forked from bartvdbraak/blender
70d239ef7d
General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
1638 lines
36 KiB
C++
1638 lines
36 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 <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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// 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_bSuspendDynamics(false),
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m_bUseObjectColor(false),
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m_bIsNegativeScaling(false),
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m_pBlenderObject(NULL),
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m_bVisible(true),
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m_pPhysicsController1(NULL),
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m_pPhysicsEnvironment(NULL),
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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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// 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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if (obj && 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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// Set us to our new scale, position, and orientation
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scale1[0] = scale1[0]/scale2[0];
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scale1[1] = scale1[1]/scale2[1];
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scale1[2] = scale1[2]/scale2[2];
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MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
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MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale1;
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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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if (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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}
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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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}
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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::Bucketize()
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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]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
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}
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void KX_GameObject::RemoveMeshes()
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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]->RemoveFromBuckets(fl, 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::UpdateIPO(float curframetime,
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bool recurse,
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bool ipo_as_force,
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bool force_local)
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{
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// The ipo-actuator needs a sumo reference... this is retrieved (unfortunately)
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// by the iposgcontr itself...
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// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
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// gameobj->GetSumoObject());
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// The ipo has to be treated as a force, and not a displacement!
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// For this case, we send some settings to the controller. This
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// may need some caching...
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if (ipo_as_force) {
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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_IPO_AS_FORCE, ipo_as_force);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_FORCES_ACT_LOCAL, force_local);
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it++;
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}
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}
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// The rest is 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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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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RAS_MaterialBucket::Set::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)->GetPolyMaterial();
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if(poly->GetFlag() & RAS_BLENDERMAT )
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{
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SetObjectColor(rgba);
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KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
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m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
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}
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}
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}
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}
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bool
|
|
KX_GameObject::GetVisible(
|
|
void
|
|
)
|
|
{
|
|
return m_bVisible;
|
|
}
|
|
|
|
void
|
|
KX_GameObject::SetVisible(
|
|
bool v
|
|
)
|
|
{
|
|
m_bVisible = v;
|
|
}
|
|
|
|
void
|
|
KX_GameObject::SetLayer(
|
|
int l
|
|
)
|
|
{
|
|
m_layer = l;
|
|
}
|
|
|
|
int
|
|
KX_GameObject::GetLayer(
|
|
void
|
|
)
|
|
{
|
|
return m_layer;
|
|
}
|
|
|
|
// used by Python, and the actuatorshould _not_ be misused by the
|
|
// scene!
|
|
void
|
|
KX_GameObject::MarkVisible(
|
|
bool visible
|
|
)
|
|
{
|
|
/* If explicit visibility settings are used, this is
|
|
* determined on this level. Maybe change this to mesh level
|
|
* later on? */
|
|
|
|
double* fl = GetOpenGLMatrixPtr()->getPointer();
|
|
for (size_t i=0;i<m_meshes.size();i++)
|
|
{
|
|
m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
|
|
}
|
|
}
|
|
|
|
|
|
// Always use the flag?
|
|
void
|
|
KX_GameObject::MarkVisible(
|
|
void
|
|
)
|
|
{
|
|
double* fl = GetOpenGLMatrixPtr()->getPointer();
|
|
for (size_t i=0;i<m_meshes.size();i++)
|
|
{
|
|
m_meshes[i]->MarkVisible(fl,
|
|
this,
|
|
m_bVisible,
|
|
m_bUseObjectColor,
|
|
m_objectColor
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),local);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
|
|
}
|
|
|
|
void KX_GameObject::ResolveCombinedVelocities(
|
|
const MT_Vector3 & lin_vel,
|
|
const MT_Vector3 & ang_vel,
|
|
bool lin_vel_local,
|
|
bool ang_vel_local
|
|
){
|
|
if (m_pPhysicsController1)
|
|
{
|
|
|
|
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)
|
|
{
|
|
MT_Matrix3x3 orimat;
|
|
MT_Vector3 vect,ori,z,x,y;
|
|
MT_Scalar len;
|
|
|
|
vect = dir;
|
|
len = vect.length();
|
|
if (MT_fuzzyZero(len))
|
|
{
|
|
cout << "alignAxisToVect() Error: Null vector!\n";
|
|
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!
