blender/source/gameengine/Ketsji/KX_GameObject.cpp

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* Game object wrapper
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
#else
typedef unsigned long uint_ptr;
#endif
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#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#define KX_INERTIA_INFINITE 10000
#include "RAS_IPolygonMaterial.h"
#include "KX_BlenderMaterial.h"
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#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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#include "KX_PolyProxy.h"
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#include <stdio.h> // printf
#include "SG_Controller.h"
#include "KX_IPhysicsController.h"
#include "PHY_IGraphicController.h"
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#include "SG_Node.h"
#include "SG_Controller.h"
#include "KX_ClientObjectInfo.h"
#include "RAS_BucketManager.h"
#include "KX_RayCast.h"
#include "KX_PythonInit.h"
#include "KX_PyMath.h"
#include "KX_PythonSeq.h"
#include "SCA_IActuator.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
#include "NG_NetworkScene.h" //Needed for sendMessage()
#include "PyObjectPlus.h" /* python stuff */
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// This file defines relationships between parents and children
// in the game engine.
#include "KX_SG_NodeRelationships.h"
static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3( 1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0);
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KX_GameObject::KX_GameObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
PyTypeObject* T
) :
SCA_IObject(T),
m_bDyna(false),
m_layer(0),
m_pBlenderObject(NULL),
m_pBlenderGroupObject(NULL),
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m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bIsNegativeScaling(false),
m_bVisible(true),
m_bCulled(true),
m_bOccluder(false),
Patch: [ #2439 ] Makes objects react properly to deformations after a mesh replacement call. from brian hayward (bthayward) Detailed description: Currently, when an armature deformed object's mesh is replaced by the ReplaceMesh actuator, the new mesh fails to deform to the armature's movement. My patch fixes this by properly replacing the deform controller along with the mesh (when appropriete). For instance, if one had an animated character using any of the standard deformation techniques (armature, ipo, RVK, or AVK), that character's mesh would currently be prevented from changing mid-game. It could be replaced, but the new mesh would lack the controller which tells it how to deform. If one wanted to dynamiclly add a hat on top of the character's head, it would require storing a secondary prebuilt character (mesh, armature, logic, ect...) on another layer FOR EACH HAT the character could possibly wear, then swapping out the whole character when the hat change was desired. So if you had 4 possible hat/character combos, you would have 4 character meshes, 4 armatures, 4 sets of logic, and so on. I find this lack of flexibility to be unresonable. With my patch, one could accomplish the same thing mearly by making one version of the character in the main layer, and adding an invisible object atop the character's head (which is parented to the head bone). Then whenever it becomes desirable, one can replace the invisible object's mesh with the desirable hat's mesh, then make it visible. With my patch, the hat object would then continue to deform to the character's head regardless of which hat was currently being worn. *note 1* for armature/mesh deformations, the new mesh must have properly assigned vertex groups which match one or more of the bones of the target armature before the replaceMesh call is made. Otherwise the vertices won't react to the armature because they won't know how. (not sure if vertices can be scripted to change groups after the game has started) *note 2* The added processing time involved with replacing the object's deform controller is negligible.
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m_pPhysicsController1(NULL),
m_pGraphicController(NULL),
m_pPhysicsEnvironment(NULL),
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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m_xray(false),
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
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m_pHitObject(NULL),
m_isDeformable(false),
m_attr_dict(NULL)
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{
m_ignore_activity_culling = false;
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 =
KX_NormalParentRelation::New();
m_pSGNode->SetParentRelation(parent_relation);
};
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KX_GameObject::~KX_GameObject()
{
RemoveMeshes();
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// is this delete somewhere ?
//if (m_sumoObj)
// delete m_sumoObj;
delete m_pClient_info;
//if (m_pSGNode)
// delete m_pSGNode;
if (m_pSGNode)
{
// must go through controllers and make sure they will not use us anymore
// This is important for KX_BulletPhysicsControllers that unregister themselves
// from the object when they are deleted.
