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Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 4203 |
1 files changed, 0 insertions, 4203 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp deleted file mode 100644 index a4dc5f5c4a2..00000000000 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ /dev/null @@ -1,4203 +0,0 @@ -/* - * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 - */ - -/** \file gameengine/Ketsji/KX_GameObject.cpp - * \ingroup ketsji - */ - -#ifdef _MSC_VER - /* 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 - -#include "RAS_IPolygonMaterial.h" -#include "KX_BlenderMaterial.h" -#include "KX_GameObject.h" -#include "KX_Camera.h" // only for their ::Type -#include "KX_Light.h" // only for their ::Type -#include "KX_FontObject.h" // only for their ::Type -#include "RAS_MeshObject.h" -#include "KX_NavMeshObject.h" -#include "KX_MeshProxy.h" -#include "KX_PolyProxy.h" -#include <stdio.h> // printf -#include "SG_Controller.h" -#include "PHY_IGraphicController.h" -#include "SG_Node.h" -#include "KX_ClientObjectInfo.h" -#include "RAS_BucketManager.h" -#include "KX_RayCast.h" -#include "KX_PythonInit.h" -#include "KX_PyMath.h" -#include "SCA_IActuator.h" -#include "SCA_ISensor.h" -#include "SCA_IController.h" -#include "NG_NetworkScene.h" //Needed for sendMessage() -#include "KX_ObstacleSimulation.h" -#include "KX_Scene.h" - -#include "BKE_object.h" - -#include "BL_ActionManager.h" -#include "BL_Action.h" - -#include "EXP_PyObjectPlus.h" /* python stuff */ -#include "EXP_ListWrapper.h" -#include "BLI_utildefines.h" - -#ifdef WITH_PYTHON -# include "EXP_PythonCallBack.h" -# include "python_utildefines.h" -#endif - -// This file defines relationships between parents and children -// in the game engine. - -#include "KX_SG_NodeRelationships.h" - -#include "BLI_math.h" - -static MT_Point3 dummy_point= MT_Point3(0.0f, 0.0f, 0.0f); -static MT_Vector3 dummy_scaling = MT_Vector3(1.0f, 1.0f, 1.0f); -static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(1.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 1.0f); - -KX_GameObject::KX_GameObject( - void* sgReplicationInfo, - SG_Callbacks callbacks) - : SCA_IObject(), - m_bDyna(false), - m_layer(0), - m_currentLodLevel(0), - m_previousLodLevel(0), - m_pBlenderObject(NULL), - m_pBlenderGroupObject(NULL), - m_bUseObjectColor(false), - m_bIsNegativeScaling(false), - m_objectColor(1.0f, 1.0f, 1.0f, 1.0f), - m_bVisible(true), - m_bCulled(true), - m_bOccluder(false), - m_pPhysicsController(NULL), - m_pGraphicController(NULL), - m_pObstacleSimulation(NULL), - m_pInstanceObjects(NULL), - m_pDupliGroupObject(NULL), - m_actionManager(NULL), - m_bRecordAnimation(false), - m_isDeformable(false) - -#ifdef WITH_PYTHON - , m_attr_dict(NULL), - m_collisionCallbacks(NULL) -#endif -{ - 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() -{ -#ifdef WITH_PYTHON - if (m_attr_dict) { - PyDict_Clear(m_attr_dict); /* in case of circular refs or other weird cases */ - /* Py_CLEAR: Py_DECREF's and NULL's */ - Py_CLEAR(m_attr_dict); - } - // Unregister collision callbacks - // Do this before we start freeing physics information like m_pClient_info - if (m_collisionCallbacks) { - UnregisterCollisionCallbacks(); - Py_CLEAR(m_collisionCallbacks); - } -#endif // WITH_PYTHON - - RemoveMeshes(); - - // 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); - - /* m_pSGNode is freed in KX_Scene::RemoveNodeDestructObject */ - } - if (m_pGraphicController) - { - delete m_pGraphicController; - } - - if (m_pPhysicsController) - { - delete m_pPhysicsController; - } - - if (m_pObstacleSimulation) - { - m_pObstacleSimulation->DestroyObstacleForObj(this); - } - - if (m_actionManager) - { - delete m_actionManager; - } - - if (m_pDupliGroupObject) - { - m_pDupliGroupObject->Release(); - } - - if (m_pInstanceObjects) - { - m_pInstanceObjects->Release(); - } -} - -KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo *info) -{ - if (!info) - return NULL; - return info->m_gameobject; -} - -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; -} - - - -double KX_GameObject::GetNumber() -{ - return 0; -} - - - -STR_String& KX_GameObject::GetName() -{ - return m_name; -} - - -/* Set the name of the value */ -void KX_GameObject::SetName(const char *name) -{ - m_name = name; -} - -PHY_IPhysicsController* KX_GameObject::GetPhysicsController() -{ - return m_pPhysicsController; -} - -KX_GameObject* KX_GameObject::GetDupliGroupObject() -{ - return m_pDupliGroupObject; -} - -CListValue* KX_GameObject::GetInstanceObjects() -{ - return m_pInstanceObjects; -} - -void KX_GameObject::AddInstanceObjects(KX_GameObject* obj) -{ - if (!m_pInstanceObjects) - m_pInstanceObjects = new CListValue(); - - obj->AddRef(); - m_pInstanceObjects->Add(obj); -} - -void KX_GameObject::RemoveInstanceObject(KX_GameObject* obj) -{ - assert(m_pInstanceObjects); - m_pInstanceObjects->RemoveValue(obj); - obj->Release(); -} - -void KX_GameObject::RemoveDupliGroupObject() -{ - if (m_pDupliGroupObject) { - m_pDupliGroupObject->Release(); - m_pDupliGroupObject = NULL; - } -} - -void KX_GameObject::SetDupliGroupObject(KX_GameObject* obj) -{ - obj->AddRef(); - m_pDupliGroupObject = obj; -} - -void KX_GameObject::AddConstraint(bRigidBodyJointConstraint *cons) -{ - m_constraints.push_back(cons); -} - -std::vector<bRigidBodyJointConstraint*> KX_GameObject::GetConstraints() -{ - return m_constraints; -} - -void KX_GameObject::ClearConstraints() -{ - m_constraints.clear(); -} - -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(); - } - - return result; - -} - -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() && // object is not zombi - obj->GetSGNode() && // object is not zombi - GetSGNode()->GetSGParent() != obj->GetSGNode() && // not already parented to same object - !GetSGNode()->IsAncessor(obj->GetSGNode()) && // no parenting loop - this != obj) // not the object itself - { - // Make sure the objects have some scale - MT_Vector3 scale1 = NodeGetWorldScaling(); - MT_Vector3 scale2 = obj->NodeGetWorldScaling(); - if (fabs(scale2[0]) < (MT_Scalar)FLT_EPSILON || - fabs(scale2[1]) < (MT_Scalar)FLT_EPSILON || - fabs(scale2[2]) < (MT_Scalar)FLT_EPSILON || - fabs(scale1[0]) < (MT_Scalar)FLT_EPSILON || - fabs(scale1[1]) < (MT_Scalar)FLT_EPSILON || - fabs(scale1[2]) < (MT_Scalar)FLT_EPSILON) { return; } - - // Remove us from our old parent and set our new parent - RemoveParent(scene); - obj->GetSGNode()->AddChild(GetSGNode()); - - if (m_pPhysicsController) - { - m_pPhysicsController->SuspendDynamics(ghost); - } - // Set us to our new scale, position, and orientation - scale2[0] = 1.0f/scale2[0]; - scale2[1] = 1.0f/scale2[1]; - scale2[2] = 1.0f/scale2[2]; - scale1 = scale1 * scale2; - MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse(); - MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2; - - NodeSetLocalScale(scale1); - NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2])); - NodeSetLocalOrientation(invori*NodeGetWorldOrientation()); - NodeUpdateGS(0.f); - // 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(); - // 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_pPhysicsController && addToCompound) - { - // step 1: find the top parent (not necessarily obj) - KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject(); - // step 2: verify it has a physical controller and compound shape - if (rootobj != NULL && - rootobj->m_pPhysicsController != NULL && - rootobj->m_pPhysicsController->IsCompound()) - { - rootobj->m_pPhysicsController->AddCompoundChild(m_pPhysicsController); - } - } - // graphically, the object hasn't change place, no need to update m_pGraphicController - } -} - -void KX_GameObject::RemoveParent(KX_Scene *scene) -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (GetSGNode() && GetSGNode()->GetSGParent()) - { - // get the root object to remove us from compound object if needed - KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject(); - // 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); - // 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()); - if (m_pPhysicsController) - { - // in case this controller was added as a child shape to the parent - if (rootobj != NULL && - rootobj->m_pPhysicsController != NULL && - rootobj->m_pPhysicsController->IsCompound()) - { - rootobj->m_pPhysicsController->RemoveCompoundChild(m_pPhysicsController); - } - m_pPhysicsController->RestoreDynamics(); - if (m_pPhysicsController->IsDynamic() && (rootobj != NULL && rootobj->m_pPhysicsController)) - { - // dynamic object should remember the velocity they had while being parented - MT_Point3 childPoint = GetSGNode()->GetWorldPosition(); - MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition(); - MT_Point3 relPoint; - relPoint = (childPoint-rootPoint); - MT_Vector3 linVel = rootobj->m_pPhysicsController->GetVelocity(relPoint); - MT_Vector3 angVel = rootobj->m_pPhysicsController->GetAngularVelocity(); - m_pPhysicsController->SetLinearVelocity(linVel, false); - m_pPhysicsController->SetAngularVelocity(angVel, false); - } - } - // graphically, the object hasn't change place, no need to update m_pGraphicController - } -} - -BL_ActionManager* KX_GameObject::GetActionManager() -{ - // We only want to create an action manager if we need it - if (!m_actionManager) - { - GetScene()->AddAnimatedObject(this); - m_actionManager = new BL_ActionManager(this); - } - return m_actionManager; -} - -bool KX_GameObject::PlayAction(const char* name, - float start, - float end, - short layer, - short priority, - float blendin, - short play_mode, - float layer_weight, - short ipo_flags, - float playback_speed, - short blend_mode) -{ - return GetActionManager()->PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode); -} - -void KX_GameObject::StopAction(short layer) -{ - GetActionManager()->StopAction(layer); -} - -void KX_GameObject::RemoveTaggedActions() -{ - GetActionManager()->RemoveTaggedActions(); -} - -bool KX_GameObject::IsActionDone(short layer) -{ - return GetActionManager()->IsActionDone(layer); -} - -void KX_GameObject::UpdateActionManager(float curtime) -{ - GetActionManager()->Update(curtime); -} - -float KX_GameObject::GetActionFrame(short layer) -{ - return GetActionManager()->GetActionFrame(layer); -} - -const char *KX_GameObject::GetActionName(short layer) -{ - return GetActionManager()->GetActionName(layer); -} - -void KX_GameObject::SetActionFrame(short layer, float frame) -{ - GetActionManager()->SetActionFrame(layer, frame); -} - -bAction *KX_GameObject::GetCurrentAction(short layer) -{ - return GetActionManager()->GetCurrentAction(layer); -} - -void KX_GameObject::SetPlayMode(short layer, short mode) -{ - GetActionManager()->SetPlayMode(layer, mode); -} - -void KX_GameObject::SetTimes(short layer, float start, float end) -{ - GetActionManager()->SetTimes(layer, start, end); -} - -void KX_GameObject::ProcessReplica() -{ - SCA_IObject::ProcessReplica(); - - m_pGraphicController = NULL; - m_pPhysicsController = NULL; - m_pSGNode = NULL; - - /* Dupli group and instance list are set later in replication. - * See KX_Scene::DupliGroupRecurse. */ - m_pDupliGroupObject = NULL; - m_pInstanceObjects = NULL; - m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info); - m_pClient_info->m_gameobject = this; - m_actionManager = NULL; - m_state = 0; - - KX_Scene* scene = KX_GetActiveScene(); - KX_ObstacleSimulation* obssimulation = scene->GetObstacleSimulation(); - struct Object* blenderobject = GetBlenderObject(); - if (obssimulation && (blenderobject->gameflag & OB_HASOBSTACLE)) - { - obssimulation->AddObstacleForObj(this); - } - -#ifdef WITH_PYTHON - if (m_attr_dict) - m_attr_dict= PyDict_Copy(m_attr_dict); -#endif - -} - -static void setGraphicController_recursive(SG_Node* node) -{ - NodeList& children = node->GetSGChildren(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) - { - SG_Node* childnode = (*childit); - KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject()); - if (clientgameobj != NULL) // This is a GameObject - clientgameobj->ActivateGraphicController(false); - - // if the childobj is NULL then this may be an inverse parent link - // so a non recursive search should still look down this node. - setGraphicController_recursive(childnode); - } -} - - -void KX_GameObject::ActivateGraphicController(bool recurse) -{ - if (m_pGraphicController) - { - m_pGraphicController->Activate(m_bVisible); - } - if (recurse) - { - setGraphicController_recursive(GetSGNode()); - } -} - -void KX_GameObject::SetUserCollisionGroup(unsigned short group) -{ - m_userCollisionGroup = group; - if (m_pPhysicsController) - m_pPhysicsController->RefreshCollisions(); -} -void KX_GameObject::SetUserCollisionMask(unsigned short mask) -{ - m_userCollisionMask = mask; - if (m_pPhysicsController) - m_pPhysicsController->RefreshCollisions(); -} - -unsigned short KX_GameObject::GetUserCollisionGroup() -{ - return m_userCollisionGroup; -} -unsigned short KX_GameObject::GetUserCollisionMask() -{ - return m_userCollisionMask; -} - -bool KX_GameObject::CheckCollision(KX_GameObject* other) -{ - return this->m_userCollisionGroup & other->m_userCollisionMask; -} - -CValue* KX_GameObject::GetReplica() -{ - KX_GameObject* replica = new KX_GameObject(*this); - - // this will copy properties and so on... - replica->ProcessReplica(); - - return replica; -} - -bool KX_GameObject::IsDynamicsSuspended() const -{ - if (m_pPhysicsController) - return m_pPhysicsController->IsSuspended(); - return false; -} - -float KX_GameObject::getLinearDamping() const -{ - if (m_pPhysicsController) - return m_pPhysicsController->GetLinearDamping(); - return 0; -} - -float KX_GameObject::getAngularDamping() const -{ - if (m_pPhysicsController) - return m_pPhysicsController->GetAngularDamping(); - return 0; -} - -void KX_GameObject::setLinearDamping(float damping) -{ - if (m_pPhysicsController) - m_pPhysicsController->SetLinearDamping(damping); -} - - -void KX_GameObject::setAngularDamping(float damping) -{ - if (m_pPhysicsController) - m_pPhysicsController->SetAngularDamping(damping); -} - - -void KX_GameObject::setDamping(float linear, float angular) -{ - if (m_pPhysicsController) - m_pPhysicsController->SetDamping(linear, angular); -} - - -void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local) -{ - if (m_pPhysicsController) - m_pPhysicsController->ApplyForce(force,local); -} - - - -void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local) -{ - if (m_pPhysicsController) - m_pPhysicsController->ApplyTorque(torque,local); -} - - - -void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local) -{ - if (GetSGNode()) - { - if (m_pPhysicsController) // (IsDynamic()) - { - m_pPhysicsController->RelativeTranslate(dloc,local); - } - GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local); - } -} - - - -void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local) -{ - MT_Matrix3x3 rotmat(drot); - - if (GetSGNode()) { - GetSGNode()->RelativeRotate(rotmat,local); - - if (m_pPhysicsController) { // (IsDynamic()) - m_pPhysicsController->RelativeRotate(rotmat,local); - } - } -} - - - -/** - * GetOpenGL Matrix, returns an OpenGL 'compatible' matrix - */ -float *KX_GameObject::GetOpenGLMatrix() -{ - // todo: optimize and only update if necessary - float *fl = m_OpenGL_4x4Matrix.getPointer(); - if (GetSGNode()) { - MT_Transform trans; - - trans.setOrigin(GetSGNode()->GetWorldPosition()); - trans.setBasis(GetSGNode()->GetWorldOrientation()); - - MT_Vector3 scaling = GetSGNode()->GetWorldScaling(); - m_bIsNegativeScaling = ((scaling[0] < 0.0f) ^ (scaling[1] < 0.0f) ^ (scaling[2] < 0.0f)) ? true : false; - trans.scale(scaling[0], scaling[1], scaling[2]); - trans.getValue(fl); - GetSGNode()->ClearDirty(); - } - return fl; -} - -void KX_GameObject::UpdateBlenderObjectMatrix(Object* blendobj) -{ - if (!blendobj) - blendobj = m_pBlenderObject; - if (blendobj) { - const MT_Matrix3x3& rot = NodeGetWorldOrientation(); - const MT_Vector3& scale = NodeGetWorldScaling(); - const MT_Vector3& pos = NodeGetWorldPosition(); - rot.getValue(blendobj->obmat[0]); - pos.getValue(blendobj->obmat[3]); - mul_v3_fl(blendobj->obmat[0], scale[0]); - mul_v3_fl(blendobj->obmat[1], scale[1]); - mul_v3_fl(blendobj->obmat[2], scale[2]); - } -} - -void KX_GameObject::AddMeshUser() -{ - for (size_t i=0;i<m_meshes.size();i++) - { - m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer()); - } - // set the part of the mesh slot that never change - float *fl = GetOpenGLMatrixPtr()->getPointer(); - - SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots); -// RAS_MeshSlot* ms; - for (mit.begin(); !mit.end(); ++mit) - { - (*mit)->m_OpenGLMatrix = fl; - } - UpdateBuckets(false); -} - -static void UpdateBuckets_recursive(SG_Node* node) -{ - NodeList& children = node->GetSGChildren(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) - { - SG_Node* childnode = (*childit); - KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject()); - if (clientgameobj != NULL) // This is a GameObject - clientgameobj->UpdateBuckets(0); - - // if the childobj is NULL then this may be an inverse parent link - // so a non recursive search should still look down this node. - UpdateBuckets_recursive(childnode); - } -} - -void KX_GameObject::UpdateBuckets( bool recursive ) -{ - if (GetSGNode()) { - RAS_MeshSlot *ms; - - if (GetSGNode()->IsDirty()) - GetOpenGLMatrix(); - - SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots); - for (mit.begin(); !mit.end(); ++mit) - { - ms = *mit; - ms->m_bObjectColor = m_bUseObjectColor; - ms->m_RGBAcolor = m_objectColor; - ms->m_bVisible = m_bVisible; - ms->m_bCulled = m_bCulled || !m_bVisible; - if (!ms->m_bCulled) - ms->m_bucket->ActivateMesh(ms); - - /* split if necessary */ -#ifdef USE_SPLIT - ms->Split(); -#endif - } - - if (recursive) { - UpdateBuckets_recursive(GetSGNode()); - } - } -} - -void KX_GameObject::RemoveMeshes() -{ - for (size_t i=0;i<m_meshes.size();i++) - m_meshes[i]->RemoveFromBuckets(this); - - //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter - - m_meshes.clear(); -} - -void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh) -{ - m_lodmeshes.push_back(mesh); -} - - -static float calcHysteresis(KX_Scene *kxscene, LodLevel *lod) -{ - float hystvariance = 0.0f; - - if (!kxscene->IsActivedLodHysteresis()) - return hystvariance; - - short hysteresis = 0; - // if exists, LoD level hysteresis will override scene hysteresis - if (lod->next->flags & OB_LOD_USE_HYST) - hysteresis = lod->next->obhysteresis; - else - hysteresis = kxscene->GetLodHysteresisValue(); - - return hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100; -} - -void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos) -{ - // Handle dupligroups - if (m_pInstanceObjects) { - KX_GameObject *instob; - int count = m_pInstanceObjects->GetCount(); - for (int i = 0; i < count; i++) { - instob = (KX_GameObject*)m_pInstanceObjects->GetValue(i); - instob->UpdateLod(cam_pos); - } - } - - if (m_lodmeshes.empty()) - return; - - MT_Vector3 delta = NodeGetWorldPosition() - cam_pos; - float distance2 = delta.length2(); - - int level = 0; - float hystvariance = 0.0f; - Object *bob = GetBlenderObject(); - LodLevel *lod = (LodLevel *)bob->lodlevels.first; - KX_Scene *kxscene = GetScene(); - - for (; lod; lod = lod->next, level++) { - if (!lod->source || lod->source->type != OB_MESH) - level--; - - if (!lod->next) - break; - - if (level == m_previousLodLevel || level == (m_previousLodLevel + 1)) { - hystvariance = calcHysteresis(kxscene, lod); - float newdistance = lod->next->distance + hystvariance; - if (newdistance * newdistance > distance2) - break; - } - else if (level == (m_previousLodLevel - 1)) { - hystvariance = calcHysteresis(kxscene, lod); - float newdistance = lod->next->distance - hystvariance; - if (newdistance * newdistance > distance2) - break; - } - } - - RAS_MeshObject *mesh = m_lodmeshes[level]; - m_currentLodLevel = level; - if (mesh != m_meshes[0]) { - m_previousLodLevel = level; - GetScene()->ReplaceMesh(this, mesh, true, false); - } -} - -void KX_GameObject::UpdateTransform() -{ - // HACK: saves function call for dynamic object, they are handled differently - if (m_pPhysicsController && !m_pPhysicsController->IsDynamic()) - m_pPhysicsController->SetTransform(); - if (m_pGraphicController) - // update the culling tree - m_pGraphicController->SetGraphicTransform(); - -} - -void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene) -{ - ((KX_GameObject*)gameobj)->UpdateTransform(); -} - -void KX_GameObject::SynchronizeTransform() -{ - // only used for sensor object, do full synchronization as bullet doesn't do it - if (m_pPhysicsController) - m_pPhysicsController->SetTransform(); - if (m_pGraphicController) - m_pGraphicController->SetGraphicTransform(); -} - -void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene) -{ - ((KX_GameObject*)gameobj)->SynchronizeTransform(); -} - - -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) -{ - /* This function shouldn't call BL_Action::Update, not even indirectly, - * as it will cause deadlock due to the lock in BL_Action::Update. */ - - // just the 'normal' update procedure. - GetSGNode()->SetSimulatedTime(curframetime,recurse); - GetSGNode()->UpdateWorldData(curframetime); - UpdateTransform(); -} - -// IPO update -void -KX_GameObject::UpdateMaterialData( - dword matname_hash, - 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) { - list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial(); - - for (; mit != m_meshes[mesh]->GetLastMaterial(); ++mit) - { - RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial(); - - if (poly->GetFlag() & RAS_BLENDERMAT ) - { - KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly); - - if (matname_hash == 0) - { - m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha); - // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance) - SetObjectColor(rgba); - } - else - { - if (matname_hash == poly->GetMaterialNameHash()) - { - m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha); - m_meshes[mesh]->SetVertexColor(poly,rgba); - - // no break here, because one blender material can be split into several game engine materials - // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body - // if here was a break then would miss some vertices if material was split - } - } - } - } - } -} -bool -KX_GameObject::GetVisible( - void - ) -{ - return m_bVisible; -} - -static void setVisible_recursive(SG_Node* node, bool v) -{ - NodeList& children = node->GetSGChildren(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) - { - SG_Node* childnode = (*childit); - KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject()); - if (clientgameobj != NULL) // This is a GameObject - clientgameobj->SetVisible(v, 0); - - // if the childobj is NULL then this may be an inverse parent link - // so a non recursive search should still look down this node. - setVisible_recursive(childnode, v); - } -} - - -void -KX_GameObject::SetVisible( - bool v, - bool recursive - ) -{ - if (GetSGNode()) { - m_bVisible = v; - if (m_pGraphicController) - m_pGraphicController->Activate(m_bVisible); - if (recursive) - setVisible_recursive(GetSGNode(), v); - } -} - -static void setOccluder_recursive(SG_Node* node, bool v) -{ - NodeList& children = node->GetSGChildren(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) - { - SG_Node* childnode = (*childit); - KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject()); - if (clientgameobj != NULL) // This is a GameObject - clientgameobj->SetOccluder(v, false); - - // if the childobj is NULL then this may be an inverse parent link - // so a non recursive search should still look down this node. - setOccluder_recursive(childnode, v); - } -} - -void -KX_GameObject::SetOccluder( - bool v, - bool recursive - ) -{ - if (GetSGNode()) { - m_bOccluder = v; - if (recursive) - setOccluder_recursive(GetSGNode(), v); - } -} - -static void setDebug_recursive(SG_Node *node, bool debug) -{ - NodeList& children = node->GetSGChildren(); - KX_Scene *scene = KX_GetActiveScene(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) { - SG_Node *childnode = (*childit); - KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject()); - if (clientgameobj != NULL) { - if (debug) { - if (!scene->ObjectInDebugList(clientgameobj)) - scene->AddObjectDebugProperties(clientgameobj); - } - else - scene->RemoveObjectDebugProperties(clientgameobj); - } - - /* if the childobj is NULL then this may be an inverse parent link - * so a non recursive search should still look down this node. */ - setDebug_recursive(childnode, debug); - } -} - -void KX_GameObject::SetUseDebugProperties( bool debug, bool recursive ) -{ - KX_Scene *scene = KX_GetActiveScene(); - - if (debug) { - if (!scene->ObjectInDebugList(this)) - scene->AddObjectDebugProperties(this); - } - else - scene->RemoveObjectDebugProperties(this); - - if (recursive) - setDebug_recursive(GetSGNode(), debug); -} - -void -KX_GameObject::SetLayer( - int l - ) -{ - m_layer = l; -} - -int -KX_GameObject::GetLayer( - void - ) -{ - return m_layer; -} - -void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local) -{ - if (m_pPhysicsController) - { - MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel; - m_pPhysicsController->SetLinearVelocity(lv + m_pPhysicsController->GetLinearVelocity(), 0); - } -} - - - -void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local) -{ - if (m_pPhysicsController) - m_pPhysicsController->SetLinearVelocity(lin_vel,local); -} - - - -void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local) -{ - if (m_pPhysicsController) - m_pPhysicsController->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_pPhysicsController) - { - - MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel; - MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel; - m_pPhysicsController->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; -} - -const MT_Vector4& KX_GameObject::GetObjectColor() -{ - return m_objectColor; -} - -void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) -{ - const MT_Scalar eps = 3.0f * MT_EPSILON; - MT_Matrix3x3 orimat; - MT_Vector3 vect,ori,z,x,y; - MT_Scalar len; - - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return; - - vect = dir; - len = vect.length(); - if (MT_fuzzyZero(len)) - { - cout << "alignAxisToVect() Error: Null vector!