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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-26 16:06:41 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-26 16:06:41 +0400
commit3dd18c5c34390316ac95b972aaa989455cf8ead6 (patch)
treecb5e8fa1804e30838e19d8518ed3e0f0765eb3c8 /source/gameengine/Ketsji/KX_GameObject.cpp
parente5cc9abceb5047b934b3ae8c4aac521d7e82fc00 (diff)
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.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp322
1 files changed, 146 insertions, 176 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c20f874fcc9..6a35dfc0484 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -55,6 +55,8 @@
#include "KX_ClientObjectInfo.h"
#include "RAS_BucketManager.h"
+#include "KX_PyMath.h"
+
// This file defines relationships between parents and children
// in the game engine.
@@ -77,11 +79,11 @@ KX_GameObject::KX_GameObject(
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);
-
+
};
@@ -303,11 +305,13 @@ void KX_GameObject::UpdateNonDynas()
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)
@@ -408,7 +412,7 @@ KX_GameObject::MarkVisible(
* determined on this level. Maybe change this to mesh level
* later on? */
- double* fl = GetOpenGLMatrix();
+ 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);
@@ -422,7 +426,7 @@ KX_GameObject::MarkVisible(
void
)
{
- double* fl = GetOpenGLMatrix();
+ double* fl = GetOpenGLMatrixPtr()->getPointer();
for (size_t i=0;i<m_meshes.size();i++)
{
m_meshes[i]->MarkVisible(fl,
@@ -603,10 +607,10 @@ 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},
- {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
- {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, 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},
@@ -654,17 +658,7 @@ PyObject* KX_GameObject::PyGetPosition(PyObject* self,
PyObject* args,
PyObject* kwds)
{
- MT_Point3 pos = NodeGetWorldPosition();
-
- PyObject* resultlist = PyList_New(3);
- int index;
- for (index=0;index<3;index++)
- {
- PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index]));
- }
-
- return resultlist;
-
+ return PyObjectFromMT_Point3(NodeGetWorldPosition());
}
@@ -702,9 +696,101 @@ PyParentObject KX_GameObject::Parents[] = {
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)
+ return parent;
+ Py_Return;
+ }
+
+ if (attr == "visible")
+ return PyInt_FromLong(m_bVisible);
+
+ if (attr == "position")
+ return PyObjectFromMT_Point3(NodeGetWorldPosition());
+
+ if (attr == "orientation")
+ return PyObjectFromMT_Matrix3x3(NodeGetWorldOrientation());
+
+ if (attr == "scaling")
+ return PyObjectFromMT_Vector3(NodeGetWorldScaling());
+
_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))
+ {
+ rot = MT_Matrix3x3FromPyObject(value);
+ NodeSetLocalOrientation(rot);
+ return 0;
+ }
+
+ if (PySequence_Size(value) == 4)
+ {
+ MT_Quaternion qrot = MT_QuaternionFromPyList(value);
+ rot.setRotation(qrot);
+ NodeSetLocalOrientation(rot);
+ return 0;
+ }
+
+ if (PySequence_Size(value) == 3)
+ {
+ MT_Vector3 erot = MT_Vector3FromPyList(value);
+ rot.setEuler(erot);
+ NodeSetLocalOrientation(rot);
+ return 0;
+ }
+
+ return 1;
+ }
+
+ if (attr == "position")
+ {
+ MT_Point3 pos(MT_Point3FromPyList(value));
+ NodeSetLocalPosition(pos);
+ return 0;
+ }
+
+ if (attr == "scaling")
+ {
+ MT_Vector3 scale(MT_Vector3FromPyList(value));
+ NodeSetLocalScale(scale);
+ return 0;
+ }
+ }
+
+ return SCA_IObject::_setattr(attr, value);
+}
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self,
@@ -712,16 +798,7 @@ PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self,
PyObject* kwds)
{
// only can get the velocity if we have a physics object connected to us...
- MT_Vector3 velocity = GetLinearVelocity();
-
- PyObject* resultlist = PyList_New(3);
- int index;
- for (index=0;index<3;index++)
- {
- PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index]));
- }
-
- return resultlist;
+ return PyObjectFromMT_Vector3( GetLinearVelocity());
}
@@ -756,66 +833,19 @@ PyObject* KX_GameObject::PyGetVelocity(PyObject* self,
MT_Point3 point(0.0,0.0,0.0);
- MT_Point3 pos;
- PyObject* pylist;
- bool error = false;
-
- int len = PyTuple_Size(args);
-
- if ((len > 0) && PyArg_ParseTuple(args,"O",&pylist))
+ PyObject* pypos = NULL;
+ if (PyArg_ParseTuple(args, "|O", &pypos))
{
- if (pylist->ob_type == &CListValue::Type)
- {
- CListValue* listval = (CListValue*) pylist;
- if (listval->GetCount() == 3)
- {
- int index;
- for (index=0;index<3;index++)
- {
- pos[index] = listval->GetValue(index)->GetNumber();
- }
- } else
- {
- error = true;
- }
-
- } else
- {
-
- // assert the list is long enough...
- int numitems = PyList_Size(pylist);
- if (numitems == 3)
- {
- int index;
- for (index=0;index<3;index++)
- {
- pos[index] = PyFloat_AsDouble(PyList_GetItem(pylist,index));
- }
- }
- else
- {
- error = true;
- }
- }
-
- if (!error)
- point = pos;
+ if (pypos)
+ point = MT_Point3FromPyList(pypos);
}
-
if (m_pPhysicsController1)
{
velocity = m_pPhysicsController1->GetVelocity(point);
}
- PyObject* resultlist = PyList_New(3);
- int index;
- for (index=0;index<3;index++)
- {
- PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index]));
- }
-
- return resultlist;
+ return PyObjectFromMT_Vector3(velocity);
}
@@ -842,18 +872,7 @@ PyObject* KX_GameObject::PyGetReactionForce(PyObject* self,
PyObject* kwds)
{
// only can get the velocity if we have a physics object connected to us...
