blender/source/gameengine/Ketsji/KX_GameObject.h
Benoit Bolsee 7afacb6ea8 BGE patch: DUPLIGROUP option supported in BGE.
Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.

Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
       * Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
       * As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
       * Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
       * For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
       * Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation. 
       * Nested groups are instantiated as separate groups, not as one big group.
       * Linked groups are supported as well as groups containing objects from the active layers.
       * There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
       * An AddGroup actuator will be added in a future release.
2008-07-15 20:05:23 +00:00

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/*
* $Id$
*
* ***** 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"
#define KX_OB_DYNAMIC 1
//Forward declarations.
struct KX_ClientObjectInfo;
class RAS_MeshObject;
class KX_IPhysicsController;
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;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
// Is this object set to be visible? Only useful for the
// visibility subsystem right now.
bool m_bVisible;
KX_IPhysicsController* m_pPhysicsController1;
// used for ray casting
PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
STR_String m_testPropName;
KX_GameObject* m_pHitObject;
SG_Node* m_pSGNode;
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
public:
bool m_isDeformable;
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!
*/
float
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 mass of the object
*/
MT_Scalar
GetMass();
/**
* 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;
}
/**
* @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,
bool bInitiator
);
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;
}
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, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data);
/**
* @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);
/**
* Only update the transform if it's a non-dynamic object
*/
void
UpdateNonDynas(
);
/**
* 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(
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.
*/
/**
* Run through the meshes associated with this
* object and bucketize them. See RAS_Mesh for
* more details on this function. Interesting to
* note that polygon bucketizing seems to happen on a per
* object basis. Which may explain why there is such
* a big performance gain when all static objects
* are joined into 1.
*/
void
Bucketize(
);
/**
* 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(
);
/**
* Set the visibility of the meshes associated with this
* object.
*/
void
MarkVisible(
bool visible
);
/**
* Set the visibility according to the visibility flag.
*/
void
MarkVisible(
void
);
/**
* Was this object marked visible? (only for the ewxplicit
* visibility system).
*/
bool
GetVisible(
void
);
/**
* Set visibility flag of this object
*/
void
SetVisible(
bool b
);
/**
* 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; }
/**
* @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*
_getattr(
const STR_String& attr
);
virtual
int
_setattr(
const STR_String& attr,
PyObject *value
); // _setattr method
KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition);
KX_PYMETHOD_O(KX_GameObject,SetPosition);
KX_PYMETHOD(KX_GameObject,GetLinearVelocity);
KX_PYMETHOD(KX_GameObject,SetLinearVelocity);
KX_PYMETHOD(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_O(KX_GameObject,SetVisible);
KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
KX_PYMETHOD_O(KX_GameObject,SetState);
KX_PYMETHOD(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(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(KX_GameObject,GetMesh);
KX_PYMETHOD_NOARGS(KX_GameObject,GetPhysicsId);
KX_PYMETHOD_NOARGS(KX_GameObject,GetPropertyNames);
KX_PYMETHOD_NOARGS(KX_GameObject,EndObject);
KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
KX_PYMETHOD_DOC(KX_GameObject,rayCast);
KX_PYMETHOD_DOC(KX_GameObject,getDistanceTo);
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
);
};
#endif //__KX_GAMEOBJECT