blender/source/gameengine/Ketsji/KX_MeshProxy.cpp

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/*
* ***** 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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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*/
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/** \file gameengine/Ketsji/KX_MeshProxy.cpp
* \ingroup ketsji
*/
#ifdef WITH_PYTHON
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#include "KX_MeshProxy.h"
#include "RAS_IPolygonMaterial.h"
#include "RAS_MeshObject.h"
#include "KX_VertexProxy.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 "KX_BlenderMaterial.h"
#include "KX_PyMath.h"
#include "KX_ConvertPhysicsObject.h"
#include "PyObjectPlus.h"
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PyTypeObject KX_MeshProxy::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
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"KX_MeshProxy",
sizeof(PyObjectPlus_Proxy),
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0,
py_base_dealloc,
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0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&CValue::Type,
0,0,0,0,0,0,
py_base_new
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};
PyMethodDef KX_MeshProxy::Methods[] = {
{"getMaterialName", (PyCFunction)KX_MeshProxy::sPyGetMaterialName,METH_VARARGS},
{"getTextureName", (PyCFunction)KX_MeshProxy::sPyGetTextureName,METH_VARARGS},
{"getVertexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetVertexArrayLength,METH_VARARGS},
{"getVertex", (PyCFunction)KX_MeshProxy::sPyGetVertex,METH_VARARGS},
{"getPolygon", (PyCFunction)KX_MeshProxy::sPyGetPolygon,METH_VARARGS},
{"transform", (PyCFunction)KX_MeshProxy::sPyTransform,METH_VARARGS},
{"transformUV", (PyCFunction)KX_MeshProxy::sPyTransformUV,METH_VARARGS},
//{"getIndexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetIndexArrayLength,METH_VARARGS},
{NULL,NULL} //Sentinel
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};
PyAttributeDef KX_MeshProxy::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("materials", KX_MeshProxy, pyattr_get_materials),
KX_PYATTRIBUTE_RO_FUNCTION("numPolygons", KX_MeshProxy, pyattr_get_numPolygons),
KX_PYATTRIBUTE_RO_FUNCTION("numMaterials", KX_MeshProxy, pyattr_get_numMaterials),
{ NULL } //Sentinel
};
void KX_MeshProxy::SetMeshModified(bool v)
{
m_meshobj->SetMeshModified(v);
}
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KX_MeshProxy::KX_MeshProxy(RAS_MeshObject* mesh)
: CValue(), m_meshobj(mesh)
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{
}
KX_MeshProxy::~KX_MeshProxy()
{
}
// stuff for cvalue related things
CValue* KX_MeshProxy::Calc(VALUE_OPERATOR op, CValue *val) { return NULL;}
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CValue* KX_MeshProxy::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val) { return NULL;}
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const STR_String & KX_MeshProxy::GetText() {return m_meshobj->GetName();};
double KX_MeshProxy::GetNumber() { return -1;}
STR_String& KX_MeshProxy::GetName() { return m_meshobj->GetName();}
void KX_MeshProxy::SetName(const char *name) { };
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CValue* KX_MeshProxy::GetReplica() { return NULL;}
// stuff for python integration
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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PyObject *KX_MeshProxy::PyGetMaterialName(PyObject *args, PyObject *kwds)
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{
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int matid= 1;
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STR_String matname;
if (PyArg_ParseTuple(args,"i:getMaterialName",&matid))
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{
matname = m_meshobj->GetMaterialName(matid);
}
else {
return NULL;
}
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return PyUnicode_From_STR_String(matname);
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}
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PyObject *KX_MeshProxy::PyGetTextureName(PyObject *args, PyObject *kwds)
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{
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int matid= 1;
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STR_String matname;
