forked from bartvdbraak/blender
06a7155b68
Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
941 lines
22 KiB
C++
941 lines
22 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* 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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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* General KX game object.
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*/
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#ifndef __KX_GAMEOBJECT
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#define __KX_GAMEOBJECT
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#ifdef WIN32
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// get rid of this stupid "warning 'this' used in initialiser list", generated by VC when including Solid/Sumo
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#pragma warning (disable : 4355)
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#endif
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#include "ListValue.h"
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#include "SCA_IObject.h"
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#include "SG_Node.h"
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#include "MT_Transform.h"
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#include "MT_CmMatrix4x4.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "KX_Scene.h"
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#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
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#include "KX_IPhysicsController.h" /* for suspend/resume */
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#include "DNA_object_types.h"
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#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */
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#define KX_OB_DYNAMIC 1
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//Forward declarations.
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struct KX_ClientObjectInfo;
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class KX_RayCast;
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class RAS_MeshObject;
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class KX_IPhysicsController;
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class PHY_IGraphicController;
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class PHY_IPhysicsEnvironment;
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struct Object;
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/* utility conversion function */
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bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix);
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/**
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* KX_GameObject is the main class for dynamic objects.
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*/
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class KX_GameObject : public SCA_IObject
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{
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Py_Header;
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protected:
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bool m_bDyna;
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KX_ClientObjectInfo* m_pClient_info;
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STR_String m_name;
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STR_String m_text;
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int m_layer;
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std::vector<RAS_MeshObject*> m_meshes;
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SG_QList m_meshSlots; // head of mesh slots of this
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struct Object* m_pBlenderObject;
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struct Object* m_pBlenderGroupObject;
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bool m_bSuspendDynamics;
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bool m_bUseObjectColor;
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bool m_bIsNegativeScaling;
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MT_Vector4 m_objectColor;
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// visible = user setting
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// culled = while rendering, depending on camera
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bool m_bVisible;
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bool m_bCulled;
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bool m_bOccluder;
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KX_IPhysicsController* m_pPhysicsController1;
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PHY_IGraphicController* m_pGraphicController;
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// used for ray casting
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PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
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STR_String m_testPropName;
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bool m_xray;
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KX_GameObject* m_pHitObject;
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SG_Node* m_pSGNode;
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MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
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public:
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bool m_isDeformable;
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/**
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* Helper function for modules that can't include KX_ClientObjectInfo.h
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*/
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static KX_GameObject* GetClientObject(KX_ClientObjectInfo* info);
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// Python attributes that wont convert into CValue
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//
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// there are 2 places attributes can be stored, in the CValue,
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// where attributes are converted into BGE's CValue types
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// these can be used with property actuators
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//
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// For the python API, For types that cannot be converted into CValues (lists, dicts, GameObjects)
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// these will be put into "m_attr_dict", logic bricks cannot access them.
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//
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// rules for setting attributes.
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//
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// * there should NEVER be a CValue and a m_attr_dict attribute with matching names. get/sets make sure of this.
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// * if CValue conversion fails, use a PyObject in "m_attr_dict"
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// * when assigning a value, first see if it can be a CValue, if it can remove the "m_attr_dict" and set the CValue
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//
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PyObject* m_attr_dict;
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virtual void /* This function should be virtual - derived classed override it */
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Relink(
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GEN_Map<GEN_HashedPtr, void*> *map
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);
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/**
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* Compute an OpenGl compatable 4x4 matrix. Has the
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* side effect of storing the result internally. The
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* memory for the matrix remains the property of this class.
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*/
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double*
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GetOpenGLMatrix(
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);
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/**
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* Return a pointer to a MT_CmMatrix4x4 storing the
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* opengl transformation for this object. This is updated
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* by a call to GetOpenGLMatrix(). This class owns the
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* memory for the returned matrix.
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*/
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MT_CmMatrix4x4*
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GetOpenGLMatrixPtr(
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) {
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return &m_OpenGL_4x4Matrix;
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};
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/**
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* Get a pointer to the game object that is the parent of
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* this object. Or NULL if there is no parent. The returned
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* object is part of a reference counting scheme. Calling
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* this function ups the reference count on the returned
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* object. It is the responsibility of the caller to decrement
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* the reference count when you have finished with it.
