forked from bartvdbraak/blender
dd918da8de
When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh. like calling gameOb.reinstancePhysicsMesh() from python.
2927 lines
80 KiB
C++
2927 lines
80 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Game object wrapper
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#if defined(_WIN64)
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typedef unsigned __int64 uint_ptr;
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#else
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typedef unsigned long uint_ptr;
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#define KX_INERTIA_INFINITE 10000
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#include "RAS_IPolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_GameObject.h"
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#include "KX_Camera.h" // only for their ::Type
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#include "KX_Light.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 "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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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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PyTypeObject* T
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) :
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SCA_IObject(T),
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m_bDyna(false),
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m_layer(0),
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m_pBlenderObject(NULL),
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m_pBlenderGroupObject(NULL),
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m_bSuspendDynamics(false),
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m_bUseObjectColor(false),
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m_bIsNegativeScaling(false),
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m_bVisible(true),
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m_bCulled(true),
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m_bOccluder(false),
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m_pPhysicsController1(NULL),
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m_pGraphicController(NULL),
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m_pPhysicsEnvironment(NULL),
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m_xray(false),
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m_pHitObject(NULL),
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m_isDeformable(false),
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m_attr_dict(NULL)
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{
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m_ignore_activity_culling = false;
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m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
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m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
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// define the relationship between this node and it's parent.
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KX_NormalParentRelation * parent_relation =
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KX_NormalParentRelation::New();
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m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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RemoveMeshes();
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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delete m_pClient_info;
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//if (m_pSGNode)
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// delete m_pSGNode;
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if (m_pSGNode)
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{
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// must go through controllers and make sure they will not use us anymore
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// This is important for KX_BulletPhysicsControllers that unregister themselves
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// from the object when they are deleted.
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SGControllerList::iterator contit;
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SGControllerList& controllers = m_pSGNode->GetSGControllerList();
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for (contit = controllers.begin();contit!=controllers.end();++contit)
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{
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(*contit)->ClearObject();
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}
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m_pSGNode->SetSGClientObject(NULL);
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}
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if (m_pGraphicController)
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{
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delete m_pGraphicController;
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}
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if (m_attr_dict) {
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PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
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Py_DECREF(m_attr_dict);
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}
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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 && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
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{
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// Make sure the objects have some scale
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MT_Vector3 scale1 = NodeGetWorldScaling();
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MT_Vector3 scale2 = obj->NodeGetWorldScaling();
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if (fabs(scale2[0]) < FLT_EPSILON ||
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fabs(scale2[1]) < FLT_EPSILON ||
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fabs(scale2[2]) < FLT_EPSILON ||
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fabs(scale1[0]) < FLT_EPSILON ||
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fabs(scale1[1]) < FLT_EPSILON ||
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fabs(scale1[2]) < FLT_EPSILON) { return; }
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// Remove us from our old parent and set our new parent
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RemoveParent(scene);
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obj->GetSGNode()->AddChild(GetSGNode());
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SuspendDynamics(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->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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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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m_state = 0;
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if(m_attr_dict)
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m_attr_dict= PyDict_Copy(m_attr_dict);
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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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{
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m_pPhysicsController1->RelativeTranslate(dloc,local);
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}
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GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
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}
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void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
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{
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MT_Matrix3x3 rotmat(drot);
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if (GetSGNode()) {
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GetSGNode()->RelativeRotate(rotmat,local);
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if (m_pPhysicsController1) { // (IsDynamic())
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m_pPhysicsController1->RelativeRotate(rotmat,local);
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}
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}
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}
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/**
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GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
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*/
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double* KX_GameObject::GetOpenGLMatrix()
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{
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// todo: optimize and only update if necessary
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double* fl = m_OpenGL_4x4Matrix.getPointer();
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if (GetSGNode()) {
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MT_Transform trans;
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trans.setOrigin(GetSGNode()->GetWorldPosition());
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trans.setBasis(GetSGNode()->GetWorldOrientation());
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MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
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m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
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trans.scale(scaling[0], scaling[1], scaling[2]);
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trans.getValue(fl);
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GetSGNode()->ClearDirty();
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}
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return fl;
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}
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void KX_GameObject::AddMeshUser()
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{
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for (size_t i=0;i<m_meshes.size();i++)
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{
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m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
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}
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// set the part of the mesh slot that never change
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double* fl = GetOpenGLMatrixPtr()->getPointer();
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SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
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RAS_MeshSlot* ms;
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for(mit.begin(); !mit.end(); ++mit)
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{
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(*mit)->m_OpenGLMatrix = fl;
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}
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UpdateBuckets(false);
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}
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static void UpdateBuckets_recursive(SG_Node* node)
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{
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NodeList& children = node->GetSGChildren();
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for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
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{
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SG_Node* childnode = (*childit);
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KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj != NULL) // This is a GameObject
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clientgameobj->UpdateBuckets(0);
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// if the childobj is NULL then this may be an inverse parent link
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// so a non recursive search should still look down this node.
