forked from bartvdbraak/blender
6c4ae1eb54
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.
1109 lines
21 KiB
C++
1109 lines
21 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* Game object wrapper
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )
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#endif
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#define KX_INERTIA_INFINITE 10000
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#include "RAS_IPolygonMaterial.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_MeshProxy.h"
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#include <stdio.h> // printf
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#include "SG_Controller.h"
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#include "KX_IPhysicsController.h"
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#include "SG_Node.h"
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#include "SG_Controller.h"
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#include "KX_ClientObjectInfo.h"
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#include "RAS_BucketManager.h"
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#include "KX_PyMath.h"
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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KX_GameObject::KX_GameObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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PyTypeObject* T
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) :
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SCA_IObject(T),
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m_bDyna(false),
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m_bSuspendDynamics(false),
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m_bUseObjectColor(false),
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m_bVisible(true),
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m_pPhysicsController1(NULL),
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m_isDeformable(false)
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{
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m_ignore_activity_culling = false;
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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 =
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KX_NormalParentRelation::New();
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m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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// is this delete somewhere ?
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//if (m_sumoObj)
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// delete m_sumoObj;
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delete m_pClient_info;
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//if (m_pSGNode)
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// delete m_pSGNode;
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}
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CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
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{
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return NULL;
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}
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const STR_String & KX_GameObject::GetText()
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{
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return m_text;
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}
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float KX_GameObject::GetNumber()
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{
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return 0;
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}
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STR_String KX_GameObject::GetName()
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{
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return m_name;
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}
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void KX_GameObject::SetName(STR_String name)
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{
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m_name = name;
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}; // Set the name of the value
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void KX_GameObject::ReplicaSetName(STR_String name)
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{
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}
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KX_IPhysicsController* KX_GameObject::GetPhysicsController()
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{
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return m_pPhysicsController1;
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}
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KX_GameObject* KX_GameObject::GetParent()
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{
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KX_GameObject* result = NULL;
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SG_Node* node = m_pSGNode;
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while (node && !result)
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{
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node = node->GetSGParent();
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if (node)
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result = (KX_GameObject*)node->GetSGClientObject();
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}
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if (result)
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result->AddRef();
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return result;
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}
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void KX_GameObject::ProcessReplica(KX_GameObject* replica)
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{
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replica->m_pPhysicsController1 = NULL;
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replica->m_pSGNode = NULL;
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replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
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replica->m_pClient_info->m_gameobject = replica;
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}
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CValue* KX_GameObject::GetReplica()
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{
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KX_GameObject* replica = new KX_GameObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyForce(force,local);
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}
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void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->ApplyTorque(torque,local);
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}
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void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
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{
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if (m_pPhysicsController1) // (IsDynamic())
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{
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m_pPhysicsController1->RelativeTranslate(dloc,local);
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}
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GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
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void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
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{
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MT_Matrix3x3 rotmat(drot);
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rotmat.transpose();
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if (m_pPhysicsController1) // (IsDynamic())
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m_pPhysicsController1->RelativeRotate(rotmat,local);
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// in worldspace
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GetSGNode()->RelativeRotate(rotmat,local);
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}
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/**
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GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
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*/
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double* KX_GameObject::GetOpenGLMatrix()
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{
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// todo: optimize and only update if necessary
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double* fl = m_OpenGL_4x4Matrix.getPointer();
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MT_Transform trans;
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trans.setOrigin(GetSGNode()->GetWorldPosition());
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trans.setBasis(GetSGNode()->GetWorldOrientation());
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MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
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trans.scale(scaling[0], scaling[1], scaling[2]);
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trans.getValue(fl);
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return fl;
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}
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void KX_GameObject::Bucketize()
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{
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double* fl = GetOpenGLMatrix();
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
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}
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void KX_GameObject::RemoveMeshes()
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{
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double* fl = GetOpenGLMatrix();
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->RemoveFromBuckets(fl, this);
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//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
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m_meshes.clear();
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}
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void KX_GameObject::UpdateNonDynas()
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{
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if (m_pPhysicsController1)
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{
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m_pPhysicsController1->SetSumoTransform(true);
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}
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}
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void KX_GameObject::UpdateTransform()
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetSumoTransform(false);
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}
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void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
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{
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((KX_GameObject*)gameobj)->UpdateTransform();
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}
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void KX_GameObject::SetDebugColor(unsigned int bgra)
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{
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for (size_t i=0;i<m_meshes.size();i++)
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m_meshes[i]->DebugColor(bgra);
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}
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void KX_GameObject::ResetDebugColor()
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{
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SetDebugColor(0xff000000);
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}
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void KX_GameObject::UpdateIPO(float curframetime,
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bool recurse,
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bool ipo_as_force,
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bool force_local)
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{
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// The ipo-actuator needs a sumo reference... this is retrieved (unfortunately)
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// by the iposgcontr itself...