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*/
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KX_GameObject*
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GetParent(
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);
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/**
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* Sets the parent of this object to a game object
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*/
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void SetParent(KX_Scene *scene, KX_GameObject *obj, bool addToCompound=true, bool ghost=true);
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/**
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* Removes the parent of this object to a game object
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*/
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void RemoveParent(KX_Scene *scene);
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/**
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* Construct a game object. This class also inherits the
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* default constructors - use those with care!
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*/
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KX_GameObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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PyTypeObject* T=&Type
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);
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virtual
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~KX_GameObject(
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);
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/**
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* @section Stuff which is here due to poor design.
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* Inherited from CValue and needs an implementation.
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* Do not expect these functions do to anything sensible.
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*/
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/**
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* Inherited from CValue -- does nothing!
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*/
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CValue*
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Calc(
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VALUE_OPERATOR op,
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CValue *val
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);
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/**
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* Inherited from CValue -- does nothing!
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*/
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CValue*
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CalcFinal(
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VALUE_DATA_TYPE dtype,
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VALUE_OPERATOR op,
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CValue *val
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);
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/**
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* Inherited from CValue -- does nothing!
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*/
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const
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STR_String &
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GetText(
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);
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/**
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* Inherited from CValue -- does nothing!
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*/
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double
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GetNumber(
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);
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/**
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* @section Inherited from CValue. These are the useful
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* part of the CValue interface that this class implements.
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*/
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/**
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* Inherited from CValue -- returns the name of this object.
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*/
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STR_String&
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GetName(
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);
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/**
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* Inherited from CValue -- set the name of this object.
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*/
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void
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SetName(
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const char *name
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);
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/**
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* Inherited from CValue -- return a new copy of this
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* instance allocated on the heap. Ownership of the new
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* object belongs with the caller.
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*/
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virtual CValue*
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GetReplica(
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);
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/**
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* Inherited from CValue -- Makes sure any internal
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* data owned by this class is deep copied. Called internally
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*/
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virtual void
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ProcessReplica();
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/**
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* Return the linear velocity of the game object.
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*/
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MT_Vector3
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GetLinearVelocity(
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bool local=false
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);
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/**
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* Return the linear velocity of a given point in world coordinate
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* but relative to center of object ([0,0,0]=center of object)
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*/
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MT_Vector3
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GetVelocity(
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const MT_Point3& position
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);
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/**
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* Return the mass of the object
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*/
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MT_Scalar
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GetMass();
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/**
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* Return the local inertia vector of the object
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*/
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MT_Vector3
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GetLocalInertia();
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/**
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* Return the angular velocity of the game object.
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*/
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MT_Vector3
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GetAngularVelocity(
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bool local=false
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);
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/**
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* Align the object to a given normal.
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*/
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void
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AlignAxisToVect(
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const MT_Vector3& vect,
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int axis = 2,
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float fac = 1.0
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);
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/**
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* Quick'n'dirty obcolor ipo stuff
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*/
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void
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SetObjectColor(
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const MT_Vector4& rgbavec
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);
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void
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ResolveCombinedVelocities(
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const MT_Vector3 & lin_vel,
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const MT_Vector3 & ang_vel,
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bool lin_vel_local,
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bool ang_vel_local
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);
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/**
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* @return a pointer to the physics environment in use during the game, for rayCasting
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*/
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PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
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{
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return m_pPhysicsEnvironment;
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}
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void SetPhysicsEnvironment(PHY_IPhysicsEnvironment* physicsEnvironment)
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{
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m_pPhysicsEnvironment = physicsEnvironment;
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}
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/**
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* @return a pointer to the physics controller owned by this class.
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*/
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KX_IPhysicsController* GetPhysicsController() ;
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void SetPhysicsController(KX_IPhysicsController* physicscontroller,bool isDynamic)
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{
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m_bDyna = isDynamic;
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m_pPhysicsController1 = physicscontroller;
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}
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virtual class RAS_Deformer* GetDeformer()
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{
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return 0;
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}
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virtual void SetDeformer(class RAS_Deformer* deformer)
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{
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}
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/**
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* @return a pointer to the graphic controller owner by this class
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*/
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PHY_IGraphicController* GetGraphicController()
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{
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return m_pGraphicController;
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}
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void SetGraphicController(PHY_IGraphicController* graphiccontroller)
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{
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m_pGraphicController = graphiccontroller;
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}
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/*
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* @add/remove the graphic controller to the physic system
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*/
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void ActivateGraphicController(bool recurse);
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/**
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* @section Coordinate system manipulation functions
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*/
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void NodeSetLocalPosition(const MT_Point3& trans );
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void NodeSetLocalOrientation(const MT_Matrix3x3& rot );
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void NodeSetLocalScale( const MT_Vector3& scale );
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void NodeSetRelativeScale( const MT_Vector3& scale );
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// adapt local position so that world position is set to desired position
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void NodeSetWorldPosition(const MT_Point3& trans);
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void
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NodeUpdateGS(
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double time
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);
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const
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MT_Matrix3x3&
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NodeGetWorldOrientation(
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) const;
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const
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MT_Vector3&
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NodeGetWorldScaling(
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) const;
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const
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MT_Point3&
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NodeGetWorldPosition(
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) const;
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|
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/**
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* @section scene graph node accessor functions.