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UpdateBuckets_recursive(childnode);
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}
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}
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void KX_GameObject::UpdateBuckets( bool recursive )
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{
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if (GetSGNode()) {
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RAS_MeshSlot *ms;
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if (GetSGNode()->IsDirty())
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GetOpenGLMatrix();
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SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
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for(mit.begin(); !mit.end(); ++mit)
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{
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ms = *mit;
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ms->m_bObjectColor = m_bUseObjectColor;
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ms->m_RGBAcolor = m_objectColor;
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ms->m_bVisible = m_bVisible;
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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;
|
|
}
|
|
|
|
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 paralell 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::NodeSetLocalScale(const MT_Vector3& scale)
|
|
{
|
|
// check on valid node in case a python controller holds a reference to a deleted object
|
|
if (!GetSGNode())
|
|
return;
|
|
|
|
if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
|
|
{
|
|
// see note above
|
|
m_pPhysicsController1->setScaling(scale);
|
|
}
|
|
GetSGNode()->SetLocalScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
|
|
{
|
|
if (GetSGNode())
|
|
{
|
|
GetSGNode()->RelativeScale(scale);
|
|
if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
|
|
{
|
|
// see note above
|
|
// we can use the local scale: it's the same thing for a root object
|
|
// and the world scale is not yet updated
|
|
MT_Vector3 newscale = GetSGNode()->GetLocalScale();
|
|
m_pPhysicsController1->setScaling(newscale);
|
|
}
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
|
|
{
|
|
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_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_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;
|
|
}
|
|
|
|
/* Suspend/ resume: for the dynamic behaviour, there is a simple
|
|
* method. For the residual motion, there is not. I wonder what the
|
|
* correct solution is for Sumo. Remove from the motion-update tree?
|
|
*
|
|
* So far, only switch the physics and logic.
|
|
* */
|
|
|
|
void KX_GameObject::Resume(void)
|
|
{
|
|
if (m_suspended) {
|
|
SCA_IObject::Resume();
|
|
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;
|
|
}
|
|
|
|
|
|
/* ------- 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},
|
|
{"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
|
|
{"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,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),
|
|
|
|
// dict style access for props
|
|
{"has_key",(PyCFunction) KX_GameObject::sPyhas_key, METH_O},
|
|
{"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
|
|
|
|
// deprecated
|
|
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
|
|
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
|
|
{"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
|
|
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
|
|
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
|
|
{"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
|
|
{"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
|
|
{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
|
|
{"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
|
|
{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
|
|
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,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_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_RO_FUNCTION("worldScale", KX_GameObject, pyattr_get_worldScaling),