-
- MT_Vector3 reaction_force = GetPhysicsController()->getReactionForce();
-
- PyObject* resultlist = PyList_New(3);
- int index;
- for (index=0;index<3;index++)
- {
- PyList_SetItem(resultlist,index,
- PyFloat_FromDouble(reaction_force[index]));
- }
-
- return resultlist;
+ return PyObjectFromMT_Vector3(GetPhysicsController()->getReactionForce());
}
@@ -897,12 +916,16 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self,
PyObject* args,
PyObject* kwds)
{
- if (m_meshes.size() > 0)
+ int mesh = 0;
+
+ if (PyArg_ParseTuple(args, "|i", &mesh))
{
- KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[0]);
- return meshproxy;
+ if (mesh < m_meshes.size() && mesh >= 0)
+ {
+ KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
+ return meshproxy;
+ }
}
-
Py_Return;
}
@@ -913,16 +936,20 @@ PyObject* KX_GameObject::PyApplyImpulse(PyObject* self,
PyObject* kwds)
{
- MT_Point3 attach(0, 1, 0);
- MT_Vector3 impulse(1, 0, 0);
- if (ConvertPythonVectorArgs(args,attach,impulse))
+ PyObject* pyattach;
+ PyObject* pyimpulse;
+
+ if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
{
+ MT_Point3 attach(MT_Point3FromPyList(pyattach));
+ MT_Vector3 impulse(MT_Vector3FromPyList(pyimpulse));
+
if (m_pPhysicsController1)
{
m_pPhysicsController1->applyImpulse(attach, impulse);
}
-
+
}
Py_Return;
@@ -975,27 +1002,8 @@ PyObject* KX_GameObject::PyGetOrientation(PyObject* self,
PyObject* args,
PyObject* kwds) //keywords
{
- // do the conversion of a C++ matrix to a python list
-
- PyObject* resultlist = PyList_New(3);
-
-
- int row,col;
const MT_Matrix3x3& orient = NodeGetWorldOrientation();
-
- for (row=0;row<3;row++)
- {
- PyObject* veclist = PyList_New(3);
-
- for (col=0;col<3;col++)
- {
- const MT_Scalar fl = orient[row][col];
- PyList_SetItem(veclist,col,PyFloat_FromDouble(fl));
- }
- PyList_SetItem(resultlist,row,veclist);
-
- }
- return resultlist;
+ return PyObjectFromMT_Matrix3x3(orient);
}
@@ -1004,68 +1012,33 @@ PyObject* KX_GameObject::PySetOrientation(PyObject* self,
PyObject* args,
PyObject* kwds)
{
- MT_Matrix3x3 matrix;
-
PyObject* pylist;
bool error = false;
int row,col;
PyArg_ParseTuple(args,"O",&pylist);
- if (pylist->ob_type == &CListValue::Type)
- {
- CListValue* listval = (CListValue*) pylist;
- if (listval->GetCount() == 3)
- {
- for (row=0;row<3;row++) // each row has a 3-vector [x,y,z]
- {
- CListValue* vecval = (CListValue*)listval->GetValue(row);
- for (col=0;col<3;col++)
- {
- matrix[row][col] = vecval->GetValue(col)->GetNumber();
-
- }
- }
- }
- else
- {
- error = true;
- }
- }
- else
+ MT_Matrix3x3 matrix;
+ if (PyObject_IsMT_Matrix(pylist, 3))
{
- // assert the list is long enough...
- int numitems = PyList_Size(pylist);
- if (numitems == 3)
- {
- for (row=0;row<3;row++) // each row has a 3-vector [x,y,z]
- {
-
- PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector3 list
- for (col=0;col<3;col++)
- {
- matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col));
-
- }
- }
- }
- else
+ matrix = MT_Matrix3x3FromPyObject(pylist);
+
+ if (!PyErr_Occurred())
{
- error = true;
+ NodeSetLocalOrientation(matrix);
}
+
+ Py_Return;
}
- if (!error)
+ MT_Quaternion quat = MT_QuaternionFromPyList(pylist);
+ if (!PyErr_Occurred())
{
- if (m_pPhysicsController1)
- {
- m_pPhysicsController1->setOrientation(matrix.getRotation());
- }
+ matrix.setRotation(quat);
NodeSetLocalOrientation(matrix);
}
- Py_INCREF(Py_None);
- return Py_None;
+ Py_Return;
}
@@ -1075,16 +1048,13 @@ PyObject* KX_GameObject::PySetPosition(PyObject* self,
PyObject* kwds)
{
// make a general function for this, it's needed many times
-
- MT_Point3 pos = ConvertPythonVectorArg(args);
- if (this->m_pPhysicsController1)
+ PyObject *pypos;
+ if (PyArg_ParseTuple(args, "O", &pypos))
{
- this->m_pPhysicsController1->setPosition(pos);
+ MT_Point3 pos = MT_Point3FromPyList(pypos);
+ NodeSetLocalPosition(pos);
}
- NodeSetLocalPosition(pos);
-
- Py_INCREF(Py_None);
- return Py_None;
+ Py_Return;
}
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self,