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*/
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SG_Node* GetSGNode( )
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{
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return m_pSGNode;
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}
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const SG_Node* GetSGNode( ) const
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{
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return m_pSGNode;
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}
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/**
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* @section blender object accessor functions.
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*/
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struct Object* GetBlenderObject( )
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{
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return m_pBlenderObject;
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}
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void SetBlenderObject( struct Object* obj)
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{
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m_pBlenderObject = obj;
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}
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struct Object* GetBlenderGroupObject( )
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{
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return m_pBlenderGroupObject;
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}
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void SetBlenderGroupObject( struct Object* obj)
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{
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m_pBlenderGroupObject = obj;
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}
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bool IsDupliGroup()
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{
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return (m_pBlenderObject &&
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(m_pBlenderObject->transflag & OB_DUPLIGROUP) &&
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m_pBlenderObject->dup_group != NULL) ? true : false;
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}
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/**
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* Set the Scene graph node for this game object.
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* warning - it is your responsibility to make sure
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* all controllers look at this new node. You must
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* also take care of the memory associated with the
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* old node. This class takes ownership of the new
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* node.
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*/
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void SetSGNode(SG_Node* node )
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{
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m_pSGNode = node;
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}
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//Is it a dynamic/physics object ?
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bool IsDynamic() const
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{
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return m_bDyna;
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}
|
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|
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/**
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* Check if this object has a vertex parent relationship
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*/
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bool IsVertexParent( )
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|
{
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return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
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}
|
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bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
|
|
bool NeedRayCast(KX_ClientObjectInfo* client);
|
|
|
|
|
|
/**
|
|
* @section Physics accessors for this node.
|
|
*
|
|
* All these calls get passed directly to the physics controller
|
|
* owned by this object.
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|
* This is real interface bloat. Why not just use the physics controller
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|
* directly? I think this is because the python interface is in the wrong
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* place.
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*/
|
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|
|
void
|
|
ApplyForce(
|
|
const MT_Vector3& force, bool local
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|
);
|
|
|
|
void
|
|
ApplyTorque(
|
|
const MT_Vector3& torque,
|
|
bool local
|
|
);
|
|
|
|
void
|
|
ApplyRotation(
|
|
const MT_Vector3& drot,
|
|
bool local
|
|
);
|
|
|
|
void
|
|
ApplyMovement(
|
|
const MT_Vector3& dloc,
|
|
bool local
|
|
);
|
|
|
|
void
|
|
addLinearVelocity(
|
|
const MT_Vector3& lin_vel,
|
|
bool local
|
|
);
|
|
|
|
void
|
|
setLinearVelocity(
|
|
const MT_Vector3& lin_vel,
|
|
bool local
|
|
);
|
|
|
|
void
|
|
setAngularVelocity(
|
|
const MT_Vector3& ang_vel,
|
|
bool local
|
|
);
|
|
|
|
/**
|
|
* Update the physics object transform based upon the current SG_Node
|
|
* position.
|
|
*/
|
|
void
|
|
UpdateTransform(
|
|
);
|
|
|
|
static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene);
|
|
|
|
/**
|
|
* only used for sensor objects
|
|
*/
|
|
void SynchronizeTransform();
|
|
|
|
static void SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene);
|
|
|
|
/**
|
|
* Function to set IPO option at start of IPO
|
|
*/
|
|
void
|
|
InitIPO(
|
|
bool ipo_as_force,
|
|
bool ipo_add,
|
|
bool ipo_local
|
|
);
|
|
|
|
/**
|
|
* Odd function to update an ipo. ???
