node.h"
#include "SG_Spatial.h"
#include "SG_Controller.h"
#include "SG_ParentRelation.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SG_Spatial::
SG_Spatial(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
):
SG_IObject(clientobj,clientinfo,callbacks),
m_localPosition(MT_Point3(0,0,0)),
m_localRotation(1,0,0,0,1,0,0,0,1),
m_localScaling(MT_Vector3(1.f,1.f,1.f)),
m_worldPosition(MT_Point3(0,0,0)),
m_worldRotation(0,0,0,0,0,0,0,0,0),
m_worldScaling(MT_Vector3(1.f,1.f,1.f)),
m_parent_relation (NULL)
{
}
SG_Spatial::
SG_Spatial(
const SG_Spatial& other
) :
SG_IObject(other),
m_localPosition(other.m_localPosition),
m_localRotation(other.m_localRotation),
m_localScaling(other.m_localScaling),
m_worldPosition(other.m_worldPosition),
m_worldRotation(other.m_worldRotation),
m_worldScaling(other.m_worldScaling),
m_parent_relation(NULL),
m_bbox(other.m_bbox),
m_radius(other.m_radius)
{
// duplicate the parent relation for this object
m_parent_relation = other.m_parent_relation->NewCopy();
}
SG_Spatial::
~SG_Spatial()
{
delete (m_parent_relation);
}
void
SG_Spatial::
SetParentRelation(
SG_ParentRelation *relation
){
delete (m_parent_relation);
m_parent_relation = relation;
}
/**
* Update Spatial Data.
* Calculates WorldTransform., (either doing itsself or using the linked SGControllers)
*/
bool
SG_Spatial::
UpdateSpatialData(
const SG_Spatial *parent,
double time
){
bool bComputesWorldTransform = false;
// update spatial controllers
SGControllerList::iterator cit = GetSGControllerList().begin();
SGControllerList::const_iterator c_end = GetSGControllerList().end();
for (;cit!=c_end;++cit)
{
if ((*cit)->Update(time))
bComputesWorldTransform = true;
}
// If none of the objects updated our values then we ask the
// parent_relation object owned by this class to update
// our world coordinates.
if (!bComputesWorldTransform)
bComputesWorldTransform = ComputeWorldTransforms(parent);
return bComputesWorldTransform;
}
bool SG_Spatial::ComputeWorldTransforms(const SG_Spatial *parent)
{
return m_parent_relation->UpdateChildCoordinates(this,parent);
}
/**
* Position and translation methods
*/
void
SG_Spatial::
RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
){
if (local) {
m_localPosition += m_localRotation * trans;
} else {
if (parent) {
m_localPosition += trans * parent->GetWorldOrientation();
} else {
m_localPosition += trans;
}
}
}
void
SG_Spatial::
SetLocalPosition(
const MT_Point3& trans
){
m_localPosition = trans;
}
void
SG_Spatial::
SetWorldPosition(
const MT_Point3& trans
) {
m_worldPosition = trans;
}
/**
* Scaling methods.
*/
void
SG_Spatial::
RelativeScale(
const MT_Vector3& scale
){
m_localScaling = m_localScaling * scale;
}
void
SG_Spatial::
SetLocalScale(
const MT_Vector3& scale
){
m_localScaling = scale;
}
void
SG_Spatial::
SetWorldScale(
const MT_Vector3& scale
){
m_worldScaling = scale;
}
/**
* Orientation and rotation methods.
*/
void
SG_Spatial::
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
){
m_localRotation = m_localRotation * (
local ?
rot
:
(GetWorldOrientation().inverse() * rot * GetWorldOrientation()));
}
void
SG_Spatial::
SetLocalOrientation(const MT_Matrix3x3& rot)
{
m_localRotation = rot;
}
void
SG_Spatial::
SetWorldOrientation(
const MT_Matrix3x3& rot
) {
m_worldRotation = rot;
}
const
MT_Point3&
SG_Spatial::
GetLocalPosition(
) const {
return m_localPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetLocalOrientation(
) const {
return m_localRotation;
}
const
MT_Vector3&
SG_Spatial::
GetLocalScale(
) const{
return m_localScaling;
}
const
MT_Point3&
SG_Spatial::
GetWorldPosition(
) const {
return m_worldPosition;
}
const
MT_Matrix3x3&
SG_Spatial::
GetWorldOrientation(
) const {
return m_worldRotation;
}
const
MT_Vector3&
SG_Spatial::
GetWorldScaling(
) const {
return m_worldScaling;
}
SG_BBox& SG_Spatial::BBox()
{
return m_bbox;
}
void SG_Spatial::SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
MT_Transform SG_Spatial::GetWorldTransform() const
{
return MT_Transform(m_worldPosition, m_worldRotation.scaled(m_worldScaling[0], m_worldScaling[1], m_worldScaling[2]));
}
bool SG_Spatial::inside(const MT_Point3 &point) const
{
MT_Scalar radius = m_worldScaling[m_worldScaling.closestAxis()]*m_radius;
return (m_worldPosition.distance2(point) <= radius*radius) ?
m_bbox.transform(GetWorldTransform()).inside(point) :
false;
}
void SG_Spatial::getBBox(MT_Point3 *box) const
{
m_bbox.get(box, GetWorldTransform());
}
void SG_Spatial::getAABBox(MT_Point3 *box) const
{
m_bbox.getaa(box, GetWorldTransform());
}