|
|
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),
|
|
|
|
/* 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
|
|
};
|
|
|
|
|
|
/*
|
|
bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
|
|
MT_Vector3& pos,
|
|
MT_Vector3& pos2)
|
|
{
|
|
PyObject* pylist;
|
|
PyObject* pylist2;
|
|
bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
|
|
|
|
pos = ConvertPythonPylist(pylist);
|
|
pos2 = ConvertPythonPylist(pylist2);
|
|
|
|
return error;
|
|
}
|
|
*/
|
|
|
|
PyObject* KX_GameObject::PyReplaceMesh(PyObject* 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;
|
|
}
|
|
|
|
/* gameobj and mesh can be NULL */
|
|
if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
|
|
Py_RETURN_TRUE;
|
|
|
|
Py_RETURN_FALSE;
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetPosition()
|
|
{
|
|
ShowDeprecationWarning("getPosition()", "the position property");
|
|
return PyObjectFrom(NodeGetWorldPosition());
|
|
}
|
|
|
|
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= PyString_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= PyString_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 incase */
|
|
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 && BGE_PROXY_CHECK_TYPE(val)==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(PyString_Check(value) && self->GetProperty(PyString_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 */
|
|
};
|
|
|
|
PyTypeObject KX_GameObject::Type = {
|
|
#if (PY_VERSION_HEX >= 0x02060000)
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
#else
|
|
/* python 2.5 and below */
|
|
PyObject_HEAD_INIT( NULL ) /* required py macro */
|
|
0, /* ob_size */
|
|
#endif
|
|
"KX_GameObject",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,
|
|
&Sequence,
|
|
&Mapping,
|
|
0,0,0,
|
|
py_base_getattro,
|
|
py_base_setattro,
|
|
0,
|
|
Py_TPFLAGS_DEFAULT,
|
|
0,0,0,0,0,0,0,
|
|
Methods
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
PyParentObject KX_GameObject::Parents[] = {
|
|
&KX_GameObject::Type,
|
|
&SCA_IObject::Type,
|
|
&CValue::Type,
|
|
NULL
|
|
};
|
|
|
|
PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyString_FromString(self->GetName().ReadPtr());
|
|
}
|
|
|
|
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_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->GetLinVelocityMax() : 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)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldPosition());
|
|
}
|
|
|
|
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)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
if (self->GetSGNode())
|
|
return PyObjectFrom(self->GetSGNode()->GetLocalPosition());
|
|
else
|
|
return PyObjectFrom(dummy_point);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldOrientation());
|
|
}
|
|
|
|
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;
|
|
|
|
if (self->GetSGNode() && self->GetSGNode()->GetSGParent()) {
|
|
self->NodeSetLocalOrientation(self->GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
|
|
}
|
|
else {
|
|
self->NodeSetLocalOrientation(rot);
|
|
}
|
|
|
|
self->NodeUpdateGS(0.f);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
if (self->GetSGNode())
|
|
return PyObjectFrom(self->GetSGNode()->GetLocalOrientation());
|
|
else
|
|
return PyObjectFrom(dummy_orientation);
|
|
}
|
|
|
|
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)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
return PyObjectFrom(self->NodeGetWorldScaling());
|
|
}
|
|
|
|
PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
|
|
if (self->GetSGNode())
|
|
return PyObjectFrom(self->GetSGNode()->GetLocalScale());
|
|
else
|
|
return PyObjectFrom(dummy_scaling);
|
|
}
|
|
|
|
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_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 PyInt_FromLong(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 = PyInt_AsLong(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;
|
|
}
|
|
|
|
/* experemental! */
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/* We need these because the macros have a return in them */
|
|
