forked from bartvdbraak/blender
2114 lines
51 KiB
C++
2114 lines
51 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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* Game object wrapper
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#if defined(_WIN64)
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typedef unsigned __int64 uint_ptr;
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#else
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typedef unsigned long uint_ptr;
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#define KX_INERTIA_INFINITE 10000
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#include "RAS_IPolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_MeshProxy.h"
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#include "KX_PolyProxy.h"
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#include <stdio.h> // printf
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#include "SG_Controller.h"
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#include "KX_IPhysicsController.h"
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#include "SG_Node.h"
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#include "SG_Controller.h"
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#include "KX_ClientObjectInfo.h"
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#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"
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#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
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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KX_GameObject::KX_GameObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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PyTypeObject* T
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) :
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SCA_IObject(T),
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m_bDyna(false),
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m_layer(0),
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m_pBlenderObject(NULL),
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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),
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m_bCulled(true),
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m_pPhysicsController1(NULL),
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m_pPhysicsEnvironment(NULL),
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m_xray(false),
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m_pHitObject(NULL),
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m_isDeformable(false)
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{
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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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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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RemoveMeshes();
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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delete m_pClient_info;
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//if (m_pSGNode)
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// delete m_pSGNode;
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if (m_pSGNode)
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{
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// must go through controllers and make sure they will not use us anymore
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// This is important for KX_BulletPhysicsControllers that unregister themselves
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// from the object when they are deleted.
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SGControllerList::iterator contit;
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SGControllerList& controllers = m_pSGNode->GetSGControllerList();
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for (contit = controllers.begin();contit!=controllers.end();++contit)
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{
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(*contit)->ClearObject();
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}
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m_pSGNode->SetSGClientObject(NULL);
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}
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}
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CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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const STR_String & KX_GameObject::GetText()
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{
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return m_text;
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}
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float KX_GameObject::GetNumber()
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{
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return 0;
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}
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STR_String KX_GameObject::GetName()
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{
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return m_name;
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}
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void KX_GameObject::SetName(STR_String name)
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{
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m_name = name;
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}; // Set the name of the value
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void KX_GameObject::ReplicaSetName(STR_String name)
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{
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}
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KX_IPhysicsController* KX_GameObject::GetPhysicsController()
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{
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return m_pPhysicsController1;
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}
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KX_GameObject* KX_GameObject::GetParent()
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{
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KX_GameObject* result = NULL;
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SG_Node* node = m_pSGNode;
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while (node && !result)
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{
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node = node->GetSGParent();
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if (node)
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result = (KX_GameObject*)node->GetSGClientObject();
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}
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if (result)
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result->AddRef();
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return result;
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}
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void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
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{
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// check on valid node in case a python controller holds a reference to a deleted object
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if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
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{
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// Make sure the objects have some scale
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MT_Vector3 scale1 = NodeGetWorldScaling();
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MT_Vector3 scale2 = obj->NodeGetWorldScaling();
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if (fabs(scale2[0]) < FLT_EPSILON ||
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fabs(scale2[1]) < FLT_EPSILON ||
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fabs(scale2[2]) < FLT_EPSILON ||
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fabs(scale1[0]) < FLT_EPSILON ||
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fabs(scale1[1]) < FLT_EPSILON ||
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fabs(scale1[2]) < FLT_EPSILON) { return; }
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// Remove us from our old parent and set our new parent
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RemoveParent(scene);
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obj->GetSGNode()->AddChild(GetSGNode());
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SuspendDynamics(true);
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}
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// Set us to our new scale, position, and orientation
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scale2[0] = 1.0/scale2[0];
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scale2[1] = 1.0/scale2[1];
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scale2[2] = 1.0/scale2[2];
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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);
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NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
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NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
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NodeUpdateGS(0.f,true);
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// object will now be a child, it must be removed from the parent list
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CListValue* rootlist = scene->GetRootParentList();
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if (rootlist->RemoveValue(this))
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// the object was in parent list, decrement ref count as it's now removed
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Release();
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}
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}
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void KX_GameObject::RemoveParent(KX_Scene *scene)
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{
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// check on valid node in case a python controller holds a reference to a deleted object
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if (GetSGNode() && GetSGNode()->GetSGParent())
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{
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// Set us to the right spot
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GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
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GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
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GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
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// Remove us from our parent
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GetSGNode()->DisconnectFromParent();
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NodeUpdateGS(0.f,true);
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// the object is now a root object, add it to the parentlist
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CListValue* rootlist = scene->GetRootParentList();
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if (!rootlist->SearchValue(this))
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// object was not in root list, add it now and increment ref count
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rootlist->Add(AddRef());
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->RestoreDynamics();
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}
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}
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}
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void KX_GameObject::ProcessReplica(KX_GameObject* replica)
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{
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replica->m_pPhysicsController1 = NULL;
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replica->m_pSGNode = NULL;
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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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}
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CValue* KX_GameObject::GetReplica()
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{
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KX_GameObject* replica = new KX_GameObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyForce(force,local);