\n"; - return; - } - - if (fac <= 0.0f) { - return; - } - - // normalize - vect /= len; - orimat = GetSGNode()->GetWorldOrientation(); - switch (axis) - { - case 0: // align x axis of new coord system to vect - ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); // pivot axis - if (1.0f - MT_abs(vect.dot(ori)) < eps) { // vect parallel to pivot? - ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); // change the pivot! - } - - if (fac == 1.0f) { - x = vect; - } else { - x = (vect * fac) + ((orimat * MT_Vector3(1.0f, 0.0f, 0.0f)) * (1.0f - fac)); - len = x.length(); - if (MT_fuzzyZero(len)) x = vect; - else x /= len; - } - y = ori.cross(x); - z = x.cross(y); - break; - case 1: // y axis - ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]); - if (1.0f - MT_abs(vect.dot(ori)) < eps) { - ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); - } - - if (fac == 1.0f) { - y = vect; - } else { - y = (vect * fac) + ((orimat * MT_Vector3(0.0f, 1.0f, 0.0f)) * (1.0f - fac)); - len = y.length(); - if (MT_fuzzyZero(len)) y = vect; - else y /= len; - } - z = ori.cross(y); - x = y.cross(z); - break; - case 2: // z axis - ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); - if (1.0f - MT_abs(vect.dot(ori)) < eps) { - ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]); - } - - if (fac == 1.0f) { - z = vect; - } else { - z = (vect * fac) + ((orimat * MT_Vector3(0.0f, 0.0f, 1.0f)) * (1.0f - fac)); - len = z.length(); - if (MT_fuzzyZero(len)) z = vect; - else z /= len; - } - x = ori.cross(z); - y = z.cross(x); - break; - default: // invalid axis specified - cout << "alignAxisToVect(): Invalid axis '" << axis <<"'\n"; - return; - } - x.normalize(); // normalize the new base vectors - y.normalize(); - z.normalize(); - orimat.setValue(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 (cancelling out the parent orientation) - MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse(); - NodeSetLocalOrientation(invori*orimat); - } - else { - NodeSetLocalOrientation(orimat); - } -} - -MT_Scalar KX_GameObject::GetMass() -{ - if (m_pPhysicsController) - { - return m_pPhysicsController->GetMass(); - } - return 0.0f; -} - -MT_Vector3 KX_GameObject::GetLocalInertia() -{ - MT_Vector3 local_inertia(0.0f,0.0f,0.0f); - if (m_pPhysicsController) - { - local_inertia = m_pPhysicsController->GetLocalInertia(); - } - return local_inertia; -} - -MT_Vector3 KX_GameObject::GetLinearVelocity(bool local) -{ - MT_Vector3 velocity(0.0f,0.0f,0.0f), locvel; - MT_Matrix3x3 ori; - if (m_pPhysicsController) - { - velocity = m_pPhysicsController->GetLinearVelocity(); - - if (local) - { - ori = GetSGNode()->GetWorldOrientation(); - - locvel = velocity * ori; - return locvel; - } - } - return velocity; -} - -MT_Vector3 KX_GameObject::GetAngularVelocity(bool local) -{ - MT_Vector3 velocity(0.0f,0.0f,0.0f), locvel; - MT_Matrix3x3 ori; - if (m_pPhysicsController) - { - velocity = m_pPhysicsController->GetAngularVelocity(); - - if (local) - { - ori = GetSGNode()->GetWorldOrientation(); - - locvel = velocity * ori; - return locvel; - } - } - return velocity; -} - -MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point) -{ - if (m_pPhysicsController) - { - return m_pPhysicsController->GetVelocity(point); - } - return MT_Vector3(0.0f,0.0f,0.0f); -} - -// scenegraph node stuff - -void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans) -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return; - - if (m_pPhysicsController && !GetSGNode()->GetSGParent()) - { - // don't update physic controller if the object is a child: - // 1) the transformation will not be right - // 2) in this case, the physic controller is necessarily a static object - // that is updated from the normal kinematic synchronization - m_pPhysicsController->SetPosition(trans); - } - - GetSGNode()->SetLocalPosition(trans); - -} - - - -void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot) -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return; - - if (m_pPhysicsController && !GetSGNode()->GetSGParent()) - { - // see note above - m_pPhysicsController->SetOrientation(rot); - } - GetSGNode()->SetLocalOrientation(rot); -} - -void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot) -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return; - - if (GetSGNode()->GetSGParent()) - GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot); - else - NodeSetLocalOrientation(rot); -} - -void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale) -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return; - - if (m_pPhysicsController && !GetSGNode()->GetSGParent()) - { - // see note above - m_pPhysicsController->SetScaling(scale); - } - GetSGNode()->SetLocalScale(scale); -} - - - -void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale) -{ - if (GetSGNode()) - { - GetSGNode()->RelativeScale(scale); - if (m_pPhysicsController && (!GetSGNode()->GetSGParent())) - { - // see note above - // we can use the local scale: it's the same thing for a root object - // and the world scale is not yet updated - MT_Vector3 newscale = GetSGNode()->GetLocalScale(); - m_pPhysicsController->SetScaling(newscale); - } - } -} - -void KX_GameObject::NodeSetWorldScale(const MT_Vector3& scale) -{ - if (!GetSGNode()) - return; - SG_Node* parent = GetSGNode()->GetSGParent(); - if (parent != NULL) - { - // Make sure the objects have some scale - MT_Vector3 p_scale = parent->GetWorldScaling(); - if (fabs(p_scale[0]) < (MT_Scalar)FLT_EPSILON || - fabs(p_scale[1]) < (MT_Scalar)FLT_EPSILON || - fabs(p_scale[2]) < (MT_Scalar)FLT_EPSILON) - { - return; - } - - p_scale[0] = 1/p_scale[0]; - p_scale[1] = 1/p_scale[1]; - p_scale[2] = 1/p_scale[2]; - - NodeSetLocalScale(scale * p_scale); - } - else - { - NodeSetLocalScale(scale); - } -} - -void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans) -{ - if (!GetSGNode()) - return; - SG_Node* parent = GetSGNode()->GetSGParent(); - if (parent != NULL) - { - // Make sure the objects have some scale - MT_Vector3 scale = parent->GetWorldScaling(); - if (fabs(scale[0]) < (MT_Scalar)FLT_EPSILON || - fabs(scale[1]) < (MT_Scalar)FLT_EPSILON || - fabs(scale[2]) < (MT_Scalar)FLT_EPSILON) - { - return; - } - scale[0] = 1.0f/scale[0]; - scale[1] = 1.0f/scale[1]; - scale[2] = 1.0f/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) -{ - if (GetSGNode()) - GetSGNode()->UpdateWorldData(time); -} - - - -const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return dummy_orientation; - return GetSGNode()->GetWorldOrientation(); -} - -const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return dummy_orientation; - return GetSGNode()->GetLocalOrientation(); -} - -const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return dummy_scaling; - - return GetSGNode()->GetWorldScaling(); -} - -const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return dummy_scaling; - - return GetSGNode()->GetLocalScale(); -} - -const MT_Point3& KX_GameObject::NodeGetWorldPosition() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (GetSGNode()) - return GetSGNode()->GetWorldPosition(); - else - return dummy_point; -} - -const MT_Point3& KX_GameObject::NodeGetLocalPosition() const -{ - // check on valid node in case a python controller holds a reference to a deleted object - if (GetSGNode()) - return GetSGNode()->GetLocalPosition(); - else - return dummy_point; -} - - -void KX_GameObject::UnregisterCollisionCallbacks() -{ - if (!GetPhysicsController()) { - printf("Warning, trying to unregister collision callbacks for object without collisions: %s!\n", GetName().ReadPtr()); - return; - } - - // Unregister from callbacks - KX_Scene* scene = GetScene(); - PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment(); - PHY_IPhysicsController* spc = GetPhysicsController(); - // If we are the last to unregister on this physics controller - if (pe->RemoveCollisionCallback(spc)) { - // If we are a sensor object - if (m_pClient_info->isSensor()) - // Remove sensor body from physics world - pe->RemoveSensor(spc); - } -} - -void KX_GameObject::RegisterCollisionCallbacks() -{ - if (!GetPhysicsController()) { - printf("Warning, trying to register collision callbacks for object without collisions: %s!\n", GetName().ReadPtr()); - return; - } - - // Register from callbacks - KX_Scene* scene = GetScene(); - PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment(); - PHY_IPhysicsController* spc = GetPhysicsController(); - // If we are the first to register on this physics controller - if (pe->RequestCollisionCallback(spc)) { - // If we are a sensor object - if (m_pClient_info->isSensor()) - // Add sensor body to physics world - pe->AddSensor(spc); - } -} -void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider, const MT_Vector3 &point, const MT_Vector3 &normal) -{ -#ifdef WITH_PYTHON - if (!m_collisionCallbacks || PyList_GET_SIZE(m_collisionCallbacks) == 0) - return; - - PyObject *args[] = {collider->GetProxy(), PyObjectFrom(point), PyObjectFrom(normal)}; - RunPythonCallBackList(m_collisionCallbacks, args, 1, ARRAY_SIZE(args)); - - for (unsigned int i = 0; i < ARRAY_SIZE(args); ++i) { - Py_DECREF(args[i]); - } -#endif -} - -/* Suspend/ resume: for the dynamic behavior, 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(); - // Child objects must be static, so we block changing to dynamic - if (GetPhysicsController() && !GetParent()) - GetPhysicsController()->RestoreDynamics(); - - m_suspended = false; - } -} - -void KX_GameObject::Suspend() -{ - if ((!m_ignore_activity_culling) && (!m_suspended)) { - SCA_IObject::Suspend(); - if (GetPhysicsController()) - GetPhysicsController()->SuspendDynamics(); - m_suspended = true; - } -} - -static void walk_children(SG_Node* node, CListValue* list, bool recursive) -{ - if (!node) - return; - NodeList& children = node->GetSGChildren(); - - for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit) - { - SG_Node* childnode = (*childit); - CValue* childobj = (CValue*)childnode->GetSGClientObject(); - if (childobj != NULL) // This is a GameObject - { - // add to the list - list->Add(childobj->AddRef()); - } - - // if the childobj is NULL then this may be an inverse parent link - // so a non recursive search should still look down this node. - if (recursive || childobj==NULL) { - walk_children(childnode, list, recursive); - } - } -} - -CListValue* KX_GameObject::GetChildren() -{ - CListValue* list = new CListValue(); - walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */ - return list; -} - -CListValue* KX_GameObject::GetChildrenRecursive() -{ - CListValue* list = new CListValue(); - walk_children(GetSGNode(), list, 1); - return list; -} - -KX_Scene* KX_GameObject::GetScene() -{ - SG_Node* node = this->GetSGNode(); - if (node == NULL) { - // this happens for object in non active layers, rely on static scene then - return KX_GetActiveScene(); - } - return static_cast<KX_Scene*>(node->GetSGClientInfo()); -} - -/* --------------------------------------------------------------------- - * Some stuff taken from the header - * --------------------------------------------------------------------- */ -void KX_GameObject::Relink(CTR_Map<CTR_HashedPtr, void*> *map_parameter) -{ - // we will relink the sensors and actuators that use object references - // if the object is part of the replicated hierarchy, use the new - // object reference instead - SCA_SensorList& sensorlist = GetSensors(); - SCA_SensorList::iterator sit; - for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++) - { - (*sit)->Relink(map_parameter); - } - SCA_ActuatorList& actuatorlist = GetActuators(); - SCA_ActuatorList::iterator ait; - for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++) - { - (*ait)->Relink(map_parameter); - } -} - -#ifdef USE_MATHUTILS - -/* These require an SGNode */ -#define MATHUTILS_VEC_CB_POS_LOCAL 1 -#define MATHUTILS_VEC_CB_POS_GLOBAL 2 -#define MATHUTILS_VEC_CB_SCALE_LOCAL 3 -#define MATHUTILS_VEC_CB_SCALE_GLOBAL 4 -#define MATHUTILS_VEC_CB_INERTIA_LOCAL 5 -#define MATHUTILS_VEC_CB_OBJECT_COLOR 6 -#define MATHUTILS_VEC_CB_LINVEL_LOCAL 7 -#define MATHUTILS_VEC_CB_LINVEL_GLOBAL 8 -#define MATHUTILS_VEC_CB_ANGVEL_LOCAL 9 -#define MATHUTILS_VEC_CB_ANGVEL_GLOBAL 10 - -static unsigned char mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */ - -static int mathutils_kxgameob_generic_check(BaseMathObject *bmo) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user); - if (self == NULL) - return -1; - - return 0; -} - -static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user); - if (self == NULL) - return -1; - -#define PHYS_ERR(attr) PyErr_SetString(PyExc_AttributeError, "KX_GameObject." attr ", is missing a physics controller") - - switch (subtype) { - case MATHUTILS_VEC_CB_POS_LOCAL: - self->NodeGetLocalPosition().