PyObject* KX_GameObject::py_getattro__internal(PyObject *attr)
|
|
{
|
|
py_getattro_up(SCA_IObject);
|
|
}
|
|
|
|
int KX_GameObject::py_setattro__internal(PyObject *attr, PyObject *value) // py_setattro method
|
|
{
|
|
py_setattro_up(SCA_IObject);
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::py_getattro(PyObject *attr)
|
|
{
|
|
PyObject *object= py_getattro__internal(attr);
|
|
|
|
if (object==NULL && m_attr_dict)
|
|
{
|
|
/* backup the exception incase the attr doesnt exist in the dict either */
|
|
PyObject *err_type, *err_value, *err_tb;
|
|
PyErr_Fetch(&err_type, &err_value, &err_tb);
|
|
|
|
object= PyDict_GetItem(m_attr_dict, attr);
|
|
if (object) {
|
|
Py_INCREF(object);
|
|
|
|
PyErr_Clear();
|
|
Py_XDECREF( err_type );
|
|
Py_XDECREF( err_value );
|
|
Py_XDECREF( err_tb );
|
|
}
|
|
else {
|
|
PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
|
|
}
|
|
}
|
|
return object;
|
|
}
|
|
|
|
PyObject* KX_GameObject::py_getattro_dict() {
|
|
//py_getattro_dict_up(SCA_IObject);
|
|
PyObject *dict= py_getattr_dict(SCA_IObject::py_getattro_dict(), Type.tp_dict);
|
|
if(dict==NULL)
|
|
return NULL;
|
|
|
|
/* normally just return this but KX_GameObject has some more items */
|
|
|
|
|
|
/* Not super fast getting as a list then making into dict keys but its only for dir() */
|
|
PyObject *list= ConvertKeysToPython();
|
|
if(list)
|
|
{
|
|
int i;
|
|
for(i=0; i<PyList_Size(list); i++)
|
|
PyDict_SetItem(dict, PyList_GET_ITEM(list, i), Py_None);
|
|
}
|
|
else
|
|
PyErr_Clear();
|
|
|
|
Py_DECREF(list);
|
|
|
|
/* Add m_attr_dict if we have it */
|
|
if(m_attr_dict)
|
|
PyDict_Update(dict, m_attr_dict);
|
|
|
|
return dict;
|
|
}
|
|
|
|
int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro method
|
|
{
|
|
int ret= py_setattro__internal(attr, value);
|
|
|
|
if (ret==PY_SET_ATTR_SUCCESS) {
|
|
/* remove attribute in our own dict to avoid double ups */
|
|
/* NOTE: Annoying that we also do this for setting builtin attributes like mass and visibility :/ */
|
|
if (m_attr_dict) {
|
|
if (PyDict_DelItem(m_attr_dict, attr) != 0)
|
|
PyErr_Clear();
|
|
}
|
|
}
|
|
|
|
if (ret==PY_SET_ATTR_COERCE_FAIL) {
|
|
/* CValue attribute exists, remove CValue and add PyDict value */
|
|
RemoveProperty(PyString_AsString(attr));
|
|
ret= PY_SET_ATTR_MISSING;
|
|
}
|
|
|
|
if (ret==PY_SET_ATTR_MISSING) {
|
|
/* Lazy initialization */
|
|
if (m_attr_dict==NULL)
|
|
m_attr_dict = PyDict_New();
|
|
|
|
if (PyDict_SetItem(m_attr_dict, attr, value)==0) {
|
|
PyErr_Clear();
|
|
ret= PY_SET_ATTR_SUCCESS;
|
|
}
|
|
else {
|
|
PyErr_Format(PyExc_AttributeError, "gameOb.myAttr = value: KX_GameObject, failed assigning value to internal dictionary");
|
|
ret= PY_SET_ATTR_FAIL;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
int KX_GameObject::py_delattro(PyObject *attr)
|
|
{
|
|
ShowDeprecationWarning("del ob.attr", "del ob['attr'] for user defined properties");
|
|
|
|
char *attr_str= PyString_AsString(attr);
|
|
|
|
if (RemoveProperty(attr_str)) // XXX - should call CValues instead but its only 2 lines here
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
PyErr_Format(PyExc_AttributeError, "del gameOb.myAttr: KX_GameObject, attribute \"%s\" dosnt exist", attr_str);
|
|
return PY_SET_ATTR_MISSING;
|
|
}
|
|
|
|
|
|
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::PyGetVisible()
|
|
{
|
|
ShowDeprecationWarning("getVisible()", "the visible property");
|
|
return PyInt_FromLong(m_bVisible);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetState()
|
|
{
|
|
ShowDeprecationWarning("getState()", "the state property");
|
|
int state = 0;
|
|
state |= GetState();
|
|
return PyInt_FromLong(state);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetState(PyObject* value)
|
|
{
|
|
ShowDeprecationWarning("setState()", "the state property");
|
|
int state_i = PyInt_AsLong(value);
|
|
unsigned int state = 0;
|
|
|
|
if (state_i == -1 && PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "expected an int bit field");
|
|
return NULL;
|
|
}
|
|
|
|
state |= state_i;
|
|
if ((state & ((1<<30)-1)) == 0) {
|
|
PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
|
|
return NULL;
|
|
}
|
|
SetState(state);
