blender/source/gameengine/Ketsji/KX_MeshProxy.h

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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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*/
#ifndef __KX_MESHPROXY
#define __KX_MESHPROXY
#include "SCA_IObject.h"
/* utility conversion function */
bool ConvertPythonToMesh(PyObject * value, class RAS_MeshObject **object, bool py_none_ok, const char *error_prefix);
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class KX_MeshProxy : public SCA_IObject
{
Py_Header;
class RAS_MeshObject* m_meshobj;
public:
KX_MeshProxy(class RAS_MeshObject* mesh);
virtual ~KX_MeshProxy();
void SetMeshModified(bool v);
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// stuff for cvalue related things
virtual CValue* Calc(VALUE_OPERATOR op, CValue *val) ;
virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val);
virtual const STR_String & GetText();
virtual double GetNumber();
virtual RAS_MeshObject* GetMesh() { return m_meshobj; }
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virtual STR_String GetName();
virtual void SetName(STR_String name); // Set the name of the value
virtual CValue* GetReplica();
// stuff for python integration
virtual PyObject* py_getattro(PyObject *attr);
virtual PyObject* py_getattro_dict();
virtual int py_setattro(PyObject *attr, PyObject* value);
KX_PYMETHOD(KX_MeshProxy,GetNumMaterials); // Deprecated
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KX_PYMETHOD(KX_MeshProxy,GetMaterialName);
KX_PYMETHOD(KX_MeshProxy,GetTextureName);
KX_PYMETHOD_NOARGS(KX_MeshProxy,GetNumPolygons); // Deprecated
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// both take materialid (int)
KX_PYMETHOD(KX_MeshProxy,GetVertexArrayLength);
KX_PYMETHOD(KX_MeshProxy,GetVertex);
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_PYMETHOD(KX_MeshProxy,GetPolygon);
KX_PYMETHOD_DOC(KX_MeshProxy, reinstancePhysicsMesh);
static PyObject* pyattr_get_materials(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject * pyattr_get_numMaterials(void * self, const KX_PYATTRIBUTE_DEF * attrdef);
static PyObject * pyattr_get_numPolygons(void * self, const KX_PYATTRIBUTE_DEF * attrdef);
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};
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#endif //__KX_MESHPROXY