SGControllerList::iterator contit;
SGControllerList& controllers = m_pSGNode->GetSGControllerList();
for (contit = controllers.begin();contit!=controllers.end();++contit)
{
(*contit)->ClearObject();
}
m_pSGNode->SetSGClientObject(NULL);
}
if (m_pGraphicController)
{
delete m_pGraphicController;
}
if (m_attr_dict) {
PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
Py_DECREF(m_attr_dict);
}
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}
KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
{
if (!info)
return NULL;
return info->m_gameobject;
}
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CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val)
{
return NULL;
}
CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
{
return NULL;
}
const STR_String & KX_GameObject::GetText()
{
return m_text;
}
double KX_GameObject::GetNumber()
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{
return 0;
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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STR_String& KX_GameObject::GetName()
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{
return m_name;
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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void KX_GameObject::SetName(const char *name)
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{
m_name = name;
}; // Set the name of the value
KX_IPhysicsController* KX_GameObject::GetPhysicsController()
{
return m_pPhysicsController1;
}
KX_GameObject* KX_GameObject::GetParent()
{
KX_GameObject* result = NULL;
SG_Node* node = m_pSGNode;
while (node && !result)
{
node = node->GetSGParent();
if (node)
result = (KX_GameObject*)node->GetSGClientObject();
}
if (result)
result->AddRef();
return result;
}
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
{
// check on valid node in case a python controller holds a reference to a deleted object
if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
{
// Make sure the objects have some scale
MT_Vector3 scale1 = NodeGetWorldScaling();
MT_Vector3 scale2 = obj->NodeGetWorldScaling();
if (fabs(scale2[0]) < FLT_EPSILON ||
fabs(scale2[1]) < FLT_EPSILON ||
fabs(scale2[2]) < FLT_EPSILON ||
fabs(scale1[0]) < FLT_EPSILON ||
fabs(scale1[1]) < FLT_EPSILON ||
fabs(scale1[2]) < FLT_EPSILON) { return; }
// Remove us from our old parent and set our new parent
RemoveParent(scene);
obj->GetSGNode()->AddChild(GetSGNode());
if (m_pPhysicsController1)
{
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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m_pPhysicsController1->SuspendDynamics(ghost);
}
// Set us to our new scale, position, and orientation
scale2[0] = 1.0/scale2[0];
scale2[1] = 1.0/scale2[1];
scale2[2] = 1.0/scale2[2];
scale1 = scale1 * scale2;
MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
NodeSetLocalScale(scale1);
NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
NodeUpdateGS(0.f);
// object will now be a child, it must be removed from the parent list
CListValue* rootlist = scene->GetRootParentList();
if (rootlist->RemoveValue(this))
// the object was in parent list, decrement ref count as it's now removed
Release();
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
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// if the new parent is a compound object, add this object shape to the compound shape.