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_POS_GLOBAL: - self->NodeGetWorldPosition().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_SCALE_LOCAL: - self->NodeGetLocalScaling().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_SCALE_GLOBAL: - self->NodeGetWorldScaling().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_INERTIA_LOCAL: - if (!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1; - self->GetPhysicsController()->GetLocalInertia().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_OBJECT_COLOR: - self->GetObjectColor().getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_LINVEL_LOCAL: - if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; - self->GetLinearVelocity(true).getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_LINVEL_GLOBAL: - if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; - self->GetLinearVelocity(false).getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_ANGVEL_LOCAL: - if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; - self->GetAngularVelocity(true).getValue(bmo->data); - break; - case MATHUTILS_VEC_CB_ANGVEL_GLOBAL: - if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; - self->GetAngularVelocity(false).getValue(bmo->data); - break; - - } - -#undef PHYS_ERR - - return 0; -} - -static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user); - if (self == NULL) - return -1; - - switch (subtype) { - case MATHUTILS_VEC_CB_POS_LOCAL: - self->NodeSetLocalPosition(MT_Point3(bmo->data)); - self->NodeUpdateGS(0.f); - break; - case MATHUTILS_VEC_CB_POS_GLOBAL: - self->NodeSetWorldPosition(MT_Point3(bmo->data)); - self->NodeUpdateGS(0.f); - break; - case MATHUTILS_VEC_CB_SCALE_LOCAL: - self->NodeSetLocalScale(MT_Point3(bmo->data)); - self->NodeUpdateGS(0.f); - break; - case MATHUTILS_VEC_CB_SCALE_GLOBAL: - PyErr_SetString(PyExc_AttributeError, "KX_GameObject.worldScale is read-only"); - return -1; - case MATHUTILS_VEC_CB_INERTIA_LOCAL: - /* read only */ - break; - case MATHUTILS_VEC_CB_OBJECT_COLOR: - self->SetObjectColor(MT_Vector4(bmo->data)); - break; - case MATHUTILS_VEC_CB_LINVEL_LOCAL: - self->setLinearVelocity(MT_Point3(bmo->data),true); - break; - case MATHUTILS_VEC_CB_LINVEL_GLOBAL: - self->setLinearVelocity(MT_Point3(bmo->data),false); - break; - case MATHUTILS_VEC_CB_ANGVEL_LOCAL: - self->setAngularVelocity(MT_Point3(bmo->data),true); - break; - case MATHUTILS_VEC_CB_ANGVEL_GLOBAL: - self->setAngularVelocity(MT_Point3(bmo->data),false); - break; - } - - return 0; -} - -static int mathutils_kxgameob_vector_get_index(BaseMathObject *bmo, int subtype, int index) -{ - /* lazy, avoid repeteing the case statement */ - if (mathutils_kxgameob_vector_get(bmo, subtype) == -1) - return -1; - return 0; -} - -static int mathutils_kxgameob_vector_set_index(BaseMathObject *bmo, int subtype, int index) -{ - float f= bmo->data[index]; - - /* lazy, avoid repeteing the case statement */ - if (mathutils_kxgameob_vector_get(bmo, subtype) == -1) - return -1; - - bmo->data[index] = f; - return mathutils_kxgameob_vector_set(bmo, subtype); -} - -static Mathutils_Callback mathutils_kxgameob_vector_cb = { - mathutils_kxgameob_generic_check, - mathutils_kxgameob_vector_get, - mathutils_kxgameob_vector_set, - mathutils_kxgameob_vector_get_index, - mathutils_kxgameob_vector_set_index -}; - -/* Matrix */ -#define MATHUTILS_MAT_CB_ORI_LOCAL 1 -#define MATHUTILS_MAT_CB_ORI_GLOBAL 2 - -static unsigned char mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */ - -static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user); - if (self == NULL) - return -1; - - switch (subtype) { - case MATHUTILS_MAT_CB_ORI_LOCAL: - self->NodeGetLocalOrientation().getValue3x3(bmo->data); - break; - case MATHUTILS_MAT_CB_ORI_GLOBAL: - self->NodeGetWorldOrientation().getValue3x3(bmo->data); - break; - } - - return 0; -} - - -static int mathutils_kxgameob_matrix_set(BaseMathObject *bmo, int subtype) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user); - if (self == NULL) - return -1; - - MT_Matrix3x3 mat3x3; - switch (subtype) { - case MATHUTILS_MAT_CB_ORI_LOCAL: - mat3x3.setValue3x3(bmo->data); - self->NodeSetLocalOrientation(mat3x3); - self->NodeUpdateGS(0.f); - break; - case MATHUTILS_MAT_CB_ORI_GLOBAL: - mat3x3.setValue3x3(bmo->data); - self->NodeSetLocalOrientation(mat3x3); - self->NodeUpdateGS(0.f); - break; - } - - return 0; -} - -static Mathutils_Callback mathutils_kxgameob_matrix_cb = { - mathutils_kxgameob_generic_check, - mathutils_kxgameob_matrix_get, - mathutils_kxgameob_matrix_set, - NULL, - NULL -}; - - -void KX_GameObject_Mathutils_Callback_Init(void) -{ - // register mathutils callbacks, ok to run more than once. - mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb); - mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb); -} - -#endif // USE_MATHUTILS - -#ifdef WITH_PYTHON -/* ------- python stuff ---------------------------------------------------*/ -PyMethodDef KX_GameObject::Methods[] = { - {"applyForce", (PyCFunction) KX_GameObject::sPyApplyForce, METH_VARARGS}, - {"applyTorque", (PyCFunction) KX_GameObject::sPyApplyTorque, METH_VARARGS}, - {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS}, - {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS}, - {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS}, - {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS}, - {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS}, - {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS}, - {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS}, - {"setDamping", (PyCFunction) KX_GameObject::sPySetDamping, METH_VARARGS}, - {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS}, - {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS}, - {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O}, - {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics, METH_VARARGS}, - {"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}, - {"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}, - - - {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS}, - {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS}, - {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS}, - {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS}, - {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS}, - - KX_PYMETHODTABLE(KX_GameObject, rayCastTo), - KX_PYMETHODTABLE(KX_GameObject, rayCast), - KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo), - KX_PYMETHODTABLE_O(KX_GameObject, getVectTo), - KX_PYMETHODTABLE(KX_GameObject, sendMessage), - KX_PYMETHODTABLE(KX_GameObject, addDebugProperty), - - KX_PYMETHODTABLE_KEYWORDS(KX_GameObject, playAction), - KX_PYMETHODTABLE(KX_GameObject, stopAction), - KX_PYMETHODTABLE(KX_GameObject, getActionFrame), - KX_PYMETHODTABLE(KX_GameObject, getActionName), - KX_PYMETHODTABLE(KX_GameObject, setActionFrame), - KX_PYMETHODTABLE(KX_GameObject, isPlayingAction), - - // dict style access for props - {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS}, - - {NULL,NULL} //Sentinel -}; - -PyAttributeDef KX_GameObject::Attributes[] = { - KX_PYATTRIBUTE_INT_RO("currentLodLevel", KX_GameObject, m_currentLodLevel), - KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name), - KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent), - KX_PYATTRIBUTE_RO_FUNCTION("groupMembers", KX_GameObject, pyattr_get_group_members), - KX_PYATTRIBUTE_RO_FUNCTION("groupObject", KX_GameObject, pyattr_get_group_object), - KX_PYATTRIBUTE_RO_FUNCTION("scene", KX_GameObject, pyattr_get_scene), - KX_PYATTRIBUTE_RO_FUNCTION("life", KX_GameObject, pyattr_get_life), - KX_PYATTRIBUTE_RW_FUNCTION("mass", KX_GameObject, pyattr_get_mass, pyattr_set_mass), - KX_PYATTRIBUTE_RO_FUNCTION("isSuspendDynamics", KX_GameObject, pyattr_get_is_suspend_dynamics), - KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin", KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min), - KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax", KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max), - KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMin", KX_GameObject, pyattr_get_ang_vel_min, pyattr_set_ang_vel_min), - KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMax", KX_GameObject, pyattr_get_ang_vel_max, pyattr_set_ang_vel_max), - KX_PYATTRIBUTE_RW_FUNCTION("visible", KX_GameObject, pyattr_get_visible, pyattr_set_visible), - KX_PYATTRIBUTE_RW_FUNCTION("record_animation", KX_GameObject, pyattr_get_record_animation, pyattr_set_record_animation), - KX_PYATTRIBUTE_BOOL_RW ("occlusion", KX_GameObject, m_bOccluder), - KX_PYATTRIBUTE_RW_FUNCTION("position", KX_GameObject, pyattr_get_worldPosition, pyattr_set_localPosition), - KX_PYATTRIBUTE_RO_FUNCTION("localInertia", KX_GameObject, pyattr_get_localInertia), - KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation), - KX_PYATTRIBUTE_RW_FUNCTION("scaling", KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling), - KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset), - KX_PYATTRIBUTE_RW_FUNCTION("collisionCallbacks", KX_GameObject, pyattr_get_collisionCallbacks, pyattr_set_collisionCallbacks), - KX_PYATTRIBUTE_RW_FUNCTION("collisionGroup", KX_GameObject, pyattr_get_collisionGroup, pyattr_set_collisionGroup), - KX_PYATTRIBUTE_RW_FUNCTION("collisionMask", KX_GameObject, pyattr_get_collisionMask, pyattr_set_collisionMask), - KX_PYATTRIBUTE_RW_FUNCTION("state", KX_GameObject, pyattr_get_state, pyattr_set_state), - KX_PYATTRIBUTE_RO_FUNCTION("meshes", KX_GameObject, pyattr_get_meshes), - KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation), - KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation), - KX_PYATTRIBUTE_RW_FUNCTION("localPosition", KX_GameObject, pyattr_get_localPosition, pyattr_set_localPosition), - KX_PYATTRIBUTE_RW_FUNCTION("worldPosition", KX_GameObject, pyattr_get_worldPosition, pyattr_set_worldPosition), - KX_PYATTRIBUTE_RW_FUNCTION("localScale", KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling), - KX_PYATTRIBUTE_RW_FUNCTION("worldScale", KX_GameObject, pyattr_get_worldScaling, pyattr_set_worldScaling), - KX_PYATTRIBUTE_RW_FUNCTION("localTransform", KX_GameObject, pyattr_get_localTransform, pyattr_set_localTransform), - KX_PYATTRIBUTE_RW_FUNCTION("worldTransform", KX_GameObject, pyattr_get_worldTransform, pyattr_set_worldTransform), - KX_PYATTRIBUTE_RW_FUNCTION("linearVelocity", KX_GameObject, pyattr_get_localLinearVelocity, pyattr_set_worldLinearVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("localLinearVelocity", KX_GameObject, pyattr_get_localLinearVelocity, pyattr_set_localLinearVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("worldLinearVelocity", KX_GameObject, pyattr_get_worldLinearVelocity, pyattr_set_worldLinearVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("angularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_worldAngularVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("localAngularVelocity", KX_GameObject, pyattr_get_localAngularVelocity, pyattr_set_localAngularVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("worldAngularVelocity", KX_GameObject, pyattr_get_worldAngularVelocity, pyattr_set_worldAngularVelocity), - KX_PYATTRIBUTE_RW_FUNCTION("linearDamping", KX_GameObject, pyattr_get_linearDamping, pyattr_set_linearDamping), - KX_PYATTRIBUTE_RW_FUNCTION("angularDamping", KX_GameObject, pyattr_get_angularDamping, pyattr_set_angularDamping), - KX_PYATTRIBUTE_RO_FUNCTION("children", KX_GameObject, pyattr_get_children), - KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive), - KX_PYATTRIBUTE_RO_FUNCTION("attrDict", KX_GameObject, pyattr_get_attrDict), - KX_PYATTRIBUTE_RW_FUNCTION("color", KX_GameObject, pyattr_get_obcolor, pyattr_set_obcolor), - KX_PYATTRIBUTE_RW_FUNCTION("debug", KX_GameObject, pyattr_get_debug, pyattr_set_debug), - KX_PYATTRIBUTE_RW_FUNCTION("debugRecursive", KX_GameObject, pyattr_get_debugRecursive, pyattr_set_debugRecursive), - - /* experimental, don't