blender/source/gameengine/Ketsji/KX_GameObject.h
Campbell Barton 3511f8ef9f BGE Physics
Clamp objects min/max velocity.
Accessed with bullet physics from the advanced button with dynamic and rigid body objects.
- useful for preventing unstable physics in cases where objects move too fast.
- can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast.
- minimum velocity means objects don't stop moving.
- python scripts can adjust these values speedup or throttle velocity in the existing direction.

Also made copy properties from an object with no properties work (in case you want to clear all props)
2009-04-14 12:34:39 +00:00

1020 lines
24 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* 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 *****
* General KX game object.
*/
#ifndef __KX_GAMEOBJECT
#define __KX_GAMEOBJECT
#ifdef WIN32
// get rid of this stupid "warning 'this' used in initialiser list", generated by VC when including Solid/Sumo
#pragma warning (disable : 4355)
#endif
#include "ListValue.h"
#include "SCA_IObject.h"
#include "SG_Node.h"
#include "MT_Transform.h"
#include "MT_CmMatrix4x4.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
#include "KX_IPhysicsController.h" /* for suspend/resume */
#include "DNA_object_types.h"
#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */
#define KX_OB_DYNAMIC 1
//Forward declarations.
struct KX_ClientObjectInfo;
class KX_RayCast;
class RAS_MeshObject;
class KX_IPhysicsController;
class PHY_IGraphicController;
class PHY_IPhysicsEnvironment;
struct Object;
/**
* KX_GameObject is the main class for dynamic objects.
*/
class KX_GameObject : public SCA_IObject
{
Py_Header;
protected:
bool m_bDyna;
KX_ClientObjectInfo* m_pClient_info;
STR_String m_name;
STR_String m_text;
int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
struct Object* m_pBlenderObject;
struct Object* m_pBlenderGroupObject;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
// visible = user setting
// culled = while rendering, depending on camera
bool m_bVisible;
bool m_bCulled;
bool m_bOccluder;
KX_IPhysicsController* m_pPhysicsController1;
PHY_IGraphicController* m_pGraphicController;
// used for ray casting
PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
STR_String m_testPropName;
bool m_xray;
KX_GameObject* m_pHitObject;
SG_Node* m_pSGNode;
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
public:
bool m_isDeformable;
/**
* Helper function for modules that can't include KX_ClientObjectInfo.h
*/
static KX_GameObject* GetClientObject(KX_ClientObjectInfo* info);
// Python attributes that wont convert into CValue
//
// there are 2 places attributes can be stored, in the CValue,
// where attributes are converted into BGE's CValue types
// these can be used with property actuators
//
// For the python API, For types that cannot be converted into CValues (lists, dicts, GameObjects)
// these will be put into "m_attrlist", logic bricks cannot access them.
//
// rules for setting attributes.
//
// * there should NEVER be a CValue and a m_attrlist attribute with matching names. get/sets make sure of this.
// * if CValue conversion fails, use a PyObject in "m_attrlist"
// * when assigning a value, first see if it can be a CValue, if it can remove the "m_attrlist" and set the CValue
//
PyObject* m_attrlist;
virtual void /* This function should be virtual - derived classed override it */
Relink(
GEN_Map<GEN_HashedPtr, void*> *map
);
/**
* Compute an OpenGl compatable 4x4 matrix. Has the
* side effect of storing the result internally. The
* memory for the matrix remains the property of this class.
*/
double*
GetOpenGLMatrix(
);
/**
* Return a pointer to a MT_CmMatrix4x4 storing the
* opengl transformation for this object. This is updated
* by a call to GetOpenGLMatrix(). This class owns the
* memory for the returned matrix.
*/
MT_CmMatrix4x4*
GetOpenGLMatrixPtr(
) {
return &m_OpenGL_4x4Matrix;
};
/**
* Get a pointer to the game object that is the parent of
* this object. Or NULL if there is no parent. The returned
* object is part of a reference counting scheme. Calling
* this function ups the reference count on the returned
* object. It is the responsibility of the caller to decrement
* the reference count when you have finished with it.
