forked from bartvdbraak/blender
3391 lines
96 KiB
C++
3391 lines
96 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file gameengine/Ketsji/KX_GameObject.cpp
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* \ingroup ketsji
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*/
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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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#if defined(WIN32) && !defined(FREE_WINDOWS)
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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 "KX_Camera.h" // only for their ::Type
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#include "KX_Light.h" // only for their ::Type
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#include "KX_FontObject.h" // only for their ::Type
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#include "RAS_MeshObject.h"
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#include "KX_MeshProxy.h"
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#include "KX_PolyProxy.h"
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#include <stdio.h> // printf
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#include "SG_Controller.h"
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#include "KX_IPhysicsController.h"
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#include "PHY_IGraphicController.h"
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#include "SG_Node.h"
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#include "SG_Controller.h"
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#include "KX_ClientObjectInfo.h"
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#include "RAS_BucketManager.h"
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#include "KX_RayCast.h"
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#include "KX_PythonInit.h"
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#include "KX_PyMath.h"
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#include "KX_PythonSeq.h"
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#include "KX_ConvertPhysicsObject.h"
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#include "SCA_IActuator.h"
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#include "SCA_ISensor.h"
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#include "SCA_IController.h"
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#include "NG_NetworkScene.h" //Needed for sendMessage()
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#include "KX_ObstacleSimulation.h"
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#include "BL_ActionManager.h"
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#include "PyObjectPlus.h" /* python stuff */
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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#include "BLI_math.h"
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static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
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static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
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static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(1.0, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0);
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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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: SCA_IObject(),
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m_bDyna(false),
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m_layer(0),
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m_pBlenderObject(NULL),
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m_pBlenderGroupObject(NULL),
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m_bSuspendDynamics(false),
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m_bUseObjectColor(false),
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m_bIsNegativeScaling(false),
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m_bVisible(true),
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m_bCulled(true),
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m_bOccluder(false),
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m_pPhysicsController1(NULL),
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m_pGraphicController(NULL),
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m_xray(false),
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m_pHitObject(NULL),
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m_pObstacleSimulation(NULL),
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m_actionManager(NULL),
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m_isDeformable(false)
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#ifdef WITH_PYTHON
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, m_attr_dict(NULL)
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#endif
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{
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m_ignore_activity_culling = false;
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m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
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m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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RemoveMeshes();
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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delete m_pClient_info;
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//if (m_pSGNode)
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// delete m_pSGNode;
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if (m_pSGNode)
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{
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// must go through controllers and make sure they will not use us anymore
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// This is important for KX_BulletPhysicsControllers that unregister themselves
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// from the object when they are deleted.
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SGControllerList::iterator contit;
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SGControllerList& controllers = m_pSGNode->GetSGControllerList();
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for (contit = controllers.begin();contit!=controllers.end();++contit)
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{
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(*contit)->ClearObject();
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}
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m_pSGNode->SetSGClientObject(NULL);
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/* m_pSGNode is freed in KX_Scene::RemoveNodeDestructObject */
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}
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if (m_pGraphicController)
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{
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delete m_pGraphicController;
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}
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if (m_pObstacleSimulation)
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{
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m_pObstacleSimulation->DestroyObstacleForObj(this);
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}
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if (m_actionManager)
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{
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KX_GetActiveScene()->RemoveAnimatedObject(this);
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delete m_actionManager;
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}
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#ifdef WITH_PYTHON
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if (m_attr_dict) {
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PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */
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/* Py_CLEAR: Py_DECREF's and NULL's */
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Py_CLEAR(m_attr_dict);
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}
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#endif // WITH_PYTHON
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}
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KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
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{
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if (!info)
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return NULL;
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return info->m_gameobject;
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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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double 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(const char *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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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, bool addToCompound, bool ghost)
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{
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// check on valid node in case a python controller holds a reference to a deleted object
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if (obj &&
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GetSGNode() && // object is not zombi
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obj->GetSGNode() && // object is not zombi
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GetSGNode()->GetSGParent() != obj->GetSGNode() && // not already parented to same object
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!GetSGNode()->IsAncessor(obj->GetSGNode()) && // no parenting loop
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this != obj) // not the object itself
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{
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// Make sure the objects have some scale
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MT_Vector3 scale1 = NodeGetWorldScaling();
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MT_Vector3 scale2 = obj->NodeGetWorldScaling();
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if (fabs(scale2[0]) < FLT_EPSILON ||
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fabs(scale2[1]) < FLT_EPSILON ||
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fabs(scale2[2]) < FLT_EPSILON ||
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fabs(scale1[0]) < FLT_EPSILON ||
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fabs(scale1[1]) < FLT_EPSILON ||
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fabs(scale1[2]) < FLT_EPSILON) { return; }
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// Remove us from our old parent and set our new parent
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RemoveParent(scene);
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obj->GetSGNode()->AddChild(GetSGNode());
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SuspendDynamics(ghost);
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}
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// Set us to our new scale, position, and orientation
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scale2[0] = 1.0/scale2[0];
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scale2[1] = 1.0/scale2[1];
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scale2[2] = 1.0/scale2[2];
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scale1 = scale1 * scale2;
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MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
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MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
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NodeSetLocalScale(scale1);
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NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
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NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
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NodeUpdateGS(0.f);
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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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// if the new parent is a compound object, add this object shape to the compound shape.
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// step 0: verify this object has physical controller
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if (m_pPhysicsController1 && addToCompound)
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{
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// step 1: find the top parent (not necessarily obj)
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KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
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// step 2: verify it has a physical controller and compound shape
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if (rootobj != NULL &&
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rootobj->m_pPhysicsController1 != NULL &&
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rootobj->m_pPhysicsController1->IsCompound())
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{
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rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
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}
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}
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// graphically, the object hasn't change place, no need to update m_pGraphicController
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}
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}
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void KX_GameObject::RemoveParent(KX_Scene *scene)
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{
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// check on valid node in case a python controller holds a reference to a deleted object
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if (GetSGNode() && GetSGNode()->GetSGParent())
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{
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// get the root object to remove us from compound object if needed
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KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
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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);
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// the object is now a root object, add it to the parentlist
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CListValue* rootlist = scene->GetRootParentList();
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if (!rootlist->SearchValue(this))
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// object was not in root list, add it now and increment ref count
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rootlist->Add(AddRef());
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if (m_pPhysicsController1)
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{
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// in case this controller was added as a child shape to the parent
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if (rootobj != NULL &&
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rootobj->m_pPhysicsController1 != NULL &&
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rootobj->m_pPhysicsController1->IsCompound())
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{
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rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
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}
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m_pPhysicsController1->RestoreDynamics();
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if (m_pPhysicsController1->IsDyna() && (rootobj != NULL && rootobj->m_pPhysicsController1))
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{
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// dynamic object should remember the velocity they had while being parented
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MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
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MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
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MT_Point3 relPoint;
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relPoint = (childPoint-rootPoint);
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MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
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MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
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m_pPhysicsController1->SetLinearVelocity(linVel, false);
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m_pPhysicsController1->SetAngularVelocity(angVel, false);
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}
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}
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// graphically, the object hasn't change place, no need to update m_pGraphicController
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}
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}
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BL_ActionManager* KX_GameObject::GetActionManager()
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{
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// We only want to create an action manager if we need it
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if (!m_actionManager)
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{
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KX_GetActiveScene()->AddAnimatedObject(this);
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m_actionManager = new BL_ActionManager(this);
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}
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return m_actionManager;
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}
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bool KX_GameObject::PlayAction(const char* name,
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float start,
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float end,
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short layer,
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short priority,
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float blendin,
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short play_mode,
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float layer_weight,
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short ipo_flags,
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float playback_speed)
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{
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return GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed);
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}
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void KX_GameObject::StopAction(short layer)
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{
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GetActionManager()->StopAction(layer);
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}
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bool KX_GameObject::IsActionDone(short layer)
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{
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return GetActionManager()->IsActionDone(layer);
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}
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void KX_GameObject::UpdateActionManager(float curtime)
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{
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GetActionManager()->Update(curtime);
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}
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float KX_GameObject::GetActionFrame(short layer)
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{
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return GetActionManager()->GetActionFrame(layer);
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}
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void KX_GameObject::SetActionFrame(short layer, float frame)
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{
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GetActionManager()->SetActionFrame(layer, frame);
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}
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bAction *KX_GameObject::GetCurrentAction(short layer)
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{
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return GetActionManager()->GetCurrentAction(layer);
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}
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void KX_GameObject::SetPlayMode(short layer, short mode)
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{
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GetActionManager()->SetPlayMode(layer, mode);
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}
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void KX_GameObject::SetTimes(short layer, float start, float end)
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{
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GetActionManager()->SetTimes(layer, start, end);
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}
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void KX_GameObject::ProcessReplica()
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{
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SCA_IObject::ProcessReplica();
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m_pPhysicsController1 = NULL;
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m_pGraphicController = NULL;
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m_pSGNode = NULL;
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m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
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m_pClient_info->m_gameobject = this;
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if (m_actionManager)
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m_actionManager = new BL_ActionManager(this);
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m_state = 0;
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KX_Scene* scene = KX_GetActiveScene();
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KX_ObstacleSimulation* obssimulation = scene->GetObstacleSimulation();
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struct Object* blenderobject = GetBlenderObject();
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if (obssimulation && (blenderobject->gameflag & OB_HASOBSTACLE))
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{
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obssimulation->AddObstacleForObj(this);
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}
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#ifdef WITH_PYTHON
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if(m_attr_dict)
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m_attr_dict= PyDict_Copy(m_attr_dict);
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#endif
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}
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static void setGraphicController_recursive(SG_Node* node)
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{
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NodeList& children = node->GetSGChildren();
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for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
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{
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SG_Node* childnode = (*childit);
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KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj != NULL) // This is a GameObject
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clientgameobj->ActivateGraphicController(false);
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// if the childobj is NULL then this may be an inverse parent link
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// so a non recursive search should still look down this node.
