blender/source/gameengine/SceneGraph/SG_IObject.cpp
Kester Maddock 3dd18c5c34 Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place.  This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.

Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
2004-05-26 12:06:41 +00:00

168 lines
3.2 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include "SG_IObject.h"
#include "SG_Controller.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SG_IObject::
SG_IObject(
void* clientobj,
void* clientinfo,
SG_Callbacks callbacks
):
m_SGclientObject(clientobj),
m_SGclientInfo(clientinfo),
m_callbacks(callbacks)
{
//nothing to do
}
SG_IObject::
SG_IObject(
const SG_IObject &other
) :
m_SGclientObject(other.m_SGclientObject),
m_SGclientInfo(other.m_SGclientInfo),
m_callbacks(other.m_callbacks)
{
//nothing to do
}
void
SG_IObject::
AddSGController(
SG_Controller* cont
){
m_SGcontrollers.push_back(cont);
}
void
SG_IObject::
RemoveAllControllers(
) {
m_SGcontrollers.clear();
}
/// Needed for replication
SGControllerList&
SG_IObject::
GetSGControllerList(
){
return m_SGcontrollers;
}
void*
SG_IObject::
GetSGClientObject(
){
return m_SGclientObject;
}
const
void*
SG_IObject::
GetSGClientObject(
) const {
return m_SGclientObject;
}
void
SG_IObject::
SetSGClientObject(
void* clientObject
){
m_SGclientObject = clientObject;
}
void
SG_IObject::
ActivateReplicationCallback(
SG_IObject *replica
){
if (m_callbacks.m_replicafunc)
{
// Call client provided replication func
m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo);
}
};
void
SG_IObject::
ActivateDestructionCallback(
){
if (m_callbacks.m_destructionfunc)
{
// Call client provided destruction function on this!
m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo);
}
}
void
SG_IObject::
ActivateUpdateTransformCallback(
){
if (m_callbacks.m_updatefunc)
{
// Call client provided update func.
m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo);
}
}
void
SG_IObject::
SetControllerTime(
double time
){
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
(*contit)->SetSimulatedTime(time);
}
}
SG_IObject::
~SG_IObject()
{
SGControllerList::iterator contit;
for (contit = m_SGcontrollers.begin();contit!=m_SGcontrollers.end();++contit)
{
delete (*contit);
}
}