// step 0: verify this object has physical controller
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00
if (m_pPhysicsController1 && addToCompound)
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2009-01-13 22:59:18 +00:00
{
// step 1: find the top parent (not necessarily obj)
KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
// step 2: verify it has a physical controller and compound shape
if (rootobj != NULL &&
rootobj->m_pPhysicsController1 != NULL &&
rootobj->m_pPhysicsController1->IsCompound())
{
rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
}
}
// graphically, the object hasn't change place, no need to update m_pGraphicController
}
}
void KX_GameObject::RemoveParent(KX_Scene *scene)
{
// check on valid node in case a python controller holds a reference to a deleted object
if (GetSGNode() && GetSGNode()->GetSGParent())
{
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2009-01-13 22:59:18 +00:00
// get the root object to remove us from compound object if needed
KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
// Set us to the right spot
GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
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// Remove us from our parent
GetSGNode()->DisconnectFromParent();
NodeUpdateGS(0.f);
// the object is now a root object, add it to the parentlist
CListValue* rootlist = scene->GetRootParentList();
if (!rootlist->SearchValue(this))
// object was not in root list, add it now and increment ref count
rootlist->Add(AddRef());
if (m_pPhysicsController1)
{
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2009-01-13 22:59:18 +00:00
// in case this controller was added as a child shape to the parent
if (rootobj != NULL &&
rootobj->m_pPhysicsController1 != NULL &&
rootobj->m_pPhysicsController1->IsCompound())
{
rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
}
m_pPhysicsController1->RestoreDynamics();
}
// graphically, the object hasn't change place, no need to update m_pGraphicController
}
}
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void KX_GameObject::ProcessReplica()
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{
SCA_IObject::ProcessReplica();
m_pPhysicsController1 = NULL;
m_pGraphicController = NULL;
m_pSGNode = NULL;
m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
m_pClient_info->m_gameobject = this;
m_state = 0;
if(m_attr_dict)
m_attr_dict= PyDict_Copy(m_attr_dict);
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}
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
static void setGraphicController_recursive(SG_Node* node)
{
NodeList& children = node->GetSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* childnode = (*childit);
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj != NULL) // This is a GameObject
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
clientgameobj->ActivateGraphicController(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.
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
setGraphicController_recursive(childnode);
}
}
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
void KX_GameObject::ActivateGraphicController(bool recurse)
{
if (m_pGraphicController)
{
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
m_pGraphicController->Activate(m_bVisible);
}
if (recurse)
{
BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
setGraphicController_recursive(GetSGNode());
}
}
2002-10-12 11:37:38 +00:00
CValue* KX_GameObject::GetReplica()
{
KX_GameObject* replica = new KX_GameObject(*this);
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// this will copy properties and so on...
replica->ProcessReplica();
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return replica;
}
void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->ApplyForce(force,local);
}
void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->ApplyTorque(torque,local);
}
void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
{
if (GetSGNode())
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{
if (m_pPhysicsController1) // (IsDynamic())
{
m_pPhysicsController1->RelativeTranslate(dloc,local);
}
GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
}
void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
{
MT_Matrix3x3 rotmat(drot);
if (GetSGNode()) {
GetSGNode()->RelativeRotate(rotmat,local);
if (m_pPhysicsController1) { // (IsDynamic())
m_pPhysicsController1->RelativeRotate(rotmat,local);
}
}
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}
/**
GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
*/
double* KX_GameObject::GetOpenGLMatrix()
{
// todo: optimize and only update if necessary
double* fl = m_OpenGL_4x4Matrix.getPointer();
if (GetSGNode()) {
MT_Transform trans;
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trans.setOrigin(GetSGNode()->GetWorldPosition());
trans.setBasis(GetSGNode()->GetWorldOrientation());
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MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
trans.scale(scaling[0], scaling[1], scaling[2]);
trans.getValue(fl);
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00
GetSGNode()->ClearDirty();
}
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return fl;
}
void KX_GameObject::AddMeshUser()
{
for (size_t i=0;i<m_meshes.size();i++)
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00
{
m_meshes[i]->AddMeshUser(this, &m_meshSlots);
}
// set the part of the mesh slot that never change
double* fl = GetOpenGLMatrixPtr()->getPointer();
RAS_Deformer *deformer = GetDeformer();
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
for(mit.begin(); !mit.end(); ++mit)
{
(*mit)->m_OpenGLMatrix = fl;
(*mit)->SetDeformer(deformer);
}
UpdateBuckets(false);
}
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static void UpdateBuckets_recursive(SG_Node* node)
{
NodeList& children = node->GetSGChildren();
for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
{
SG_Node* childnode = (*childit);
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj != NULL) // This is a GameObject
clientgameobj->UpdateBuckets(0);
// if the childobj is NULL then this may be an inverse parent link
// so a non recursive search should still look down this node.