*/
KX_GameObject*
GetParent(
);
/**
* Sets the parent of this object to a game object
*/
void SetParent(KX_Scene *scene, KX_GameObject *obj);
/**
* Removes the parent of this object to a game object
*/
void RemoveParent(KX_Scene *scene);
/**
* Construct a game object. This class also inherits the
* default constructors - use those with care!
*/
KX_GameObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
PyTypeObject* T=&Type
);
virtual
~KX_GameObject(
);
CValue*
AddRef() {
/* temporarily to find memleaks */ return CValue::AddRef();
}
/**
* @section Stuff which is here due to poor design.
* Inherited from CValue and needs an implementation.
* Do not expect these functions do to anything sensible.
*/
/**
* Inherited from CValue -- does nothing!
*/
CValue*
Calc(
VALUE_OPERATOR op,
CValue *val
);
/**
* Inherited from CValue -- does nothing!
*/
CValue*
CalcFinal(
VALUE_DATA_TYPE dtype,
VALUE_OPERATOR op,
CValue *val
);
/**
* Inherited from CValue -- does nothing!
*/
const
STR_String &
GetText(
);
/**
* Inherited from CValue -- does nothing!
*/
double
GetNumber(
);
/**
* @section Inherited from CValue. These are the useful
* part of the CValue interface that this class implements.
*/
/**
* Inherited from CValue -- returns the name of this object.
*/
STR_String
GetName(
);
/**
* Inherited from CValue -- set the name of this object.
*/
void
SetName(
STR_String name
);
/**
* Inherited from CValue -- does nothing.
*/
void
ReplicaSetName(
STR_String name
);
/**
* Inherited from CValue -- return a new copy of this
* instance allocated on the heap. Ownership of the new
* object belongs with the caller.
*/
virtual CValue*
GetReplica(
);
/**
* Inherited from CValue -- Makes sure any internal
* data owned by this class is deep copied. Called internally
*/
virtual void
ProcessReplica(
KX_GameObject* replica
);
/**
* Return the linear velocity of the game object.
*/
MT_Vector3
GetLinearVelocity(
bool local=false
);
/**
* Return the linear velocity of a given point in world coordinate
* but relative to center of object ([0,0,0]=center of object)
*/
MT_Vector3
GetVelocity(
const MT_Point3& position
);
/**
* Return the mass of the object
*/
MT_Scalar
GetMass();
/**
* Return the local inertia vector of the object
*/
MT_Vector3
GetLocalInertia();
/**
* Return the angular velocity of the game object.
*/
MT_Vector3
GetAngularVelocity(
bool local=false
);
/**
* Align the object to a given normal.
*/
void
AlignAxisToVect(
const MT_Vector3& vect,
int axis = 2,
float fac = 1.0
);
/**
* Quick'n'dirty obcolor ipo stuff
*/
void
SetObjectColor(
const MT_Vector4& rgbavec
);
void
ResolveCombinedVelocities(
const MT_Vector3 & lin_vel,
const MT_Vector3 & ang_vel,
bool lin_vel_local,
bool ang_vel_local
);
/**
* @return a pointer to the physics environment in use during the game, for rayCasting
*/
PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
{
return m_pPhysicsEnvironment;
}
void SetPhysicsEnvironment(PHY_IPhysicsEnvironment* physicsEnvironment)
{
m_pPhysicsEnvironment = physicsEnvironment;
}
/**
* @return a pointer to the physics controller owned by this class.