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}
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void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyTorque(torque,local);
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}
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void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
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{
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if (m_pPhysicsController1) // (IsDynamic())
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{
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m_pPhysicsController1->RelativeTranslate(dloc,local);
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}
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GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
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void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
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{
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MT_Matrix3x3 rotmat(drot);
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GetSGNode()->RelativeRotate(rotmat,local);
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if (m_pPhysicsController1) { // (IsDynamic())
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m_pPhysicsController1->RelativeRotate(rotmat,local);
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}
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}
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/**
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GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
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*/
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double* KX_GameObject::GetOpenGLMatrix()
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{
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// todo: optimize and only update if necessary
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double* fl = m_OpenGL_4x4Matrix.getPointer();
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MT_Transform trans;
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trans.setOrigin(GetSGNode()->GetWorldPosition());
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trans.setBasis(GetSGNode()->GetWorldOrientation());
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MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
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m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
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trans.scale(scaling[0], scaling[1], scaling[2]);
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trans.getValue(fl);
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return fl;
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}
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void KX_GameObject::AddMeshUser()
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{
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->AddMeshUser(this);
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UpdateBuckets(false);
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}
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static void UpdateBuckets_recursive(SG_Node* node)
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{
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NodeList& children = node->GetSGChildren();
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for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
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{
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SG_Node* childnode = (*childit);
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KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj != NULL) // This is a GameObject
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clientgameobj->UpdateBuckets(0);
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// if the childobj is NULL then this may be an inverse parent link
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// so a non recursive search should still look down this node.
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UpdateBuckets_recursive(childnode);
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}
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}
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void KX_GameObject::UpdateBuckets( bool recursive )
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{
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double* fl = GetOpenGLMatrix();
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
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if (recursive) {
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UpdateBuckets_recursive(m_pSGNode);
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}
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}
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void KX_GameObject::RemoveMeshes()
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{
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->RemoveFromBuckets(this);
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//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
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m_meshes.clear();
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}
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void KX_GameObject::UpdateNonDynas()
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SetSumoTransform(true);
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}
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}
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void KX_GameObject::UpdateTransform()
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetSumoTransform(false);
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}
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void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
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{
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((KX_GameObject*)gameobj)->UpdateTransform();
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}
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void KX_GameObject::SetDebugColor(unsigned int bgra)
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{
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->DebugColor(bgra);
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}
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void KX_GameObject::ResetDebugColor()
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{
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SetDebugColor(0xff000000);
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}
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void KX_GameObject::InitIPO(bool ipo_as_force,
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bool ipo_add,
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bool ipo_local)
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{
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SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
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while (it != GetSGNode()->GetSGControllerList().end()) {
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
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it++;
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}
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}
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void KX_GameObject::UpdateIPO(float curframetime,
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bool recurse)
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{
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// just the 'normal' update procedure.
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GetSGNode()->SetSimulatedTime(curframetime,recurse);
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GetSGNode()->UpdateWorldData(curframetime);
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UpdateTransform();
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}
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// IPO update
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void
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KX_GameObject::UpdateMaterialData(
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dword matname_hash,
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MT_Vector4 rgba,
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MT_Vector3 specrgb,
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MT_Scalar hard,
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MT_Scalar spec,
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MT_Scalar ref,
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MT_Scalar emit,
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MT_Scalar alpha
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)
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{
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int mesh = 0;
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if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
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list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
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for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
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{
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RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
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if(poly->GetFlag() & RAS_BLENDERMAT )
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{
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KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
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if (matname_hash == NULL)
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{
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m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
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// if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
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SetObjectColor(rgba);
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}
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else
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{
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if (matname_hash == poly->GetMaterialNameHash())
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{
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m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
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m_meshes[mesh]->SetVertexColor(poly,rgba);
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// no break here, because one blender material can be split into several game engine materials
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// (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
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// if here was a break then would miss some vertices if material was split
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}
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}
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}
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}
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}
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}
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bool
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KX_GameObject::GetVisible(
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void
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)
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{
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return m_bVisible;
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}
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static void setVisible_recursive(SG_Node* node, bool v)
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{
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NodeList& children = node->GetSGChildren();
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for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
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{
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SG_Node* childnode = (*childit);
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KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj != NULL) // This is a GameObject
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clientgameobj->SetVisible(v, 0);
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// if the childobj is NULL then this may be an inverse parent link
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// so a non recursive search should still look down this node.