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setGraphicController_recursive(childnode);
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}
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}
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void KX_GameObject::ActivateGraphicController(bool recurse)
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{
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if (m_pGraphicController)
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{
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m_pGraphicController->Activate(m_bVisible);
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}
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if (recurse)
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{
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setGraphicController_recursive(GetSGNode());
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}
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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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replica->ProcessReplica();
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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 (GetSGNode())
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{
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if (m_pPhysicsController1) // (IsDynamic())
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{
|
|
m_pPhysicsController1->RelativeTranslate(dloc,local);
|
|
}
|
|
GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
|
|
{
|
|
MT_Matrix3x3 rotmat(drot);
|
|
|
|
if (GetSGNode()) {
|
|
GetSGNode()->RelativeRotate(rotmat,local);
|
|
|
|
if (m_pPhysicsController1) { // (IsDynamic())
|
|
m_pPhysicsController1->RelativeRotate(rotmat,local);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
|
|
*/
|
|
double* KX_GameObject::GetOpenGLMatrix()
|
|
{
|
|
// todo: optimize and only update if necessary
|
|
double* fl = m_OpenGL_4x4Matrix.getPointer();
|
|
if (GetSGNode()) {
|
|
MT_Transform trans;
|
|
|
|
trans.setOrigin(GetSGNode()->GetWorldPosition());
|
|
trans.setBasis(GetSGNode()->GetWorldOrientation());
|
|
|
|
MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
|
|
m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
|
|
trans.scale(scaling[0], scaling[1], scaling[2]);
|
|
trans.getValue(fl);
|
|
GetSGNode()->ClearDirty();
|
|
}
|
|
return fl;
|
|
}
|
|
|
|
void KX_GameObject::UpdateBlenderObjectMatrix(Object* blendobj)
|
|
{
|
|
if (!blendobj)
|
|
blendobj = m_pBlenderObject;
|
|
if (blendobj) {
|
|
const MT_Matrix3x3& rot = NodeGetWorldOrientation();
|
|
const MT_Vector3& scale = NodeGetWorldScaling();
|
|
const MT_Vector3& pos = NodeGetWorldPosition();
|
|
rot.getValue(blendobj->obmat[0]);
|
|
pos.getValue(blendobj->obmat[3]);
|
|
mul_v3_fl(blendobj->obmat[0], scale[0]);
|
|
mul_v3_fl(blendobj->obmat[1], scale[1]);
|
|
mul_v3_fl(blendobj->obmat[2], scale[2]);
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::AddMeshUser()
|
|
{
|
|
for (size_t i=0;i<m_meshes.size();i++)
|
|
{
|
|
m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
|
|
}
|
|
// set the part of the mesh slot that never change
|
|
double* fl = GetOpenGLMatrixPtr()->getPointer();
|
|
|
|
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
|
|
// RAS_MeshSlot* ms;
|
|
for(mit.begin(); !mit.end(); ++mit)
|
|
{
|
|
(*mit)->m_OpenGLMatrix = fl;
|
|
}
|
|
UpdateBuckets(false);
|
|
}
|
|
|
|
static void UpdateBuckets_recursive(SG_Node* node)
|
|
{
|
|
NodeList& children = node->GetSGChildren();
|
|
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* childnode = (*childit);
|
|
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
|
if (clientgameobj != NULL) // This is a GameObject
|
|
clientgameobj->UpdateBuckets(0);
|
|
|
|
// if the childobj is NULL then this may be an inverse parent link
|
|
// so a non recursive search should still look down this node.
|
|
UpdateBuckets_recursive(childnode);
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::UpdateBuckets( bool recursive )
|
|
{
|
|
if (GetSGNode()) {
|
|
RAS_MeshSlot *ms;
|
|
|
|
if (GetSGNode()->IsDirty())
|
|
GetOpenGLMatrix();
|
|
|
|
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
|
|
for(mit.begin(); !mit.end(); ++mit)
|
|
{
|
|
ms = *mit;
|
|
ms->m_bObjectColor = m_bUseObjectColor;
|
|
ms->m_RGBAcolor = m_objectColor;
|
|
ms->m_bVisible = m_bVisible;
|
|
ms->m_bCulled = m_bCulled || !m_bVisible;
|
|
if (!ms->m_bCulled)
|
|
ms->m_bucket->ActivateMesh(ms);
|
|
|
|
/* split if necessary */
|
|
#ifdef USE_SPLIT
|
|
ms->Split();
|
|
#endif
|
|
}
|
|
|
|
if (recursive) {
|
|
UpdateBuckets_recursive(GetSGNode());
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::RemoveMeshes()
|
|
{
|
|
for (size_t i=0;i<m_meshes.size();i++)
|
|
m_meshes[i]->RemoveFromBuckets(this);
|
|
|
|
//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
|
|
|
|
m_meshes.clear();
|
|
}
|
|
|
|
void KX_GameObject::UpdateTransform()
|
|
{
|
|
// HACK: saves function call for dynamic object, they are handled differently
|
|
if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
|
|
// Note that for Bullet, this does not even update the transform of static object
|
|
// but merely sets there collision flag to "kinematic" because the synchronization is
|
|
// done during physics simulation
|
|
m_pPhysicsController1->SetSumoTransform(true);
|
|
if (m_pGraphicController)
|
|
// update the culling tree
|
|
m_pGraphicController->SetGraphicTransform();
|
|
|
|
}
|
|
|
|
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
|
|
{
|
|
((KX_GameObject*)gameobj)->UpdateTransform();
|
|
}
|
|
|
|
void KX_GameObject::SynchronizeTransform()
|
|
{
|
|
// only used for sensor object, do full synchronization as bullet doesn't do it
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetTransform();
|
|
if (m_pGraphicController)
|
|
m_pGraphicController->SetGraphicTransform();
|
|
}
|
|
|
|
void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
|
|
{
|
|
((KX_GameObject*)gameobj)->SynchronizeTransform();
|
|
}
|
|
|
|
|
|
void KX_GameObject::SetDebugColor(unsigned int bgra)
|
|
{
|
|
for (size_t i=0;i<m_meshes.size();i++)
|
|
m_meshes[i]->DebugColor(bgra);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::ResetDebugColor()
|
|
{
|
|
SetDebugColor(0xff000000);
|
|
}
|
|
|
|
void KX_GameObject::InitIPO(bool ipo_as_force,
|
|
bool ipo_add,
|
|
bool ipo_local)
|
|
{
|
|
SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
|
|
|
|
while (it != GetSGNode()->GetSGControllerList().end()) {
|
|
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
|
|
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
|
|
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
|
|
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
|
|
it++;
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::UpdateIPO(float curframetime,
|
|
bool recurse)
|
|
{
|
|
// just the 'normal' update procedure.
|
|
GetSGNode()->SetSimulatedTime(curframetime,recurse);
|
|
GetSGNode()->UpdateWorldData(curframetime);
|
|
UpdateTransform();
|
|
}
|
|
|
|
// IPO update
|
|
void
|
|
KX_GameObject::UpdateMaterialData(
|
|
dword matname_hash,
|
|
MT_Vector4 rgba,
|
|
MT_Vector3 specrgb,
|
|
MT_Scalar hard,
|
|
MT_Scalar spec,
|
|
MT_Scalar ref,
|
|
MT_Scalar emit,
|
|
MT_Scalar alpha
|
|
|
|
)
|
|
{
|
|
int mesh = 0;
|
|
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
|
|
list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
|
|
|
|
for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
|
|
{
|
|
RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
|
|
|
|
if(poly->GetFlag() & RAS_BLENDERMAT )
|
|
{
|
|
KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
|
|
|
|
if (matname_hash == 0)
|
|
{
|
|
m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
|
|
// if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
|
|
SetObjectColor(rgba);
|
|
}
|
|
else
|
|
{
|
|
if (matname_hash == poly->GetMaterialNameHash())
|
|
{
|
|
m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
|
|
m_meshes[mesh]->SetVertexColor(poly,rgba);
|
|
|
|
// no break here, because one blender material can be split into several game engine materials
|
|
// (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
|
|
// if here was a break then would miss some vertices if material was split
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bool
|
|
KX_GameObject::GetVisible(
|
|
void
|
|
)
|
|
{
|
|
return m_bVisible;
|
|
}
|
|
|
|
static void setVisible_recursive(SG_Node* node, bool v)
|
|
{
|
|
NodeList& children = node->GetSGChildren();
|
|
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* childnode = (*childit);
|
|
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
|
if (clientgameobj != NULL) // This is a GameObject
|
|
clientgameobj->SetVisible(v, 0);
|
|
|
|
// if the childobj is NULL then this may be an inverse parent link
|
|
// so a non recursive search should still look down this node.