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// ipocontr->SetSumoReference(gameobj->GetSumoScene(),
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// gameobj->GetSumoObject());
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// The ipo has to be treated as a force, and not a displacement!
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// For this case, we send some settings to the controller. This
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// may need some caching...
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if (ipo_as_force) {
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SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
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while (it != GetSGNode()->GetSGControllerList().end()) {
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
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(*it)->SetOption(SG_Controller::SG_CONTR_IPO_FORCES_ACT_LOCAL, force_local);
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it++;
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}
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}
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// The rest is the 'normal' update procedure.
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GetSGNode()->SetSimulatedTime(curframetime,recurse);
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GetSGNode()->UpdateWorldData(curframetime);
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UpdateTransform();
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}
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bool
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KX_GameObject::GetVisible(
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void
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)
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{
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return m_bVisible;
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}
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void
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KX_GameObject::SetVisible(
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bool v
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)
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{
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m_bVisible = v;
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}
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// used by Python, and the actuatorshould _not_ be misused by the
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// scene!
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void
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KX_GameObject::MarkVisible(
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bool visible
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)
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{
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/* If explicit visibility settings are used, this is
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* determined on this level. Maybe change this to mesh level
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* later on? */
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double* fl = GetOpenGLMatrixPtr()->getPointer();
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for (size_t i=0;i<m_meshes.size();i++)
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{
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m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
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}
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}
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// Always use the flag?
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void
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KX_GameObject::MarkVisible(
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void
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)
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{
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double* fl = GetOpenGLMatrixPtr()->getPointer();
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for (size_t i=0;i<m_meshes.size();i++)
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{
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m_meshes[i]->MarkVisible(fl,
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this,
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m_bVisible,
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m_bUseObjectColor,
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m_objectColor
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);
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}
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}
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void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),local);
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}
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void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
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}
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void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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if (m_pPhysicsController1)
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m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
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}
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void KX_GameObject::ResolveCombinedVelocities(
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const MT_Vector3 & lin_vel,
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const MT_Vector3 & ang_vel,
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bool lin_vel_local,
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bool ang_vel_local
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){
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if (m_pPhysicsController1)
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{
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MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
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MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
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m_pPhysicsController1->resolveCombinedVelocities(
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lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
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}
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}
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|
|
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void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
|
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{
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m_bUseObjectColor = true;
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m_objectColor = rgbavec;
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}
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|
|
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|
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MT_Vector3 KX_GameObject::GetLinearVelocity()
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{
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MT_Vector3 velocity(0.0,0.0,0.0);
|
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if (m_pPhysicsController1)
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{
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velocity = m_pPhysicsController1->GetLinearVelocity();