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setVisible_recursive(childnode, v);
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}
|
|
}
|
|
|
|
|
|
void
|
|
KX_GameObject::SetVisible(
|
|
bool v,
|
|
bool recursive
|
|
)
|
|
{
|
|
m_bVisible = v;
|
|
if (recursive)
|
|
setVisible_recursive(m_pSGNode, v);
|
|
}
|
|
|
|
bool
|
|
KX_GameObject::GetCulled(
|
|
void
|
|
)
|
|
{
|
|
return m_bCulled;
|
|
}
|
|
|
|
void
|
|
KX_GameObject::SetCulled(
|
|
bool c
|
|
)
|
|
{
|
|
m_bCulled = c;
|
|
}
|
|
|
|
|
|
void
|
|
KX_GameObject::SetLayer(
|
|
int l
|
|
)
|
|
{
|
|
m_layer = l;
|
|
}
|
|
|
|
int
|
|
KX_GameObject::GetLayer(
|
|
void
|
|
)
|
|
{
|
|
return m_layer;
|
|
}
|
|
|
|
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
|
|
m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
{
|
|
|
|
MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
|
|
MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
|
|
m_pPhysicsController1->resolveCombinedVelocities(
|
|
lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
|
|
}
|
|
}
|
|
|
|
|
|
void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
|
|
{
|
|
m_bUseObjectColor = true;
|
|
m_objectColor = rgbavec;
|
|
}
|
|
|
|
void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
|
|
{
|
|
MT_Matrix3x3 orimat;
|
|
MT_Vector3 vect,ori,z,x,y;
|
|
MT_Scalar len;
|
|
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
vect = dir;
|
|
len = vect.length();
|
|
if (MT_fuzzyZero(len))
|
|
{
|
|
cout << "alignAxisToVect() Error: Null vector!\n";
|
|
return;
|
|
}
|
|
|
|
if (fac<=0.0) {
|
|
return;
|
|
}
|
|
|
|
// 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!
|
|
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;
|
|
}
|
|
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]);
|
|
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;
|
|
}
|
|
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]);
|
|
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;
|
|
}
|
|
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);
|
|
}
|
|
|
|
MT_Scalar KX_GameObject::GetMass()
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
return m_pPhysicsController1->GetMass();
|
|
}
|
|
return 0.0;
|
|
}
|
|
|
|
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
|
|
{
|
|
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
|
|
MT_Matrix3x3 ori;
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetLinearVelocity();
|
|
|
|
if (local)
|
|
{
|
|
ori = GetSGNode()->GetWorldOrientation();
|
|
|
|
locvel = velocity * ori;
|
|
return locvel;
|
|
}
|
|
}
|
|
return velocity;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// scenegraph node stuff
|
|
|
|
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// 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
|
|
m_pPhysicsController1->setPosition(trans);
|
|
}
|
|
|
|
GetSGNode()->SetLocalPosition(trans);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// see note above
|
|
m_pPhysicsController1->setOrientation(rot);
|
|
}
|
|
GetSGNode()->SetLocalOrientation(rot);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// see note above
|
|
m_pPhysicsController1->setScaling(scale);
|
|
}
|
|
GetSGNode()->SetLocalScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
|
|
{
|
|
if (GetSGNode())
|
|
{
|
|
GetSGNode()->RelativeScale(scale);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
|
|
{
|
|
if (GetSGNode())
|
|
GetSGNode()->UpdateWorldData(time);
|
|
}
|
|
|
|
|
|
|
|
const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
|
|
{
|
|
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;
|
|
return GetSGNode()->GetWorldOrientation();
|
|
}
|
|
|
|
|
|
|
|
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
|
|
{
|
|
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;
|
|
|
|
return GetSGNode()->GetWorldScaling();
|
|
}
|
|
|
|
|
|
|
|
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
|
|
{
|
|
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;
|
|
|
|
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()
|
|
{
|
|
if ((!m_ignore_activity_culling)
|
|
&& (!m_suspended)) {
|
|
SCA_IObject::Suspend();
|
|
GetPhysicsController()->SuspendDynamics();
|
|
m_suspended = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ------- python stuff ---------------------------------------------------*/
|
|
|
|
|
|
|
|
|
|
PyMethodDef KX_GameObject::Methods[] = {
|
|
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
|
|
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
|
|
{"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
|
|
{"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},
|
|
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
|
|
{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
|
|
{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
|
|
{"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
|
|
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
|
|
