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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-21 17:32:15 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-21 17:32:15 +0400
commit06a7155b681cdb02c6b75b9934f9235efcc6c297 (patch)
tree99942ed38eedd24b18862b93a4fbc83469b03b6c
parent5fc6afe2405833b9a4963bf66829b736998eec73 (diff)
BGE: user control to compound shape and setParent.
Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenloader/intern/readfile.c16
-rw-r--r--source/blender/makesdna/DNA_actuator_types.h8
-rw-r--r--source/blender/src/buttons_logic.c26
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp7
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp48
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp21
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h4
-rw-r--r--source/gameengine/Ketsji/KX_ParentActuator.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_ParentActuator.h5
-rw-r--r--source/gameengine/PyDoc/GameTypes.py22
12 files changed, 120 insertions, 53 deletions
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index d49a5425b61..aa2366661f8 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -41,7 +41,7 @@ struct ListBase;
struct MemFile;
#define BLENDER_VERSION 248
-#define BLENDER_SUBVERSION 4
+#define BLENDER_SUBVERSION 5
#define BLENDER_MINVERSION 245
#define BLENDER_MINSUBVERSION 15
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 0f233410f4e..25c8a928a3b 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -8106,6 +8106,22 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
+ if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 5)) {
+ Object *ob;
+ for(ob = main->object.first; ob; ob= ob->id.next) {
+ if(ob->parent) {
+ /* check if top parent has compound shape set and if yes, set this object
+ to compound shaper as well (was the behaviour before, now it's optional) */
+ Object *parent= newlibadr(fd, lib, ob->parent);
+ while (parent->parent != NULL) {
+ parent = newlibadr(fd, lib, parent->parent);
+ }
+ if (parent->gameflag & OB_CHILD)
+ ob->gameflag |= OB_CHILD;
+ }
+ }
+ }
+
if (main->versionfile < 249) {
Scene *sce;
for (sce= main->scene.first; sce; sce= sce->id.next)
diff --git a/source/blender/makesdna/DNA_actuator_types.h b/source/blender/makesdna/DNA_actuator_types.h
index 81c02779cba..f713b4a8acc 100644
--- a/source/blender/makesdna/DNA_actuator_types.h
+++ b/source/blender/makesdna/DNA_actuator_types.h
@@ -215,7 +215,8 @@ typedef struct bTwoDFilterActuator{
}bTwoDFilterActuator;
typedef struct bParentActuator {
- char pad[4];
+ char pad[2];
+ short flag;
int type;
struct Object *ob;
} bParentActuator;
@@ -483,6 +484,11 @@ typedef struct FreeCamera {
/* parentactuator->type */
#define ACT_PARENT_SET 0
#define ACT_PARENT_REMOVE 1
+
+/* parentactuator->flag */
+#define ACT_PARENT_COMPOUND 1
+#define ACT_PARENT_GHOST 2
+
#endif
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 2f8933b593b..b7039673dfc 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -2747,11 +2747,22 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
if(parAct->type==ACT_PARENT_SET) {
- ysize= 48;
+ ysize= 68;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
-
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, 1, "OB:", xco+40, yco-44, (width-80), 19, &(parAct->ob), "Set this object as parent");
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOGN, ACT_PARENT_COMPOUND, B_REDR,
+ "Compound",
+ xco + 40, yco - 64, (width - 80)/2, 19, &parAct->flag,
+ 0.0, 0.0, 0, 0,
+ "Add this object shape to the parent shape (only if the parent shape is already compound)");
+ uiDefButBitI(block, TOGN, ACT_PARENT_GHOST, B_REDR,
+ "Ghost",
+ xco + 40 + ((width - 80)/2), yco - 64, (width - 80)/2, 19, &parAct->flag,
+ 0.0, 0.0, 0, 0,
+ "Make this object ghost while parented (only if not compound)");
+ uiBlockEndAlign(block);
}
else if(parAct->type==ACT_PARENT_REMOVE) {
@@ -3480,9 +3491,14 @@ static void buttons_bullet(uiBlock *block, Object *ob)
}
if (ob->body_type!=OB_BODY_TYPE_SOFT)
{
- uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19,
- &ob->gameflag, 0, 0, 0, 0,
- "Add Children");
+ if (ob->parent)
+ uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Add to parent", 240,105,110,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Add this shape to the parent compound shape");
+ else
+ uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Create a compound shape with the children's shape that are tagged for addition");
}
}
uiBlockEndAlign(block);
