blender/source/gameengine/SceneGraph/SG_Spatial.h
Kester Maddock 3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00

230 lines
4.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __SG_SPATIAL_H
#define __SG_SPATIAL_H
#include <MT_Vector3.h>
#include <MT_Point3.h>
#include <MT_Matrix3x3.h> // or Quaternion later ?
#include "SG_IObject.h"
#include "SG_BBox.h"
class SG_Node;
class SG_ParentRelation;
/**
* SG_Spatial contains spatial information (local & world position, rotation
* and scaling) for a Scene graph node.
* It also contains a link to the node's parent.
*/
class SG_Spatial : public SG_IObject
{
protected:
MT_Point3 m_localPosition;
MT_Matrix3x3 m_localRotation;
MT_Vector3 m_localScaling;
MT_Point3 m_worldPosition;
MT_Matrix3x3 m_worldRotation;
MT_Vector3 m_worldScaling;
SG_ParentRelation * m_parent_relation;
SG_BBox m_bbox;
MT_Scalar m_radius;
public:
/**
* Define the realtionship this node has with it's parent
* node. You should pass an unshared instance of an SG_ParentRelation
* allocated on the heap to this method. Ownership of this
* instance is assumed by this class.
* You may call this function several times in the lifetime
* of a node to change the relationship dynamically.
* You must call this method before the first call to UpdateSpatialData().
* An assertion willl be fired at run-time in debug if this is not
* the case.
* The relation is activated only if no controllers of this object
* updated the coordinates of the child.
*/
void
SetParentRelation(
SG_ParentRelation *relation
);
/**
* Apply a translation relative to the current position.
* if local then the translation is assumed to be in the
* local coordinates of this object. If not then the translation
* is assumed to be in global coordinates. In this case
* you must provide a pointer to the parent of this object if it
* exists otherwise if there is no parent set it to NULL
*/
void
RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
);
void
SetLocalPosition(
const MT_Point3& trans
);
void
SetWorldPosition(
const MT_Point3& trans
);
void
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
);
void
SetLocalOrientation(
const MT_Matrix3x3& rot
);
void
SetWorldOrientation(
const MT_Matrix3x3& rot
);
void
RelativeScale(
const MT_Vector3& scale
);
void
SetLocalScale(
const MT_Vector3& scale
);
void
SetWorldScale(
const MT_Vector3& scale
);
const
MT_Point3&
GetLocalPosition(
) const ;
const
MT_Matrix3x3&
GetLocalOrientation(
) const ;
const
MT_Vector3&
GetLocalScale(
) const;
const
MT_Point3&
GetWorldPosition(
) const ;
const
MT_Matrix3x3&
GetWorldOrientation(
) const ;
const
MT_Vector3&
GetWorldScaling(
) const ;
MT_Transform GetWorldTransform() const;
bool ComputeWorldTransforms( const SG_Spatial *parent);
/**
* Bounding box functions.
*/
SG_BBox& BBox();
void SetBBox(SG_BBox & bbox);
bool inside(const MT_Point3 &point) const;
void getBBox(MT_Point3 *box) const;
void getAABBox(MT_Point3 *box) const;
MT_Scalar Radius() const { return m_radius; }
void SetRadius(MT_Scalar radius) { m_radius = radius; }
protected:
friend class SG_Controller;
/**
* Protected constructor this class is not
* designed for direct instantiation
*/
SG_Spatial(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
);
SG_Spatial(
const SG_Spatial& other
);
virtual ~SG_Spatial();
/**
* Update the world coordinates of this spatial node. This also informs
* any controllers to update this object.
*/
bool
UpdateSpatialData(
const SG_Spatial *parent,
double time
);
};
#endif //__SG_SPATIAL_H