blender/source/gameengine/Ketsji/KX_SG_NodeRelationships.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

340 lines
7.6 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 "KX_SG_NodeRelationships.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/**
* Implementation of classes defined in KX_SG_NodeRelationships.h
*/
/**
* first of all KX_NormalParentRelation
*/
KX_NormalParentRelation *
KX_NormalParentRelation::
New(
) {
return new KX_NormalParentRelation();
}
bool
KX_NormalParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent
){
assert(child != NULL);
// This way of accessing child coordinates is a bit cumbersome
// be nice to have non constant reference access to these values.
const MT_Vector3 & child_scale = child->GetLocalScale();
const MT_Point3 & child_pos = child->GetLocalPosition();
const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
// the childs world locations which we will update.
MT_Vector3 child_w_scale;
MT_Point3 child_w_pos;
MT_Matrix3x3 child_w_rotation;
if (parent) {
const MT_Vector3 & p_world_scale = parent->GetWorldScaling();
const MT_Point3 & p_world_pos = parent->GetWorldPosition();
const MT_Matrix3x3 & p_world_rotation = parent->GetWorldOrientation();
child_w_scale = p_world_scale * child_scale;
child_w_rotation = p_world_rotation * child_rotation;
child_w_pos = p_world_pos + p_world_scale *
(p_world_rotation * child_pos);
} else {
child_w_scale = child_scale;
child_w_pos = child_pos;
child_w_rotation = child_rotation;
}
child->SetWorldScale(child_w_scale);
child->SetWorldPosition(child_w_pos);
child->SetWorldOrientation(child_w_rotation);
return parent != NULL;
}
SG_ParentRelation *
KX_NormalParentRelation::
NewCopy(
){
return new KX_NormalParentRelation();
}
KX_NormalParentRelation::
~KX_NormalParentRelation(
){
//nothing to do
}
KX_NormalParentRelation::
KX_NormalParentRelation(
){
// nothing to do
}
/**
* Next KX_VertexParentRelation
*/
KX_VertexParentRelation *
KX_VertexParentRelation::
New(
){
return new KX_VertexParentRelation();
}
/**
* Method inherited from KX_ParentRelation
*/
bool
KX_VertexParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent
){
assert(child != NULL);
const MT_Vector3 & child_scale = child->GetLocalScale();
const MT_Point3 & child_pos = child->GetLocalPosition();
const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
// the childs world locations which we will update.
MT_Vector3 child_w_scale;
MT_Point3 child_w_pos;
MT_Matrix3x3 child_w_rotation;
if (parent) {
// This is a vertex parent so we do not inherit orientation
// information.
const MT_Vector3 & p_world_scale = parent->GetWorldScaling();
const MT_Point3 & p_world_pos = parent->GetWorldPosition();
const MT_Matrix3x3 & p_world_rotation = parent->GetWorldOrientation();
child_w_scale = child_scale;
child_w_rotation = child_rotation;
child_w_pos = p_world_pos + child_pos;
} else {
child_w_scale = child_scale;
child_w_pos = child_pos;
child_w_rotation = child_rotation;
}
child->SetWorldScale(child_w_scale);
child->SetWorldPosition(child_w_pos);
child->SetWorldOrientation(child_w_rotation);
return parent != NULL;
}
/**
* Method inherited from KX_ParentRelation
*/
SG_ParentRelation *
KX_VertexParentRelation::
NewCopy(
){
return new KX_VertexParentRelation();
};
KX_VertexParentRelation::
~KX_VertexParentRelation(
){
//nothing to do
}
KX_VertexParentRelation::
KX_VertexParentRelation(
){
//nothing to do
}
/**
* Slow parent relationship
*/
KX_SlowParentRelation *
KX_SlowParentRelation::
New(
MT_Scalar relaxation
){
return new KX_SlowParentRelation(relaxation);
}
/**
* Method inherited from KX_ParentRelation
*/
bool
KX_SlowParentRelation::
UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent
){
assert(child != NULL);
const MT_Vector3 & child_scale = child->GetLocalScale();
const MT_Point3 & child_pos = child->GetLocalPosition();
const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
// the childs world locations which we will update.
MT_Vector3 child_w_scale;
MT_Point3 child_w_pos;
MT_Matrix3x3 child_w_rotation;
if (parent) {
// This is a slow parent relation
// first compute the normal child world coordinates.
MT_Vector3 child_n_scale;
MT_Point3 child_n_pos;
MT_Matrix3x3 child_n_rotation;
const MT_Vector3 & p_world_scale = parent->GetWorldScaling();
const MT_Point3 & p_world_pos = parent->GetWorldPosition();
const MT_Matrix3x3 & p_world_rotation = parent->GetWorldOrientation();
child_n_scale = p_world_scale * child_scale;
child_n_rotation = p_world_rotation * child_rotation;
child_n_pos = p_world_pos + p_world_scale *
(p_world_rotation * child_pos);
if (m_initialized) {
// get the current world positions
child_w_scale = child->GetWorldScaling();
child_w_pos = child->GetWorldPosition();
child_w_rotation = child->GetWorldOrientation();
// now 'interpolate' the normal coordinates with the last
// world coordinates to get the new world coordinates.
// problem 1:
// The child world scale needs to be initialized in some way for this
// to make sense
// problem 2:
// This is way of doing interpolation is nonsense
int i;
MT_Scalar weight = MT_Scalar(1)/(m_relax + 1);
for (i=0;i <3 ;i++) {
child_w_scale[i] = (m_relax * child_w_scale[i] + child_n_scale[i]) * weight;
child_w_pos[i] = (m_relax * child_w_pos[i] + child_n_pos[i]) * weight;
child_w_rotation[0][i] = (m_relax * child_w_rotation[0][i] + child_n_rotation[0][i]) * weight;
child_w_rotation[1][i] = (m_relax * child_w_rotation[1][i] + child_n_rotation[1][i]) * weight;
child_w_rotation[2][i] = (m_relax * child_w_rotation[2][i] + child_n_rotation[2][i]) * weight;
}
//FIXME: update physics controller.
} else {
child_w_scale = child_n_scale;
child_w_pos = child_n_pos;
child_w_rotation = child_n_rotation;
m_initialized = true;
}
} else {
child_w_scale = child_scale;
child_w_pos = child_pos;
child_w_rotation = child_rotation;
}
child->SetWorldScale(child_w_scale);
child->SetWorldPosition(child_w_pos);
child->SetWorldOrientation(child_w_rotation);
return parent != NULL;
}
/**
* Method inherited from KX_ParentRelation
*/
SG_ParentRelation *
KX_SlowParentRelation::
NewCopy(
){
return new KX_SlowParentRelation(m_relax);
}
KX_SlowParentRelation::
KX_SlowParentRelation(
MT_Scalar relaxation
):
m_relax(relaxation),
m_initialized(false)
{
//nothing to do
}
KX_SlowParentRelation::
~KX_SlowParentRelation(
){
//nothing to do
}