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index bf965f677c6..82edd4f218b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1377,10 +1377,11 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
}
bool isCompoundChild = false;
+ bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
- if (parent && (parent->gameflag & OB_DYNAMIC)) {
+ if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
- if ((parent->gameflag & OB_CHILD) != 0)
+ if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
{
isCompoundChild = true;
}
@@ -1406,7 +1407,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_lockZRotaxis = (blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0;
objprop.m_isCompoundChild = isCompoundChild;
- objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0;
+ objprop.m_hasCompoundChildren = hasCompoundChildren;
objprop.m_margin = blenderobject->margin;
// ACTOR is now a separate feature
objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 98df34aa4a9..2b832996c45 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -1123,6 +1123,8 @@ void BL_ConvertActuators(char* maggiename,
{
bParentActuator *parAct = (bParentActuator *) bact->data;
int mode = KX_ParentActuator::KX_PARENT_NODEF;
+ bool addToCompound = true;
+ bool ghost = true;
KX_GameObject *tmpgob = NULL;
switch(parAct->type)
@@ -1130,6 +1132,8 @@ void BL_ConvertActuators(char* maggiename,
case ACT_PARENT_SET:
mode = KX_ParentActuator::KX_PARENT_SET;
tmpgob = converter->FindGameObject(parAct->ob);
+ addToCompound = !(parAct->flag & ACT_PARENT_COMPOUND);
+ ghost = !(parAct->flag & ACT_PARENT_GHOST);
break;
case ACT_PARENT_REMOVE:
mode = KX_ParentActuator::KX_PARENT_REMOVE;
@@ -1140,6 +1144,8 @@ void BL_ConvertActuators(char* maggiename,
KX_ParentActuator *tmpparact
= new KX_ParentActuator(gameobj,
mode,
+ addToCompound,
+ ghost,
tmpgob);
baseact = tmpparact;
break;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index d81b6d5a653..406339586cc 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -949,39 +949,27 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
assert(colShape->isCompound());
btCompoundShape* compoundShape = (btCompoundShape*)colShape;
- // compute the local transform from parent, this may include a parent inverse node
+ // compute the local transform from parent, this may include several node in the chain
SG_Node* gameNode = gameobj->GetSGNode();
- SG_Node* parentInverseNode = gameNode->GetSGParent();
- if (parentInverseNode && parentInverseNode->GetSGClientObject() != NULL)
- // this is not a parent inverse node, cancel it
- parentInverseNode = NULL;
- // now combine the parent inverse node and the game node
- MT_Point3 childPos = gameNode->GetLocalPosition();
- MT_Matrix3x3 childRot = gameNode->GetLocalOrientation();
- MT_Vector3 childScale = gameNode->GetLocalScale();
- if (parentInverseNode)
- {
- const MT_Point3& parentInversePos = parentInverseNode->GetLocalPosition();
- const MT_Matrix3x3& parentInverseRot = parentInverseNode->GetLocalOrientation();
- const MT_Vector3& parentInverseScale = parentInverseNode->GetLocalScale();
- childRot = parentInverseRot * childRot;
- childScale = parentInverseScale * childScale;
- childPos = parentInversePos+parentInverseScale*(parentInverseRot*childPos);
- }
-
- shapeInfo->m_childScale.setValue(childScale.x(),childScale.y(),childScale.z());
+ SG_Node* parentNode = objprop->m_dynamic_parent->GetSGNode();
+ // relative transform
+ MT_Vector3 parentScale = parentNode->GetWorldScaling();
+ parentScale[0] = MT_Scalar(1.0)/parentScale[0];
+ parentScale[1] = MT_Scalar(1.0)/parentScale[1];
+ parentScale[2] = MT_Scalar(1.0)/parentScale[2];
+ MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
+ MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
+ MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
+ MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
+
+ shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
bm->setLocalScaling(shapeInfo->m_childScale);
-
- shapeInfo->m_childTrans.setOrigin(btVector3(childPos.x(),childPos.y(),childPos.z()));
- float rotval[12];
- childRot.getValue(rotval);
- btMatrix3x3 newRot;
- newRot.setValue(rotval[0],rotval[1],rotval[2],rotval[4],rotval[5],rotval[6],rotval[8],rotval[9],rotval[10]);
- newRot = newRot.transpose();
-
- shapeInfo->m_childTrans.setBasis(newRot);
+ shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
+ float rot[12];
+ relativeRot.getValue(rot);
+ shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
+
parentShapeInfo->AddShape(shapeInfo);
-
compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
//do some recalc?
