diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-04-20 19:06:46 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-04-20 19:06:46 +0400 |
commit | 874c29cea8e6f9bc411fccf2d6f4cb07e94328d0 (patch) | |
tree | 5971e577cf7c02e05a1e37b5ad058c71a6744877 /source/gameengine/Ketsji/KX_GameObject.h | |
parent | 7555bfa793a2b0fc187c6211c56986f35b2d7b09 (diff) | |
parent | c5bc4e4fb1a33eda8c31f2ea02e91f32f74c8fa5 (diff) |
2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.h')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.h | 156 |
1 files changed, 135 insertions, 21 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index 211c9b7ca7d..ec02dc17b75 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -51,15 +51,18 @@ #include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */ #define KX_OB_DYNAMIC 1 - //Forward declarations. struct KX_ClientObjectInfo; class KX_RayCast; class RAS_MeshObject; class KX_IPhysicsController; +class PHY_IGraphicController; class PHY_IPhysicsEnvironment; struct Object; +/* utility conversion function */ +bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix); + /** * KX_GameObject is the main class for dynamic objects. */ @@ -86,8 +89,10 @@ protected: // culled = while rendering, depending on camera bool m_bVisible; bool m_bCulled; + bool m_bOccluder; KX_IPhysicsController* m_pPhysicsController1; + PHY_IGraphicController* m_pGraphicController; // used for ray casting PHY_IPhysicsEnvironment* m_pPhysicsEnvironment; STR_String m_testPropName; @@ -101,6 +106,28 @@ protected: public: bool m_isDeformable; + /** + * Helper function for modules that can't include KX_ClientObjectInfo.h + */ + static KX_GameObject* GetClientObject(KX_ClientObjectInfo* info); + + // Python attributes that wont convert into CValue + // + // there are 2 places attributes can be stored, in the CValue, + // where attributes are converted into BGE's CValue types + // these can be used with property actuators + // + // For the python API, For types that cannot be converted into CValues (lists, dicts, GameObjects) + // these will be put into "m_attr_dict", logic bricks cannot access them. + // + // rules for setting attributes. + // + // * there should NEVER be a CValue and a m_attr_dict attribute with matching names. get/sets make sure of this. + // * if CValue conversion fails, use a PyObject in "m_attr_dict" + // * when assigning a value, first see if it can be a CValue, if it can remove the "m_attr_dict" and set the CValue + // + PyObject* m_attr_dict; + virtual void /* This function should be virtual - derived classed override it */ Relink( GEN_Map<GEN_HashedPtr, void*> *map @@ -206,7 +233,7 @@ public: /** * Inherited from CValue -- does nothing! */ - float + double GetNumber( ); @@ -279,6 +306,12 @@ public: MT_Scalar GetMass(); + /** + * Return the local inertia vector of the object + */ + MT_Vector3 + GetLocalInertia(); + /** * Return the angular velocity of the game object. */ @@ -351,6 +384,19 @@ public: } /** + * @return a pointer to the graphic controller owner by this class + */ + PHY_IGraphicController* GetGraphicController() + { + return m_pGraphicController; + } + + void SetGraphicController(PHY_IGraphicController* graphiccontroller) + { + m_pGraphicController = graphiccontroller; + } + + /** * @section Coordinate system manipulation functions */ @@ -367,8 +413,7 @@ public: void NodeUpdateGS( - double time, - bool bInitiator + double time ); const @@ -525,13 +570,6 @@ public: static void UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene); /** - * Only update the transform if it's a non-dynamic object - */ - void - UpdateNonDynas( - ); - - /** * Function to set IPO option at start of IPO */ void @@ -665,20 +703,37 @@ public: /** * Was this object culled? */ - bool + inline bool GetCulled( void - ); + ) { return m_bCulled; } /** * Set culled flag of this object */ - void + inline void SetCulled( bool c - ); + ) { m_bCulled = c; } + + /** + * Is this object an occluder? + */ + inline bool + GetOccluder( + void + ) { return m_bOccluder; } /** + * Set occluder flag of this object + */ + void + SetOccluder( + bool v, + bool recursive + ); + + /** * Change the layer of the object (when it is added in another layer * than the original layer) */ @@ -752,14 +807,29 @@ public: } KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; } + + CListValue* GetChildren(); + CListValue* GetChildrenRecursive(); + /** * @section Python interface functions. */ - - virtual PyObject* _getattr(const char *attr); - virtual int _setattr(const char *attr, PyObject *value); // _setattr method - virtual PyObject* _repr(void) { return PyString_FromString(GetName().ReadPtr()); } + virtual PyObject* py_getattro(PyObject *attr); + virtual int py_setattro(PyObject *attr, PyObject *value); // py_setattro method + virtual int py_delattro(PyObject *attr); + virtual PyObject* py_repr(void) + { + return PyString_FromString(GetName().ReadPtr()); + } + + + /* quite annoying that we need these but the bloody + * py_getattro_up and py_setattro_up macro's have a returns in them! */ + PyObject* py_getattro__internal(PyObject *attr); + int py_setattro__internal(PyObject *attr, PyObject *value); // py_setattro method + + KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition); KX_PYMETHOD_O(KX_GameObject,SetPosition); KX_PYMETHOD_O(KX_GameObject,SetWorldPosition); @@ -778,6 +848,7 @@ public: KX_PYMETHOD_O(KX_GameObject,SetOrientation); KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible); KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible); + KX_PYMETHOD_VARARGS(KX_GameObject,SetOcclusion); KX_PYMETHOD_NOARGS(KX_GameObject,GetState); KX_PYMETHOD_O(KX_GameObject,SetState); KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect); @@ -802,6 +873,50 @@ public: KX_PYMETHOD_DOC(KX_GameObject,rayCast); KX_PYMETHOD_DOC_O(KX_GameObject,getDistanceTo); KX_PYMETHOD_DOC_O(KX_GameObject,getVectTo); + KX_PYMETHOD_DOC_VARARGS(KX_GameObject, sendMessage); + /* attributes */ + static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + + static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static int pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); + static PyObject* pyattr_get_meshes(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef); + + /* for dir(), python3 uses __dir__() */ + static PyObject* pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + + /* Experemental! */ + static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); + + /* getitem/setitem */ + static Py_ssize_t Map_Len(PyObject* self); + static PyMappingMethods Mapping; + static PyObject* Map_GetItem(PyObject *self_v, PyObject *item); + static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val); private : @@ -820,8 +935,7 @@ private : }; -/* utility conversion function */ -bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok); + #endif //__KX_GAMEOBJECT |