if (PyArg_ParseTuple(args,"i:getTextureName",&matid))
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{
matname = m_meshobj->GetTextureName(matid);
}
else {
return NULL;
}
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return PyUnicode_From_STR_String(matname);
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}
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PyObject *KX_MeshProxy::PyGetVertexArrayLength(PyObject *args, PyObject *kwds)
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{
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int matid= 0;
int length = 0;
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if (!PyArg_ParseTuple(args,"i:getVertexArrayLength",&matid))
return NULL;
RAS_MeshMaterial *mmat = m_meshobj->GetMeshMaterial(matid); /* can be NULL*/
if (mmat)
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{
RAS_IPolyMaterial* mat = mmat->m_bucket->GetPolyMaterial();
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if (mat)
length = m_meshobj->NumVertices(mat);
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}
return PyLong_FromLong(length);
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}
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PyObject *KX_MeshProxy::PyGetVertex(PyObject *args, PyObject *kwds)
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{
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int vertexindex;
int matindex;
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if (!PyArg_ParseTuple(args,"ii:getVertex",&matindex,&vertexindex))
return NULL;
RAS_TexVert* vertex = m_meshobj->GetVertex(matindex,vertexindex);
if (vertex==NULL) {
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PyErr_SetString(PyExc_ValueError, "mesh.getVertex(mat_idx, vert_idx): KX_MeshProxy, could not get a vertex at the given indices");
return NULL;
}
return (new KX_VertexProxy(this, vertex))->NewProxy(true);
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}
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PyObject *KX_MeshProxy::PyGetPolygon(PyObject *args, PyObject *kwds)
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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{
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int polyindex= 1;
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PyObject *polyob = 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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if (!PyArg_ParseTuple(args,"i:getPolygon",&polyindex))
return NULL;
if (polyindex<0 || polyindex >= m_meshobj->NumPolygons())
{
PyErr_SetString(PyExc_AttributeError, "mesh.getPolygon(int): KX_MeshProxy, invalid polygon index");
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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return 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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RAS_Polygon* polygon = m_meshobj->GetPolygon(polyindex);
if (polygon)
{
polyob = (new KX_PolyProxy(m_meshobj, polygon))->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.
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}
else {
PyErr_SetString(PyExc_AttributeError, "mesh.getPolygon(int): KX_MeshProxy, polygon is NULL, unknown reason");
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
}
return polyob;
}
PyObject *KX_MeshProxy::PyTransform(PyObject *args, PyObject *kwds)
{
int matindex;
PyObject *pymat;
bool ok = false;
MT_Matrix4x4 transform;
if (!PyArg_ParseTuple(args,"iO:transform", &matindex, &pymat) ||
!PyMatTo(pymat, transform))
{
return NULL;
}
MT_Matrix4x4 ntransform = transform.inverse().transposed();
ntransform[0][3] = ntransform[1][3] = ntransform[2][3] = 0.0f;
/* transform mesh verts */
unsigned int mit_index = 0;
for (list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial();
(mit != m_meshobj->GetLastMaterial());
++mit, ++mit_index)
{
if (matindex == -1) {
/* always transform */
}
else if (matindex == mit_index) {
/* we found the right index! */
}
else {
continue;
}
RAS_MeshSlot *slot = mit->m_baseslot;
RAS_MeshSlot::iterator it;
ok = true;
for (slot->begin(it); !slot->end(it); slot->next(it)) {
size_t i;
for (i = it.startvertex; i < it.endvertex; i++) {
RAS_TexVert *vert = &it.vertex[i];
vert->Transform(transform, ntransform);
}
}
/* if we set a material index, quit when done */
if (matindex == mit_index) {