{"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},
|
|
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
|
|
{"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},
|
|
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
|
|
{"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},
|
|
{"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
|
|
{"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
|
|
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
|
|
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
|
|
{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
|
|
{"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_O},
|
|
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCast),
|
|
KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
|
|
KX_PYMETHODTABLE(KX_GameObject, getVectTo),
|
|
{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::PyReplaceMesh(PyObject* self, PyObject* value)
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
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;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyEndObject(PyObject* self)
|
|
{
|
|
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
scene->DelayedRemoveObject(this);
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetPosition(PyObject* self)
|
|
{
|
|
return PyObjectFrom(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)
|
|
{
|
|
parent->AddRef();
|
|
return parent;
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
if (attr == "visible")
|
|
return PyInt_FromLong(m_bVisible);
|
|
|
|
if (attr == "position")
|
|
return PyObjectFrom(NodeGetWorldPosition());
|
|
|
|
if (attr == "orientation")
|
|
return PyObjectFrom(NodeGetWorldOrientation());
|
|
|
|
if (attr == "scaling")
|
|
return PyObjectFrom(NodeGetWorldScaling());
|
|
|
|
if (attr == "name")
|
|
return PyString_FromString(m_name.ReadPtr());
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
_getattr_up(SCA_IObject);
|
|
}
|
|
|
|
int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method
|
|
{
|
|
if (attr == "mass") {
|
|
PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only");
|
|
return 1;
|
|
}
|
|
|
|
if (attr == "parent") {
|
|
PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only\nUse setParent()");
|
|
return 1;
|
|
}
|
|
|
|
if (PyInt_Check(value))
|
|
{
|
|
int val = PyInt_AsLong(value);
|
|
if (attr == "visible")
|
|
{
|
|
SetVisible(val != 0, false);
|
|
UpdateBuckets(false);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (PyFloat_Check(value))
|
|
{
|
|
MT_Scalar val = PyFloat_AsDouble(value);
|
|
if (attr == "timeOffset") {
|
|
if (m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsSlowParent()) {
|
|
static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->SetTimeOffset(val);
|
|
return 0;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PySequence_Check(value))
|
|
{
|
|
if (attr == "orientation")
|
|
{
|
|
MT_Matrix3x3 rot;
|
|
if (PyObject_IsMT_Matrix(value, 3))
|
|
{
|
|
if (PyMatTo(value, rot))
|
|
{
|
|
NodeSetLocalOrientation(rot);
|
|
NodeUpdateGS(0.f,true);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (PySequence_Size(value) == 4)
|
|
{
|
|
MT_Quaternion qrot;
|
|
if (PyVecTo(value, qrot))
|
|
{
|
|
rot.setRotation(qrot);
|
|
NodeSetLocalOrientation(rot);
|
|
NodeUpdateGS(0.f,true);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (PySequence_Size(value) == 3)
|
|
{
|
|
MT_Vector3 erot;
|
|
if (PyVecTo(value, erot))
|
|
{
|
|
rot.setEuler(erot);
|
|
NodeSetLocalOrientation(rot);
|
|
NodeUpdateGS(0.f,true);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
PyErr_SetString(PyExc_AttributeError, "could not set the orientation from a 3x3 matrix, quaternion or euler sequence");
|
|
return 1;
|
|
}
|
|
|
|
if (attr == "position")
|
|
{
|
|
MT_Point3 pos;
|
|
if (PyVecTo(value, pos))
|
|
{
|
|
NodeSetLocalPosition(pos);
|
|
NodeUpdateGS(0.f,true);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (attr == "scaling")
|
|
{
|
|
MT_Vector3 scale;
|
|
if (PyVecTo(value, scale))
|
|
{
|
|
NodeSetLocalScale(scale);
|
|
NodeUpdateGS(0.f,true);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (PyString_Check(value))
|
|
{
|
|
if (attr == "name")
|
|
{
|
|
m_name = PyString_AsString(value);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/* Need to have parent settable here too */
|
|
|
|
return SCA_IObject::_setattr(attr, value);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetLinearVelocity(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(GetLinearVelocity((local!=0)));
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) {
|
|
MT_Vector3 velocity;
|
|
if (PyVecTo(pyvect, velocity)) {
|
|
setLinearVelocity(velocity, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
|
|
{
|
|
int visible, recursive = 0;
|
|
if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive))
|
|
return NULL;
|
|
|
|
SetVisible(visible ? true:false, recursive ? true:false);
|