UpdateBuckets_recursive(childnode);
}
}
void KX_GameObject::UpdateBuckets( bool recursive )
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{
if (GetSGNode()) {
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00
RAS_MeshSlot *ms;
if (GetSGNode()->IsDirty())
GetOpenGLMatrix();
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
BGE performance, 3rd round: culling and rasterizer. This commit extend the technique of dynamic linked list to the mesh slots so as to eliminate dumb scan or map lookup. It provides massive performance improvement in the culling and in the rasterizer when the majority of objects are static. Other improvements: - Compute the opengl matrix only for objects that are visible. - Simplify hash function for GEN_HasedPtr - Scan light list instead of general object list to render shadows - Remove redundant opengl calls to set specularity, shinyness and diffuse between each mesh slots. - Cache GPU material to avoid frequent call to GPU_material_from_blender - Only set once the fixed elements of mesh slot - Use more inline function The following table shows the performance increase between 2.48, 1st round and this round of improvement. The test was done with a scene containing 40000 objects, of which 1000 are in the view frustrum approximately. The object are simple textured cube to make sure the GPU is not the bottleneck. As some of the rasterizer processing time has moved under culling, I present the sum of scenegraph(includes culling)+rasterizer time Scenegraph+rasterizer(ms) 2.48 1st round 3rd round All objects static, 323.0 86.0 7.2 all visible, 1000 in the view frustrum All objects static, 219.0 49.7 N/A(*) all invisible. All objects moving, 323.0 105.6 34.7 all visible, 1000 in the view frustrum Scene destruction 40min 40min 4s (*) : this time is not representative because the frame rate was at 60fps. In that case, the GPU holds down the GE by frame sync. By design, the overhead of the rasterizer is 0 when the the objects are invisible. This table shows a global speed up between 9x and 45x compared to 2.48a for scenegraph, culling and rasterizer overhead. The speed up goes much higher when objects are invisible. An additional 2-4x speed up is possible in the scenegraph by upgrading the Moto library to use Eigen2 BLAS library instead of C++ classes but the scenegraph is already so fast that it is not a priority right now. Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
for(mit.begin(); !mit.end(); ++mit)
{
ms = *mit;
ms->m_bObjectColor = m_bUseObjectColor;
ms->m_RGBAcolor = m_objectColor;
ms->m_bVisible = m_bVisible;
ms->m_bCulled = m_bCulled || !m_bVisible;
if (!ms->m_bCulled)
ms->m_bucket->ActivateMesh(ms);
/* split if necessary */
#ifdef USE_SPLIT
ms->Split();
#endif
}
if (recursive) {
UpdateBuckets_recursive(GetSGNode());
}
}
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}
void KX_GameObject::RemoveMeshes()
{
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->RemoveFromBuckets(this);
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//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
m_meshes.clear();
}
void KX_GameObject::UpdateTransform()
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{
// 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
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m_pPhysicsController1->SetSumoTransform(true);
if (m_pGraphicController)
// update the culling tree
m_pGraphicController->SetGraphicTransform();
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}
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
{
((KX_GameObject*)gameobj)->UpdateTransform();
}
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BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility. A new type of "Sensor" physics object is available in the GE for advanced collision management. It's called Sensor for its similarities with the physics objects that underlie the Near and Radar sensors. Like the Near and Radar object it is: - static and ghost - invisible by default - always active to ensure correct collision detection - capable of detecting both static and dynamic objects - ignoring collision with their parent - capable of broadphase filtering based on: * Actor option: the collisioning object must have the Actor flag set to be detected * property/material: as specified in the collision sensors attached to it Broadphase filtering is important for performance reason: the collision points will be computed only for the objects that pass the broahphase filter. - automatically removed from the simulation when no collision sensor is active on it Unlike the Near and Radar object it can: - take any shape, including triangle mesh - be made visible for debugging (just use the Visible actuator) - have multiple collision sensors using it Other than that, the sensor objects are ordinary objects. You can move them freely or parent them. When