blender/source/gameengine/Ketsji/KX_GameObject.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

1081 lines
21 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 *****
* Game object wrapper
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#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"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
#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"
#include "KX_PyMath.h"
// 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),
m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bVisible(true),
m_pPhysicsController1(NULL)
{
m_ignore_activity_culling = false;
m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
// define the relationship between this node and it's parent.
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation::New();
m_pSGNode->SetParentRelation(parent_relation);
};
KX_GameObject::~KX_GameObject()
{
// is this delete somewhere ?
//if (m_sumoObj)
// delete m_sumoObj;
delete m_pClient_info;
//if (m_pSGNode)
// delete m_pSGNode;
}
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;
}
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);
replica->m_pClient_info->m_clientobject = replica;
}
CValue* KX_GameObject::GetReplica()
{
KX_GameObject* replica = new KX_GameObject(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
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)
{
if (m_pPhysicsController1) // (IsDynamic())
{
m_pPhysicsController1->RelativeTranslate(dloc,local);
}
GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
}
void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
{
MT_Matrix3x3 rotmat(drot);
rotmat.transpose();
if (m_pPhysicsController1) // (IsDynamic())
m_pPhysicsController1->RelativeRotate(rotmat,local);
// in worldspace
GetSGNode()->RelativeRotate(rotmat,local);
}
/**
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();
trans.scale(scaling[0], scaling[1], scaling[2]);
trans.getValue(fl);
return fl;
}
void KX_GameObject::Bucketize()
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
}
void KX_GameObject::RemoveMeshes()
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->RemoveFromBuckets(fl, this);
//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);
}
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
{
((KX_GameObject*)gameobj)->UpdateTransform();
}
void KX_GameObject::SetDebugColor(unsigned int bgra)
{
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->DebugColor(bgra);
}
void KX_GameObject::ResetDebugColor()
{
SetDebugColor(0xff000000);
}
void KX_GameObject::UpdateIPO(float curframetime,
bool recurse,
bool ipo_as_force,
bool force_local)
{
// The ipo-actuator needs a sumo reference... this is retrieved (unfortunately)
// by the iposgcontr itself...
// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
// gameobj->GetSumoObject());
// The ipo has to be treated as a force, and not a displacement!
// For this case, we send some settings to the controller. This
// may need some caching...
if (ipo_as_force) {
SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
while (it != GetSGNode()->GetSGControllerList().end()) {
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_FORCES_ACT_LOCAL, force_local);
it++;
}
}
// The rest is the 'normal' update procedure.
GetSGNode()->SetSimulatedTime(curframetime,recurse);
GetSGNode()->UpdateWorldData(curframetime);
UpdateTransform();
}
/*
void KX_GameObject::RegisterSumoObject(class SM_Scene* sumoScene,
DT_SceneHandle solidscene,
class SM_Object* sumoObj,
const char* matname,
bool isDynamic,
bool isActor)
{
m_bDyna = isDynamic;
// need easy access, not via 'node' etc.
m_pPhysicsController = new KX_PhysicsController(sumoScene,solidscene,sumoObj,isDynamic);
GetSGNode()->AddSGController(m_pPhysicsController);
m_pClient_info->m_type = (isActor ? 1 : 0);
m_pClient_info->m_clientobject = this;
// store materialname in auxinfo, needed for touchsensors
m_pClient_info->m_auxilary_info = (matname? (void*)(matname+2) : NULL);
m_pPhysicsController->SetObject(this->GetSGNode());
}
*/
bool
KX_GameObject::GetVisible(
void
)
{
return m_bVisible;
}
void
KX_GameObject::SetVisible(
bool v
)
{
m_bVisible = v;
}
// used by Python, and the actuatorshould _not_ be misused by the
// scene!
void
KX_GameObject::MarkVisible(
bool visible
)
{
/* If explicit visibility settings are used, this is
* determined on this level. Maybe change this to mesh level
* later on? */
double* fl = GetOpenGLMatrixPtr()->getPointer();
for (size_t i=0;i<m_meshes.size();i++)
{
m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
}
}
// Always use the flag?