|
|
x = vect;
|
|
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]);
|
|
y = vect;
|
|
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]);
|
|
z = vect;
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
// scenegraph node stuff
|
|
|
|
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setPosition(trans);
|
|
}
|
|
|
|
if (GetSGNode())
|
|
GetSGNode()->SetLocalPosition(trans);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setOrientation(rot.getRotation());
|
|
}
|
|
if (GetSGNode())
|
|
GetSGNode()->SetLocalOrientation(rot);
|
|
else
|
|
{
|
|
int i;
|
|
i=0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setScaling(scale);
|
|
}
|
|
|
|
if (GetSGNode())
|
|
GetSGNode()->SetLocalScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
|
|
{
|
|
if (GetSGNode())
|
|
GetSGNode()->RelativeScale(scale);
|
|
}
|
|
|
|
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
|
|
{
|
|
return GetSGNode()->GetWorldOrientation();
|
|
}
|
|
|
|
|
|
|
|
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
|
|
{
|
|
return GetSGNode()->GetWorldScaling();
|
|
}
|
|
|
|
|
|
|
|
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
|
|
{
|
|
return GetSGNode()->GetWorldPosition();
|
|
}
|
|
|
|
/* Suspend/ resume: for the dynamic behaviour, there is a simple
|
|
* method. For the residual motion, there is not. I wonder what the
|
|
* correct solution is for Sumo. Remove from the motion-update tree?
|
|
*
|
|
* So far, only switch the physics and logic.
|
|
* */
|
|
|
|
void KX_GameObject::Resume(void)
|
|
{
|
|
if (m_suspended) {
|
|
SCA_IObject::Resume();
|
|
GetPhysicsController()->RestoreDynamics();
|
|
|
|
m_suspended = false;
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::Suspend(void)
|
|
{
|
|
if ((!m_ignore_activity_culling)
|
|
&& (!m_suspended)) {
|
|
SCA_IObject::Suspend();
|
|
GetPhysicsController()->SuspendDynamics();
|
|
m_suspended = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ------- python stuff ---------------------------------------------------*/
|
|
|
|
|
|
|
|
|
|
PyMethodDef KX_GameObject::Methods[] = {
|
|
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
|
|
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
|
|
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
|
|
{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, 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_O},
|
|
{"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},
|
|
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
|
|
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
|
|
{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
|
|
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCast),
|
|
KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
|
|
{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::PyEndObject(PyObject* self)
|
|
{
|
|
|
|
KX_Scene *scene = PHY_GetActiveScene();
|
|
scene->DelayedRemoveObject(this);
|
|
|
|
return Py_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")
|
|
return 1;
|
|
|
|
if (attr == "parent")
|
|
return 1;
|
|
|
|
if (PyInt_Check(value))
|
|
{
|
|
int val = PyInt_AsLong(value);
|
|
if (attr == "visible")
|
|
{
|
|
SetVisible(val != 0);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (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;
|
|
}
|
|
|
|
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::PyGetLinearVelocity(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// 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,
|
|
PyObject* kwds)
|
|
{
|
|
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::PySetVisible(PyObject* self, PyObject* value)
|
|
{
|
|
int visible = PyInt_AsLong(value);
|
|
|
|
if (visible==-1 && PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "expected 0 or 1");
|
|
return NULL;
|
|
}
|
|
|
|
MarkVisible(visible!=0);
|
|
m_bVisible = (visible!=0);
|
|
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,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
MT_Vector3 velocity(0.0,0.0,0.0);
|
|
MT_Point3 point(0.0,0.0,0.0);
|
|
|
|
|
|
PyObject* pypos = NULL;
|
|
if (PyArg_ParseTuple(args, "|O", &pypos))
|
|
{
|
|
if (pypos)
|
|
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 = PHY_GetActiveScene();
|
|
|
|
this->SetParent(scene, obj);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
|
|
{
|
|
KX_Scene *scene = PHY_GetActiveScene();
|
|
this->RemoveParent(scene);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetMesh(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
int mesh = 0;
|