|
|
setVisible_recursive(childnode, v);
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
KX_GameObject::SetVisible(
|
|
bool v,
|
|
bool recursive
|
|
)
|
|
{
|
|
if (GetSGNode()) {
|
|
m_bVisible = v;
|
|
if (m_pGraphicController)
|
|
m_pGraphicController->Activate(m_bVisible);
|
|
if (recursive)
|
|
setVisible_recursive(GetSGNode(), v);
|
|
}
|
|
}
|
|
|
|
static void setOccluder_recursive(SG_Node* node, bool v)
|
|
{
|
|
NodeList& children = node->GetSGChildren();
|
|
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* childnode = (*childit);
|
|
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
|
|
if (clientgameobj != NULL) // This is a GameObject
|
|
clientgameobj->SetOccluder(v, false);
|
|
|
|
// if the childobj is NULL then this may be an inverse parent link
|
|
// so a non recursive search should still look down this node.
|
|
setOccluder_recursive(childnode, v);
|
|
}
|
|
}
|
|
|
|
void
|
|
KX_GameObject::SetOccluder(
|
|
bool v,
|
|
bool recursive
|
|
)
|
|
{
|
|
if (GetSGNode()) {
|
|
m_bOccluder = v;
|
|
if (recursive)
|
|
setOccluder_recursive(GetSGNode(), v);
|
|
}
|
|
}
|
|
|
|
void
|
|
KX_GameObject::SetLayer(
|
|
int l
|
|
)
|
|
{
|
|
m_layer = l;
|
|
}
|
|
|
|
int
|
|
KX_GameObject::GetLayer(
|
|
void
|
|
)
|
|
{
|
|
return m_layer;
|
|
}
|
|
|
|
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
|
|
m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
|
|
}
|
|
|
|
|
|
void KX_GameObject::ResolveCombinedVelocities(
|
|
const MT_Vector3 & lin_vel,
|
|
const MT_Vector3 & ang_vel,
|
|
bool lin_vel_local,
|
|
bool ang_vel_local
|
|
){
|
|
if (m_pPhysicsController1)
|
|
{
|
|
|
|
MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
|
|
MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
|
|
m_pPhysicsController1->resolveCombinedVelocities(
|
|
lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
|
|
}
|
|
}
|
|
|
|
|
|
void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
|
|
{
|
|
m_bUseObjectColor = true;
|
|
m_objectColor = rgbavec;
|
|
}
|
|
|
|
const MT_Vector4& KX_GameObject::GetObjectColor()
|
|
{
|
|
return m_objectColor;
|
|
}
|
|
|
|
void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
|
|
{
|
|
MT_Matrix3x3 orimat;
|
|
MT_Vector3 vect,ori,z,x,y;
|
|
MT_Scalar len;
|
|
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
vect = dir;
|
|
len = vect.length();
|
|
if (MT_fuzzyZero(len))
|
|
{
|
|
cout << "alignAxisToVect() Error: Null vector!\n";
|
|
return;
|
|
}
|
|
|
|
if (fac<=0.0) {
|
|
return;
|
|
}
|
|
|
|
// normalize
|
|
vect /= len;
|
|
orimat = GetSGNode()->GetWorldOrientation();
|
|
switch (axis)
|
|
{
|
|
case 0: //x axis
|
|
ori.setValue(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 parallel to the pivot?
|
|
ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
|
|
if (fac == 1.0) {
|
|
x = vect;
|
|
} else {
|
|
x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
|
|
len = x.length();
|
|
if (MT_fuzzyZero(len)) x = vect;
|
|
else x /= len;
|
|
}
|
|
y = ori.cross(x);
|
|
z = x.cross(y);
|
|
break;
|
|
case 1: //y axis
|
|
ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
|
|
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
|
|
ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
|
|
if (fac == 1.0) {
|
|
y = vect;
|
|
} else {
|
|
y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
|
|
len = y.length();
|
|
if (MT_fuzzyZero(len)) y = vect;
|
|
else y /= len;
|
|
}
|
|
z = ori.cross(y);
|
|
x = y.cross(z);
|
|
break;
|
|
case 2: //z axis
|
|
ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
|
|
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
|
|
ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
|
|
if (fac == 1.0) {
|
|
z = vect;
|
|
} else {
|
|
z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
|
|
len = z.length();
|
|
if (MT_fuzzyZero(len)) z = vect;
|
|
else z /= len;
|
|
}
|
|
x = ori.cross(z);
|
|
y = z.cross(x);
|
|
break;
|
|
default: //wrong input?
|
|
cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
|
|
return;
|
|
}
|
|
x.normalize(); //normalize the vectors
|
|
y.normalize();
|
|
z.normalize();
|
|
orimat.setValue( 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::GetLocalInertia()
|
|
{
|
|
MT_Vector3 local_inertia(0.0,0.0,0.0);
|
|
if (m_pPhysicsController1)
|
|
{
|
|
local_inertia = m_pPhysicsController1->GetLocalInertia();
|
|
}
|
|
return local_inertia;
|
|
}
|
|
|
|
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
|
|
{
|
|
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
|
|
MT_Matrix3x3 ori;
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetLinearVelocity();
|
|
|
|
if (local)
|
|
{
|
|
ori = GetSGNode()->GetWorldOrientation();
|
|
|
|
locvel = velocity * ori;
|
|
return locvel;
|
|
}
|
|
}
|
|
return velocity;
|
|
}
|
|
|
|
MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
|
|
{
|
|
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
|
|
MT_Matrix3x3 ori;
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetAngularVelocity();
|
|
|
|
if (local)
|
|
{
|
|
ori = GetSGNode()->GetWorldOrientation();
|
|
|
|
locvel = velocity * ori;
|
|
return locvel;
|
|
}
|
|
}
|
|
return velocity;
|
|
}
|
|
|
|
MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
return m_pPhysicsController1->GetVelocity(point);
|
|
}
|
|
return MT_Vector3(0.0,0.0,0.0);
|
|
}
|
|
|
|
// scenegraph node stuff
|
|
|
|
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// don't update physic controller if the object is a child:
|
|
// 1) the transformation will not be right
|
|
// 2) in this case, the physic controller is necessarily a static object
|
|
// that is updated from the normal kinematic synchronization
|
|
m_pPhysicsController1->setPosition(trans);
|
|
}
|
|
|
|
GetSGNode()->SetLocalPosition(trans);
|
|
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// see note above
|
|
m_pPhysicsController1->setOrientation(rot);
|
|
}
|
|
GetSGNode()->SetLocalOrientation(rot);
|
|
}
|
|
|
|
void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (GetSGNode()->GetSGParent())
|
|
GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
|
|
else
|
|
NodeSetLocalOrientation(rot);
|
|
}
|
|
|
|
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// see note above
|
|
m_pPhysicsController1->setScaling(scale);
|
|
}
|
|
GetSGNode()->SetLocalScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
|
|
{
|
|
if (GetSGNode())
|
|
{
|
|
GetSGNode()->RelativeScale(scale);
|
|
if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
|
|
{
|
|
// see note above
|
|
// we can use the local scale: it's the same thing for a root object
|
|
// and the world scale is not yet updated
|
|
MT_Vector3 newscale = GetSGNode()->GetLocalScale();
|
|
m_pPhysicsController1->setScaling(newscale);
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::NodeSetWorldScale(const MT_Vector3& scale)
|
|
{
|
|
if (!GetSGNode())
|
|
return;
|
|
SG_Node* parent = GetSGNode()->GetSGParent();
|
|
if (parent != NULL)
|
|
{
|
|
// Make sure the objects have some scale
|
|
MT_Vector3 p_scale = parent->GetWorldScaling();
|
|
if (fabs(p_scale[0]) < FLT_EPSILON ||
|
|
fabs(p_scale[1]) < FLT_EPSILON ||
|
|
fabs(p_scale[2]) < FLT_EPSILON)
|
|
{
|
|
return;
|
|
}
|
|
|
|
p_scale[0] = 1/p_scale[0];
|
|
p_scale[1] = 1/p_scale[1];
|
|
p_scale[2] = 1/p_scale[2];
|
|
|
|
NodeSetLocalScale(scale * p_scale);
|
|
}
|
|
else
|
|
{
|
|
NodeSetLocalScale(scale);
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
|
|
{
|
|
if (!GetSGNode())
|
|
return;
|
|
SG_Node* parent = GetSGNode()->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)
|
|
{
|
|
if (GetSGNode())
|
|
GetSGNode()->UpdateWorldData(time);
|
|
}
|
|
|
|
|
|
|
|
const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return dummy_orientation;
|
|
return GetSGNode()->GetWorldOrientation();
|
|
}
|
|
|
|
const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return dummy_orientation;
|
|
return GetSGNode()->GetLocalOrientation();
|
|
}
|
|
|
|
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return dummy_scaling;
|
|
|
|
return GetSGNode()->GetWorldScaling();
|
|
}
|
|
|
|
const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return dummy_scaling;
|
|
|
|
return GetSGNode()->GetLocalScale();
|
|
}
|
|
|
|
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (GetSGNode())
|
|
return GetSGNode()->GetWorldPosition();
|
|
else
|
|
return dummy_point;
|
|
}
|
|
|
|
const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (GetSGNode())
|
|
return GetSGNode()->GetLocalPosition();
|
|
else
|
|
return dummy_point;
|
|
}
|
|
|
|
|
|
/* Suspend/ resume: for the dynamic behavior, 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();
|
|
if(GetPhysicsController())
|
|
GetPhysicsController()->RestoreDynamics();
|
|
|
|
m_suspended = false;
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::Suspend()
|
|
{
|
|
if ((!m_ignore_activity_culling)
|
|
&& (!m_suspended)) {
|
|
SCA_IObject::Suspend();
|
|
if(GetPhysicsController())
|
|
GetPhysicsController()->SuspendDynamics();
|
|
m_suspended = true;
|
|
}
|
|
}
|
|
|
|
static void walk_children(SG_Node* node, CListValue* list, bool recursive)
|
|
{
|
|
if (!node)
|
|
return;
|
|
NodeList& children = node->GetSGChildren();
|
|
|
|
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
|
|
{
|
|
SG_Node* childnode = (*childit);
|
|
CValue* childobj = (CValue*)childnode->GetSGClientObject();
|
|
if (childobj != NULL) // This is a GameObject
|
|
{
|
|
// add to the list
|
|
list->Add(childobj->AddRef());
|
|
}
|
|
|
|
// if the childobj is NULL then this may be an inverse parent link
|
|
// so a non recursive search should still look down this node.
