blender/source/gameengine/Ketsji/KX_GameObject.cpp
Benoit Bolsee d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00

1635 lines
36 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 *****
* Game object wrapper
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#if defined(_WIN64)
typedef unsigned __int64 uint_ptr;
#else
typedef unsigned long uint_ptr;
#endif
#ifdef WIN32
// This warning tells us about truncation of __long__ stl-generated names.
// It can occasionally cause DevStudio to have internal compiler warnings.
#pragma warning( disable : 4786 )
#endif
#define KX_INERTIA_INFINITE 10000
#include "RAS_IPolygonMaterial.h"
#include "KX_BlenderMaterial.h"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "KX_MeshProxy.h"
#include <stdio.h> // printf
#include "SG_Controller.h"
#include "KX_IPhysicsController.h"
#include "SG_Node.h"
#include "SG_Controller.h"
#include "KX_ClientObjectInfo.h"
#include "RAS_BucketManager.h"
#include "KX_RayCast.h"
#include "KX_PythonInit.h"
#include "KX_PyMath.h"
// This file defines relationships between parents and children
// in the game engine.
#include "KX_SG_NodeRelationships.h"
KX_GameObject::KX_GameObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
PyTypeObject* T
) :
SCA_IObject(T),
m_bDyna(false),
m_layer(0),
m_bSuspendDynamics(false),
m_bUseObjectColor(false),
m_bIsNegativeScaling(false),
m_pBlenderObject(NULL),
m_bVisible(true),
m_pPhysicsController1(NULL),
m_pPhysicsEnvironment(NULL),
m_pHitObject(NULL),
m_isDeformable(false)
{
m_ignore_activity_culling = false;
m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
// define the relationship between this node and it's parent.
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation::New();
m_pSGNode->SetParentRelation(parent_relation);
};
KX_GameObject::~KX_GameObject()
{
// is this delete somewhere ?
//if (m_sumoObj)
// delete m_sumoObj;
delete m_pClient_info;
//if (m_pSGNode)
// delete m_pSGNode;
if (m_pSGNode)
{
// must go through controllers and make sure they will not use us anymore
// This is important for KX_BulletPhysicsControllers that unregister themselves
// from the object when they are deleted.
SGControllerList::iterator contit;
SGControllerList& controllers = m_pSGNode->GetSGControllerList();
for (contit = controllers.begin();contit!=controllers.end();++contit)
{
(*contit)->ClearObject();
}
m_pSGNode->SetSGClientObject(NULL);
}
}
CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val)
{
return NULL;
}
CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
{
return NULL;
}
const STR_String & KX_GameObject::GetText()
{
return m_text;
}
float KX_GameObject::GetNumber()
{
return 0;
}
STR_String KX_GameObject::GetName()
{
return m_name;
}
void KX_GameObject::SetName(STR_String name)
{
m_name = name;
}; // Set the name of the value
void KX_GameObject::ReplicaSetName(STR_String name)
{
}
KX_IPhysicsController* KX_GameObject::GetPhysicsController()
{
return m_pPhysicsController1;
}
KX_GameObject* KX_GameObject::GetParent()
{
KX_GameObject* result = NULL;
SG_Node* node = m_pSGNode;
while (node && !result)
{
node = node->GetSGParent();
if (node)
result = (KX_GameObject*)node->GetSGClientObject();
}
if (result)
result->AddRef();
return result;
}
void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
{
if (obj && GetSGNode()->GetSGParent() != obj->GetSGNode())
{
// Make sure the objects have some scale
MT_Vector3 scale1 = NodeGetWorldScaling();
MT_Vector3 scale2 = obj->NodeGetWorldScaling();
if (fabs(scale2[0]) < FLT_EPSILON ||
fabs(scale2[1]) < FLT_EPSILON ||
fabs(scale2[2]) < FLT_EPSILON ||
fabs(scale1[0]) < FLT_EPSILON ||
fabs(scale1[1]) < FLT_EPSILON ||
fabs(scale1[2]) < FLT_EPSILON) { return; }
// Remove us from our old parent and set our new parent
RemoveParent(scene);
obj->GetSGNode()->AddChild(GetSGNode());