//recalc inertia for rigidbody
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 63d508e6250..0c191257f41 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -224,7 +224,7 @@ KX_GameObject* KX_GameObject::GetParent()
}
-void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
+void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
{
// check on valid node in case a python controller holds a reference to a deleted object
if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
@@ -245,7 +245,7 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
if (m_pPhysicsController1)
{
- m_pPhysicsController1->SuspendDynamics(true);
+ m_pPhysicsController1->SuspendDynamics(ghost);
}
// Set us to our new scale, position, and orientation
scale2[0] = 1.0/scale2[0];
@@ -266,7 +266,7 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
Release();
// if the new parent is a compound object, add this object shape to the compound shape.
// step 0: verify this object has physical controller
- if (m_pPhysicsController1)
+ if (m_pPhysicsController1 && addToCompound)
{
// step 1: find the top parent (not necessarily obj)
KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
@@ -1160,7 +1160,7 @@ PyMethodDef KX_GameObject::Methods[] = {
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
{"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
- {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_O},
+ {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
{"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
{"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
@@ -2147,15 +2147,20 @@ PyObject* KX_GameObject::PyGetParent()
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PySetParent(PyObject* value)
+PyObject* KX_GameObject::PySetParent(PyObject* args)
{
KX_Scene *scene = KX_GetActiveScene();
+ PyObject* pyobj;
KX_GameObject *obj;
+ int addToCompound=1, ghost=1;
- if (!ConvertPythonToGameObject(value, &obj, false, "gameOb.setParent(value): KX_GameObject"))
+ if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
+ return NULL; // Python sets a simple error
+ }
+ if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
return NULL;
-
- this->SetParent(scene, obj);
+ if (obj)
+ this->SetParent(scene, obj, addToCompound, ghost);
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 0011b8407fd..c89b8f30779 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -171,7 +171,7 @@ public:
/**
* Sets the parent of this object to a game object
*/
- void SetParent(KX_Scene *scene, KX_GameObject *obj);
+ void SetParent(KX_Scene *scene, KX_GameObject *obj, bool addToCompound=true, bool ghost=true);
/**
* Removes the parent of this object to a game object
@@ -858,7 +858,7 @@ public:
KX_PYMETHOD_VARARGS(KX_GameObject,ApplyImpulse);
KX_PYMETHOD_O(KX_GameObject,SetCollisionMargin);
KX_PYMETHOD_NOARGS(KX_GameObject,GetParent);
- KX_PYMETHOD_O(KX_GameObject,SetParent);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetParent);
KX_PYMETHOD_NOARGS(KX_GameObject,RemoveParent);
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildren);
KX_PYMETHOD_NOARGS(KX_GameObject,GetChildrenRecursive);
diff --git a/source/gameengine/Ketsji/KX_ParentActuator.cpp b/source/gameengine/Ketsji/KX_ParentActuator.cpp
index 38ad9aec33b..cd2ed456c48 100644
--- a/source/gameengine/Ketsji/KX_ParentActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ParentActuator.cpp
@@ -48,10 +48,14 @@
KX_ParentActuator::KX_ParentActuator(SCA_IObject *gameobj,