|
|
if (recursive || childobj==NULL) {
|
|
walk_children(childnode, list, recursive);
|
|
}
|
|
}
|
|
}
|
|
|
|
CListValue* KX_GameObject::GetChildren()
|
|
{
|
|
CListValue* list = new CListValue();
|
|
walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
|
|
return list;
|
|
}
|
|
|
|
CListValue* KX_GameObject::GetChildrenRecursive()
|
|
{
|
|
CListValue* list = new CListValue();
|
|
walk_children(GetSGNode(), list, 1);
|
|
return list;
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(CTR_Map<CTR_HashedPtr, void*> *map_parameter)
|
|
{
|
|
// we will relink the sensors and actuators that use object references
|
|
// if the object is part of the replicated hierarchy, use the new
|
|
// object reference instead
|
|
SCA_SensorList& sensorlist = GetSensors();
|
|
SCA_SensorList::iterator sit;
|
|
for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
|
|
{
|
|
(*sit)->Relink(map_parameter);
|
|
}
|
|
SCA_ActuatorList& actuatorlist = GetActuators();
|
|
SCA_ActuatorList::iterator ait;
|
|
for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
|
|
{
|
|
(*ait)->Relink(map_parameter);
|
|
}
|
|
}
|
|
|
|
#ifdef USE_MATHUTILS
|
|
|
|
/* These require an SGNode */
|
|
#define MATHUTILS_VEC_CB_POS_LOCAL 1
|
|
#define MATHUTILS_VEC_CB_POS_GLOBAL 2
|
|
#define MATHUTILS_VEC_CB_SCALE_LOCAL 3
|
|
#define MATHUTILS_VEC_CB_SCALE_GLOBAL 4
|
|
#define MATHUTILS_VEC_CB_INERTIA_LOCAL 5
|
|
#define MATHUTILS_VEC_CB_OBJECT_COLOR 6
|
|
#define MATHUTILS_VEC_CB_LINVEL_LOCAL 7
|
|
#define MATHUTILS_VEC_CB_LINVEL_GLOBAL 8
|
|
#define MATHUTILS_VEC_CB_ANGVEL_LOCAL 9
|
|
#define MATHUTILS_VEC_CB_ANGVEL_GLOBAL 10
|
|
|
|
static int mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */
|
|
|
|
static int mathutils_kxgameob_generic_check(BaseMathObject *bmo)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
|
|
if(self==NULL)
|
|
return -1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
|
|
if(self==NULL)
|
|
return -1;
|
|
|
|
#define PHYS_ERR(attr) PyErr_SetString(PyExc_AttributeError, "KX_GameObject." attr ", is missing a physics controller")
|
|
|
|
switch(subtype) {
|
|
case MATHUTILS_VEC_CB_POS_LOCAL:
|
|
self->NodeGetLocalPosition().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_POS_GLOBAL:
|
|
self->NodeGetWorldPosition().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_SCALE_LOCAL:
|
|
self->NodeGetLocalScaling().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_SCALE_GLOBAL:
|
|
self->NodeGetWorldScaling().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_INERTIA_LOCAL:
|
|
if(!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1;
|
|
self->GetPhysicsController()->GetLocalInertia().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_OBJECT_COLOR:
|
|
self->GetObjectColor().getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_LINVEL_LOCAL:
|
|
if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
|
|
self->GetLinearVelocity(true).getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_LINVEL_GLOBAL:
|
|
if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
|
|
self->GetLinearVelocity(false).getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_ANGVEL_LOCAL:
|
|
if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
|
|
self->GetAngularVelocity(true).getValue(bmo->data);
|
|
break;
|
|
case MATHUTILS_VEC_CB_ANGVEL_GLOBAL:
|
|
if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
|
|
self->GetAngularVelocity(false).getValue(bmo->data);
|
|
break;
|
|
|
|
}
|
|
|
|
#undef PHYS_ERR
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
|
|
if(self==NULL)
|
|
return -1;
|
|
|
|
switch(subtype) {
|
|
case MATHUTILS_VEC_CB_POS_LOCAL:
|
|
self->NodeSetLocalPosition(MT_Point3(bmo->data));
|
|
self->NodeUpdateGS(0.f);
|
|
break;
|
|
case MATHUTILS_VEC_CB_POS_GLOBAL:
|
|
self->NodeSetWorldPosition(MT_Point3(bmo->data));
|
|
self->NodeUpdateGS(0.f);
|
|
break;
|
|
case MATHUTILS_VEC_CB_SCALE_LOCAL:
|
|
self->NodeSetLocalScale(MT_Point3(bmo->data));
|
|
self->NodeUpdateGS(0.f);
|
|
break;
|
|
case MATHUTILS_VEC_CB_SCALE_GLOBAL:
|
|
PyErr_SetString(PyExc_AttributeError, "KX_GameObject.worldScale is read-only");
|
|
return -1;
|
|
case MATHUTILS_VEC_CB_INERTIA_LOCAL:
|
|
/* read only */
|
|
break;
|
|
case MATHUTILS_VEC_CB_OBJECT_COLOR:
|
|
self->SetObjectColor(MT_Vector4(bmo->data));
|
|
break;
|
|
case MATHUTILS_VEC_CB_LINVEL_LOCAL:
|
|
self->setLinearVelocity(MT_Point3(bmo->data),true);
|
|
break;
|
|
case MATHUTILS_VEC_CB_LINVEL_GLOBAL:
|
|
self->setLinearVelocity(MT_Point3(bmo->data),false);
|
|
break;
|
|
case MATHUTILS_VEC_CB_ANGVEL_LOCAL:
|
|
self->setAngularVelocity(MT_Point3(bmo->data),true);
|
|
break;
|
|
case MATHUTILS_VEC_CB_ANGVEL_GLOBAL:
|
|
self->setAngularVelocity(MT_Point3(bmo->data),false);
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int mathutils_kxgameob_vector_get_index(BaseMathObject *bmo, int subtype, int index)
|
|
{
|
|
/* lazy, avoid repeteing the case statement */
|
|
if(mathutils_kxgameob_vector_get(bmo, subtype) == -1)
|
|
return -1;
|
|
return 0;
|
|
}
|
|
|
|
static int mathutils_kxgameob_vector_set_index(BaseMathObject *bmo, int subtype, int index)
|
|
{
|
|
float f= bmo->data[index];
|
|
|
|
/* lazy, avoid repeteing the case statement */
|
|
if(mathutils_kxgameob_vector_get(bmo, subtype) == -1)
|
|
return -1;
|
|
|
|
bmo->data[index]= f;
|
|
return mathutils_kxgameob_vector_set(bmo, subtype);
|
|
}
|
|
|
|
Mathutils_Callback mathutils_kxgameob_vector_cb = {
|
|
mathutils_kxgameob_generic_check,
|
|
mathutils_kxgameob_vector_get,
|
|
mathutils_kxgameob_vector_set,
|
|
mathutils_kxgameob_vector_get_index,
|
|
mathutils_kxgameob_vector_set_index
|
|
};
|
|
|
|
/* Matrix */
|
|
#define MATHUTILS_MAT_CB_ORI_LOCAL 1
|
|
#define MATHUTILS_MAT_CB_ORI_GLOBAL 2
|
|
|
|
static int mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */
|
|
|
|
static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
|
|
if(self==NULL)
|
|
return -1;
|
|
|
|
switch(subtype) {
|
|
case MATHUTILS_MAT_CB_ORI_LOCAL:
|
|
self->NodeGetLocalOrientation().getValue3x3(bmo->data);
|
|
break;
|
|
case MATHUTILS_MAT_CB_ORI_GLOBAL:
|
|
self->NodeGetWorldOrientation().getValue3x3(bmo->data);
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
static int mathutils_kxgameob_matrix_set(BaseMathObject *bmo, int subtype)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
|
|
if(self==NULL)
|
|
return -1;
|
|
|
|
MT_Matrix3x3 mat3x3;
|
|
switch(subtype) {
|
|
case MATHUTILS_MAT_CB_ORI_LOCAL:
|
|
mat3x3.setValue3x3(bmo->data);
|
|
self->NodeSetLocalOrientation(mat3x3);
|
|
self->NodeUpdateGS(0.f);
|
|
break;
|
|
case MATHUTILS_MAT_CB_ORI_GLOBAL:
|
|
mat3x3.setValue3x3(bmo->data);
|
|
self->NodeSetLocalOrientation(mat3x3);
|
|
self->NodeUpdateGS(0.f);
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
Mathutils_Callback mathutils_kxgameob_matrix_cb = {
|
|
mathutils_kxgameob_generic_check,
|
|
mathutils_kxgameob_matrix_get,
|
|
mathutils_kxgameob_matrix_set,
|
|
NULL,
|
|
NULL
|
|
};
|
|
|
|
|
|
void KX_GameObject_Mathutils_Callback_Init(void)
|
|
{
|
|
// register mathutils callbacks, ok to run more then once.