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetVelocity(PyObject* 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::PyGetMass()
|
|
{
|
|
ShowDeprecationWarning("getMass()", "the mass property");
|
|
return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
|
|
}
|
|
|
|
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::PyGetParent()
|
|
{
|
|
ShowDeprecationWarning("getParent()", "the parent property");
|
|
KX_GameObject* parent = this->GetParent();
|
|
if (parent) {
|
|
parent->Release(); /* self->GetParent() AddRef's */
|
|
return parent->GetProxy();
|
|
}
|
|
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::PyGetChildren()
|
|
{
|
|
ShowDeprecationWarning("getChildren()", "the children property");
|
|
|
|
return GetChildren()->NewProxy(true);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetChildrenRecursive()
|
|
{
|
|
ShowDeprecationWarning("getChildrenRecursive()", "the childrenRecursive property");
|
|
|
|
return GetChildrenRecursive()->NewProxy(true);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetMesh(PyObject* args)
|
|
{
|
|
ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
|
|
|
|
int mesh = 0;
|
|
|
|
if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
|
|
return NULL; // python sets a simple error
|
|
|
|
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
|
|
return meshproxy->NewProxy(true); // XXX Todo Python own.
|
|
}
|
|
|
|
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::PyGetOrientation() //keywords
|
|
{
|
|
ShowDeprecationWarning("getOrientation()", "the orientation property");
|
|
return PyObjectFrom(NodeGetWorldOrientation());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetOrientation(PyObject* value)
|
|
{
|
|
ShowDeprecationWarning("setOrientation()", "the orientation property");
|
|
MT_Matrix3x3 rot;
|
|
|
|
/* if value is not a sequence PyOrientationTo makes an error */
|
|
if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): KX_GameObject, "))
|
|
return NULL;
|
|
|
|
NodeSetLocalOrientation(rot);
|
|
NodeUpdateGS(0.f);
|
|
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::PySetPosition(PyObject* value)
|
|
{
|
|
ShowDeprecationWarning("setPosition()", "the localPosition property");
|
|
MT_Point3 pos;
|
|
if (PyVecTo(value, pos))
|
|
{
|
|
NodeSetLocalPosition(pos);
|
|
NodeUpdateGS(0.f);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
|
|
{
|
|
ShowDeprecationWarning("setWorldPosition()", "the worldPosition property");
|
|
MT_Point3 pos;
|
|
if (PyVecTo(value, pos))
|
|
{
|
|
NodeSetWorldPosition(pos);
|
|
NodeUpdateGS(0.f);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPhysicsId()
|
|
{
|
|
KX_IPhysicsController* ctrl = GetPhysicsController();
|
|
uint_ptr physid=0;
|
|
if (ctrl)
|
|
{
|
|
physid= (uint_ptr)ctrl->GetUserData();
|
|
}
|
|
return PyInt_FromLong((long)physid);
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPropertyNames()
|
|
{
|
|
PyObject *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)
|
|
{
|
|
MT_Vector3 toDir = toPoint-fromPoint;
|
|
toDir.normalize();
|
|
toPoint = fromPoint + (dist) * toDir;
|
|
}
|
|
|
|
PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
|
|
KX_IPhysicsController *spc = GetPhysicsController();
|
|
KX_GameObject *parent = GetParent();
|
|
if (!spc && parent)
|
|
spc = parent->GetPhysicsController();
|
|
if (parent)
|
|
parent->Release();
|
|
|
|
m_pHitObject = NULL;
|
|
if (propName)
|
|
m_testPropName = propName;
|
|
else
|
|
m_testPropName.SetLength(0);
|
|
KX_RayCast::Callback<KX_GameObject> callback(this,spc);
|
|
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
|
|
|
|
if (m_pHitObject)
|
|
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;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
|
|
"rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n"
|
|
" If no hit, return (None,None,None) or (None,None,None,None).\n"
|
|
" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
|
|
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
|
|
" Can be None or omitted => start from self object center\n"
|
|
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
|
|