rely on these yet */ - KX_PYATTRIBUTE_RO_FUNCTION("sensors", KX_GameObject, pyattr_get_sensors), - KX_PYATTRIBUTE_RO_FUNCTION("controllers", KX_GameObject, pyattr_get_controllers), - KX_PYATTRIBUTE_RO_FUNCTION("actuators", KX_GameObject, pyattr_get_actuators), - {NULL} //Sentinel -}; - -PyObject *KX_GameObject::PyReplaceMesh(PyObject *args) -{ - KX_Scene *scene = KX_GetActiveScene(); - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - - PyObject *value; - int use_gfx= 1, use_phys= 0; - RAS_MeshObject *new_mesh; - - if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys)) - return NULL; - - if (!ConvertPythonToMesh(logicmgr, value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject")) - return NULL; - - scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys); - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::PyEndObject() -{ - KX_Scene* scene = GetScene(); - - scene->DelayedRemoveObject(this); - - Py_RETURN_NONE; - -} - -PyObject *KX_GameObject::PyReinstancePhysicsMesh(PyObject *args) -{ - KX_GameObject *gameobj= NULL; - RAS_MeshObject *mesh= NULL; - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - - PyObject *gameobj_py= NULL; - PyObject *mesh_py= NULL; - - if ( !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) || - (gameobj_py && !ConvertPythonToGameObject(logicmgr, gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || - (mesh_py && !ConvertPythonToMesh(logicmgr, mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) - ) { - return NULL; - } - - /* gameobj and mesh can be NULL */ - if (GetPhysicsController() && GetPhysicsController()->ReinstancePhysicsShape(gameobj, mesh)) - Py_RETURN_TRUE; - - Py_RETURN_FALSE; -} - -static PyObject *Map_GetItem(PyObject *self_v, PyObject *item) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(self_v); - const char *attr_str= _PyUnicode_AsString(item); - CValue* resultattr; - PyObject *pyconvert; - - if (self == NULL) { - PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, " BGE_PROXY_ERROR_MSG); - return NULL; - } - - /* first see if the attributes a string and try get the cvalue attribute */ - if (attr_str && (resultattr=self->GetProperty(attr_str))) { - pyconvert = resultattr->ConvertValueToPython(); - return pyconvert ? pyconvert:resultattr->GetProxy(); - } - /* no CValue attribute, try get the python only m_attr_dict attribute */ - else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) { - - if (attr_str) - PyErr_Clear(); - Py_INCREF(pyconvert); - return pyconvert; - } - else { - if (attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str); - else PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist"); - return NULL; - } - -} - - -static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(self_v); - const char *attr_str= _PyUnicode_AsString(key); - if (attr_str==NULL) - PyErr_Clear(); - - if (self == NULL) { - PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, " BGE_PROXY_ERROR_MSG); - return -1; - } - - if (val==NULL) { /* del ob["key"] */ - int del= 0; - - /* try remove both just in case */ - if (attr_str) - del |= (self->RemoveProperty(attr_str)==true) ? 1:0; - - if (self->m_attr_dict) - del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0; - - if (del==0) { - if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str); - else PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted"); - return -1; - } - else if (self->m_attr_dict) { - PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */ - } - } - else { /* ob["key"] = value */ - bool set = false; - - /* as CValue */ - if (attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */ - { - CValue *vallie = self->ConvertPythonToValue(val, false, "gameOb[key] = value: "); - - if (vallie) { - CValue* oldprop = self->GetProperty(attr_str); - - if (oldprop) - oldprop->SetValue(vallie); - else - self->SetProperty(attr_str, vallie); - - vallie->Release(); - set = true; - - /* try remove dict value to avoid double ups */ - if (self->m_attr_dict) { - if (PyDict_DelItem(self->m_attr_dict, key) != 0) - PyErr_Clear(); - } - } - else if (PyErr_Occurred()) { - return -1; - } - } - - if (set == false) { - if (self->m_attr_dict==NULL) /* lazy init */ - self->m_attr_dict= PyDict_New(); - - - if (PyDict_SetItem(self->m_attr_dict, key, val)==0) - { - if (attr_str) - self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */ - set = true; - } - else { - if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str); - else PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary"); - } - } - - if (set == false) { - return -1; /* pythons error value */ - } - - } - - return 0; /* success */ -} - -static int Seq_Contains(PyObject *self_v, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>BGE_PROXY_REF(self_v); - - if (self == NULL) { - PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, " BGE_PROXY_ERROR_MSG); - return -1; - } - - if (PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value))) - return 1; - - if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value)) - return 1; - - return 0; -} - - -PyMappingMethods KX_GameObject::Mapping = { - (lenfunc)NULL , /*inquiry mp_length */ - (binaryfunc)Map_GetItem, /*binaryfunc mp_subscript */ - (objobjargproc)Map_SetItem, /*objobjargproc mp_ass_subscript */ -}; - -PySequenceMethods KX_GameObject::Sequence = { - NULL, /* Cant set the len otherwise it can evaluate as false */ - NULL, /* sq_concat */ - NULL, /* sq_repeat */ - NULL, /* sq_item */ - NULL, /* sq_slice */ - NULL, /* sq_ass_item */ - NULL, /* sq_ass_slice */ - (objobjproc)Seq_Contains, /* sq_contains */ - (binaryfunc) NULL, /* sq_inplace_concat */ - (ssizeargfunc) NULL, /* sq_inplace_repeat */ -}; - -PyTypeObject KX_GameObject::Type = { - PyVarObject_HEAD_INIT(NULL, 0) - "KX_GameObject", - sizeof(PyObjectPlus_Proxy), - 0, - py_base_dealloc, - 0, - 0, - 0, - 0, - py_base_repr, - 0, - &Sequence, - &Mapping, - 0,0,0, - NULL, - NULL, - 0, - Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, - 0,0,0,0,0,0,0, - Methods, - 0, - 0, - &SCA_IObject::Type, - 0,0,0,0,0,0, - py_base_new -}; - -PyObject *KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyUnicode_From_STR_String(self->GetName()); -} - -PyObject *KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - KX_GameObject* parent = self->GetParent(); - if (parent) { - return parent->GetProxy(); - } - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::pyattr_get_group_members(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - CListValue* instances = self->GetInstanceObjects(); - if (instances) { - return instances->GetProxy(); - } - Py_RETURN_NONE; -} - -PyObject* KX_GameObject::pyattr_get_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - // Only objects with a physics controller should have collision callbacks - if (!self->GetPhysicsController()) { - PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled"); - return NULL; - } - - // Return the existing callbacks - if (self->m_collisionCallbacks == NULL) - { - self->m_collisionCallbacks = PyList_New(0); - // Subscribe to collision update from KX_TouchManager - self->RegisterCollisionCallbacks(); - } - Py_INCREF(self->m_collisionCallbacks); - return self->m_collisionCallbacks; -} - -int KX_GameObject::pyattr_set_collisionCallbacks(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - // Only objects with a physics controller should have collision callbacks - if (!self->GetPhysicsController()) { - PyErr_SetString(PyExc_AttributeError, "KX_GameObject.collisionCallbacks: attribute only available for objects with collisions enabled"); - return PY_SET_ATTR_FAIL; - } - - if (!PyList_CheckExact(value)) - { - PyErr_SetString(PyExc_ValueError, "Expected a list"); - return PY_SET_ATTR_FAIL; - } - - if (self->m_collisionCallbacks == NULL) { - self->RegisterCollisionCallbacks(); - } else { - Py_DECREF(self->m_collisionCallbacks); - } - - Py_INCREF(value); - - - self->m_collisionCallbacks = value; - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_collisionGroup(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyLong_FromLong(self->GetUserCollisionGroup()); -} - -int KX_GameObject::pyattr_set_collisionGroup(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int val = PyLong_AsLong(value); - - if (val == -1 && PyErr_Occurred()) { - PyErr_SetString(PyExc_TypeError, "gameOb.collisionGroup = int: KX_GameObject, expected an int bit field"); - return PY_SET_ATTR_FAIL; - } - - if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) { - PyErr_Format(PyExc_AttributeError, "gameOb.collisionGroup = int: KX_GameObject, expected a int bit field, 0 < group < %i", (1 << OB_MAX_COL_MASKS)); - return PY_SET_ATTR_FAIL; - } - - self->SetUserCollisionGroup(val); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_collisionMask(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyLong_FromLong(self->GetUserCollisionMask()); -} - -int KX_GameObject::pyattr_set_collisionMask(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int val = PyLong_AsLong(value); - - if (val == -1 && PyErr_Occurred()) { - PyErr_SetString(PyExc_TypeError, "gameOb.collisionMask = int: KX_GameObject, expected an int bit field"); - return PY_SET_ATTR_FAIL; - } - - if (val == 0 || val & ~((1 << OB_MAX_COL_MASKS) - 1)) { - PyErr_Format(PyExc_AttributeError, "gameOb.collisionMask = int: KX_GameObject, expected a int bit field, 0 < mask < %i", (1 << OB_MAX_COL_MASKS)); - return PY_SET_ATTR_FAIL; - } - - self->SetUserCollisionMask(val); - return PY_SET_ATTR_SUCCESS; -} - -PyObject* KX_GameObject::pyattr_get_scene(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - KX_Scene *scene = self->GetScene(); - if (scene) { - return scene->GetProxy(); - } - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::pyattr_get_group_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - KX_GameObject* pivot = self->GetDupliGroupObject(); - if (pivot) { - return pivot->GetProxy(); - } - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - CValue *life = self->GetProperty("::timebomb"); - if (life) - // this convert the timebomb seconds to frames, hard coded 50.0f (assuming 50fps) - // value hardcoded in KX_Scene::AddReplicaObject() - return PyFloat_FromDouble(life->GetNumber() * 50.0); - else - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f); -} - -int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - MT_Scalar val = PyFloat_AsDouble(value); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above"); - return PY_SET_ATTR_FAIL; - } - - if (spc) - spc->SetMass(val); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_is_suspend_dynamics(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - // Only objects with a physics controller can be suspended - if (!self->GetPhysicsController()) { - PyErr_SetString(PyExc_AttributeError, "This object has not Physics Controller"); - return NULL; - } - - return PyBool_FromLong(self->IsDynamicsSuspended()); -} - -PyObject *KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - return PyFloat_FromDouble(spc ? spc->GetLinVelocityMin() : 0.0f); -} - -int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - MT_Scalar val = PyFloat_AsDouble(value); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above"); - return PY_SET_ATTR_FAIL; - } - - if (spc) - spc->SetLinVelocityMin(val); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f); -} - -int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - MT_Scalar val = PyFloat_AsDouble(value); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above"); - return PY_SET_ATTR_FAIL; - } - - if (spc) - spc->SetLinVelocityMax(val); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMin() : 0.0f); -} - -int KX_GameObject::pyattr_set_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - MT_Scalar