parented to a dynamic object, they can provide advanced collision control to this object. The type of collision capability depends on the shape: - box, sphere, cylinder, cone, convex hull provide volume detection. - triangle mesh provides surface detection but you can give some volume to the suface by increasing the margin in the Advanced Settings panel. The margin applies on both sides of the surface. Performance tip: - Sensor objects perform better than Near and Radar: they do less synchronizations because of the Scenegraph optimizations and they can have multiple collision sensors on them (with different property filtering for example). - Always prefer simple shape (box, sphere) to complex shape whenever possible. - Always use broadphase filtering (avoid collision sensor with empty propery/material) - Use collision sensor only when you need them. When no collision sensor is active on the sensor object, it is removed from the simulation and consume no CPU. Known limitations: - When running Blender in debug mode, you will see one warning line of the console: "warning btCollisionDispatcher::needsCollision: static-static collision!" In release mode this message is not printed. - Collision margin has no effect on sphere, cone and cylinder shape. Other performance improvements: - Remove unnecessary interpolation for Near and Radar objects and by extension sensor objects. - Use direct matrix copy instead of quaternion to synchronize orientation. Other bug fix: - Fix Near/Radar position error on newly activated objects. This was causing several detection problems in YoFrankie - Fix margin not passed correctly to gImpact shape. - Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00
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();
}
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void KX_GameObject::SetDebugColor(unsigned int bgra)
{
for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->DebugColor(bgra);
}
void KX_GameObject::ResetDebugColor()
{
SetDebugColor(0xff000000);
}
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-08 12:18:43 +00:00
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++;
}
}
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void KX_GameObject::UpdateIPO(float curframetime,
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-08 12:18:43 +00:00
bool recurse)
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{
BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system. New Add mode for Ipo actuator ============================= A new Add button, mutually exclusive with Force button, is available in the Ipo actuator. When selected, it activates the Add mode that consists in adding the Ipo curve to the current object situation in world coordinates, or parent coordinates if the object has a parent. Scale Ipo curves are multiplied instead of added to the object current scale. If the local flag is selected, the Ipo curve is added (multiplied) in the object's local coordinates. Delta Ipo curves are handled identically to normal Ipo curve and there is no need to work with Delta Ipo curves provided that you make sure that the Ipo curve starts from origin. Origin means location 0 for Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for Scale Ipo curve. The "current object situation" means the object's location, rotation and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo actuators, this means at the start of each loop. This initial state is used as a base during the execution of the Ipo Curve but when the Ipo curve is restarted (later or immediately in case of Loop mode), the object current situation at that time is used as the new base. For reference, here is the exact operation of the Add mode for each type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale and orientation matrix at the start of the curve; iLoc, iRot, iScale, iMat: Ipo curve loc/rot/scale and orientation matrix resulting from the rotation). Location Local=false: newLoc = oLoc+iLoc Local=true : newLoc = oLoc+oScale*(oMat*iLoc) Rotation Local=false: newMat = iMat*oMat Local=true : newMat = oMat*iMat Scale Local=false: newScale = oScale*iScale Local=true : newScale = oScale*iScale Add+Local mode is very useful to have dynamic object executing complex movement relative to their current location/orientation. Of cource, dynamics should be disabled during the execution of the curve. Several corrections in state system =================================== - Object initial state is taken into account when adding object dynamically - Fix bug with link count when adding object dynamically - Fix false on-off detection for Actuator sensor when actuator is trigged on negative event. - Fix Parent actuator false activation on negative event - Loop Ipo curve not restarting at correct frame when start frame is different from one.
2008-07-08 12:18:43 +00:00
// just the 'normal' update procedure.