*/
KX_IPhysicsController* GetPhysicsController() ;
void SetPhysicsController(KX_IPhysicsController* physicscontroller,bool isDynamic)
{
m_bDyna = isDynamic;
m_pPhysicsController1 = physicscontroller;
}
virtual class RAS_Deformer* GetDeformer()
{
return 0;
}
virtual void SetDeformer(class RAS_Deformer* deformer)
{
}
/**
* @return a pointer to the graphic controller owner by this class
*/
PHY_IGraphicController* GetGraphicController()
{
return m_pGraphicController;
}
void SetGraphicController(PHY_IGraphicController* graphiccontroller)
{
m_pGraphicController = graphiccontroller;
}
/**
* @section Coordinate system manipulation functions
*/
void NodeSetLocalPosition(const MT_Point3& trans );
void NodeSetLocalOrientation(const MT_Matrix3x3& rot );
void NodeSetLocalScale( const MT_Vector3& scale );
void NodeSetRelativeScale( const MT_Vector3& scale );
// adapt local position so that world position is set to desired position
void NodeSetWorldPosition(const MT_Point3& trans);
void
NodeUpdateGS(
double time
);
const
MT_Matrix3x3&
NodeGetWorldOrientation(
) const;
const
MT_Vector3&
NodeGetWorldScaling(
) const;
const
MT_Point3&
NodeGetWorldPosition(
) const;
/**
* @section scene graph node accessor functions.
*/
SG_Node* GetSGNode( )
{
return m_pSGNode;
}
const SG_Node* GetSGNode( ) const
{
return m_pSGNode;
}
/**
* @section blender object accessor functions.
*/
struct Object* GetBlenderObject( )
{
return m_pBlenderObject;
}
void SetBlenderObject( struct Object* obj)
{
m_pBlenderObject = obj;
}
struct Object* GetBlenderGroupObject( )
{
return m_pBlenderGroupObject;
}
void SetBlenderGroupObject( struct Object* obj)
{
m_pBlenderGroupObject = obj;
}
bool IsDupliGroup()
{
return (m_pBlenderObject &&
(m_pBlenderObject->transflag & OB_DUPLIGROUP) &&
m_pBlenderObject->dup_group != NULL) ? true : false;
}
/**
* Set the Scene graph node for this game object.
* warning - it is your responsibility to make sure
* all controllers look at this new node. You must
* also take care of the memory associated with the
* old node. This class takes ownership of the new
* node.
*/
void SetSGNode(SG_Node* node )
{
m_pSGNode = node;
}
//Is it a dynamic/physics object ?
bool IsDynamic() const
{
return m_bDyna;
}
/**
* Check if this object has a vertex parent relationship
*/
bool IsVertexParent( )
{
return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
}
bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
bool NeedRayCast(KX_ClientObjectInfo* client);
/**
* @section Physics accessors for this node.
*
* All these calls get passed directly to the physics controller
* owned by this object.
* This is real interface bloat. Why not just use the physics controller
* directly? I think this is because the python interface is in the wrong
* place.
*/
void
ApplyForce(
const MT_Vector3& force, bool local
);
void
ApplyTorque(
const MT_Vector3& torque,
bool local
);
void
ApplyRotation(
const MT_Vector3& drot,
bool local
);
void
ApplyMovement(
const MT_Vector3& dloc,
bool local
);
void
addLinearVelocity(
const MT_Vector3& lin_vel,
bool local
);
void
setLinearVelocity(
const MT_Vector3& lin_vel,
bool local
);
void
setAngularVelocity(
const MT_Vector3& ang_vel,
bool local
);
/**
* Update the physics object transform based upon the current SG_Node
* position.
*/
void
UpdateTransform(
);
static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene);
/**
* Function to set IPO option at start of IPO
*/
void
InitIPO(
bool ipo_as_force,
bool ipo_add,
bool ipo_local
);
/**
* Odd function to update an ipo. ???
*/
void
UpdateIPO(
float curframetime,
bool recurse
);
/**
* Updates Material Ipo data
*/
void
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
);
/**
* @section Mesh accessor functions.
*/
/**
* Update buckets to indicate that there is a new
* user of this object's meshes.
*/
void
AddMeshUser(
);
/**
* Update buckets with data about the mesh after
* creating or duplicating the object, changing
* visibility, object color, .. .
*/
void
UpdateBuckets(
bool recursive
);
/**
* Clear the meshes associated with this class
* and remove from the bucketing system.
* Don't think this actually deletes any of the meshes.
*/
void
RemoveMeshes(
);
/**
* Add a mesh to the set of meshes associated with this
* node. Meshes added in this way are not deleted by this class.