break;
}
}
if (ok == false) {
PyErr_Format(PyExc_ValueError,
"mesh.transform(...): invalid material index %d", matindex);
return NULL;
}
m_meshobj->SetMeshModified(true);
Py_RETURN_NONE;
}
PyObject *KX_MeshProxy::PyTransformUV(PyObject *args, PyObject *kwds)
{
int matindex;
PyObject *pymat;
int uvindex = -1;
int uvindex_from = -1;
bool ok = false;
MT_Matrix4x4 transform;
if (!PyArg_ParseTuple(args,"iO|iii:transformUV", &matindex, &pymat, &uvindex, &uvindex_from) ||
!PyMatTo(pymat, transform))
{
return NULL;
}
if (uvindex < -1 || uvindex > 1) {
PyErr_Format(PyExc_ValueError,
"mesh.transformUV(...): invalid uv_index %d", uvindex);
return NULL;
}
if (uvindex_from < -1 || uvindex_from > 1) {
PyErr_Format(PyExc_ValueError,
"mesh.transformUV(...): invalid uv_index_from %d", uvindex);
return NULL;
}
if (uvindex_from == uvindex) {
uvindex_from = -1;
}
/* transform mesh verts */
unsigned int mit_index = 0;
for (list<RAS_MeshMaterial>::iterator mit = m_meshobj->GetFirstMaterial();
(mit != m_meshobj->GetLastMaterial());
++mit, ++mit_index)
{
if (matindex == -1) {
/* always transform */
}
else if (matindex == mit_index) {
/* we found the right index! */
}
else {
continue;
}
RAS_MeshSlot *slot = mit->m_baseslot;
RAS_MeshSlot::iterator it;
ok = true;
for (slot->begin(it); !slot->end(it); slot->next(it)) {
size_t i;
for (i = it.startvertex; i < it.endvertex; i++) {
RAS_TexVert *vert = &it.vertex[i];
if (uvindex_from != -1) {
if (uvindex_from == 0) vert->SetUV(1, vert->getUV(0));
else vert->SetUV(0, vert->getUV(1));
}
switch (uvindex) {
case 0:
vert->TransformUV(0, transform);
break;
case 1:
vert->TransformUV(1, transform);
break;
case -1:
vert->TransformUV(0, transform);
vert->TransformUV(1, transform);
break;
}
}
}
/* if we set a material index, quit when done */
if (matindex == mit_index) {
break;
}
}
if (ok == false) {
PyErr_Format(PyExc_ValueError,
"mesh.transformUV(...): invalid material index %d", matindex);
return NULL;
}
m_meshobj->SetMeshModified(true);
Py_RETURN_NONE;
}
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PyObject *KX_MeshProxy::pyattr_get_materials(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
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KX_MeshProxy* self = static_cast<KX_MeshProxy*>(self_v);
int tot= self->m_meshobj->NumMaterials();
int i;
PyObject *materials = PyList_New( tot );
list<RAS_MeshMaterial>::iterator mit= self->m_meshobj->GetFirstMaterial();
for (i=0; i<tot; mit++, i++) {
RAS_IPolyMaterial *polymat = mit->m_bucket->GetPolyMaterial();
KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial *>(polymat);
PyList_SET_ITEM(materials, i, mat->GetProxy());
2012-09-16 04:58:18 +00:00
}
return materials;
}
PyObject *KX_MeshProxy::pyattr_get_numMaterials(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MeshProxy * self = static_cast<KX_MeshProxy *> (self_v);
return PyLong_FromLong(self->m_meshobj->NumMaterials());
}
PyObject *KX_MeshProxy::pyattr_get_numPolygons(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_MeshProxy * self = static_cast<KX_MeshProxy *> (self_v);
return PyLong_FromLong(self->m_meshobj->NumPolygons());
}
/* a close copy of ConvertPythonToGameObject but for meshes */
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bool ConvertPythonToMesh(PyObject *value, RAS_MeshObject **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_MeshProxy or a KX_MeshProxy name, None is invalid", error_prefix);
return false;
}
}
if (PyUnicode_Check(value)) {
*object = (RAS_MeshObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String( _PyUnicode_AsString(value) ));
if (*object) {
return true;
} else {
PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_MeshProxy in this scene", error_prefix, _PyUnicode_AsString(value));
return false;
}
}
if (PyObject_TypeCheck(value, &KX_MeshProxy::Type)) {
KX_MeshProxy *kx_mesh = static_cast<KX_MeshProxy*>BGE_PROXY_REF(value);
/* sets the error */
if (kx_mesh==NULL) {
PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
return false;
2012-09-16 04:58:18 +00:00
}
*object = kx_mesh->GetMesh();
return true;
}
*object = NULL;
if (py_none_ok) {
PyErr_Format(PyExc_TypeError, "%s, expect a KX_MeshProxy, a string or None", error_prefix);
} else {
PyErr_Format(PyExc_TypeError, "%s, expect a KX_MeshProxy or a string", error_prefix);
}
return false;
}
#endif // WITH_PYTHON