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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
}
}
}
}
}
}
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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);
}
}
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void
KX_GameObject::SetVisible(
bool v,
bool recursive
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)
{
if (GetSGNode()) {
m_bVisible = v;
if (m_pGraphicController)
m_pGraphicController->Activate(m_bVisible);
if (recursive)
setVisible_recursive(GetSGNode(), v);
}
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}
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
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)
{
m_layer = l;
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}
int
KX_GameObject::GetLayer(
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void
)
{
return m_layer;
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}
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);
}
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}
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());
}
}
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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;
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// 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);
}
2002-10-12 11:37:38 +00:00
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
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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)
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{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
MT_Matrix3x3 ori;
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if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetLinearVelocity();
if (local)
{
ori = GetSGNode()->GetWorldOrientation();
locvel = velocity * ori;
return locvel;
}
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}
return velocity;
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}
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);
}
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// 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())
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{
// 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
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m_pPhysicsController1->setPosition(trans);
}
GetSGNode()->SetLocalPosition(trans);
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}
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())
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{
// see note above
m_pPhysicsController1->setOrientation(rot);
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}
GetSGNode()->SetLocalOrientation(rot);
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}
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())
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{
// see note above
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m_pPhysicsController1->setScaling(scale);
}
GetSGNode()->SetLocalScale(scale);
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}
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);
}
}
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}
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
{
if (!GetSGNode())
return;
SG_Node* parent = GetSGNode()->GetSGParent();
BGE logic update: new servo control motion actuator, new distance constraint actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-04 08:14:50 +00:00
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);
}
}
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void KX_GameObject::NodeUpdateGS(double time)
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{
if (GetSGNode())
GetSGNode()->UpdateWorldData(time);
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}
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;
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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;
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return GetSGNode()->GetWorldScaling();
}
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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;
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}
/* 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();
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m_suspended = false;
}
}
void KX_GameObject::Suspend()
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{
if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
SCA_IObject::Suspend();
if(GetPhysicsController())
GetPhysicsController()->SuspendDynamics();
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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;
}
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CListValue* KX_GameObject::GetChildrenRecursive()
{
CListValue* list = new CListValue();
walk_children(GetSGNode(), list, 1);
return list;
}
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/* ------- 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},
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{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
{"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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{"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_O},
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
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),
// 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},
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{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),
Name attributes added since 2.48a more consistently. BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
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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
};
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/*
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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;
}
*/
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PyObject* KX_GameObject::PyReplaceMesh(PyObject* value)
{
KX_Scene *scene = KX_GetActiveScene();
RAS_MeshObject* new_mesh;
if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
return NULL;
scene->ReplaceMesh(this, new_mesh);
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyEndObject()
{
KX_Scene *scene = KX_GetActiveScene();
scene->DelayedRemoveObject(this);
Py_RETURN_NONE;
}
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PyObject* KX_GameObject::PyGetPosition()
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{
ShowDeprecationWarning("getPosition()", "the position property");
return PyObjectFrom(NodeGetWorldPosition());
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}
PyObject *KX_GameObject::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, 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;
}
}
int KX_GameObject::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, 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, "gameOb[key] = value: KX_GameObject, key could not be set");
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 */
}
/* Cant set the len otherwise it can evaluate as false */
PyMappingMethods KX_GameObject::Mapping = {
(lenfunc)NULL , /*inquiry mp_length */
(binaryfunc)KX_GameObject::Map_GetItem, /*binaryfunc mp_subscript */
(objobjargproc)KX_GameObject::Map_SetItem, /*objobjargproc mp_ass_subscript */
};
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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
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"KX_GameObject",
sizeof(PyObjectPlus_Proxy),
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0,
py_base_dealloc,
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0,
0,
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0,
0,
py_base_repr,
0,0,
&Mapping,
0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
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};
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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());
}
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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;
}
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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);
}
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int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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;
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}
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);
}
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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 */
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
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)
{
char *attr_str= PyString_AsString(attr);
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
if (RemoveProperty(attr_str)) // XXX - should call CValues instead but its only 2 lines here
return 0;
if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
return 0;