* Make sure you call RemoveMeshes() before deleting the
* mesh though,
*/
void
AddMesh(
RAS_MeshObject* mesh
){
m_meshes.push_back(mesh);
}
/**
* Pick out a mesh associated with the integer 'num'.
*/
RAS_MeshObject*
GetMesh(
int num
) const {
return m_meshes[num];
}
/**
* Return the number of meshes currently associated with this
* game object.
*/
int
GetMeshCount(
) const {
return m_meshes.size();
}
/**
* Set the debug color of the meshes associated with this
* class. Does this still work?
*/
void
SetDebugColor(
unsigned int bgra
);
/**
* Reset the debug color of meshes associated with this class.
*/
void
ResetDebugColor(
);
/**
* Was this object marked visible? (only for the explicit
* visibility system).
*/
bool
GetVisible(
void
);
/**
* Set visibility flag of this object
*/
void
SetVisible(
bool b,
bool recursive
);
/**
* Was this object culled?
*/
inline bool
GetCulled(
void
) { return m_bCulled; }
/**
* Set culled flag of this object
*/
inline void
SetCulled(
bool c
) { m_bCulled = c; }
/**
* Is this object an occluder?
*/
inline bool
GetOccluder(
void
) { return m_bOccluder; }
/**
* Set occluder flag of this object
*/
void
SetOccluder(
bool v,
bool recursive
);
/**
* Change the layer of the object (when it is added in another layer
* than the original layer)
*/
void
SetLayer(
int l
);
/**
* Get the object layer
*/
int
GetLayer(
void
);
/**
* Get the negative scaling state
*/
bool
IsNegativeScaling(
void
) { return m_bIsNegativeScaling; }
/**
* Is this a light?
*/
virtual bool
IsLight(
void
) { return false; }
/**
* @section Logic bubbling methods.
*/
/**
* Stop making progress
*/
void Suspend(void);
/**
* Resume making progress
*/
void Resume(void);
void SuspendDynamics(void) {
if (m_bSuspendDynamics)
{
return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->SuspendDynamics();
}
m_bSuspendDynamics = true;
}
void RestoreDynamics(void) {
if (!m_bSuspendDynamics)
{
return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->RestoreDynamics();
}
m_bSuspendDynamics = false;
}
KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; }
/**
* @section Python interface functions.
*/
virtual PyObject* py_getattro(PyObject *attr);
virtual int py_setattro(PyObject *attr, PyObject *value); // py_setattro method
virtual PyObject* py_repr(void) { return PyString_FromString(GetName().ReadPtr()); }
/* we need our own getattr and setattr types */
/* See m_attrlist definition for rules on how this works */
static PyObject *py_base_getattro_gameobject(PyObject * self, PyObject *attr)
{
PyObject *object= ((KX_GameObject *) self)->py_getattro(attr);
if (object==NULL && ((KX_GameObject *) self)->m_attrlist) {
/* 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(((KX_GameObject *) self)->m_attrlist, 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;
}
static int py_base_setattro_gameobject(PyObject * self, PyObject *attr, PyObject *value)
{
int ret;
/* Delete the item */
if (value==NULL)
{
ret= ((PyObjectPlus*) self)->py_delattro(attr);
if (ret != 0) /* CValue attribute failed, try KX_GameObject m_attrlist dict */
{
if (((KX_GameObject *) self)->m_attrlist)
{
/* 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);
if (PyDict_DelItem(((KX_GameObject *) self)->m_attrlist, attr) == 0)
{
ret= 0;
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 ret;
}
ret= ((PyObjectPlus*) self)->py_setattro(attr, value);
if (ret==PY_SET_ATTR_SUCCESS) {
/* remove attribute in our own dict to avoid double ups */
if (((KX_GameObject *) self)->m_attrlist) {
if (PyDict_DelItem(((KX_GameObject *) self)->m_attrlist, attr) != 0)
PyErr_Clear();
}
}
if (ret==PY_SET_ATTR_COERCE_FAIL) {
/* CValue attribute exists, remove and add dict value */
((KX_GameObject *) self)->RemoveProperty(STR_String(PyString_AsString(attr)));
ret= PY_SET_ATTR_MISSING;