|
|
*/
|
|
void
|
|
UpdateIPO(
|
|
float curframetime,
|
|
bool recurse
|
|
);
|
|
/**
|
|
* Updates Material Ipo data
|
|
*/
|
|
void
|
|
UpdateMaterialData(
|
|
dword matname_hash,
|
|
MT_Vector4 rgba,
|
|
MT_Vector3 specrgb,
|
|
MT_Scalar hard,
|
|
MT_Scalar spec,
|
|
MT_Scalar ref,
|
|
MT_Scalar emit,
|
|
MT_Scalar alpha
|
|
);
|
|
|
|
/**
|
|
* @section Mesh accessor functions.
|
|
*/
|
|
|
|
/**
|
|
* Update buckets to indicate that there is a new
|
|
* user of this object's meshes.
|
|
*/
|
|
void
|
|
AddMeshUser(
|
|
);
|
|
|
|
/**
|
|
* Update buckets with data about the mesh after
|
|
* creating or duplicating the object, changing
|
|
* visibility, object color, .. .
|
|
*/
|
|
void
|
|
UpdateBuckets(
|
|
bool recursive
|
|
);
|
|
|
|
/**
|
|
* Clear the meshes associated with this class
|
|
* and remove from the bucketing system.
|
|
* Don't think this actually deletes any of the meshes.
|
|
*/
|
|
void
|
|
RemoveMeshes(
|
|
);
|
|
|
|
/**
|
|
* Add a mesh to the set of meshes associated with this
|
|
* node. Meshes added in this way are not deleted by this class.
|
|
* Make sure you call RemoveMeshes() before deleting the
|
|
* mesh though,
|
|
*/
|
|
void
|
|
AddMesh(
|
|
RAS_MeshObject* mesh
|
|
){
|
|
m_meshes.push_back(mesh);
|
|
}
|
|
|
|
/**
|
|
* Pick out a mesh associated with the integer 'num'.
|
|
*/
|
|
RAS_MeshObject*
|
|
GetMesh(
|
|
int num
|
|
) const {
|
|
return m_meshes[num];
|
|
}
|
|
|
|
/**
|
|
* Return the number of meshes currently associated with this
|
|
* game object.
|
|
*/
|
|
int
|
|
GetMeshCount(
|
|
) const {
|
|
return m_meshes.size();
|
|
}
|
|
|
|
/**
|
|
* Set the debug color of the meshes associated with this
|
|
* class. Does this still work?
|
|
*/
|
|
void
|
|
SetDebugColor(
|
|
unsigned int bgra
|
|
);
|
|
|
|
/**
|
|
* Reset the debug color of meshes associated with this class.
|
|
*/
|
|
void
|
|
ResetDebugColor(
|
|
);
|
|
|
|
/**
|
|
* Was this object marked visible? (only for the explicit
|
|
* visibility system).
|
|
*/
|
|
bool
|
|
GetVisible(
|
|
void
|
|
);
|
|
|
|
/**
|
|
* Set visibility flag of this object
|
|
*/
|
|
void
|
|
SetVisible(
|
|
bool b,
|
|
bool recursive
|
|
);
|
|
|
|
/**
|
|
* Was this object culled?
|
|
*/
|
|
inline bool
|
|
GetCulled(
|
|
void
|
|
) { return m_bCulled; }
|
|
|
|
/**
|
|
* Set culled flag of this object
|
|
*/
|
|
inline void
|
|
SetCulled(
|
|
bool c
|
|
) { m_bCulled = c; }
|
|
|
|
/**
|
|
* Is this object an occluder?
|
|
*/
|
|
inline bool
|
|
GetOccluder(
|
|
void
|
|
) { return m_bOccluder; }
|
|
|
|
/**
|
|
* Set occluder flag of this object
|
|
*/
|
|
void
|
|
SetOccluder(
|
|
bool v,
|
|
bool recursive
|
|
);
|
|
|
|
/**
|
|
* Change the layer of the object (when it is added in another layer
|
|
* than the original layer)
|
|
*/
|
|
void
|
|
SetLayer(
|
|
int l
|
|
);
|
|
|
|
/**
|
|
* Get the object layer
|
|
*/
|
|
int
|
|
GetLayer(
|
|
void
|
|
);
|
|
|
|
/**
|
|
* Get the negative scaling state
|
|
*/
|
|
bool
|
|
IsNegativeScaling(
|
|
void
|
|
) { return m_bIsNegativeScaling; }
|
|
|
|
/**
|
|
* Is this a light?