|
|
mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
|
|
mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
|
|
}
|
|
|
|
#endif // USE_MATHUTILS
|
|
|
|
#ifdef WITH_PYTHON
|
|
/* ------- python stuff ---------------------------------------------------*/
|
|
PyMethodDef KX_GameObject::Methods[] = {
|
|
{"applyForce", (PyCFunction) KX_GameObject::sPyApplyForce, METH_VARARGS},
|
|
{"applyTorque", (PyCFunction) KX_GameObject::sPyApplyTorque, METH_VARARGS},
|
|
{"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
|
|
{"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
|
|
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
|
|
{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
|
|
{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
|
|
{"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
|
|
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
|
|
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
|
|
{"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},
|
|
{"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
|
|
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
|
|
{"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
|
|
{"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
|
|
|
|
|
|
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
|
|
{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
|
|
{"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS},
|
|
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
|
|
{"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS},
|
|
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
|
|
KX_PYMETHODTABLE(KX_GameObject, rayCast),
|
|
KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
|
|
KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
|
|
KX_PYMETHODTABLE(KX_GameObject, sendMessage),
|
|
|
|
KX_PYMETHODTABLE_KEYWORDS(KX_GameObject, playAction),
|
|
KX_PYMETHODTABLE(KX_GameObject, stopAction),
|
|
KX_PYMETHODTABLE(KX_GameObject, getActionFrame),
|
|
KX_PYMETHODTABLE(KX_GameObject, setActionFrame),
|
|
KX_PYMETHODTABLE(KX_GameObject, isPlayingAction),
|
|
|
|
// dict style access for props
|
|
{"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
PyAttributeDef KX_GameObject::Attributes[] = {
|
|
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("life", KX_GameObject, pyattr_get_life),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("mass", KX_GameObject, pyattr_get_mass, pyattr_set_mass),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin", KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax", KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("visible", KX_GameObject, pyattr_get_visible, pyattr_set_visible),
|
|
KX_PYATTRIBUTE_BOOL_RW ("occlusion", KX_GameObject, m_bOccluder),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("position", KX_GameObject, pyattr_get_worldPosition, pyattr_set_localPosition),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("localInertia", KX_GameObject, pyattr_get_localInertia),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("scaling", KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("state", KX_GameObject, pyattr_get_state, pyattr_set_state),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("meshes", KX_GameObject, pyattr_get_meshes),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localPosition", KX_GameObject, pyattr_get_localPosition, pyattr_set_localPosition),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldPosition", KX_GameObject, pyattr_get_worldPosition, pyattr_set_worldPosition),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localScale", KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldScale", KX_GameObject, pyattr_get_worldScaling, pyattr_set_worldScaling),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localTransform", KX_GameObject, pyattr_get_localTransform, pyattr_set_localTransform),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldTransform", KX_GameObject, pyattr_get_worldTransform, pyattr_set_worldTransform),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("linearVelocity", KX_GameObject, pyattr_get_localLinearVelocity, pyattr_set_worldLinearVelocity),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localLinearVelocity", KX_GameObject, pyattr_get_localLinearVelocity, pyattr_set_localLinearVelocity),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldLinearVelocity", KX_GameObject, pyattr_get_worldLinearVelocity, pyattr_set_worldLinearVelocity),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("angularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_worldAngularVelocity),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("localAngularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_localAngularVelocity),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("worldAngularVelocity", KX_GameObject, pyattr_get_worldAngularVelocity, pyattr_set_worldAngularVelocity),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("children", KX_GameObject, pyattr_get_children),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("attrDict", KX_GameObject, pyattr_get_attrDict),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("color", KX_GameObject, pyattr_get_obcolor, pyattr_set_obcolor),
|
|
|
|
/* Experemental, dont rely on these yet */
|
|
KX_PYATTRIBUTE_RO_FUNCTION("sensors", KX_GameObject, pyattr_get_sensors),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("controllers", KX_GameObject, pyattr_get_controllers),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("actuators", KX_GameObject, pyattr_get_actuators),
|
|
{NULL} //Sentinel
|
|
};
|
|
|
|
PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
|
|
PyObject *value;
|
|
int use_gfx= 1, use_phys= 0;
|
|
RAS_MeshObject *new_mesh;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
|
|
return NULL;
|
|
|
|
if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
|
|
return NULL;
|
|
|
|
scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyEndObject()
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
|
|
scene->DelayedRemoveObject(this);
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
|
|
{
|
|
KX_GameObject *gameobj= NULL;
|
|
RAS_MeshObject *mesh= NULL;
|
|
|
|
PyObject *gameobj_py= NULL;
|
|
PyObject *mesh_py= NULL;
|
|
|
|
if ( !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
|
|
(gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) ||
|
|
(mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
|
|
) {
|
|
return NULL;
|
|
}
|
|
#ifdef USE_BULLET
|
|
/* gameobj and mesh can be NULL */
|
|
if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
|
|
Py_RETURN_TRUE;
|
|
#endif
|
|
Py_RETURN_FALSE;
|
|
}
|
|
|
|
static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(item);
|
|
CValue* resultattr;
|
|
PyObject* pyconvert;
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
|
|
return NULL;
|
|
}
|
|
|
|
/* first see if the attributes a string and try get the cvalue attribute */
|
|
if(attr_str && (resultattr=self->GetProperty(attr_str))) {
|
|
pyconvert = resultattr->ConvertValueToPython();
|
|
return pyconvert ? pyconvert:resultattr->GetProxy();
|
|
}
|
|
/* no CValue attribute, try get the python only m_attr_dict attribute */
|
|
else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
|
|
|
|
if (attr_str)
|
|
PyErr_Clear();
|
|
Py_INCREF(pyconvert);
|
|
return pyconvert;
|
|
}
|
|
else {
|
|
if(attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
|
|
return NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
|
|
const char *attr_str= _PyUnicode_AsString(key);
|
|
if(attr_str==NULL)
|
|
PyErr_Clear();
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if (val==NULL) { /* del ob["key"] */
|
|
int del= 0;
|
|
|
|
/* try remove both just in case */
|
|
if(attr_str)
|
|
del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
|
|
|
|
if(self->m_attr_dict)
|
|
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
|
|
|
|
if (del==0) {
|
|
if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
|
|
return -1;
|
|
}
|
|
else if (self->m_attr_dict) {
|
|
PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
|
|
}
|
|
}
|
|
else { /* ob["key"] = value */
|
|
int set= 0;
|
|
|
|
/* as CValue */
|
|
if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
|
|
{
|
|
CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
|
|
|
|
if(vallie)
|
|
{
|
|
CValue* oldprop = self->GetProperty(attr_str);
|
|
|
|
if (oldprop)
|
|
oldprop->SetValue(vallie);
|
|
else
|
|
self->SetProperty(attr_str, vallie);
|
|
|
|
vallie->Release();
|
|
set= 1;
|
|
|
|
/* try remove dict value to avoid double ups */
|
|
if (self->m_attr_dict){
|
|
if (PyDict_DelItem(self->m_attr_dict, key) != 0)
|
|
PyErr_Clear();
|
|
}
|
|
}
|
|
else {
|
|
PyErr_Clear();
|
|
}
|
|
}
|
|
|
|
if(set==0)
|
|
{
|
|
if (self->m_attr_dict==NULL) /* lazy init */
|
|
self->m_attr_dict= PyDict_New();
|
|
|
|
|
|
if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
|
|
{
|
|
if(attr_str)
|
|
self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
|
|
set= 1;
|
|
}
|
|
else {
|
|
if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
|
|
else PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
|
|
}
|
|
}
|
|
|
|
if(set==0)
|
|
return -1; /* pythons error value */
|
|
|
|
}
|
|
|
|
return 0; /* success */
|
|
}
|
|
|
|
static int Seq_Contains(PyObject *self_v, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
|
|
|
|
if (self==NULL) {
|
|
PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
|
|
return -1;
|
|
}
|
|
|
|
if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
|
|
return 1;
|
|
|
|
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
PyMappingMethods KX_GameObject::Mapping = {
|
|
(lenfunc)NULL , /*inquiry mp_length */
|
|
(binaryfunc)Map_GetItem, /*binaryfunc mp_subscript */
|
|
(objobjargproc)Map_SetItem, /*objobjargproc mp_ass_subscript */
|
|
};
|
|
|
|
PySequenceMethods KX_GameObject::Sequence = {
|
|
NULL, /* Cant set the len otherwise it can evaluate as false */
|
|
NULL, /* sq_concat */
|
|
NULL, /* sq_repeat */
|
|
NULL, /* sq_item */
|
|
NULL, /* sq_slice */
|
|
NULL, /* sq_ass_item */
|
|
NULL, /* sq_ass_slice */
|
|
(objobjproc)Seq_Contains, /* sq_contains */
|
|
(binaryfunc) NULL, /* sq_inplace_concat */