}
if (ret==PY_SET_ATTR_MISSING) {
/* Lazy initialization */
if (((KX_GameObject *) self)->m_attrlist==NULL)
((KX_GameObject *) self)->m_attrlist = PyDict_New();
if (PyDict_SetItem(((KX_GameObject *) self)->m_attrlist, attr, value)==0) {
PyErr_Clear();
ret= PY_SET_ATTR_SUCCESS;
}
else {
PyErr_Format(PyExc_AttributeError, "failed assigning value to KX_GameObject internal dictionary");
ret= PY_SET_ATTR_FAIL;
}
}
return ret;
}
KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition);
KX_PYMETHOD_O(KX_GameObject,SetPosition);
KX_PYMETHOD_O(KX_GameObject,SetWorldPosition);
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyForce);
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyTorque);
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyRotation);
KX_PYMETHOD_VARARGS(KX_GameObject, ApplyMovement);
KX_PYMETHOD_VARARGS(KX_GameObject,GetLinearVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,SetLinearVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,SetAngularVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,GetVelocity);
KX_PYMETHOD_NOARGS(KX_GameObject,GetMass);
KX_PYMETHOD_NOARGS(KX_GameObject,GetReactionForce);
KX_PYMETHOD_NOARGS(KX_GameObject,GetOrientation);
KX_PYMETHOD_O(KX_GameObject,SetOrientation);
KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
KX_PYMETHOD_VARARGS(KX_GameObject,SetOcclusion);
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
KX_PYMETHOD_O(KX_GameObject,SetState);
KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
KX_PYMETHOD_O(KX_GameObject,GetAxisVect);
KX_PYMETHOD_NOARGS(KX_GameObject,SuspendDynamics);
KX_PYMETHOD_NOARGS(KX_GameObject,RestoreDynamics);
KX_PYMETHOD_NOARGS(KX_GameObject,EnableRigidBody);
KX_PYMETHOD_NOARGS(KX_GameObject,DisableRigidBody);
KX_PYMETHOD_VARARGS(KX_GameObject,ApplyImpulse);
KX_PYMETHOD_O(KX_GameObject,SetCollisionMargin);
KX_PYMETHOD_NOARGS(KX_GameObject,GetParent);
KX_PYMETHOD_O(KX_GameObject,SetParent);
KX_PYMETHOD_NOARGS(KX_GameObject,RemoveParent);
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildren);
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildrenRecursive);
KX_PYMETHOD_VARARGS(KX_GameObject,GetMesh);
KX_PYMETHOD_NOARGS(KX_GameObject,GetPhysicsId);
KX_PYMETHOD_NOARGS(KX_GameObject,GetPropertyNames);
KX_PYMETHOD_O(KX_GameObject,ReplaceMesh);
KX_PYMETHOD_NOARGS(KX_GameObject,EndObject);
KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
KX_PYMETHOD_DOC(KX_GameObject,rayCast);
KX_PYMETHOD_DOC_O(KX_GameObject,getDistanceTo);
KX_PYMETHOD_DOC_O(KX_GameObject,getVectTo);
KX_PYMETHOD_DOC_VARARGS(KX_GameObject, sendMessage);
/* attributes */
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_position(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_orientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_orientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_scaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_scaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_meshes(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
/* for dir(), python3 uses __dir__() */
static PyObject* pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
/* Experemental! */
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
/* getitem/setitem */
static Py_ssize_t Map_Len(PyObject* self);
static PyMappingMethods Mapping;
static PyObject* Map_GetItem(PyObject *self_v, PyObject *item);
static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val);
private :
/**
* Random internal function to convert python function arguments
* to 2 vectors.
* @return true if conversion was possible.
*/
bool
ConvertPythonVectorArgs(
PyObject* args,
MT_Vector3& pos,
MT_Vector3& pos2
);
};
/* utility conversion function */
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok);
#endif //__KX_GAMEOBJECT