PyErr_Format(PyExc_AttributeError, "del gameOb.myAttr: KX_GameObject, attribute \"%s\" dosnt exist", attr_str);
return 1;
}
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;
}
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PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
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{
// 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;
}
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}
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;
}
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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)
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{
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;
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}
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);
}
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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)
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{
// 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;
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if (m_pPhysicsController1)
{
return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
}
else {
return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
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}
}
PyObject* KX_GameObject::PyGetMass()
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{
ShowDeprecationWarning("getMass()", "the mass property");
return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
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}
PyObject* KX_GameObject::PyGetReactionForce()
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{
// 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);
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}
PyObject* KX_GameObject::PyEnableRigidBody()
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{
if(GetPhysicsController())
GetPhysicsController()->setRigidBody(true);
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Py_RETURN_NONE;
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}
PyObject* KX_GameObject::PyDisableRigidBody()
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{
if(GetPhysicsController())
GetPhysicsController()->setRigidBody(false);
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Py_RETURN_NONE;
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}
PyObject* KX_GameObject::PyGetParent()
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{
ShowDeprecationWarning("getParent()", "the parent property");
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KX_GameObject* parent = this->GetParent();
if (parent) {
parent->Release(); /* self->GetParent() AddRef's */
return parent->GetProxy();
}
Py_RETURN_NONE;
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}
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00
PyObject* KX_GameObject::PySetParent(PyObject* args)
{
KX_Scene *scene = KX_GetActiveScene();
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21 13:32:15 +00:00
PyObject* pyobj;
KX_GameObject *obj;
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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int addToCompound=1, ghost=1;
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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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;
BGE: user control to compound shape and setParent. Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
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if (obj)
this->SetParent(scene, obj, addToCompound, ghost);
Py_RETURN_NONE;
}
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PyObject* KX_GameObject::PyRemoveParent()
{
KX_Scene *scene = KX_GetActiveScene();
this->RemoveParent(scene);
Py_RETURN_NONE;
}
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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)
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{
ShowDeprecationWarning("getMesh()", "the meshes property");
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)
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{
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
return meshproxy->NewProxy(true); // XXX Todo Python own.
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}
Py_RETURN_NONE;
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}
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)
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{
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))
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{
MT_Point3 attach;
MT_Vector3 impulse;
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
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{
m_pPhysicsController1->applyImpulse(attach, impulse);
Py_RETURN_NONE;
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}
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}
return NULL;
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}
PyObject* KX_GameObject::PySuspendDynamics()
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{
SuspendDynamics();
Py_RETURN_NONE;
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}
PyObject* KX_GameObject::PyRestoreDynamics()
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{
RestoreDynamics();
Py_RETURN_NONE;
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}
PyObject* KX_GameObject::PyGetOrientation() //keywords
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{
ShowDeprecationWarning("getOrientation()", "the orientation property");
return PyObjectFrom(NodeGetWorldOrientation());
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}
PyObject* KX_GameObject::PySetOrientation(PyObject* value)
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{
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;
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}
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;
}
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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)
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{
ShowDeprecationWarning("setPosition()", "the localPosition property");
MT_Point3 pos;
if (PyVecTo(value, pos))
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{
NodeSetLocalPosition(pos);
NodeUpdateGS(0.f);
Py_RETURN_NONE;
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}
return NULL;
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}
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()
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{
KX_IPhysicsController* ctrl = GetPhysicsController();
uint_ptr physid=0;
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if (ctrl)
{
physid= (uint_ptr)ctrl->GetUserData();
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}
return PyInt_FromLong((long)physid);
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}
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;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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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;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
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/* 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)
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
// 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;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
// 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;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
// 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,
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
"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"
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
" 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;
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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);
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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);
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
if (m_pHitObject)
{
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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());
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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));
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
}
else
{
Py_INCREF(Py_None);
PyTuple_SET_ITEM(returnValue, 3, Py_None);
}
}
}
return returnValue;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
// no hit
if (poly)
//return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
return none_tuple_4();
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. 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. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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;
}
2002-10-12 11:37:38 +00:00
/* ---------------------------------------------------------------------
* 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);
}
2002-10-12 11:37:38 +00:00
}
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)) {
*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;
}