val = PyFloat_AsDouble(value); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, - "gameOb.angularVelocityMin = float: KX_GameObject, expected a nonnegative float"); - return PY_SET_ATTR_FAIL; - } - - if (spc) - spc->SetAngularVelocityMin(val); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMax() : 0.0f); -} - -int KX_GameObject::pyattr_set_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - PHY_IPhysicsController *spc = self->GetPhysicsController(); - MT_Scalar val = PyFloat_AsDouble(value); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, - "gameOb.angularVelocityMax = float: KX_GameObject, expected a nonnegative float"); - return PY_SET_ATTR_FAIL; - } - - if (spc) - spc->SetAngularVelocityMax(val); - - return PY_SET_ATTR_SUCCESS; -} - - -PyObject *KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyBool_FromLong(self->GetVisible()); -} - -int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int param = PyObject_IsTrue( value ); - if (param == -1) { - PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False"); - return PY_SET_ATTR_FAIL; - } - - self->SetVisible(param, false); - self->UpdateBuckets(false); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_record_animation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyBool_FromLong(self->IsRecordAnimation()); -} - -int KX_GameObject::pyattr_set_record_animation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int param = PyObject_IsTrue(value); - if (param == -1) { - PyErr_SetString(PyExc_AttributeError, "gameOb.record_animation = bool: KX_GameObject, expected boolean"); - return PY_SET_ATTR_FAIL; - } - - self->SetRecordAnimation(param); - - return PY_SET_ATTR_SUCCESS; -} - - - -PyObject *KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetWorldPosition()); -#endif -} - -int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Point3 pos; - if (!PyVecTo(value, pos)) - return PY_SET_ATTR_FAIL; - - self->NodeSetWorldPosition(pos); - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetLocalPosition()); -#endif -} - -int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Point3 pos; - if (!PyVecTo(value, pos)) - return PY_SET_ATTR_FAIL; - - self->NodeSetLocalPosition(pos); - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - if (self->GetPhysicsController1()) - return PyObjectFrom(self->GetPhysicsController1()->GetLocalInertia()); - return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f); -#endif -} - -PyObject *KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Matrix_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, 3, - mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetWorldOrientation()); -#endif -} - -int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - /* if value is not a sequence PyOrientationTo makes an error */ - MT_Matrix3x3 rot; - if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, ")) - return PY_SET_ATTR_FAIL; - - self->NodeSetGlobalOrientation(rot); - - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Matrix_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, 3, - mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetLocalOrientation()); -#endif -} - -int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - /* if value is not a sequence PyOrientationTo makes an error */ - MT_Matrix3x3 rot; - if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, ")) - return PY_SET_ATTR_FAIL; - - self->NodeSetLocalOrientation(rot); - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetWorldScaling()); -#endif -} - -int KX_GameObject::pyattr_set_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 scale; - if (!PyVecTo(value, scale)) - return PY_SET_ATTR_FAIL; - - self->NodeSetWorldScale(scale); - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->NodeGetLocalScaling()); -#endif -} - -int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 scale; - if (!PyVecTo(value, scale)) - return PY_SET_ATTR_FAIL; - - self->NodeSetLocalScale(scale); - self->NodeUpdateGS(0.f); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - float mat[16]; - - MT_Transform trans; - - trans.setOrigin(self->GetSGNode()->GetLocalPosition()); - trans.setBasis(self->GetSGNode()->GetLocalOrientation()); - - MT_Vector3 scaling = self->GetSGNode()->GetLocalScale(); - trans.scale(scaling[0], scaling[1], scaling[2]); - - trans.getValue(mat); - - return PyObjectFrom(MT_Matrix4x4(mat)); -} - -int KX_GameObject::pyattr_set_localTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Matrix4x4 temp; - if (!PyMatTo(value, temp)) - return PY_SET_ATTR_FAIL; - - float transform[4][4]; - float loc[3], size[3]; - float rot[3][3]; - MT_Matrix3x3 orientation; - - temp.getValue(*transform); - mat4_to_loc_rot_size(loc, rot, size, transform); - - self->NodeSetLocalPosition(MT_Point3(loc)); - - //MT_Matrix3x3's constructor expects a 4x4 matrix - orientation = MT_Matrix3x3(); - orientation.setValue3x3(*rot); - self->NodeSetLocalOrientation(orientation); - - self->NodeSetLocalScale(MT_Vector3(size)); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_worldTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - return PyObjectFrom(MT_Matrix4x4(self->GetOpenGLMatrix())); -} - -int KX_GameObject::pyattr_set_worldTransform(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Matrix4x4 temp; - if (!PyMatTo(value, temp)) - return PY_SET_ATTR_FAIL; - - float transform[4][4]; - float loc[3], size[3]; - float rot[3][3]; - MT_Matrix3x3 orientation; - - temp.getValue(*transform); - mat4_to_loc_rot_size(loc, rot, size, transform); - - self->NodeSetWorldPosition(MT_Point3(loc)); - - //MT_Matrix3x3's constructor expects a 4x4 matrix - orientation = MT_Matrix3x3(); - orientation.setValue3x3(*rot); - self->NodeSetGlobalOrientation(orientation); - - self->NodeSetWorldScale(MT_Vector3(size)); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_GLOBAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(GetLinearVelocity(false)); -#endif -} - -int KX_GameObject::pyattr_set_worldLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 velocity; - if (!PyVecTo(value, velocity)) - return PY_SET_ATTR_FAIL; - - self->setLinearVelocity(velocity, false); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_LINVEL_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(GetLinearVelocity(true)); -#endif -} - -int KX_GameObject::pyattr_set_localLinearVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 velocity; - if (!PyVecTo(value, velocity)) - return PY_SET_ATTR_FAIL; - - self->setLinearVelocity(velocity, true); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_GLOBAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(GetAngularVelocity(false)); -#endif -} - -int KX_GameObject::pyattr_set_worldAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 velocity; - if (!PyVecTo(value, velocity)) - return PY_SET_ATTR_FAIL; - - self->setAngularVelocity(velocity, false); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 3, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_ANGVEL_LOCAL); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(GetAngularVelocity(true)); -#endif -} - -int KX_GameObject::pyattr_set_localAngularVelocity(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector3 velocity; - if (!PyVecTo(value, velocity)) - return PY_SET_ATTR_FAIL; - - self->setAngularVelocity(velocity, true); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyFloat_FromDouble(self->getLinearDamping()); -} - -int KX_GameObject::pyattr_set_linearDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - float val = PyFloat_AsDouble(value); - self->setLinearDamping(val); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyFloat_FromDouble(self->getAngularDamping()); -} - -int KX_GameObject::pyattr_set_angularDamping(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - float val = PyFloat_AsDouble(value); - self->setAngularDamping(val); - return PY_SET_ATTR_SUCCESS; -} - - -PyObject *KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - SG_Node* sg_parent; - if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) { - return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset()); - } else { - return PyFloat_FromDouble(0.0f); - } -} - -int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - if (self->GetSGNode()) { - MT_Scalar val = PyFloat_AsDouble(value); - SG_Node *sg_parent= self->GetSGNode()->GetSGParent(); - if (val < 0.0f) { /* also accounts for non float */ - PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above"); - return PY_SET_ATTR_FAIL; - } - if (sg_parent && sg_parent->IsSlowParent()) - static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val); - } - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int state = 0; - state |= self->GetState(); - return PyLong_FromLong(state); -} - -int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - int state_i = PyLong_AsLong(value); - unsigned int state = 0; - - if (state_i == -1 && PyErr_Occurred()) { - PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field"); - return PY_SET_ATTR_FAIL; - } - - state |= state_i; - if ((state & ((1<<30)-1)) == 0) { - PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)"); - return PY_SET_ATTR_FAIL; - } - self->SetState(state); - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - PyObject *meshes= PyList_New(self->m_meshes.size()); - int i; - - for (i=0; i < (int)self->m_meshes.size(); i++) - { - KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]); - PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true)); - } - - return meshes; -} - -PyObject *KX_GameObject::pyattr_get_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ -#ifdef USE_MATHUTILS - return Vector_CreatePyObject_cb( - BGE_PROXY_FROM_REF_BORROW(self_v), 4, - mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_OBJECT_COLOR); -#else - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return PyObjectFrom(self->GetObjectColor()); -#endif -} - -int KX_GameObject::pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - MT_Vector4 obcolor; - if (!PyVecTo(value, obcolor)) - return PY_SET_ATTR_FAIL; - - self->SetObjectColor(obcolor); - return PY_SET_ATTR_SUCCESS; -} - -static int kx_game_object_get_sensors_size_cb(void *self_v) -{ - return ((KX_GameObject *)self_v)->GetSensors().size(); -} - -static PyObject *kx_game_object_get_sensors_item_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetSensors()[index]->GetProxy(); -} - -static const char *kx_game_object_get_sensors_item_name_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetSensors()[index]->GetName().ReadPtr(); -} - -/* These are experimental! */ -PyObject *KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - return (new CListWrapper(self_v, - ((KX_GameObject *)self_v)->GetProxy(), - NULL, - kx_game_object_get_sensors_size_cb, - kx_game_object_get_sensors_item_cb, - kx_game_object_get_sensors_item_name_cb, - NULL))->NewProxy(true); -} - -static int kx_game_object_get_controllers_size_cb(void *self_v) -{ - return ((KX_GameObject *)self_v)->GetControllers().size(); -} - -static PyObject *kx_game_object_get_controllers_item_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetControllers()[index]->GetProxy(); -} - -static const char *kx_game_object_get_controllers_item_name_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetControllers()[index]->GetName().ReadPtr(); -} - -PyObject *KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - return (new CListWrapper(self_v, - ((KX_GameObject *)self_v)->GetProxy(), - NULL, - kx_game_object_get_controllers_size_cb, - kx_game_object_get_controllers_item_cb, - kx_game_object_get_controllers_item_name_cb, - NULL))->NewProxy(true); -} - -static int kx_game_object_get_actuators_size_cb(void *self_v) -{ - return ((KX_GameObject *)self_v)->GetActuators().size(); -} - -static PyObject *kx_game_object_get_actuators_item_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetActuators()[index]->GetProxy(); -} - -static const char *kx_game_object_get_actuators_item_name_cb(void *self_v, int index) -{ - return ((KX_GameObject *)self_v)->GetActuators()[index]->GetName().ReadPtr(); -} - -PyObject *KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - return (new CListWrapper(self_v, - ((KX_GameObject *)self_v)->GetProxy(), - NULL, - kx_game_object_get_actuators_size_cb, - kx_game_object_get_actuators_item_cb, - kx_game_object_get_actuators_item_name_cb, - NULL))->NewProxy(true); -} -/* End experimental */ - -PyObject *KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return self->GetChildren()->NewProxy(true); -} - -PyObject *KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - return self->GetChildrenRecursive()->NewProxy(true); -} - -PyObject *KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_GameObject* self = static_cast<KX_GameObject*>(self_v); - - if (self->m_attr_dict==NULL) - self->m_attr_dict= PyDict_New(); - - Py_INCREF(self->m_attr_dict); - return self->m_attr_dict; -} - -PyObject *KX_GameObject::pyattr_get_debug(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_Scene *scene = KX_GetActiveScene(); - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - - return PyBool_FromLong(scene->ObjectInDebugList(self)); -} - -int KX_GameObject::pyattr_set_debug(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - int param = PyObject_IsTrue(value); - - if (param == -1) { - PyErr_SetString(PyExc_AttributeError, "gameOb.debug = bool: KX_GameObject, expected True or False"); - return PY_SET_ATTR_FAIL; - } - - self->SetUseDebugProperties(param, false); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::pyattr_get_debugRecursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) -{ - KX_Scene *scene = KX_GetActiveScene(); - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - - return PyBool_FromLong(scene->ObjectInDebugList(self)); -} - -int KX_GameObject::pyattr_set_debugRecursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) -{ - KX_GameObject *self = static_cast<KX_GameObject*>(self_v); - int param = PyObject_IsTrue(value); - - if (param == -1) { - PyErr_SetString(PyExc_AttributeError, "gameOb.debugRecursive = bool: KX_GameObject, expected True or False"); - return PY_SET_ATTR_FAIL; - } - - self->SetUseDebugProperties(param, true); - - return PY_SET_ATTR_SUCCESS; -} - -PyObject *KX_GameObject::PyApplyForce(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) { - MT_Vector3 force; - if (PyVecTo(pyvect, force)) { - ApplyForce(force, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyApplyTorque(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) { - MT_Vector3 torque; - if (PyVecTo(pyvect, torque)) { - ApplyTorque(torque, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyApplyRotation(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) { - MT_Vector3 rotation; - if (PyVecTo(pyvect, rotation)) { - ApplyRotation(rotation, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyApplyMovement(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) { - MT_Vector3 movement; - if (PyVecTo(pyvect, movement)) { - ApplyMovement(movement, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyGetLinearVelocity(PyObject *args) -{ - // only can get the velocity if we have a physics object connected to us... - int local = 0; - if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local)) - { - return PyObjectFrom(GetLinearVelocity((local!=0))); - } - else - { - return NULL; - } -} - -PyObject *KX_GameObject::PySetLinearVelocity(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) { - MT_Vector3 velocity; - if (PyVecTo(pyvect, velocity)) { - setLinearVelocity(velocity, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyGetAngularVelocity(PyObject *args) -{ - // only can get the velocity if we have a physics object connected to us... - int local = 0; - if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local)) - { - return PyObjectFrom(GetAngularVelocity((local!=0))); - } - else - { - return NULL; - } -} - -PyObject *KX_GameObject::PySetAngularVelocity(PyObject *args) -{ - int local = 0; - PyObject *pyvect; - - if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) { - MT_Vector3 velocity; - if (PyVecTo(pyvect, velocity)) { - setAngularVelocity(velocity, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PySetDamping(PyObject *args) -{ - float linear; - float angular; - - if (!PyArg_ParseTuple(args,"ff|i:setDamping", &linear, &angular)) - return NULL; - - setDamping(linear, angular); - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::PySetVisible(PyObject *args) -{ - int visible, recursive = 0; - if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive)) - return NULL; - - SetVisible(visible ? true:false, recursive ? true:false); - UpdateBuckets(recursive ? true:false); - Py_RETURN_NONE; - -} - -PyObject *KX_GameObject::PySetOcclusion(PyObject *args) -{ - int occlusion, recursive = 0; - if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive)) - return NULL; - - SetOccluder(occlusion ? true:false, recursive ? true:false); - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::PyGetVelocity(PyObject *args) -{ - // only can get the velocity if we have a physics object connected to us... - MT_Point3 point(0.0f,0.0f,0.0f); - PyObject *pypos = NULL; - - if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point))) - return NULL; - - return PyObjectFrom(GetVelocity(point)); -} - -PyObject *KX_GameObject::PyGetReactionForce() -{ - // only can get the velocity if we have a physics object connected to us... - - // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce -#if 0 - if (GetPhysicsController1()) - return PyObjectFrom(GetPhysicsController1()->getReactionForce()); - return PyObjectFrom(dummy_point); -#endif - - return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f); - -} - - - -PyObject *KX_GameObject::PyEnableRigidBody() -{ - if (GetPhysicsController()) - GetPhysicsController()->SetRigidBody(true); - - Py_RETURN_NONE; -} - - - -PyObject *KX_GameObject::PyDisableRigidBody() -{ - if (GetPhysicsController()) - GetPhysicsController()->SetRigidBody(false); - - Py_RETURN_NONE; -} - - -PyObject *KX_GameObject::PySetParent(PyObject *args) -{ - KX_Scene *scene = KX_GetActiveScene(); - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - PyObject *pyobj; - KX_GameObject *obj; - int addToCompound=1, ghost=1; - - if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) { - return NULL; // Python sets a simple error - } - if (!ConvertPythonToGameObject(logicmgr, pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject")) - return NULL; - if (obj) - this->SetParent(scene, obj, addToCompound, ghost); - Py_RETURN_NONE; -} - -PyObject *KX_GameObject::PyRemoveParent() -{ - KX_Scene *scene = KX_GetActiveScene(); - - this->RemoveParent(scene); - Py_RETURN_NONE; -} - - -PyObject *KX_GameObject::PySetCollisionMargin(PyObject *value) -{ - float collisionMargin = PyFloat_AsDouble(value); - - if (collisionMargin==-1 && PyErr_Occurred()) { - PyErr_SetString(PyExc_TypeError, "expected a float"); - return NULL; - } - - if (m_pPhysicsController) - { - m_pPhysicsController->SetMargin(collisionMargin); - Py_RETURN_NONE; - } - PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller"); - return NULL; -} - - - -PyObject *KX_GameObject::PyApplyImpulse(PyObject *args) -{ - PyObject *pyattach; - PyObject *pyimpulse; - int local = 0; - - if (!m_pPhysicsController) { - PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller"); - return NULL; - } - - if (PyArg_ParseTuple(args, "OO|i:applyImpulse", &pyattach, &pyimpulse, &local)) - { - MT_Point3 attach; - MT_Vector3 impulse; - if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse)) - { - m_pPhysicsController->ApplyImpulse(attach, impulse, (local!=0)); - Py_RETURN_NONE; - } - - } - - return NULL; -} - - - -PyObject *KX_GameObject::PySuspendDynamics(PyObject *args) -{ - bool ghost = false; - - if (!PyArg_ParseTuple(args, "|b", &ghost)) - return NULL; - - if (GetPhysicsController()) - GetPhysicsController()->SuspendDynamics(ghost); - - Py_RETURN_NONE; -} - - - -PyObject *KX_GameObject::PyRestoreDynamics() -{ - // Child objects must be static, so we block changing to dynamic - if (GetPhysicsController() && !GetParent()) - GetPhysicsController()->RestoreDynamics(); - Py_RETURN_NONE; -} - - -PyObject *KX_GameObject::PyAlignAxisToVect(PyObject *args) -{ - PyObject *pyvect; - int axis = 2; //z axis is the default - float fac = 1.0f; - - if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac)) - { - MT_Vector3 vect; - if (PyVecTo(pyvect, vect)) { - if (fac > 0.0f) { - if (fac> 1.0f) fac = 1.0f; - - AlignAxisToVect(vect, axis, fac); - NodeUpdateGS(0.f); - } - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject *KX_GameObject::PyGetAxisVect(PyObject *value) -{ - MT_Vector3 vect; - if (PyVecTo(value, vect)) - { - return PyObjectFrom(NodeGetWorldOrientation() * vect); - } - return NULL; -} - - -PyObject *KX_GameObject::PyGetPhysicsId() -{ - PHY_IPhysicsController* ctrl = GetPhysicsController(); - unsigned long long physid = 0; - if (ctrl) - { - physid = (unsigned long long)ctrl; - } - return PyLong_FromUnsignedLongLong(physid); -} - -PyObject *KX_GameObject::PyGetPropertyNames() -{ - PyObject *list= ConvertKeysToPython(); - - if (m_attr_dict) { - PyObject *key, *value; - Py_ssize_t pos = 0; - - while (PyDict_Next(m_attr_dict, &pos, &key, &value)) { - PyList_Append(list, key); - } - } - return list; -} - -KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo, -"getDistanceTo(other): get distance to another point/KX_GameObject") -{ - MT_Point3 b; - if (PyVecTo(value, b)) - { - return PyFloat_FromDouble(NodeGetWorldPosition().distance(b)); - } - PyErr_Clear(); - - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - KX_GameObject *other; - if (ConvertPythonToGameObject(logicmgr, value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject")) - { - return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition())); - } - - return NULL; -} - -KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo, -"getVectTo(other): get vector and the distance to another point/KX_GameObject\n" -"Returns a 3-tuple with (distance,worldVector,localVector)\n") -{ - MT_Point3 toPoint, fromPoint; - MT_Vector3 toDir, locToDir; - MT_Scalar distance; - - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - PyObject *returnValue; - - if (!PyVecTo(value, toPoint)) - { - PyErr_Clear(); - - KX_GameObject *other; - if (ConvertPythonToGameObject(logicmgr, value, &other, false, "")) /* error will be overwritten */ - { - toPoint = other->NodeGetWorldPosition(); - } else - { - PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type"); - return NULL; - } - } - - fromPoint = NodeGetWorldPosition(); - toDir = toPoint-fromPoint; - distance = toDir.length(); - - if (MT_fuzzyZero(distance)) - { - //cout << "getVectTo() Error: Null vector!\n"; - locToDir = toDir = MT_Vector3(0.0f,0.0f,0.0f); - distance = 0.0f; - } else { - toDir.normalize(); - locToDir = toDir * NodeGetWorldOrientation(); - } - - returnValue = PyTuple_New(3); - if (returnValue) { // very unlikely to fail, python sets a memory error here. - PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance)); - PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir)); - PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir)); - } - return returnValue; -} - -struct KX_GameObject::RayCastData -{ - RayCastData(STR_String prop, bool xray, short mask) - :m_prop(prop), - m_xray(xray), - m_mask(mask), - m_hitObject(NULL) - { - } - - STR_String m_prop; - bool m_xray; - unsigned short m_mask; - KX_GameObject *m_hitObject; -}; - -bool KX_GameObject::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, RayCastData *rayData) -{ - KX_GameObject* hitKXObj = client->m_gameobject; - - // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit - // if not, all objects were tested and the front one may not be the correct one. - if ((rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) && - hitKXObj->GetUserCollisionGroup() & rayData->m_mask) - { - rayData->m_hitObject = hitKXObj; - return true; - } - // return true to stop RayCast::RayTest from looping, the above test was decisive - // We would want to loop only if we want to get more than one hit point - return true; -} - -/* this function is used to pre-filter the object before casting the ray on them. - * This is useful for "X-Ray" option when we want to see "through" unwanted object. - */ -bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo *client, RayCastData *rayData) -{ - KX_GameObject* hitKXObj = client->m_gameobject; - - if (client->m_type > KX_ClientObjectInfo::ACTOR) - { - // Unknown type of object, skip it. - // Should not occur as the sensor objects are filtered in RayTest() - printf("Invalid client type %d found in ray casting\n", client->m_type); - return false; - } - - // if X-Ray option is selected, skip object that don't match the criteria as we see through them - // if not, test all objects because we don't know yet which one will be on front - if ((!rayData->m_xray || rayData->m_prop.Length() == 0 || hitKXObj->GetProperty(rayData->m_prop) != NULL) && - hitKXObj->GetUserCollisionGroup() & rayData->m_mask) - { - return