int mode,
+ bool addToCompound,
+ bool ghost,
SCA_IObject *ob,
PyTypeObject* T)
: SCA_IActuator(gameobj, T),
m_mode(mode),
+ m_addToCompound(addToCompound),
+ m_ghost(ghost),
m_ob(ob)
{
if (m_ob)
@@ -121,7 +125,7 @@ bool KX_ParentActuator::Update()
switch (m_mode) {
case KX_PARENT_SET:
if (m_ob)
- obj->SetParent(scene, (KX_GameObject*)m_ob);
+ obj->SetParent(scene, (KX_GameObject*)m_ob, m_addToCompound, m_ghost);
break;
case KX_PARENT_REMOVE:
obj->RemoveParent(scene);
@@ -179,6 +183,8 @@ PyMethodDef KX_ParentActuator::Methods[] = {
PyAttributeDef KX_ParentActuator::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_ParentActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_INT_RW("mode", KX_PARENT_NODEF+1, KX_PARENT_MAX-1, true, KX_ParentActuator, m_mode),
+ KX_PYATTRIBUTE_BOOL_RW("compound", KX_ParentActuator, m_addToCompound),
+ KX_PYATTRIBUTE_BOOL_RW("ghost", KX_ParentActuator, m_ghost),
{ NULL } //Sentinel
};
diff --git a/source/gameengine/Ketsji/KX_ParentActuator.h b/source/gameengine/Ketsji/KX_ParentActuator.h
index 6af0888e2ba..148375e994c 100644
--- a/source/gameengine/Ketsji/KX_ParentActuator.h
+++ b/source/gameengine/Ketsji/KX_ParentActuator.h
@@ -46,6 +46,9 @@ class KX_ParentActuator : public SCA_IActuator
/** Mode */
int m_mode;
+ /** option */
+ bool m_addToCompound;
+ bool m_ghost;
/** Object to set as parent */
SCA_IObject *m_ob;
@@ -63,6 +66,8 @@ class KX_ParentActuator : public SCA_IActuator
KX_ParentActuator(class SCA_IObject* gameobj,
int mode,
+ bool addToCompound,
+ bool ghost,
SCA_IObject *ob,
PyTypeObject* T=&Type);
virtual ~KX_ParentActuator();
diff --git a/source/gameengine/PyDoc/GameTypes.py b/source/gameengine/PyDoc/GameTypes.py
index 47c27a5c3c9..3f9b627247f 100644
--- a/source/gameengine/PyDoc/GameTypes.py
+++ b/source/gameengine/PyDoc/GameTypes.py
@@ -1896,12 +1896,23 @@ class KX_GameObject(SCA_IObject):
@rtype: L{KX_GameObject}
@return: this object's parent object, or None if this object has no parent.
"""
- def setParent(parent):
+ def setParent(parent,compound,ghost):
"""
- Sets this object's parent.
+ Sets this object's parent.
+ Control the shape status with the optional compound and ghost parameters:
+ compound=1: the object shape should be added to the parent compound shape (default)
+ compound=0: the object should keep its individual shape.
+ In that case you can control if it should be ghost or not:
+ ghost=1 if the object should be made ghost while parented (default)
+ ghost=0 if the object should be solid while parented
+ Note: if the object type is sensor, it stays ghost regardless of ghost parameter
@type parent: L{KX_GameObject}
@param parent: new parent object.
+ @type compound: int
+ @param compound: whether the shape should be added to the parent compound shape
+ @type ghost: int
+ @param ghost: whether the object should be ghost while parented
"""
def removeParent():
"""
@@ -2937,6 +2948,13 @@ class KX_ParentActuator(SCA_IActuator):
@type object: KX_GameObject or None
@ivar mode: The mode of this actuator
@type mode: int from 0 to 1 L{GameLogic.Parent Actuator}
+ @ivar compound: Whether the object shape should be added to the parent compound shape when parenting
+ Effective only if the parent is already a compound shape
+ @type compound: bool
+ @ivar ghost: whether the object should be made ghost when parenting
+ Effective only if the shape is not added to the parent compound shape
+ @type ghost: bool
+
"""
def setObject(object):
"""