|
UpdateBuckets(recursive ? true:false);
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetVisible(PyObject* self)
|
|
{
|
|
return PyInt_FromLong(m_bVisible);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetState(PyObject* self)
|
|
{
|
|
int state = 0;
|
|
state |= GetState();
|
|
return PyInt_FromLong(state);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
|
|
{
|
|
int state_i = PyInt_AsLong(value);
|
|
unsigned int state = 0;
|
|
|
|
if (state_i == -1 && PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "expected an int bit field");
|
|
return NULL;
|
|
}
|
|
|
|
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;
|
|
}
|
|
SetState(state);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args)
|
|
{
|
|
// 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)
|
|
PyVecTo(pypos, point);
|
|
}
|
|
else {
|
|
return NULL;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetVelocity(point);
|
|
}
|
|
|
|
return PyObjectFrom(velocity);
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetMass(PyObject* self)
|
|
{
|
|
return PyFloat_FromDouble(GetPhysicsController()->GetMass());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
return PyObjectFrom(GetPhysicsController()->getReactionForce());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
|
|
{
|
|
GetPhysicsController()->setRigidBody(true);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
|
|
{
|
|
GetPhysicsController()->setRigidBody(false);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetParent(PyObject* self)
|
|
{
|
|
KX_GameObject* parent = this->GetParent();
|
|
if (parent)
|
|
{
|
|
parent->AddRef();
|
|
return parent;
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
|
|
{
|
|
if (!PyObject_TypeCheck(value, &KX_GameObject::Type)) {
|
|
PyErr_SetString(PyExc_TypeError, "expected a KX_GameObject type");
|
|
return NULL;
|
|
}
|
|
|
|
// The object we want to set as parent
|
|
CValue *m_ob = (CValue*)value;
|
|
KX_GameObject *obj = ((KX_GameObject*)m_ob);
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
|
|
this->SetParent(scene, obj);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
this->RemoveParent(scene);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
static void walk_children(SG_Node* node, CListValue* list, bool recursive)
|
|
{
|
|
NodeList& children = node->GetSGChildren();
|
|
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* childnode = (*childit);
|
|
CValue* childobj = (CValue*)childnode->GetSGClientObject();
|
|
if (childobj != NULL) // This is a GameObject
|
|
{
|
|
// add to the list
|
|
list->Add(childobj->AddRef());
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
CListValue* list = new CListValue();
|
|
walk_children(m_pSGNode, list, 0);
|
|
return list;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetChildrenRecursive(PyObject* self)
|
|
{
|
|
CListValue* list = new CListValue();
|
|
walk_children(m_pSGNode, list, 1);
|
|
return list;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
|
|
{
|
|
int mesh = 0;
|
|
|
|
if (!PyArg_ParseTuple(args, "|i", &mesh))
|
|
return NULL; // python sets a simple error
|
|
|
|
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
|
|
return meshproxy;
|
|
}
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
|
|
{
|
|
float collisionMargin = PyFloat_AsDouble(value);
|
|
|
|
if (collisionMargin==-1 && PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "expected a float");
|
|
return NULL;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setMargin(collisionMargin);
|
|
Py_RETURN_NONE;
|
|
}
|
|
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
|
|
{
|
|
PyObject* pyattach;
|
|
PyObject* pyimpulse;
|
|
|
|
if (!m_pPhysicsController1) {
|
|
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
|
|
return NULL;
|
|
}
|
|
|
|
if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
|
|
{
|
|
MT_Point3 attach;
|
|
MT_Vector3 impulse;
|
|
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
|
|
{
|
|
m_pPhysicsController1->applyImpulse(attach, impulse);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
|
|
{
|
|
SuspendDynamics();
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
|
|
{
|
|
RestoreDynamics();
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
|
|
{
|
|
return PyObjectFrom(NodeGetWorldOrientation());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
|
|
{
|
|
MT_Matrix3x3 matrix;
|
|
if (PyObject_IsMT_Matrix(value, 3) && PyMatTo(value, matrix))
|
|
{
|
|
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;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
|
|
{
|
|
PyObject* pyvect;
|
|
int axis = 2; //z axis is the default
|
|
float fac = 1.0;
|
|
|
|
if (PyArg_ParseTuple(args,"O|if",&pyvect,&axis, &fac))
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(pyvect, vect))
|
|
{
|
|
if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
|
|
if (fac> 1.0) fac= 1.0;
|
|
|
|
AlignAxisToVect(vect,axis,fac);