|
|
(ssizeargfunc) NULL, /* sq_inplace_repeat */
|
|
};
|
|
|
|
PyTypeObject KX_GameObject::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"KX_GameObject",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,
|
|
&Sequence,
|
|
&Mapping,
|
|
0,0,0,
|
|
NULL,
|
|
NULL,
|
|
0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&SCA_IObject::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyUnicode_From_STR_String(self->GetName());
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_GameObject* parent = self->GetParent();
|
|
if (parent) {
|
|
parent->Release(); /* self->GetParent() AddRef's */
|
|
return parent->GetProxy();
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
|
|
CValue *life = self->GetProperty("::timebomb");
|
|
if (life)
|
|
// this convert the timebomb seconds to frames, hard coded 50.0 (assuming 50fps)
|
|
// value hardcoded in KX_Scene::AddReplicaObject()
|
|
return PyFloat_FromDouble(life->GetNumber() * 50.0);
|
|
else
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
MT_Scalar val = PyFloat_AsDouble(value);
|
|
if (val < 0.0f) { /* also accounts for non float */
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
if (spc)
|
|
spc->SetMass(val);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
return PyFloat_FromDouble(spc ? spc->GetLinVelocityMin() : 0.0f);
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
MT_Scalar val = PyFloat_AsDouble(value);
|
|
if (val < 0.0f) { /* also accounts for non float */
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
if (spc)
|
|
spc->SetLinVelocityMin(val);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
KX_IPhysicsController *spc = self->GetPhysicsController();
|
|
MT_Scalar val = PyFloat_AsDouble(value);
|
|
if (val < 0.0f) { /* also accounts for non float */
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
if (spc)
|
|
spc->SetLinVelocityMax(val);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyBool_FromLong(self->GetVisible());
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
int param = PyObject_IsTrue( value );
|
|
if (param == -1) {
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
self->SetVisible(param, false);
|
|
self->UpdateBuckets(false);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldPosition());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Point3 pos;
|
|
if (!PyVecTo(value, pos))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetWorldPosition(pos);
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetLocalPosition());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Point3 pos;
|
|
if (!PyVecTo(value, pos))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetLocalPosition(pos);
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
if (self->GetPhysicsController())
|
|
return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
|
|
return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Matrix_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldOrientation());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
|
|
/* if value is not a sequence PyOrientationTo makes an error */
|
|
MT_Matrix3x3 rot;
|
|
if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetGlobalOrientation(rot);
|
|
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Matrix_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetLocalOrientation());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
|
|
/* if value is not a sequence PyOrientationTo makes an error */
|
|
MT_Matrix3x3 rot;
|
|
if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetLocalOrientation(rot);
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldScaling());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 scale;
|
|
if (!PyVecTo(value, scale))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetWorldScale(scale);
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetLocalScaling());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 scale;
|
|
if (!PyVecTo(value, scale))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->NodeSetLocalScale(scale);
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
|
|
|
|
double *mat = MT_CmMatrix4x4().getPointer();
|
|
|
|
MT_Transform trans;
|
|
|
|
trans.setOrigin(self->GetSGNode()->GetLocalPosition());
|
|
trans.setBasis(self->GetSGNode()->GetLocalOrientation());
|
|
|
|
MT_Vector3 scaling = self->GetSGNode()->GetLocalScale();
|
|
trans.scale(scaling[0], scaling[1], scaling[2]);
|
|
|
|
trans.getValue(mat);
|
|
|
|
return PyObjectFrom(MT_Matrix4x4(mat));
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
|
|
MT_Matrix4x4 temp;
|
|
if (!PyMatTo(value, temp))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
float transform[4][4];
|
|
float loc[3], size[3];
|
|
float rot[3][3];
|
|
MT_Matrix3x3 orientation;
|
|
|
|
temp.getValue(*transform);
|
|
mat4_to_loc_rot_size(loc, rot, size, transform);
|
|
|
|
self->NodeSetLocalPosition(MT_Point3(loc));
|
|
|
|
//MT_Matrix3x3's constructor expects a 4x4 matrix
|
|
orientation = MT_Matrix3x3();
|
|
orientation.setValue3x3(*rot);
|
|
self->NodeSetLocalOrientation(orientation);
|
|
|
|
self->NodeSetLocalScale(MT_Vector3(size));
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
|
|
|
|
return PyObjectFrom(MT_Matrix4x4(self->GetOpenGLMatrix()));
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
|
|
MT_Matrix4x4 temp;
|
|
if (!PyMatTo(value, temp))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
float transform[4][4];
|
|
float loc[3], size[3];
|
|
float rot[3][3];
|
|
MT_Matrix3x3 orientation;
|
|
|
|
temp.getValue(*transform);
|
|
mat4_to_loc_rot_size(loc, rot, size, transform);
|
|
|
|
self->NodeSetWorldPosition(MT_Point3(loc));
|
|
|
|
//MT_Matrix3x3's constructor expects a 4x4 matrix
|
|
orientation = MT_Matrix3x3();
|
|
orientation.setValue3x3(*rot);
|
|
self->NodeSetGlobalOrientation(orientation);
|
|
|
|
self->NodeSetWorldScale(MT_Vector3(size));
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_GLOBAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(GetLinearVelocity(false));
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 velocity;
|
|
if (!PyVecTo(value, velocity))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->setLinearVelocity(velocity, false);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(GetLinearVelocity(true));
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 velocity;
|
|
if (!PyVecTo(value, velocity))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->setLinearVelocity(velocity, true);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_GLOBAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(GetAngularVelocity(false));
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 velocity;
|
|
if (!PyVecTo(value, velocity))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->setAngularVelocity(velocity, false);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_LOCAL);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(GetAngularVelocity(true));
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector3 velocity;
|
|
if (!PyVecTo(value, velocity))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->setAngularVelocity(velocity, true);
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
SG_Node* sg_parent;
|
|
if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
|
|
return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
|
|
} else {
|
|
return PyFloat_FromDouble(0.0);
|
|
}
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
if (self->GetSGNode()) {
|
|
MT_Scalar val = PyFloat_AsDouble(value);
|
|
SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
|
|
if (val < 0.0f) { /* also accounts for non float */
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
if (sg_parent && sg_parent->IsSlowParent())
|
|
static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
|
|
}
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
int state = 0;
|
|
state |= self->GetState();
|
|
return PyLong_FromSsize_t(state);
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
int state_i = PyLong_AsSsize_t(value);
|
|
unsigned int state = 0;
|
|
|
|
if (state_i == -1 && PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
state |= state_i;
|
|
if ((state & ((1<<30)-1)) == 0) {
|
|
PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
self->SetState(state);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
PyObject *meshes= PyList_New(self->m_meshes.size());
|
|
int i;
|
|
|
|
for(i=0; i < (int)self->m_meshes.size(); i++)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
|
|
PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
|
|
}
|
|
|
|
return meshes;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
#ifdef USE_MATHUTILS
|
|
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 4, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_OBJECT_COLOR);
|
|
#else
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->GetObjectColor());
|
|
#endif
|
|
}
|
|
|
|
int KX_GameObject::pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
MT_Vector4 obcolor;
|
|
if (!PyVecTo(value, obcolor))
|
|
return PY_SET_ATTR_FAIL;
|
|
|
|
self->SetObjectColor(obcolor);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
/* These are experimental! */
|
|
PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
|
|
}
|
|
/* End experimental */
|
|
|
|
PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return self->GetChildren()->NewProxy(true);
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return self->GetChildrenRecursive()->NewProxy(true);
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
|
|
if(self->m_attr_dict==NULL)
|
|
self->m_attr_dict= PyDict_New();
|
|
|
|
Py_INCREF(self->m_attr_dict);
|
|
return self->m_attr_dict;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyApplyForce(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
|
|
MT_Vector3 force;
|
|
if (PyVecTo(pyvect, force)) {
|
|
ApplyForce(force, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
|
|
MT_Vector3 torque;
|
|
if (PyVecTo(pyvect, torque)) {
|
|
ApplyTorque(torque, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
|
|
MT_Vector3 rotation;
|
|
if (PyVecTo(pyvect, rotation)) {
|
|
ApplyRotation(rotation, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
|
|