|
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}
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return velocity;
|
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|
|
}
|
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|
|
|
|
// scenegraph node stuff
|
|
|
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void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
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m_pPhysicsController1->setPosition(trans);
|
|
}
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|
|
GetSGNode()->SetLocalPosition(trans);
|
|
}
|
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|
|
|
|
|
|
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setOrientation(rot.getRotation());
|
|
}
|
|
|
|
GetSGNode()->SetLocalOrientation(rot);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->setScaling(scale);
|
|
}
|
|
|
|
GetSGNode()->SetLocalScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
|
|
{
|
|
GetSGNode()->RelativeScale(scale);
|
|
}
|
|
|
|
|
|
|
|
void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
|
|
{
|
|
GetSGNode()->UpdateWorldData(time);
|
|
}
|
|
|
|
|
|
|
|
const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
|
|
{
|
|
return GetSGNode()->GetWorldOrientation();
|
|
}
|
|
|
|
|
|
|
|
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
|
|
{
|
|
return GetSGNode()->GetWorldScaling();
|
|
}
|
|
|
|
|
|
|
|
const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
|
|
{
|
|
return GetSGNode()->GetWorldPosition();
|
|
}
|
|
|
|
/* 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();
|
|
GetPhysicsController()->RestoreDynamics();
|
|
|
|
m_suspended = false;
|
|
}
|
|
}
|
|
|
|
void KX_GameObject::Suspend(void)
|
|
{
|
|
if ((!m_ignore_activity_culling)
|
|
&& (!m_suspended)) {
|
|
SCA_IObject::Suspend();
|
|
GetPhysicsController()->SuspendDynamics();
|
|
m_suspended = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ------- python stuff ---------------------------------------------------*/
|
|
|
|
|
|
|
|
|
|
PyMethodDef KX_GameObject::Methods[] = {
|
|
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
|
|
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_VARARGS},
|
|
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_VARARGS},
|
|
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_VARARGS},
|
|
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_VARARGS},
|
|
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
|
|
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
|
|
{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_VARARGS},
|
|
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_VARARGS},
|
|
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
|
|
{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_VARARGS},
|
|
{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_VARARGS},
|
|
{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_VARARGS},
|
|
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_VARARGS},
|
|
{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_VARARGS},
|
|
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
|
|
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
|
|
KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
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;
|
|
}
|
|
*/
|
|
|
|
|
|
PyObject* KX_GameObject::sPySetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
return ((KX_GameObject*) self)->PySetPosition(self, args, kwds);
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
return PyObjectFrom(NodeGetWorldPosition());
|
|
}
|
|
|
|
|
|
|
|
PyTypeObject KX_GameObject::Type = {
|
|
PyObject_HEAD_INIT(&PyType_Type)
|
|
0,
|
|
"KX_GameObject",
|
|
sizeof(KX_GameObject),
|
|
0,
|
|
PyDestructor,
|
|
0,
|
|
__getattr,
|
|
__setattr,
|
|
0, //&MyPyCompare,
|
|
__repr,
|
|
0, //&cvalue_as_number,
|
|
0,
|
|
0,
|
|
0,
|
|
0
|
|
};
|
|
|
|
|
|
|
|
PyParentObject KX_GameObject::Parents[] = {
|
|
&KX_GameObject::Type,
|
|
&SCA_IObject::Type,
|
|
&CValue::Type,
|
|
NULL
|
|
};
|
|
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::_getattr(const STR_String& attr)
|
|
{
|
|
if (m_pPhysicsController1)
|
|
{
|
|
if (attr == "mass")
|
|
return PyFloat_FromDouble(GetPhysicsController()->GetMass());
|
|
}
|
|
|
|
if (attr == "parent")
|
|
{
|
|
KX_GameObject* parent = GetParent();
|
|
if (parent)
|
|
{
|
|
parent->AddRef();
|
|
return parent;
|
|
}
|
|
Py_Return;
|
|
}
|
|
|
|
if (attr == "visible")
|
|
return PyInt_FromLong(m_bVisible);
|
|
|
|
if (attr == "position")
|
|
return PyObjectFrom(NodeGetWorldPosition());
|
|
|
|
if (attr == "orientation")
|
|
return PyObjectFrom(NodeGetWorldOrientation());
|
|
|
|
if (attr == "scaling")
|
|
return PyObjectFrom(NodeGetWorldScaling());
|
|
|
|
if (attr == "name")
|
|
return PyString_FromString(m_name.ReadPtr());
|
|
|
|
_getattr_up(SCA_IObject);
|
|
}
|
|
|
|
int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method
|
|
{
|
|
if (attr == "mass")
|
|
return 1;
|
|
|
|
if (attr == "parent")
|
|
return 1;
|
|
|
|
if (PyInt_Check(value))
|
|
{
|
|
int val = PyInt_AsLong(value);
|
|
if (attr == "visible")
|
|
{
|
|
SetVisible(val != 0);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (PySequence_Check(value))
|
|
{
|
|
if (attr == "orientation")
|
|
{
|
|
MT_Matrix3x3 rot;
|
|
if (PyObject_IsMT_Matrix(value, 3))
|
|
{
|
|
if (PyMatTo(value, rot))
|
|
{
|
|
NodeSetLocalOrientation(rot);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (PySequence_Size(value) == 4)
|
|
{
|
|
MT_Quaternion qrot;
|
|
if (PyVecTo(value, qrot))
|
|
{
|
|
rot.setRotation(qrot);
|
|
NodeSetLocalOrientation(rot);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (PySequence_Size(value) == 3)
|
|
{
|
|
MT_Vector3 erot;
|
|
if (PyVecTo(value, erot))
|
|
{
|
|
rot.setEuler(erot);
|
|
NodeSetLocalOrientation(rot);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
if (attr == "position")
|
|
{
|
|
MT_Point3 pos;
|
|
if (PyVecTo(value, pos))
|
|
{
|
|
NodeSetLocalPosition(pos);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
if (attr == "scaling")
|
|
{
|
|
MT_Vector3 scale;
|
|
if (PyVecTo(value, scale))
|
|
{
|
|
NodeSetLocalScale(scale);
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (PyString_Check(value))
|
|
{
|
|
if (attr == "name")
|
|
{
|
|
m_name = PyString_AsString(value);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return SCA_IObject::_setattr(attr, value);
|
|
}
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
return PyObjectFrom(GetLinearVelocity());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetVisible(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
int visible = 1;
|
|
|
|
if (PyArg_ParseTuple(args,"i",&visible))
|
|
{
|
|
MarkVisible(visible!=0);
|
|
m_bVisible = (visible!=0);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
Py_Return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetVelocity(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
MT_Vector3 velocity(0.0,0.0,0.0);
|
|
MT_Point3 point(0.0,0.0,0.0);
|
|
|
|
|
|
PyObject* pypos = NULL;
|
|
if (PyArg_ParseTuple(args, "|O", &pypos))
|
|
{
|
|
if (pypos)
|
|
PyVecTo(pypos, point);
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
velocity = m_pPhysicsController1->GetVelocity(point);
|
|
}
|
|
|
|
return PyObjectFrom(velocity);
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetMass(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
PyObject* pymass = NULL;
|
|
|
|
float mass = GetPhysicsController()->GetMass();
|
|
pymass = PyFloat_FromDouble(mass);
|
|
|
|
if (pymass)
|
|
return pymass;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
// only can get the velocity if we have a physics object connected to us...