// Set us to our new scale, position, and orientation
scale1[0] = scale1[0]/scale2[0];
scale1[1] = scale1[1]/scale2[1];
scale1[2] = scale1[2]/scale2[2];
MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale1;
NodeSetLocalScale(scale1);
NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
NodeUpdateGS(0.f,true);
// object will now be a child, it must be removed from the parent list
CListValue* rootlist = scene->GetRootParentList();
if (rootlist->RemoveValue(this))
// the object was in parent list, decrement ref count as it's now removed
Release();
}
}
void KX_GameObject::RemoveParent(KX_Scene *scene)
{
if (GetSGNode()->GetSGParent())
{
// Set us to the right spot
GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
// Remove us from our parent
GetSGNode()->DisconnectFromParent();
NodeUpdateGS(0.f,true);
// the object is now a root object, add it to the parentlist
CListValue* rootlist = scene->GetRootParentList();
if (!rootlist->SearchValue(this))
// object was not in root list, add it now and increment ref count
rootlist->Add(AddRef());
}
}
void KX_GameObject::ProcessReplica(KX_GameObject* replica)
{
replica->m_pPhysicsController1 = NULL;
replica->m_pSGNode = NULL;
replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
replica->m_pClient_info->m_gameobject = replica;
}
CValue* KX_GameObject::GetReplica()
{
KX_GameObject* replica = new KX_GameObject(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
return replica;
}
void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->ApplyForce(force,local);
}
void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->ApplyTorque(torque,local);
}
void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
{
if (m_pPhysicsController1) // (IsDynamic())
{
m_pPhysicsController1->RelativeTranslate(dloc,local);
}
GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
}
void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
{
MT_Matrix3x3 rotmat(drot);
GetSGNode()->RelativeRotate(rotmat,local);
if (m_pPhysicsController1) { // (IsDynamic())
m_pPhysicsController1->RelativeRotate(rotmat,local);
}
}
/**
GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
*/
double* KX_GameObject::GetOpenGLMatrix()
{
// todo: optimize and only update if necessary
double* fl = m_OpenGL_4x4Matrix.getPointer();
MT_Transform trans;
trans.setOrigin(GetSGNode()->GetWorldPosition());
trans.setBasis(GetSGNode()->GetWorldOrientation());
MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
trans.scale(scaling[0], scaling[1], scaling[2]);
trans.getValue(fl);
return fl;
}
void KX_GameObject::Bucketize()
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor);
}
void KX_GameObject::RemoveMeshes()
{
double* fl = GetOpenGLMatrix();
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->RemoveFromBuckets(fl, this);
//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
m_meshes.clear();
}
void KX_GameObject::UpdateNonDynas()
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->SetSumoTransform(true);
}
}
void KX_GameObject::UpdateTransform()
{
if (m_pPhysicsController1)
m_pPhysicsController1->SetSumoTransform(false);
}
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
{
((KX_GameObject*)gameobj)->UpdateTransform();
}
void KX_GameObject::SetDebugColor(unsigned int bgra)
{
for (size_t i=0;i<m_meshes.size();i++)
m_meshes[i]->DebugColor(bgra);
}
void KX_GameObject::ResetDebugColor()
{
SetDebugColor(0xff000000);
}
void KX_GameObject::InitIPO(bool ipo_as_force,
bool ipo_add,
bool ipo_local)
{
SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
while (it != GetSGNode()->GetSGControllerList().end()) {
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
(*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
it++;
}
}
void KX_GameObject::UpdateIPO(float curframetime,
bool recurse)
{
// just the 'normal' update procedure.