void
KX_GameObject::MarkVisible(
void
)
{
double* fl = GetOpenGLMatrixPtr()->getPointer();
for (size_t i=0;i<m_meshes.size();i++)
{
m_meshes[i]->MarkVisible(fl,
this,
m_bVisible,
m_bUseObjectColor,
m_objectColor
);
}
}
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),local);
}
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);
}
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)
{
m_pPhysicsController1->resolveCombinedVelocities(
lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel,
ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel
);
}
}
void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
{
m_bUseObjectColor = true;
m_objectColor = rgbavec;
}
MT_Vector3 KX_GameObject::GetLinearVelocity()
{
MT_Vector3 velocity(0.0,0.0,0.0);
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetLinearVelocity();
}
return velocity;
}
// scenegraph node stuff
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setPosition(trans);
}
GetSGNode()->SetLocalPosition(trans);
}
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setOrientation(rot.getRotation());
}
GetSGNode()->SetLocalOrientation(rot);
}
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setScaling(scale);
}
GetSGNode()->SetLocalScale(scale);
}
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
{
GetSGNode()->RelativeScale(scale);
}
void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
{
GetSGNode()->UpdateWorldData(time);
}
const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
{
return GetSGNode()->GetWorldOrientation();
}
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
{
return GetSGNode()->GetWorldScaling();
}
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
{
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;
}
}
void KX_GameObject::Suspend(void)
{
if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
SCA_IObject::Suspend();
GetPhysicsController()->SuspendDynamics();
m_suspended = true;
}
}
/* ------- python stuff ---------------------------------------------------*/
PyMethodDef KX_GameObject::Methods[] = {
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_VARARGS},
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_VARARGS},
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_VARARGS},
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_VARARGS},
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_VARARGS},
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_VARARGS},
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_VARARGS},
{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_VARARGS},
{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_VARARGS},
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_VARARGS},
{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_VARARGS},
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
{NULL,NULL} //Sentinel
};
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;
}
PyObject* KX_GameObject::sPySetPosition(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return ((KX_GameObject*) self)->PySetPosition(self, args, kwds);
}
PyObject* KX_GameObject::PyGetPosition(PyObject* self,
PyObject* args,
PyObject* kwds)
{
return PyObjectFromMT_Point3(NodeGetWorldPosition());
}
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
};
PyObject* KX_GameObject::_getattr(const STR_String& attr)
{
if (m_pPhysicsController1)
{
if (attr == "mass")
return PyFloat_FromDouble(GetPhysicsController()->GetMass());
}
if (attr == "parent")
{
KX_GameObject* parent = GetParent();
if (parent)
return parent;
Py_Return;
}
if (attr == "visible")
return PyInt_FromLong(m_bVisible);
if (attr == "position")
return PyObjectFromMT_Point3(NodeGetWorldPosition());
if (attr == "orientation")
return PyObjectFromMT_Matrix3x3(NodeGetWorldOrientation());
if (attr == "scaling")
return PyObjectFromMT_Vector3(NodeGetWorldScaling());
_getattr_up(SCA_IObject);
}
int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method
{
if (attr == "mass")
return 1;
if (attr == "parent")
return 1;
if (PyInt_Check(value))
{
int val = PyInt_AsLong(value);
if (attr == "visible")
{
SetVisible(val != 0);
return 0;
}
}
if (PySequence_Check(value))
{
if (attr == "orientation")
{
MT_Matrix3x3 rot;
if (PyObject_IsMT_Matrix(value, 3))
{
rot = MT_Matrix3x3FromPyObject(value);
NodeSetLocalOrientation(rot);
return 0;
}
if (PySequence_Size(value) == 4)
{
MT_Quaternion qrot = MT_QuaternionFromPyList(value);
rot.setRotation(qrot);
NodeSetLocalOrientation(rot);
return 0;
}
if (PySequence_Size(value) == 3)
{
MT_Vector3 erot = MT_Vector3FromPyList(value);
rot.setEuler(erot);
NodeSetLocalOrientation(rot);
return 0;
}
return 1;
}
if (attr == "position")
{
MT_Point3 pos(MT_Point3FromPyList(value));
NodeSetLocalPosition(pos);
return 0;
}
if (attr == "scaling")
{
MT_Vector3 scale(MT_Vector3FromPyList(value));
NodeSetLocalScale(scale);
return 0;
}
}
return SCA_IObject::_setattr(attr, value);
}
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self,
PyObject* args,
PyObject* kwds)
{
// only can get the velocity if we have a physics object connected to us...