|
|
|
if (PyArg_ParseTuple(args, "|i", &mesh))
|
|
{
|
|
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
|
|
return meshproxy;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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* kwds)
|
|
{
|
|
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* kwds)
|
|
{
|
|
PyObject* pyvect;
|
|
int axis = 2; //z axis is the default
|
|
|
|
if (PyArg_ParseTuple(args,"O|i",&pyvect,&axis))
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(pyvect, vect))
|
|
{
|
|
AlignAxisToVect(vect,axis);
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(value, vect))
|
|
{
|
|
return PyObjectFrom(vect * NodeGetWorldOrientation());
|
|
}
|
|
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::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;
|
|
if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &pyother))
|
|
{
|
|
KX_GameObject *other = static_cast<KX_GameObject*>(pyother);
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
|
|
{
|
|
|
|
KX_GameObject* hitKXObj = client->m_gameobject;
|
|
|
|
if (client->m_type > KX_ClientObjectInfo::ACTOR)
|
|
{
|
|
// false hit
|
|
return false;
|
|
}
|
|
|
|
if (m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
|
|
{
|
|
m_pHitObject = hitKXObj;
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
|
|
if (!PyVecTo(pyarg, toPoint))
|
|
{
|
|
KX_GameObject *other;
|
|
PyErr_Clear();
|
|
if (!PyType_IsSubtype(pyarg->ob_type, &KX_GameObject::Type))
|
|
return NULL;
|
|
other = static_cast<KX_GameObject*>(pyarg);
|
|
toPoint = other->NodeGetWorldPosition();
|
|
}
|
|
MT_Point3 fromPoint = NodeGetWorldPosition();
|
|
if (dist != 0.0f)
|
|
{
|
|
MT_Vector3 toDir = toPoint-fromPoint;
|
|
toDir.normalize();
|
|
toPoint = fromPoint + (dist) * toDir;
|
|
}
|
|
|
|
MT_Point3 resultPoint;
|
|
MT_Vector3 resultNormal;
|
|
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::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
m_pHitObject->AddRef();
|
|
return m_pHitObject;
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
|
|
"rayCast(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) of contact point with object within dist that matches prop or None if no hit\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 to\n"
|
|
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
|
|
" Can None or omitted => start from self object center\n"
|
|
" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
|
|
"Note: the object on which you call this method matters: the ray will ignore it if it goes through it\n")
|
|
{
|
|
MT_Point3 toPoint;
|
|
MT_Point3 fromPoint;
|
|
PyObject* pyto;
|
|
PyObject* pyfrom = NULL;
|
|
float dist = 0.0f;
|
|
char *propName = NULL;
|
|
KX_GameObject *other;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|Ofs", &pyto, &pyfrom, &dist, &propName))
|
|
return NULL;
|
|
|
|
if (!PyVecTo(pyto, toPoint))
|
|
{
|
|
PyErr_Clear();
|
|
if (!PyType_IsSubtype(pyto->ob_type, &KX_GameObject::Type))
|
|
return NULL;
|
|
other = static_cast<KX_GameObject*>(pyto);
|
|
toPoint = other->NodeGetWorldPosition();
|
|
}
|
|
if (!pyfrom || pyfrom == Py_None)
|
|
{
|
|
fromPoint = NodeGetWorldPosition();
|
|
}
|
|
else if (!PyVecTo(pyfrom, fromPoint))
|
|
{
|
|
PyErr_Clear();
|
|
if (!PyType_IsSubtype(pyfrom->ob_type, &KX_GameObject::Type))
|
|
return NULL;
|
|
other = static_cast<KX_GameObject*>(pyfrom);
|
|
fromPoint = other->NodeGetWorldPosition();
|
|
}
|
|
|
|
if (dist != 0.0f)
|
|
{
|
|
MT_Vector3 toDir = toPoint-fromPoint;
|
|
toDir.normalize();
|
|
toPoint = fromPoint + (dist) * toDir;
|
|
}
|
|
|
|
MT_Point3 resultPoint;
|
|
MT_Vector3 resultNormal;
|
|
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::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
PyObject* returnValue = PyTuple_New(3);
|
|
if (!returnValue)
|
|
return NULL;
|
|
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
|
|
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(resultPoint));
|
|
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(resultNormal));
|
|
return returnValue;
|
|
//return Py_BuildValue("(O,(fff),(fff))",
|
|
// m_pHitObject->AddRef(), // trick: KX_GameObject are not true Python object, they use a difference reference count system
|
|
// resultPoint[0], resultPoint[1], resultPoint[2],
|
|
// resultNormal[0], resultNormal[1], resultNormal[2]);
|
|
}
|
|
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
//Py_RETURN_NONE;
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
|
|
{
|
|
/* intentionally empty ? */
|
|
}
|
|
|