GetSGNode()->SetSimulatedTime(curframetime,recurse);
GetSGNode()->UpdateWorldData(curframetime);
UpdateTransform();
}
// IPO update
void
KX_GameObject::UpdateMaterialData(
MT_Vector4 rgba,
MT_Vector3 specrgb,
MT_Scalar hard,
MT_Scalar spec,
MT_Scalar ref,
MT_Scalar emit,
MT_Scalar alpha
)
{
int mesh = 0;
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
RAS_MaterialBucket::Set::iterator mit = m_meshes[mesh]->GetFirstMaterial();
for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
{
RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial();
if(poly->GetFlag() & RAS_BLENDERMAT )
{
SetObjectColor(rgba);
KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
}
}
}
}
bool
KX_GameObject::GetVisible(
void
)
{
return m_bVisible;
}
void
KX_GameObject::SetVisible(
bool v
)
{
m_bVisible = v;
}
void
KX_GameObject::SetLayer(
int l
)
{
m_layer = l;
}
int
KX_GameObject::GetLayer(
void
)
{
return m_layer;
}
// used by Python, and the actuatorshould _not_ be misused by the
// scene!
void
KX_GameObject::MarkVisible(
bool visible
)
{
/* If explicit visibility settings are used, this is
* determined on this level. Maybe change this to mesh level
* later on? */
double* fl = GetOpenGLMatrixPtr()->getPointer();
for (size_t i=0;i<m_meshes.size();i++)
{
m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor);
}
}
// Always use the flag?
void
KX_GameObject::MarkVisible(
void
)
{
double* fl = GetOpenGLMatrixPtr()->getPointer();
for (size_t i=0;i<m_meshes.size();i++)
{
m_meshes[i]->MarkVisible(fl,
this,
m_bVisible,
m_bUseObjectColor,
m_objectColor
);
}
}
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),local);
}
void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
}
void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
{
if (m_pPhysicsController1)
m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
}
void KX_GameObject::ResolveCombinedVelocities(
const MT_Vector3 & lin_vel,
const MT_Vector3 & ang_vel,
bool lin_vel_local,
bool ang_vel_local
){
if (m_pPhysicsController1)
{
MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
m_pPhysicsController1->resolveCombinedVelocities(
lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
}
}
void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
{
m_bUseObjectColor = true;
m_objectColor = rgbavec;
}
void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis)
{
MT_Matrix3x3 orimat;
MT_Vector3 vect,ori,z,x,y;
MT_Scalar len;
vect = dir;
len = vect.length();
if (MT_fuzzyZero(len))
{
cout << "alignAxisToVect() Error: Null vector!\n";
return;
}
// normalize
vect /= len;
orimat = GetSGNode()->GetWorldOrientation();
switch (axis)
{
case 0: //x axis
ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
x = vect;
y = ori.cross(x);
z = x.cross(y);
break;
case 1: //y axis
ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]);
y = vect;
z = ori.cross(y);
x = y.cross(z);
break;
case 2: //z axis
ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
z = vect;
x = ori.cross(z);
y = z.cross(x);
break;
default: //wrong input?
cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
return;
}
x.normalize(); //normalize the vectors
y.normalize();
z.normalize();
orimat = MT_Matrix3x3( x[0],y[0],z[0],
x[1],y[1],z[1],
x[2],y[2],z[2]);
if (GetSGNode()->GetSGParent() != NULL)
{
// the object is a child, adapt its local orientation so that
// the global orientation is aligned as we want.
MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
NodeSetLocalOrientation(invori*orimat);
}
else
NodeSetLocalOrientation(orimat);
}
MT_Scalar KX_GameObject::GetMass()
{
if (m_pPhysicsController1)
{
return m_pPhysicsController1->GetMass();
}
return 0.0;
}
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
MT_Matrix3x3 ori;
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetLinearVelocity();
if (local)
{
ori = GetSGNode()->GetWorldOrientation();
locvel = velocity * ori;
return locvel;
}
}
return velocity;
}
MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
MT_Matrix3x3 ori;
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetAngularVelocity();
if (local)
{
ori = GetSGNode()->GetWorldOrientation();
locvel = velocity * ori;
return locvel;
}
}
return velocity;
}
// scenegraph node stuff
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setPosition(trans);
}
if (GetSGNode())
GetSGNode()->SetLocalPosition(trans);
}
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setOrientation(rot.getRotation());
}
if (GetSGNode())
GetSGNode()->SetLocalOrientation(rot);
else
{
int i;
i=0;
}
}
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
{
if (m_pPhysicsController1)
{
m_pPhysicsController1->setScaling(scale);
}
if (GetSGNode())
GetSGNode()->SetLocalScale(scale);
}
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
{
if (GetSGNode())
GetSGNode()->RelativeScale(scale);
}
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
{
SG_Node* parent = m_pSGNode->GetSGParent();
if (parent != NULL)
{
// Make sure the objects have some scale
MT_Vector3 scale = parent->GetWorldScaling();
if (fabs(scale[0]) < FLT_EPSILON ||
fabs(scale[1]) < FLT_EPSILON ||
fabs(scale[2]) < FLT_EPSILON)
{
return;
}
scale[0] = 1.0/scale[0];
scale[1] = 1.0/scale[1];
scale[2] = 1.0/scale[2];
MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
}
else
{
NodeSetLocalPosition(trans);
}
}
void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
{
if (GetSGNode())
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[] = {
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
{"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_O},
{"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
{"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
{"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
{"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
{"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_O},
{"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
KX_PYMETHODTABLE(KX_GameObject, rayCast),
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::PyEndObject(PyObject* self)
{
KX_Scene *scene = PHY_GetActiveScene();
scene->DelayedRemoveObject(this);
return Py_None;
}
PyObject* KX_GameObject::PyGetPosition(PyObject* self)
{
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_NONE;
}
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());
if (attr == "timeOffset") {
if (m_pSGNode->GetSGParent()->IsSlowParent()) {
return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->GetTimeOffset());
} else {
return PyFloat_FromDouble(0.0);
}
}
_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 (PyFloat_Check(value))
{
MT_Scalar val = PyFloat_AsDouble(value);
if (attr == "timeOffset") {
if (m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsSlowParent()) {
static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->SetTimeOffset(val);
return 0;
} else {
return 0;
}
}
}
if (PySequence_Check(value))
{
if (attr == "orientation")
{
MT_Matrix3x3 rot;
if (PyObject_IsMT_Matrix(value, 3))
{
if (PyMatTo(value, rot))
{
NodeSetLocalOrientation(rot);
NodeUpdateGS(0.f,true);
return 0;
}
return 1;
}
if (PySequence_Size(value) == 4)
{
MT_Quaternion qrot;
if (PyVecTo(value, qrot))
{
rot.setRotation(qrot);
NodeSetLocalOrientation(rot);
NodeUpdateGS(0.f,true);
return 0;
}
return 1;
}
if (PySequence_Size(value) == 3)
{
MT_Vector3 erot;
if (PyVecTo(value, erot))
{
rot.setEuler(erot);
NodeSetLocalOrientation(rot);
NodeUpdateGS(0.f,true);
return 0;
}
return 1;
}
return 1;
}
if (attr == "position")
{
MT_Point3 pos;
if (PyVecTo(value, pos))
{
NodeSetLocalPosition(pos);
NodeUpdateGS(0.f,true);
return 0;
}
return 1;
}
if (attr == "scaling")
{
MT_Vector3 scale;
if (PyVecTo(value, scale))
{
NodeSetLocalScale(scale);
NodeUpdateGS(0.f,true);
return 0;
}
return 1;
}
}
if (PyString_Check(value))
{
if (attr == "name")
{
m_name = PyString_AsString(value);
return 0;
}
}
/* Need to have parent settable here too */
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...
int local = 0;
if (PyArg_ParseTuple(args,"|i",&local))
{
return PyObjectFrom(GetLinearVelocity((local!=0)));
}
else
{
return NULL;
}
}
PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int local = 0;
PyObject* pyvect;
if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) {
MT_Vector3 velocity;
if (PyVecTo(pyvect, velocity)) {
setLinearVelocity(velocity, (local!=0));
Py_RETURN_NONE;
}
}
return NULL;
}
PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value)
{
int visible = PyInt_AsLong(value);
if (visible==-1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "expected 0 or 1");
return NULL;
}
MarkVisible(visible!=0);
m_bVisible = (visible!=0);
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyGetVisible(PyObject* self)
{
return PyInt_FromLong(m_bVisible);
}
PyObject* KX_GameObject::PyGetState(PyObject* self)
{
int state = 0;
state |= GetState();
return PyInt_FromLong(state);
}
PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
{
int state_i = PyInt_AsLong(value);
unsigned int state = 0;
if (state_i == -1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "expected an int bit field");
return NULL;
}
state |= state_i;
if ((state & ((1<<30)-1)) == 0) {
PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
return NULL;
}
SetState(state);
Py_RETURN_NONE;
}
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);
}
else {
return NULL;
}
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetVelocity(point);
}
return PyObjectFrom(velocity);
}
PyObject* KX_GameObject::PyGetMass(PyObject* self)
{
return PyFloat_FromDouble(GetPhysicsController()->GetMass());
}
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
{
// only can get the velocity if we have a physics object connected to us...