MT_Vector3 movement;
|
|
if (PyVecTo(pyvect, movement)) {
|
|
ApplyMovement(movement, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
int local = 0;
|
|
if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
|
|
{
|
|
return PyObjectFrom(GetLinearVelocity((local!=0)));
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
|
|
MT_Vector3 velocity;
|
|
if (PyVecTo(pyvect, velocity)) {
|
|
setLinearVelocity(velocity, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
int local = 0;
|
|
if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
|
|
{
|
|
return PyObjectFrom(GetAngularVelocity((local!=0)));
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
|
|
{
|
|
int local = 0;
|
|
PyObject* pyvect;
|
|
|
|
if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
|
|
MT_Vector3 velocity;
|
|
if (PyVecTo(pyvect, velocity)) {
|
|
setAngularVelocity(velocity, (local!=0));
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetVisible(PyObject* args)
|
|
{
|
|
int visible, recursive = 0;
|
|
if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
|
|
return NULL;
|
|
|
|
SetVisible(visible ? true:false, recursive ? true:false);
|
|
UpdateBuckets(recursive ? true:false);
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
|
|
{
|
|
int occlusion, recursive = 0;
|
|
if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
|
|
return NULL;
|
|
|
|
SetOccluder(occlusion ? true:false, recursive ? true:false);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
MT_Point3 point(0.0,0.0,0.0);
|
|
PyObject* pypos = NULL;
|
|
|
|
if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
|
|
return NULL;
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
|
|
}
|
|
else {
|
|
return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
|
|
}
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetReactionForce()
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
|
|
// XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
|
|
/*
|
|
if (GetPhysicsController())
|
|
return PyObjectFrom(GetPhysicsController()->getReactionForce());
|
|
return PyObjectFrom(dummy_point);
|
|
*/
|
|
|
|
return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyEnableRigidBody()
|
|
{
|
|
if(GetPhysicsController())
|
|
GetPhysicsController()->setRigidBody(true);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyDisableRigidBody()
|
|
{
|
|
if(GetPhysicsController())
|
|
GetPhysicsController()->setRigidBody(false);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PySetParent(PyObject* args)
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
PyObject* pyobj;
|
|
KX_GameObject *obj;
|
|
int addToCompound=1, ghost=1;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
|
|
return NULL; // Python sets a simple error
|
|
}
|
|
if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
|
|
return NULL;
|
|
if (obj)
|
|
this->SetParent(scene, obj, addToCompound, ghost);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyRemoveParent()
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
|
|
this->RemoveParent(scene);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PySetCollisionMargin(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* args)
|
|
{
|
|
PyObject* pyattach;
|
|
PyObject* pyimpulse;
|
|
|
|
if (!m_pPhysicsController1) {
|
|
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
|
|
return NULL;
|
|
}
|
|
|
|
if (PyArg_ParseTuple(args, "OO:applyImpulse", &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()
|
|
{
|
|
SuspendDynamics();
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyRestoreDynamics()
|
|
{
|
|
RestoreDynamics();
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
|
|
{
|
|
PyObject* pyvect;
|
|
int axis = 2; //z axis is the default
|
|
float fac = 1.0;
|
|
|
|
if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(pyvect, vect))
|
|
{
|
|
if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
|
|
if (fac> 1.0) fac= 1.0;
|
|
|
|
AlignAxisToVect(vect,axis,fac);
|
|
NodeUpdateGS(0.f);
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
|
|
{
|
|
MT_Vector3 vect;
|
|
if (PyVecTo(value, vect))
|
|
{
|
|
return PyObjectFrom(NodeGetWorldOrientation() * vect);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetPhysicsId()
|
|
{
|
|
KX_IPhysicsController* ctrl = GetPhysicsController();
|
|
uint_ptr physid=0;
|
|
if (ctrl)
|
|
{
|
|
physid= (uint_ptr)ctrl->GetUserData();
|
|
}
|
|
return PyLong_FromSsize_t((long)physid);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPropertyNames()
|
|
{
|
|
PyObject *list= ConvertKeysToPython();
|
|
|
|
if(m_attr_dict) {
|
|
PyObject *key, *value;
|
|
Py_ssize_t pos = 0;
|
|
|
|
while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
|
|
PyList_Append(list, key);
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
|
|
"getDistanceTo(other): get distance to another point/KX_GameObject")
|
|
{
|
|
MT_Point3 b;
|
|
if (PyVecTo(value, b))
|
|
{
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
|
|
}
|
|
PyErr_Clear();
|
|
|
|
KX_GameObject *other;
|
|
if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
|
|
{
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
|
|
"getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
|
|
"Returns a 3-tuple with (distance,worldVector,localVector)\n")
|
|
{
|
|
MT_Point3 toPoint, fromPoint;
|
|
MT_Vector3 toDir, locToDir;
|
|
MT_Scalar distance;
|
|
|
|
PyObject *returnValue;
|
|
|
|
if (!PyVecTo(value, toPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
KX_GameObject *other;
|
|
if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
fromPoint = NodeGetWorldPosition();
|
|
toDir = toPoint-fromPoint;
|
|
distance = toDir.length();
|
|
|
|
if (MT_fuzzyZero(distance))
|
|
{
|
|
//cout << "getVectTo() Error: Null vector!\n";
|
|
locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
|
|
distance = 0.0;
|
|
} else {
|
|
toDir.normalize();
|
|
locToDir = toDir * NodeGetWorldOrientation();
|
|
}
|
|
|
|
returnValue = PyTuple_New(3);
|
|
if (returnValue) { // very unlikely to fail, python sets a memory error here.
|
|
PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
|
|
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
|
|
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
|
|
}
|
|
return returnValue;
|
|
}
|
|
|
|
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
|
|
{
|
|
KX_GameObject* hitKXObj = client->m_gameobject;
|
|
|
|
// if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
|
|
// if not, all objects were tested and the front one may not be the correct one.
|
|
if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
|
|
{
|
|
m_pHitObject = hitKXObj;
|
|
return true;
|
|
}
|
|
// return true to stop RayCast::RayTest from looping, the above test was decisive
|
|
// We would want to loop only if we want to get more than one hit point
|
|
return true;
|
|
}
|
|
|
|
/* this function is used to pre-filter the object before casting the ray on them.
|
|
* This is useful for "X-Ray" option when we want to see "through" unwanted object.
|
|
*/
|
|
bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
|
|
{
|
|
KX_GameObject* hitKXObj = client->m_gameobject;
|
|
|
|
if (client->m_type > KX_ClientObjectInfo::ACTOR)
|
|
{
|
|
// Unknown type of object, skip it.
|
|
// Should not occur as the sensor objects are filtered in RayTest()
|
|
printf("Invalid client type %d found in ray casting\n", client->m_type);
|
|
return false;
|
|
}
|
|
|
|
// if X-Ray option is selected, skip object that don't match the criteria as we see through them
|
|
// if not, test all objects because we don't know yet which one will be on front
|
|
if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
|
|
{
|
|
return true;
|
|
}
|
|
// skip the object
|
|
return false;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
|
|
"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
|
|
" prop = property name that object must have; can be omitted => detect any object\n"
|
|
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
|
|
" other = 3-tuple or object reference")
|
|
{
|
|
MT_Point3 toPoint;
|
|
PyObject* pyarg;
|
|
float dist = 0.0f;
|
|
char *propName = NULL;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
|
|
return NULL; // python sets simple error
|
|
}
|
|
|
|
if (!PyVecTo(pyarg, toPoint))
|
|
{
|
|
KX_GameObject *other;
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
MT_Point3 fromPoint = NodeGetWorldPosition();
|
|
|
|
if (dist != 0.0f)
|
|
toPoint = fromPoint + dist * (toPoint-fromPoint).safe_normalized();
|
|
|
|
PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
|
|
KX_IPhysicsController *spc = GetPhysicsController();
|
|
KX_GameObject *parent = GetParent();
|
|
if (!spc && parent)
|
|
spc = parent->GetPhysicsController();
|
|
if (parent)
|
|
parent->Release();
|
|
|
|
m_pHitObject = NULL;
|
|
if (propName)
|
|
m_testPropName = propName;
|
|
else
|
|
m_testPropName.SetLength(0);
|
|
KX_RayCast::Callback<KX_GameObject> callback(this,spc);
|
|
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
|
|
|
|
if (m_pHitObject)
|
|
return m_pHitObject->GetProxy();
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/* faster then Py_BuildValue since some scripts call raycast a lot */
|
|
static PyObject *none_tuple_3()
|
|
{
|
|
PyObject *ret= PyTuple_New(3);
|
|
PyTuple_SET_ITEM(ret, 0, Py_None);
|
|
PyTuple_SET_ITEM(ret, 1, Py_None);
|
|
PyTuple_SET_ITEM(ret, 2, Py_None);
|
|
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
return ret;
|
|
}
|
|
static PyObject *none_tuple_4()
|
|
{
|
|
PyObject *ret= PyTuple_New(4);
|
|
PyTuple_SET_ITEM(ret, 0, Py_None);
|
|
PyTuple_SET_ITEM(ret, 1, Py_None);
|
|
PyTuple_SET_ITEM(ret, 2, Py_None);
|
|
PyTuple_SET_ITEM(ret, 3, Py_None);
|
|
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
return ret;
|
|
}
|
|
|
|
static PyObject *none_tuple_5()
|
|
{
|
|
PyObject *ret= PyTuple_New(5);
|
|
PyTuple_SET_ITEM(ret, 0, Py_None);
|
|
PyTuple_SET_ITEM(ret, 1, Py_None);
|
|
PyTuple_SET_ITEM(ret, 2, Py_None);
|
|
PyTuple_SET_ITEM(ret, 3, Py_None);
|
|
PyTuple_SET_ITEM(ret, 4, Py_None);
|
|
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
Py_INCREF(Py_None);
|
|
return ret;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
|
|
"rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n"