|
|
NodeUpdateGS(0.f,true);
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(value, vect))
|
|
{
|
|
return PyObjectFrom(NodeGetWorldOrientation() * vect);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
|
|
{
|
|
MT_Point3 pos;
|
|
if (PyVecTo(value, pos))
|
|
{
|
|
NodeSetLocalPosition(pos);
|
|
NodeUpdateGS(0.f,true);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
|
|
{
|
|
KX_IPhysicsController* ctrl = GetPhysicsController();
|
|
uint_ptr physid=0;
|
|
if (ctrl)
|
|
{
|
|
physid= (uint_ptr)ctrl->GetUserData();
|
|
}
|
|
return PyInt_FromLong((long)physid);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self)
|
|
{
|
|
return ConvertKeysToPython();
|
|
}
|
|
|
|
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;
|
|
KX_GameObject *other;
|
|
if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false))
|
|
{
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
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;
|
|
|
|
PyObject *returnValue;
|
|
PyObject *pyother;
|
|
|
|
if (!PyVecArgTo(args, toPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
KX_GameObject *other;
|
|
if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false))
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "Expected a 3D Vector or GameObject type");
|
|
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();
|
|
}
|
|
|
|
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));
|
|
}
|
|
return returnValue;
|
|
}
|
|
|
|
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
|
|
{
|
|
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;
|
|
}
|
|
|
|
/* 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)
|
|
{
|
|
KX_GameObject* hitKXObj = client->m_gameobject;
|
|
|
|
if (client->m_type > KX_ClientObjectInfo::ACTOR)
|
|
{
|
|
// 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);
|
|
return false;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
return true;
|
|
}
|
|
// skip the object
|
|
return false;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
|
|
"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
|
|
" 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;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|fs", &pyarg, &dist, &propName)) {
|
|
return NULL; // python sets simple error
|
|
}
|
|
|
|
if (!PyVecTo(pyarg, toPoint))
|
|
{
|
|
KX_GameObject *other;
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyarg, &other, false))
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "the first argument to rayCastTo must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
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);
|
|
KX_RayCast::Callback<KX_GameObject> callback(this,spc);
|
|
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
m_pHitObject->AddRef();
|
|
return m_pHitObject;
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
|
|
"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"
|
|
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
|
|
" Can be None or omitted => start from self object center\n"
|
|
" 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")
|
|
{
|
|
MT_Point3 toPoint;
|
|
MT_Point3 fromPoint;
|
|
PyObject* pyto;
|
|
PyObject* pyfrom = NULL;
|
|
float dist = 0.0f;
|
|
char *propName = NULL;
|
|
KX_GameObject *other;
|
|
int face=0, xray=0, poly=0;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|Ofsiii", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
|
|
return NULL; // Python sets a simple error
|
|
}
|
|
|
|
if (!PyVecTo(pyto, toPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyto, &other, false))
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
if (!pyfrom || pyfrom == Py_None)
|
|
{
|
|
fromPoint = NodeGetWorldPosition();
|
|
}
|
|
else if (!PyVecTo(pyfrom, fromPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyfrom, &other, false))
|
|
{
|
|
fromPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "the second optional argument to rayCast must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
if (dist != 0.0f) {
|
|
MT_Vector3 toDir = toPoint-fromPoint;
|
|
if (MT_fuzzyZero(toDir.length2())) {
|
|
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
}
|
|
toDir.normalize();
|
|
toPoint = fromPoint + (dist) * toDir;
|
|
} else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
|
|
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
}
|
|
|
|
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);
|
|
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);
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
|
|
if (returnValue) { // unlikely this would ever fail, if it does python sets an error
|
|
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
return returnValue;
|
|
}
|
|
// 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);
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
return (py_none_ok ? true : 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;
|
|
}
|