return PyObjectFrom(GetPhysicsController()->getReactionForce());
}
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
{
GetPhysicsController()->setRigidBody(true);
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
{
GetPhysicsController()->setRigidBody(false);
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyGetParent(PyObject* self)
{
KX_GameObject* parent = this->GetParent();
if (parent)
{
parent->AddRef();
return parent;
}
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
{
if (!PyObject_TypeCheck(value, &KX_GameObject::Type)) {
PyErr_SetString(PyExc_TypeError, "expected a KX_GameObject type");
return NULL;
}
// The object we want to set as parent
CValue *m_ob = (CValue*)value;
KX_GameObject *obj = ((KX_GameObject*)m_ob);
KX_Scene *scene = PHY_GetActiveScene();
this->SetParent(scene, obj);
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
{
KX_Scene *scene = PHY_GetActiveScene();
this->RemoveParent(scene);
Py_RETURN_NONE;
}
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;
}
}
return NULL;
}
PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
{
float collisionMargin = PyFloat_AsDouble(value);
if (collisionMargin==-1 && PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "expected a float");
return NULL;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->setMargin(collisionMargin);
Py_RETURN_NONE;
}
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
return NULL;
}
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pyattach;
PyObject* pyimpulse;
if (!m_pPhysicsController1) {
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
return NULL;
}
if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
{
MT_Point3 attach;
MT_Vector3 impulse;
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
{
m_pPhysicsController1->applyImpulse(attach, impulse);
Py_RETURN_NONE;
}
}
return NULL;
}
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
{
SuspendDynamics();
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
{
RestoreDynamics();
Py_RETURN_NONE;
}
PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
{
return PyObjectFrom(NodeGetWorldOrientation());
}
PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
{
MT_Matrix3x3 matrix;
if (PyObject_IsMT_Matrix(value, 3) && PyMatTo(value, matrix))
{
NodeSetLocalOrientation(matrix);
NodeUpdateGS(0.f,true);
Py_RETURN_NONE;
}
MT_Quaternion quat;
if (PyVecTo(value, quat))
{
matrix.setRotation(quat);
NodeSetLocalOrientation(matrix);
NodeUpdateGS(0.f,true);
Py_RETURN_NONE;
}
return NULL;
}
PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pyvect;
int axis = 2; //z axis is the default
if (PyArg_ParseTuple(args,"O|i",&pyvect,&axis))
{
MT_Vector3 vect;
if (PyVecTo(pyvect, vect))
{
AlignAxisToVect(vect,axis);
Py_RETURN_NONE;
}
}
return NULL;
}
PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
{
MT_Vector3 vect;
if (PyVecTo(value, vect))
{
return PyObjectFrom(NodeGetWorldOrientation() * vect);
}
return NULL;
}
PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
{
MT_Point3 pos;
if (PyVecTo(value, pos))
{
NodeSetLocalPosition(pos);
NodeUpdateGS(0.f,true);
Py_RETURN_NONE;
}
return NULL;
}
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
{
KX_IPhysicsController* ctrl = GetPhysicsController();
uint_ptr physid=0;
if (ctrl)
{
physid= (uint_ptr)ctrl->GetUserData();
}
return PyInt_FromLong((long)physid);
}
PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self)
{
return ConvertKeysToPython();
}
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;
}
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
{
KX_GameObject* hitKXObj = client->m_gameobject;
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
// false hit
return false;
}
if (m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
{
m_pHitObject = hitKXObj;
return true;
}
return false;
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
" prop = property name that object must have; can be omitted => detect any object\n"