" prop = property name that object must have; can be omitted => detect any object\n"
|
|
" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
|
|
" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
|
|
" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
|
|
" which can be None if hit object has no mesh or if there is no hit\n"
|
|
" If 0 or omitted, return value is a 3-tuple\n"
|
|
"Note: The object on which you call this method matters: the ray will ignore it.\n"
|
|
" prop and xray option interact as follow:\n"
|
|
" prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
|
|
" prop off, xray on : idem\n"
|
|
" prop on, xray off: return closest hit if it matches prop, no hit otherwise\n"
|
|
" prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n")
|
|
{
|
|
MT_Point3 toPoint;
|
|
MT_Point3 fromPoint;
|
|
PyObject* pyto;
|
|
PyObject* pyfrom = NULL;
|
|
float dist = 0.0f;
|
|
char *propName = NULL;
|
|
KX_GameObject *other;
|
|
int face=0, xray=0, poly=0;
|
|
|
|
if (!PyArg_ParseTuple(args,"O|Ofsiii: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 = GetPhysicsEnvironment();
|
|
KX_IPhysicsController *spc = GetPhysicsController();
|
|
KX_GameObject *parent = GetParent();
|
|
if (!spc && parent)
|
|
spc = parent->GetPhysicsController();
|
|
if (parent)
|
|
parent->Release();
|
|
|
|
m_pHitObject = NULL;
|
|
if (propName)
|
|
m_testPropName = propName;
|
|
else
|
|
m_testPropName.SetLength(0);
|
|
m_xray = xray;
|
|
// to get the hit results
|
|
KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
|
|
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
|
|
|
|
if (m_pHitObject)
|
|
{
|
|
PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
|
|
if (returnValue) { // unlikely this would ever fail, if it does python sets an error
|
|
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->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));
|
|
}
|
|
else
|
|
{
|
|
Py_INCREF(Py_None);
|
|
PyTuple_SET_ITEM(returnValue, 3, Py_None);
|
|
}
|
|
}
|
|
}
|
|
return returnValue;
|
|
}
|
|
// no hit
|
|
if (poly)
|
|
//return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
|
|
return none_tuple_4();
|
|
else
|
|
//return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
|
|
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|sss:sendMessage", &subject, &body, &to))
|
|
return NULL;
|
|
|
|
scene->GetNetworkScene()->SendMessage(to, from, subject, body);
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/* 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(PyString_Check(key)) {
|
|
CValue *item = GetProperty(PyString_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;
|
|
}
|
|
|
|
/* Matches python dict.has_key() */
|
|
PyObject* KX_GameObject::Pyhas_key(PyObject* value)
|
|
{
|
|
// the ONLY error case is invalid data, this is checked by the macro'd static function
|
|
// that calls this one. but make sure Seq_Contains doesnt add extra errors later on.
|
|
return PyBool_FromLong(Seq_Contains((PyObject *)this, value));
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
|
|
{
|
|
// we will relink the sensors and actuators that use object references
|
|
// if the object is part of the replicated hierarchy, use the new
|
|
// object reference instead
|
|
SCA_SensorList& sensorlist = GetSensors();
|
|
SCA_SensorList::iterator sit;
|
|
for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
|
|
{
|
|
(*sit)->Relink(map_parameter);
|
|
}
|
|
SCA_ActuatorList& actuatorlist = GetActuators();
|
|
SCA_ActuatorList::iterator ait;
|
|
for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
|
|
{
|
|
(*ait)->Relink(map_parameter);
|
|
}
|
|
}
|
|
|
|
|
|
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, 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 (PyString_Check(value)) {
|
|
*object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_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, PyString_AsString(value));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( PyObject_TypeCheck(value, &KX_GameObject::Type) ||
|
|
PyObject_TypeCheck(value, &KX_LightObject::Type) ||
|
|
PyObject_TypeCheck(value, &KX_Camera::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;
|
|
}
|