|
|
*/
|
|
virtual bool
|
|
IsLight(
|
|
void
|
|
) { return false; }
|
|
|
|
/**
|
|
* @section Logic bubbling methods.
|
|
*/
|
|
|
|
/**
|
|
* Stop making progress
|
|
*/
|
|
void Suspend(void);
|
|
|
|
/**
|
|
* Resume making progress
|
|
*/
|
|
void Resume(void);
|
|
|
|
void SuspendDynamics(void) {
|
|
if (m_bSuspendDynamics)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->SuspendDynamics();
|
|
}
|
|
m_bSuspendDynamics = true;
|
|
}
|
|
|
|
void RestoreDynamics(void) {
|
|
if (!m_bSuspendDynamics)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->RestoreDynamics();
|
|
}
|
|
m_bSuspendDynamics = false;
|
|
}
|
|
|
|
KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; }
|
|
|
|
CListValue* GetChildren();
|
|
CListValue* GetChildrenRecursive();
|
|
|
|
/**
|
|
* @section Python interface functions.
|
|
*/
|
|
|
|
virtual PyObject* py_getattro(PyObject *attr);
|
|
virtual PyObject* py_getattro_dict();
|
|
virtual int py_setattro(PyObject *attr, PyObject *value); // py_setattro method
|
|
virtual int py_delattro(PyObject *attr);
|
|
virtual PyObject* py_repr(void)
|
|
{
|
|
return PyString_FromString(GetName().ReadPtr());
|
|
}
|
|
|
|
|
|
/* quite annoying that we need these but the bloody
|
|
* py_getattro_up and py_setattro_up macro's have a returns in them! */
|
|
PyObject* py_getattro__internal(PyObject *attr);
|
|
int py_setattro__internal(PyObject *attr, PyObject *value); // py_setattro method
|
|
|
|
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition);
|
|
KX_PYMETHOD_O(KX_GameObject,SetPosition);
|
|
KX_PYMETHOD_O(KX_GameObject,SetWorldPosition);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyForce);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyTorque);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyRotation);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyMovement);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetLinearVelocity);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetLinearVelocity);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetAngularVelocity);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetVelocity);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetMass);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetReactionForce);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetOrientation);
|
|
KX_PYMETHOD_O(KX_GameObject,SetOrientation);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetOcclusion);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
|
|
KX_PYMETHOD_O(KX_GameObject,SetState);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
|
|
KX_PYMETHOD_O(KX_GameObject,GetAxisVect);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,SuspendDynamics);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,RestoreDynamics);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,EnableRigidBody);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,DisableRigidBody);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,ApplyImpulse);
|
|
KX_PYMETHOD_O(KX_GameObject,SetCollisionMargin);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetParent);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,SetParent);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,RemoveParent);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildren);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildrenRecursive);
|
|
KX_PYMETHOD_VARARGS(KX_GameObject,GetMesh);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetPhysicsId);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,GetPropertyNames);
|
|
KX_PYMETHOD_O(KX_GameObject,ReplaceMesh);
|
|
KX_PYMETHOD_NOARGS(KX_GameObject,EndObject);
|
|
KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
|
|
KX_PYMETHOD_DOC(KX_GameObject,rayCast);
|
|
KX_PYMETHOD_DOC_O(KX_GameObject,getDistanceTo);
|
|
KX_PYMETHOD_DOC_O(KX_GameObject,getVectTo);
|
|
KX_PYMETHOD_DOC_VARARGS(KX_GameObject, sendMessage);
|
|
/* attributes */
|
|
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
|
|
static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static int pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
|
|
static PyObject* pyattr_get_meshes(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
|
|
/* Experemental! */
|
|
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
|
|
|
|
/* getitem/setitem */
|
|
static Py_ssize_t Map_Len(PyObject* self);
|
|
static PyMappingMethods Mapping;
|
|
static PyObject* Map_GetItem(PyObject *self_v, PyObject *item);
|
|
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val);
|
|
|
|
private :
|
|
|
|
/**
|
|
* Random internal function to convert python function arguments
|
|
* to 2 vectors.
|
|
* @return true if conversion was possible.
|
|
*/
|
|
|
|
bool
|
|
ConvertPythonVectorArgs(
|
|
PyObject* args,
|
|
MT_Vector3& pos,
|
|
MT_Vector3& pos2
|
|
);
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif //__KX_GAMEOBJECT
|
|
|