|
|
return PyObjectFrom(GetPhysicsController()->getReactionForce());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
GetPhysicsController()->setRigidBody(true);
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
GetPhysicsController()->setRigidBody(false);
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetParent(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
KX_GameObject* parent = this->GetParent();
|
|
if (parent)
|
|
{
|
|
parent->AddRef();
|
|
return parent;
|
|
}
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetMesh(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
int mesh = 0;
|
|
|
|
if (PyArg_ParseTuple(args, "|i", &mesh))
|
|
{
|
|
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
|
|
{
|
|
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
|
|
return meshproxy;
|
|
}
|
|
}
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
|
|
PyObject* pyattach;
|
|
PyObject* pyimpulse;
|
|
|
|
if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
|
|
{
|
|
MT_Point3 attach;
|
|
MT_Vector3 impulse;
|
|
|
|
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse) && m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->applyImpulse(attach, impulse);
|
|
Py_Return;
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
if (m_bSuspendDynamics)
|
|
{
|
|
Py_Return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->SuspendDynamics();
|
|
}
|
|
m_bSuspendDynamics = true;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
|
|
if (!m_bSuspendDynamics)
|
|
{
|
|
Py_Return;
|
|
}
|
|
|
|
if (m_pPhysicsController1)
|
|
{
|
|
m_pPhysicsController1->RestoreDynamics();
|
|
}
|
|
m_bSuspendDynamics = false;
|
|
|
|
Py_Return;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PyGetOrientation(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds) //keywords
|
|
{
|
|
return PyObjectFrom(NodeGetWorldOrientation());
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetOrientation(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
PyObject* pylist;
|
|
|
|
if (PyArg_ParseTuple(args,"O",&pylist))
|
|
{
|
|
MT_Matrix3x3 matrix;
|
|
if (PyObject_IsMT_Matrix(pylist, 3) && PyMatTo(pylist, matrix))
|
|
{
|
|
NodeSetLocalOrientation(matrix);
|
|
Py_Return;
|
|
}
|
|
|
|
MT_Quaternion quat;
|
|
if (PyVecTo(pylist, quat))
|
|
{
|
|
matrix.setRotation(quat);
|
|
NodeSetLocalOrientation(matrix);
|
|
Py_Return;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
|
|
PyObject* KX_GameObject::PySetPosition(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
MT_Point3 pos;
|
|
if (PyVecArgTo(args, pos))
|
|
{
|
|
NodeSetLocalPosition(pos);
|
|
Py_Return;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self,
|
|
PyObject* args,
|
|
PyObject* kwds)
|
|
{
|
|
KX_IPhysicsController* ctrl = GetPhysicsController();
|
|
int physid=0;
|
|
if (ctrl)
|
|
{
|
|
physid= (int)ctrl->GetUserData();
|
|
}
|
|
return PyInt_FromLong(physid);
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC(KX_GameObject, getDistanceTo,
|
|
"getDistanceTo(other): get distance to another point/KX_GameObject")
|
|
{
|
|
MT_Point3 b;
|
|
if (PyVecArgTo(args, b))
|
|
{
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
|
|
}
|
|
PyErr_Clear();
|
|
|
|
PyObject *pyother;
|
|
if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &pyother))
|
|
{
|
|
KX_GameObject *other = static_cast<KX_GameObject*>(pyother);
|
|
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/* ---------------------------------------------------------------------
|
|
* Some stuff taken from the header
|
|
* --------------------------------------------------------------------- */
|
|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
|
|
{
|
|
/* intentionally empty ? */
|
|
}
|
|
|