return PyObjectFromMT_Vector3( GetLinearVelocity());
}
PyObject* KX_GameObject::PySetVisible(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int visible = 1;
if (PyArg_ParseTuple(args,"i",&visible))
{
MarkVisible(visible!=0);
m_bVisible = (visible!=0);
}
else
{
return NULL;
}
Py_Return;
}
PyObject* KX_GameObject::PyGetVelocity(PyObject* self,
PyObject* args,
PyObject* kwds)
{
// 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);
PyObject* pypos = NULL;
if (PyArg_ParseTuple(args, "|O", &pypos))
{
if (pypos)
point = MT_Point3FromPyList(pypos);
}
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetVelocity(point);
}
return PyObjectFromMT_Vector3(velocity);
}
PyObject* KX_GameObject::PyGetMass(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pymass = NULL;
float mass = GetPhysicsController()->GetMass();
pymass = PyFloat_FromDouble(mass);
if (pymass)
return pymass;
Py_Return;
}
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self,
PyObject* args,
PyObject* kwds)
{
// only can get the velocity if we have a physics object connected to us...
return PyObjectFromMT_Vector3(GetPhysicsController()->getReactionForce());
}
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self,
PyObject* args,
PyObject* kwds)
{
GetPhysicsController()->setRigidBody(true);
Py_Return;
}
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self,
PyObject* args,
PyObject* kwds)
{
GetPhysicsController()->setRigidBody(false);
Py_Return;
}
PyObject* KX_GameObject::PyGetParent(PyObject* self,
PyObject* args,
PyObject* kwds)
{
KX_GameObject* parent = this->GetParent();
if (parent)
return parent;
Py_Return;
}
PyObject* KX_GameObject::PyGetMesh(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int mesh = 0;
if (PyArg_ParseTuple(args, "|i", &mesh))
{
if (mesh < m_meshes.size() && mesh >= 0)
{
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
return meshproxy;
}
}
Py_Return;
}
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pyattach;
PyObject* pyimpulse;
if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
{
MT_Point3 attach(MT_Point3FromPyList(pyattach));
MT_Vector3 impulse(MT_Vector3FromPyList(pyimpulse));
if (m_pPhysicsController1)
{
m_pPhysicsController1->applyImpulse(attach, impulse);
}
}
Py_Return;
}
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self,
PyObject* args,
PyObject* kwds)
{
if (m_bSuspendDynamics)
{
Py_Return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->SuspendDynamics();
}
m_bSuspendDynamics = true;
Py_Return;
}
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self,
PyObject* args,
PyObject* kwds)
{
if (!m_bSuspendDynamics)
{
Py_Return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->RestoreDynamics();
}
m_bSuspendDynamics = false;
Py_Return;
}
PyObject* KX_GameObject::PyGetOrientation(PyObject* self,
PyObject* args,
PyObject* kwds) //keywords
{
const MT_Matrix3x3& orient = NodeGetWorldOrientation();
return PyObjectFromMT_Matrix3x3(orient);
}
PyObject* KX_GameObject::PySetOrientation(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pylist;
bool error = false;
int row,col;
PyArg_ParseTuple(args,"O",&pylist);
MT_Matrix3x3 matrix;
if (PyObject_IsMT_Matrix(pylist, 3))
{
matrix = MT_Matrix3x3FromPyObject(pylist);
if (!PyErr_Occurred())
{
NodeSetLocalOrientation(matrix);
}
Py_Return;
}
MT_Quaternion quat = MT_QuaternionFromPyList(pylist);
if (!PyErr_Occurred())
{
matrix.setRotation(quat);
NodeSetLocalOrientation(matrix);
}
Py_Return;
}
PyObject* KX_GameObject::PySetPosition(PyObject* self,
PyObject* args,
PyObject* kwds)
{
// make a general function for this, it's needed many times
PyObject *pypos;
if (PyArg_ParseTuple(args, "O", &pypos))
{
MT_Point3 pos = MT_Point3FromPyList(pypos);
NodeSetLocalPosition(pos);
}
Py_Return;
}
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self,
PyObject* args,
PyObject* kwds)
{
KX_IPhysicsController* ctrl = GetPhysicsController();
int physid=0;
if (ctrl)
{
physid= (int)ctrl->GetUserData();
}
return PyInt_FromLong(physid);
}
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* --------------------------------------------------------------------- */
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
{
/* intentionally empty ? */
}