forked from bartvdbraak/blender
837 lines
16 KiB
C++
837 lines
16 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_IPhysicsEnvironment;
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struct Object;
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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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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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KX_IPhysicsController* m_pPhysicsController1;
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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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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);
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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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CValue*
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AddRef() {
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/* temporarily to find memleaks */ return CValue::AddRef();
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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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float
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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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STR_String name
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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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void
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ReplicaSetName(
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STR_String 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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KX_GameObject* replica
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);
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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 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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* @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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bool bInitiator
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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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* @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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* 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);
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bool NeedRayCast(KX_ClientObjectInfo* client);
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/**
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* @section Physics accessors for this node.
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*
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* All these calls get passed directly to the physics controller
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* 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
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ApplyForce(
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const MT_Vector3& force, bool local
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);
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void
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ApplyTorque(
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const MT_Vector3& torque,
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bool local
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);
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void
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ApplyRotation(
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const MT_Vector3& drot,
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bool local
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);
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void
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ApplyMovement(
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const MT_Vector3& dloc,
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bool local
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);
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void
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addLinearVelocity(
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const MT_Vector3& lin_vel,
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bool local
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);
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void
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setLinearVelocity(
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const MT_Vector3& lin_vel,
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bool local
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);
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void
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setAngularVelocity(
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const MT_Vector3& ang_vel,
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bool local
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);
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/**
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* Update the physics object transform based upon the current SG_Node
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* position.
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*/
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void
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UpdateTransform(
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);
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static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene);
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/**
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* Only update the transform if it's a non-dynamic object
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*/
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void
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UpdateNonDynas(
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);
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/**
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* Function to set IPO option at start of IPO
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*/
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void
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InitIPO(
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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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/**
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* Odd function to update an ipo. ???
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*/
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void
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UpdateIPO(
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float curframetime,
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bool recurse
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);
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/**
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* Updates Material Ipo data
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*/
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void
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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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/**
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|
* @section Mesh accessor functions.
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*/
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/**
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* Update buckets to indicate that there is a new
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* user of this object's meshes.
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*/
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void
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AddMeshUser(
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);
|
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|
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/**
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|
* Update buckets with data about the mesh after
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* creating or duplicating the object, changing
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* visibility, object color, .. .
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*/
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|
void
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UpdateBuckets(
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bool recursive
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);
|
|
|
|
/**
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|
* Clear the meshes associated with this class
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|
* and remove from the bucketing system.
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|
* Don't think this actually deletes any of the meshes.
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*/
|
|
void
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RemoveMeshes(
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);
|
|
|
|
/**
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|
* Add a mesh to the set of meshes associated with this
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* node. Meshes added in this way are not deleted by this class.
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* Make sure you call RemoveMeshes() before deleting the
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* mesh though,
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*/
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void
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AddMesh(
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RAS_MeshObject* mesh
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){
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m_meshes.push_back(mesh);
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}
|
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|
|
/**
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|
* Pick out a mesh associated with the integer 'num'.
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*/
|
|
RAS_MeshObject*
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GetMesh(
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int num
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) const {
|
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return m_meshes[num];
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}
|
|
|
|
/**
|
|
* Return the number of meshes currently associated with this
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|
* game object.
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|
*/
|
|
int
|
|
GetMeshCount(
|
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) const {
|
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return m_meshes.size();
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}
|
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|
|
/**
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|
* Set the debug color of the meshes associated with this
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|
* class. Does this still work?
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|
*/
|
|
void
|
|
SetDebugColor(
|
|
unsigned int bgra
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);
|
|
|
|
/**
|
|
* Reset the debug color of meshes associated with this class.
|
|
*/
|
|
void
|
|
ResetDebugColor(
|
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);
|
|
|
|
/**
|
|
* 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?
|
|
*/
|
|
bool
|
|
GetCulled(
|
|
void
|
|
);
|
|
|
|
/**
|
|
* Set culled flag of this object
|
|
*/
|
|
void
|
|
SetCulled(
|
|
bool c
|
|
);
|
|
|
|
/**
|
|
* 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; }
|
|
/**
|
|
* @section Python interface functions.
|
|
*/
|
|
|
|
virtual
|
|
PyObject*
|
|
_getattr(
|
|
const STR_String& attr
|
|
);
|
|
|
|
virtual
|
|
int
|
|
_setattr(
|
|
const STR_String& attr,
|
|
PyObject *value
|
|
); // _setattr 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_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_O(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(KX_GameObject,getDistanceTo);
|
|
KX_PYMETHOD_DOC(KX_GameObject,getVectTo);
|
|
|
|
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
|
|
);
|
|
|
|
};
|
|
|
|
/* utility conversion function */
|
|
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok);
|
|
|
|
#endif //__KX_GAMEOBJECT
|
|
|