|
|
" If no hit, return (None,None,None) or (None,None,None,None) or (None,None,None,None,None).\n"
|
|
" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
|
|
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
|
|
" Can be None or omitted => start from self object center\n"
|
|
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
|
|
" prop = property name that object must have; can be omitted => detect any object\n"
|
|
" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
|
|
" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
|
|
" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
|
|
" which can be None if hit object has no mesh or if there is no hit\n"
|
|
" 2=>return value is a 5-tuple, the 4th element is the KX_PolyProxy object\n"
|
|
" and the 5th element is the vector of UV coordinates at the hit point of the None if there is no UV mapping\n"
|
|
" If 0 or omitted, return value is a 3-tuple\n"
|
|
"Note: The object on which you call this method matters: the ray will ignore it.\n"
|
|
" prop and xray option interact as follow:\n"
|
|
" prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
|
|
" prop off, xray on : idem\n"
|
|
" prop on, xray off: return closest hit if it matches prop, no hit otherwise\n"
|
|
" prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n")
|
|
{
|
|
MT_Point3 toPoint;
|
|
MT_Point3 fromPoint;
|
|
PyObject* pyto;
|
|
PyObject* pyfrom = NULL;
|
|
float dist = 0.0f;
|
|
char *propName = NULL;
|
|
KX_GameObject *other;
|
|
int face=0, xray=0, poly=0;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
|
|
return NULL; // Python sets a simple error
|
|
}
|
|
|
|
if (!PyVecTo(pyto, toPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyto, &other, false, "")) /* error will be overwritten */
|
|
{
|
|
toPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
if (!pyfrom || pyfrom == Py_None)
|
|
{
|
|
fromPoint = NodeGetWorldPosition();
|
|
}
|
|
else if (!PyVecTo(pyfrom, fromPoint))
|
|
{
|
|
PyErr_Clear();
|
|
|
|
if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
|
|
{
|
|
fromPoint = other->NodeGetWorldPosition();
|
|
} else
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
if (dist != 0.0f) {
|
|
MT_Vector3 toDir = toPoint-fromPoint;
|
|
if (MT_fuzzyZero(toDir.length2())) {
|
|
//return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
return none_tuple_3();
|
|
}
|
|
toDir.normalize();
|
|
toPoint = fromPoint + (dist) * toDir;
|
|
} else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
|
|
//return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
return none_tuple_3();
|
|
}
|
|
|
|
PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
|
|
KX_IPhysicsController *spc = GetPhysicsController();
|
|
KX_GameObject *parent = GetParent();
|
|
if (!spc && parent)
|
|
spc = parent->GetPhysicsController();
|
|
if (parent)
|
|
parent->Release();
|
|
|
|
m_pHitObject = NULL;
|
|
if (propName)
|
|
m_testPropName = propName;
|
|
else
|
|
m_testPropName.SetLength(0);
|
|
m_xray = xray;
|
|
// to get the hit results
|
|
KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face,(poly==2));
|
|
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
PyObject* returnValue = (poly==2) ? PyTuple_New(5) : (poly) ? PyTuple_New(4) : PyTuple_New(3);
|
|
if (returnValue) { // unlikely this would ever fail, if it does python sets an error
|
|
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
|
|
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
|
|
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
|
|
if (poly)
|
|
{
|
|
if (callback.m_hitMesh)
|
|
{
|
|
// if this field is set, then we can trust that m_hitPolygon is a valid polygon
|
|
RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
|
|
KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
|
|
PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
|
|
if (poly == 2)
|
|
{
|
|
if (callback.m_hitUVOK)
|
|
PyTuple_SET_ITEM(returnValue, 4, PyObjectFrom(callback.m_hitUV));
|
|
else {
|
|
Py_INCREF(Py_None);
|
|
PyTuple_SET_ITEM(returnValue, 4, Py_None);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Py_INCREF(Py_None);
|
|
PyTuple_SET_ITEM(returnValue, 3, Py_None);
|
|
if (poly==2)
|
|
{
|
|
Py_INCREF(Py_None);
|
|
PyTuple_SET_ITEM(returnValue, 4, Py_None);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return returnValue;
|
|
}
|
|
// no hit
|
|
if (poly == 2)
|
|
return none_tuple_5();
|
|
else if (poly)
|
|
return none_tuple_4();
|
|
else
|
|
return none_tuple_3();
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage,
|
|
"sendMessage(subject, [body, to])\n"
|
|
"sends a message in same manner as a message actuator"
|
|
"subject = Subject of the message (string)"
|
|
"body = Message body (string)"
|
|
"to = Name of object to send the message to")
|
|
{
|
|
KX_Scene *scene = KX_GetActiveScene();
|
|
char* subject;
|
|
char* body = (char *)"";
|
|
char* to = (char *)"";
|
|
const STR_String& from = GetName();
|
|
|
|
if (!PyArg_ParseTuple(args, "s|ss:sendMessage", &subject, &body, &to))
|
|
return NULL;
|
|
|
|
scene->GetNetworkScene()->SendMessage(to, from, subject, body);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
static void layer_check(short &layer, const char *method_name)
|
|
{
|
|
if (layer < 0 || layer >= MAX_ACTION_LAYERS)
|
|
{
|
|
printf("KX_GameObject.%s(): given layer (%d) is out of range (0 - %d), setting to 0.\n", method_name, layer, MAX_ACTION_LAYERS-1);
|
|
layer = 0;
|
|
}
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
|
|
"playAction(name, start_frame, end_frame, layer=0, priority=0 blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0)\n"
|
|
"Plays an action\n")
|
|
{
|
|
const char* name;
|
|
float start, end, blendin=0.f, speed=1.f, layer_weight=0.f;
|
|
short layer=0, priority=0;
|
|
short ipo_flags=0;
|
|
short play_mode=0;
|
|
|
|
static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "priority", "blendin", "play_mode", "layer_weight", "ipo_flags", "speed", NULL};
|
|
|
|
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hhfhfhf:playAction", const_cast<char**>(kwlist),
|
|
&name, &start, &end, &layer, &priority, &blendin, &play_mode, &layer_weight, &ipo_flags, &speed))
|
|
return NULL;
|
|
|
|
layer_check(layer, "playAction");
|
|
|
|
if (play_mode < 0 || play_mode > BL_Action::ACT_MODE_MAX)
|
|
{
|
|
printf("KX_GameObject.playAction(): given play_mode (%d) is out of range (0 - %d), setting to ACT_MODE_PLAY", play_mode, BL_Action::ACT_MODE_MAX-1);
|
|
play_mode = BL_Action::ACT_MODE_MAX;
|
|
}
|
|
|
|
if (layer_weight < 0.f || layer_weight > 1.f)
|
|
{
|
|
printf("KX_GameObject.playAction(): given layer_weight (%f) is out of range (0.0 - 1.0), setting to 0.0", layer_weight);
|
|
layer_weight = 0.f;
|
|
}
|
|
|
|
PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, speed);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, stopAction,
|
|
"stopAction(layer=0)\n"
|
|
"Stop playing the action on the given layer\n")
|
|
{
|
|
short layer=0;
|
|
|
|
if (!PyArg_ParseTuple(args, "|h:stopAction", &layer))
|
|
return NULL;
|
|
|
|
layer_check(layer, "stopAction");
|
|
|
|
StopAction(layer);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame,
|
|
"getActionFrame(layer=0)\n"
|
|
"Gets the current frame of the action playing in the supplied layer\n")
|
|
{
|
|
short layer=0;
|
|
|
|
if (!PyArg_ParseTuple(args, "|h:getActionFrame", &layer))
|
|
return NULL;
|
|
|
|
layer_check(layer, "getActionFrame");
|
|
|
|
return PyFloat_FromDouble(GetActionFrame(layer));
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, setActionFrame,
|
|
"setActionFrame(frame, layer=0)\n"
|
|
"Set the current frame of the action playing in the supplied layer\n")
|
|
{
|
|
short layer=0;
|
|
float frame;
|
|
|
|
if (!PyArg_ParseTuple(args, "f|h:setActionFrame", &frame, &layer))
|
|
return NULL;
|
|
|
|
layer_check(layer, "setActionFrame");
|
|
|
|
SetActionFrame(layer, frame);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, isPlayingAction,
|
|
"isPlayingAction(layer=0)\n"
|
|
"Checks to see if there is an action playing in the given layer\n")
|
|
{
|
|
short layer=0;
|
|
|
|
if (!PyArg_ParseTuple(args, "|h:isPlayingAction", &layer))
|
|
return NULL;
|
|
|
|
layer_check(layer, "isPlayingAction");
|
|
|
|
return PyBool_FromLong(!IsActionDone(layer));
|
|
}
|
|
|
|
|
|
/* dict style access */
|
|
|
|
|
|
/* Matches python dict.get(key, [default]) */
|
|
PyObject* KX_GameObject::Pyget(PyObject *args)
|
|
{
|
|
PyObject *key;
|
|
PyObject* def = Py_None;
|
|
PyObject* ret;
|
|
|
|
if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
|
|
return NULL;
|
|
|
|
|
|
if(PyUnicode_Check(key)) {
|
|
CValue *item = GetProperty(_PyUnicode_AsString(key));
|
|
if (item) {
|
|
ret = item->ConvertValueToPython();
|
|
if(ret)
|
|
return ret;
|
|
else
|
|
return item->GetProxy();
|
|
}
|
|
}
|
|
|
|
if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
|
|
Py_INCREF(ret);
|
|
return ret;
|
|
}
|
|
|
|
Py_INCREF(def);
|
|
return def;
|
|
}
|
|
|
|
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
|
|
{
|
|
if (value==NULL) {
|
|
PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
|
|
*object = NULL;
|
|
return false;
|
|
}
|
|
|
|
if (value==Py_None) {
|
|
*object = NULL;
|
|
|
|
if (py_none_ok) {
|
|
return true;
|
|
} else {
|
|
PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (PyUnicode_Check(value)) {
|
|
*object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
|
|
|
|
if (*object) {
|
|
return true;
|
|
} else {
|
|
PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, _PyUnicode_AsString(value));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( PyObject_TypeCheck(value, &KX_GameObject::Type) ||
|
|
PyObject_TypeCheck(value, &KX_LightObject::Type) ||
|
|
PyObject_TypeCheck(value, &KX_Camera::Type) ||
|
|
PyObject_TypeCheck(value, &KX_FontObject::Type))
|
|
{
|
|
*object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
|
|
|
|
/* sets the error */
|
|
if (*object==NULL) {
|
|
PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
*object = NULL;
|
|
|
|
if (py_none_ok) {
|
|
PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
|
|
} else {
|
|
PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
#endif // WITH_PYTHON
|