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
" other = 3-tuple or object reference")
{
MT_Point3 toPoint;
PyObject* pyarg;
float dist = 0.0f;
char *propName = NULL;
if (!PyArg_ParseTuple(args,"O|fs", &pyarg, &dist, &propName))
return NULL;
if (!PyVecTo(pyarg, toPoint))
{
KX_GameObject *other;
PyErr_Clear();
if (!PyType_IsSubtype(pyarg->ob_type, &KX_GameObject::Type)) {
PyErr_SetString(PyExc_TypeError, "the first argument to rayCastTo must be a vector or a KX_GameObject");
return NULL;
}
other = static_cast<KX_GameObject*>(pyarg);
toPoint = other->NodeGetWorldPosition();
}
MT_Point3 fromPoint = NodeGetWorldPosition();
if (dist != 0.0f)
{
MT_Vector3 toDir = toPoint-fromPoint;
toDir.normalize();
toPoint = fromPoint + (dist) * toDir;
}
MT_Point3 resultPoint;
MT_Vector3 resultNormal;
PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
if (parent)
parent->Release();
m_pHitObject = NULL;
if (propName)
m_testPropName = propName;
else
m_testPropName.SetLength(0);
KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
if (m_pHitObject)
{
m_pHitObject->AddRef();
return m_pHitObject;
}
Py_RETURN_NONE;
}
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
"rayCast(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) of contact point with object within dist that matches prop or None if no hit\n"
" prop = property name that object must have; can be omitted => detect any object\n"
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
" Can None or omitted => start from self object center\n"
" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
"Note: the object on which you call this method matters: the ray will ignore it if it goes through it\n")
{
MT_Point3 toPoint;
MT_Point3 fromPoint;
PyObject* pyto;
PyObject* pyfrom = NULL;
float dist = 0.0f;
char *propName = NULL;
KX_GameObject *other;
if (!PyArg_ParseTuple(args,"O|Ofs", &pyto, &pyfrom, &dist, &propName))
return NULL;
if (!PyVecTo(pyto, toPoint))
{
PyErr_Clear();
if (!PyType_IsSubtype(pyto->ob_type, &KX_GameObject::Type)) {
PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
return NULL;
}
other = static_cast<KX_GameObject*>(pyto);
toPoint = other->NodeGetWorldPosition();
}
if (!pyfrom || pyfrom == Py_None)
{
fromPoint = NodeGetWorldPosition();
}
else if (!PyVecTo(pyfrom, fromPoint))
{
PyErr_Clear();
if (!PyType_IsSubtype(pyfrom->ob_type, &KX_GameObject::Type)) {
PyErr_SetString(PyExc_TypeError, "the second optional argument to rayCast must be a vector or a KX_GameObject");
return NULL;
}
other = static_cast<KX_GameObject*>(pyfrom);
fromPoint = other->NodeGetWorldPosition();
}
if (dist != 0.0f)
{
MT_Vector3 toDir = toPoint-fromPoint;
toDir.normalize();
toPoint = fromPoint + (dist) * toDir;
}
MT_Point3 resultPoint;
MT_Vector3 resultNormal;
PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
KX_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
if (parent)
parent->Release();
m_pHitObject = NULL;
if (propName)
m_testPropName = propName;
else
m_testPropName.SetLength(0);
KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this));
if (m_pHitObject)
{
PyObject* returnValue = PyTuple_New(3);
if (!returnValue)
return NULL;
PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(resultPoint));
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(resultNormal));
return returnValue;
//return Py_BuildValue("(O,(fff),(fff))",
// m_pHitObject->AddRef(), // trick: KX_GameObject are not true Python object, they use a difference reference count system
// resultPoint[0], resultPoint[1], resultPoint[2],
// resultNormal[0], resultNormal[1], resultNormal[2]);
}
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
//Py_RETURN_NONE;
}
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* --------------------------------------------------------------------- */
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
{
/* intentionally empty ? */
}