true; - } - // skip the object - 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; - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - - if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) { - return NULL; // python sets simple error - } - - if (!PyVecTo(pyarg, toPoint)) - { - KX_GameObject *other; - PyErr_Clear(); - - if (ConvertPythonToGameObject(logicmgr, pyarg, &other, false, "")) /* error will be overwritten */ - { - toPoint = other->NodeGetWorldPosition(); - } else - { - PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject"); - return NULL; - } - } - MT_Point3 fromPoint = NodeGetWorldPosition(); - - if (dist != 0.0f) - toPoint = fromPoint + dist * (toPoint-fromPoint).safe_normalized(); - - PHY_IPhysicsEnvironment* pe = GetScene()->GetPhysicsEnvironment(); - PHY_IPhysicsController *spc = GetPhysicsController(); - KX_GameObject *parent = GetParent(); - if (!spc && parent) - spc = parent->GetPhysicsController(); - - RayCastData rayData(propName, false, (1u << OB_MAX_COL_MASKS) - 1); - KX_RayCast::Callback<KX_GameObject, RayCastData> callback(this, spc, &rayData); - if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback) && rayData.m_hitObject) { - return rayData.m_hitObject->GetProxy(); - } - - Py_RETURN_NONE; -} - -/* faster then Py_BuildValue since some scripts call raycast a lot */ -static PyObject *none_tuple_3() -{ - PyObject *ret= PyTuple_New(3); - PyTuple_SET_ITEM(ret, 0, Py_None); - PyTuple_SET_ITEM(ret, 1, Py_None); - PyTuple_SET_ITEM(ret, 2, Py_None); - - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - return ret; -} -static PyObject *none_tuple_4() -{ - PyObject *ret= PyTuple_New(4); - PyTuple_SET_ITEM(ret, 0, Py_None); - PyTuple_SET_ITEM(ret, 1, Py_None); - PyTuple_SET_ITEM(ret, 2, Py_None); - PyTuple_SET_ITEM(ret, 3, Py_None); - - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - return ret; -} - -static PyObject *none_tuple_5() -{ - PyObject *ret= PyTuple_New(5); - PyTuple_SET_ITEM(ret, 0, Py_None); - PyTuple_SET_ITEM(ret, 1, Py_None); - PyTuple_SET_ITEM(ret, 2, Py_None); - PyTuple_SET_ITEM(ret, 3, Py_None); - PyTuple_SET_ITEM(ret, 4, Py_None); - - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - Py_INCREF(Py_None); - return ret; -} - -KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, - "rayCast(to,from,dist,prop,face,xray,poly,mask): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) or 4-tuple (object,hit,normal,polygon,hituv) of contact point with object within dist that matches prop.\n" - " If no hit, return (None,None,None) or (None,None,None,None) or (None,None,None,None,None).\n" -" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n" -" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n" -" Can be None or omitted => start from self object center\n" -" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n" -" prop = property name that object must have; can be omitted => detect any object\n" -" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n" -" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n" -" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n" -" which can be None if hit object has no mesh or if there is no hit\n" -" 2=>return value is a 5-tuple, the 4th element is the KX_PolyProxy object\n" -" and the 5th element is the vector of UV coordinates at the hit point of the None if there is no UV mapping\n" -" If 0 or omitted, return value is a 3-tuple\n" -" mask = collision mask: the collision mask that ray can hit, 0 < mask < 65536\n" -"Note: The object on which you call this method matters: the ray will ignore it.\n" -" prop and xray option interact as follow:\n" -" prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n" -" prop off, xray on : idem\n" -" prop on, xray off: return closest hit if it matches prop, no hit otherwise\n" -" prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n") -{ - MT_Point3 toPoint; - MT_Point3 fromPoint; - PyObject *pyto; - PyObject *pyfrom = NULL; - float dist = 0.0f; - char *propName = NULL; - KX_GameObject *other; - int face=0, xray=0, poly=0; - int mask = (1 << OB_MAX_COL_MASKS) - 1; - SCA_LogicManager *logicmgr = GetScene()->GetLogicManager(); - - if (!PyArg_ParseTuple(args,"O|Ofsiiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly, &mask)) { - return NULL; // Python sets a simple error - } - - if (!PyVecTo(pyto, toPoint)) - { - PyErr_Clear(); - - if (ConvertPythonToGameObject(logicmgr, pyto, &other, false, "")) /* error will be overwritten */ - { - toPoint = other->NodeGetWorldPosition(); - } else - { - PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject"); - return NULL; - } - } - if (!pyfrom || pyfrom == Py_None) - { - fromPoint = NodeGetWorldPosition(); - } - else if (!PyVecTo(pyfrom, fromPoint)) - { - PyErr_Clear(); - - if (ConvertPythonToGameObject(logicmgr, pyfrom, &other, false, "")) /* error will be overwritten */ - { - fromPoint = other->NodeGetWorldPosition(); - } else - { - PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject"); - return NULL; - } - } - - if (mask == 0 || mask & ~((1 << OB_MAX_COL_MASKS) - 1)) { - PyErr_Format(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly,mask): KX_GameObject, mask argument to rayCast must be a int bitfield, 0 < mask < %i", (1 << OB_MAX_COL_MASKS)); - return NULL; - } - - if (dist != 0.0f) { - MT_Vector3 toDir = toPoint-fromPoint; - if (MT_fuzzyZero(toDir.length2())) { - //return Py_BuildValue("OOO", Py_None, Py_None, Py_None); - return none_tuple_3(); - } - toDir.normalize(); - toPoint = fromPoint + (dist) * toDir; - } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) { - //return Py_BuildValue("OOO", Py_None, Py_None, Py_None); - return none_tuple_3(); - } - - PHY_IPhysicsEnvironment* pe = GetScene()->GetPhysicsEnvironment(); - PHY_IPhysicsController *spc = GetPhysicsController(); - KX_GameObject *parent = GetParent(); - if (!spc && parent) - spc = parent->GetPhysicsController(); - - // to get the hit results - RayCastData rayData(propName, xray, mask); - KX_RayCast::Callback<KX_GameObject, RayCastData> callback(this, spc, &rayData, face, (poly == 2)); - - if (KX_RayCast::RayTest(pe, fromPoint, toPoint, callback) && rayData.m_hitObject) { - PyObject *returnValue = (poly == 2) ? PyTuple_New(5) : (poly) ? PyTuple_New(4) : PyTuple_New(3); - if (returnValue) { // unlikely this would ever fail, if it does python sets an error - PyTuple_SET_ITEM(returnValue, 0, rayData.m_hitObject->GetProxy()); - PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint)); - PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal)); - if (poly) - { - if (callback.m_hitMesh) - { - // if this field is set, then we can trust that m_hitPolygon is a valid polygon - RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon); - KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon); - PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true)); - if (poly == 2) - { - if (callback.m_hitUVOK) - PyTuple_SET_ITEM(returnValue, 4, PyObjectFrom(callback.m_hitUV)); - else { - Py_INCREF(Py_None); - PyTuple_SET_ITEM(returnValue, 4, Py_None); - } - } - } - else - { - Py_INCREF(Py_None); - PyTuple_SET_ITEM(returnValue, 3, Py_None); - if (poly==2) - { - Py_INCREF(Py_None); - PyTuple_SET_ITEM(returnValue, 4, Py_None); - } - } - } - } - return returnValue; - } - // no hit - if (poly == 2) - return none_tuple_5(); - else if (poly) - return none_tuple_4(); - else - return none_tuple_3(); -} - -KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, - "sendMessage(subject, [body, to])\n" -"sends a message in same manner as a message actuator" -"subject = Subject of the message (string)" -"body = Message body (string)" -"to = Name of object to send the message to") -{ - KX_Scene *scene = KX_GetActiveScene(); - char* subject; - char* body = (char *)""; - char* to = (char *)""; - const STR_String& from = GetName(); - - if (!PyArg_ParseTuple(args, "s|ss:sendMessage", &subject, &body, &to)) - return NULL; - - scene->GetNetworkScene()->SendMessage(to, from, subject, body); - Py_RETURN_NONE; -} - -static void layer_check(short &layer, const char *method_name) -{ - if (layer < 0 || layer >= MAX_ACTION_LAYERS) - { - printf("KX_GameObject.%s(): given layer (%d) is out of range (0 - %d), setting to 0.\n", method_name, layer, MAX_ACTION_LAYERS-1); - layer = 0; - } -} - -KX_PYMETHODDEF_DOC(KX_GameObject, playAction, - "playAction(name, start_frame, end_frame, layer=0, priority=0 blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0)\n" - "Plays an action\n") -{ - const char* name; - float start, end, blendin=0.f, speed=1.f, layer_weight=0.f; - short layer=0, priority=0; - short ipo_flags=0; - short play_mode=0; - short blend_mode=0; - - static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "priority", "blendin", "play_mode", "layer_weight", "ipo_flags", "speed", "blend_mode", NULL}; - - if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hhfhfhfh:playAction", const_cast<char**>(kwlist), - &name, &start, &end, &layer, &priority, &blendin, &play_mode, &layer_weight, &ipo_flags, &speed, &blend_mode)) - return NULL; - - layer_check(layer, "playAction"); - - if (play_mode < 0 || play_mode > BL_Action::ACT_MODE_MAX) - { - printf("KX_GameObject.playAction(): given play_mode (%d) is out of range (0 - %d), setting to ACT_MODE_PLAY", play_mode, BL_Action::ACT_MODE_MAX-1); - play_mode = BL_Action::ACT_MODE_PLAY; - } - - if (blend_mode < 0 || blend_mode > BL_Action::ACT_BLEND_MAX) - { - printf("KX_GameObject.playAction(): given blend_mode (%d) is out of range (0 - %d), setting to ACT_BLEND_BLEND", blend_mode, BL_Action::ACT_BLEND_MAX-1); - blend_mode = BL_Action::ACT_BLEND_BLEND; - } - - if (layer_weight < 0.f || layer_weight > 1.f) - { - printf("KX_GameObject.playAction(): given layer_weight (%f) is out of range (0.0 - 1.0), setting to 0.0", layer_weight); - layer_weight = 0.f; - } - - PlayAction(name, start, end, layer, priority, blendin, play_mode, layer_weight, ipo_flags, speed, blend_mode); - - Py_RETURN_NONE; -} - -KX_PYMETHODDEF_DOC(KX_GameObject, stopAction, - "stopAction(layer=0)\n" - "Stop playing the action on the given layer\n") -{ - short layer = 0; - - if (!PyArg_ParseTuple(args, "|h:stopAction", &layer)) - return NULL; - - layer_check(layer, "stopAction"); - - StopAction(layer); - - Py_RETURN_NONE; -} - -KX_PYMETHODDEF_DOC(KX_GameObject, getActionFrame, - "getActionFrame(layer=0)\n" - "Gets the current frame of the action playing in the supplied layer\n") -{ - short layer = 0; - - if (!PyArg_ParseTuple(args, "|h:getActionFrame", &layer)) - return NULL; - - layer_check(layer, "getActionFrame"); - - return PyFloat_FromDouble(GetActionFrame(layer)); -} - -KX_PYMETHODDEF_DOC(KX_GameObject, getActionName, - "getActionName(layer=0)\n" - "Gets the name of the current action playing in the supplied layer\n") -{ - short layer = 0; - - if (!PyArg_ParseTuple(args, "|h:getActionName", &layer)) - return NULL; - - layer_check(layer, "getActionName"); - - return PyUnicode_FromString(GetActionName(layer)); -} - -KX_PYMETHODDEF_DOC(KX_GameObject, setActionFrame, - "setActionFrame(frame, layer=0)\n" - "Set the current frame of the action playing in the supplied layer\n") -{ - short layer = 0; - float frame; - - if (!PyArg_ParseTuple(args, "f|h:setActionFrame", &frame, &layer)) - return NULL; - - layer_check(layer, "setActionFrame"); - - SetActionFrame(layer, frame); - - Py_RETURN_NONE; -} - -KX_PYMETHODDEF_DOC(KX_GameObject, isPlayingAction, - "isPlayingAction(layer=0)\n" - "Checks to see if there is an action playing in the given layer\n") -{ - short layer = 0; - - if (!PyArg_ParseTuple(args, "|h:isPlayingAction", &layer)) - return NULL; - - layer_check(layer, "isPlayingAction"); - - return PyBool_FromLong(!IsActionDone(layer)); -} - - -KX_PYMETHODDEF_DOC(KX_GameObject, addDebugProperty, -"addDebugProperty(name, visible=1)\n" -"Added or remove a debug property to the debug list.\n") -{ - KX_Scene *scene = KX_GetActiveScene(); - char *name; - int visible = 1; - - if (!PyArg_ParseTuple(args,"s|i:debugProperty", &name , &visible)) - return NULL; - - if (visible) { - if (!scene->PropertyInDebugList(this, name)) - scene->AddDebugProperty(this, name); - } - else { - scene->RemoveDebugProperty(this, name); - } - - Py_RETURN_NONE; -} - - -/* dict style access */ - - -/* Matches python dict.get(key, [default]) */ -PyObject *KX_GameObject::Pyget(PyObject *args) -{ - PyObject *key; - PyObject *def = Py_None; - PyObject *ret; - - if (!PyArg_ParseTuple(args, "O|O:get", &key, &def)) - return NULL; - - - if (PyUnicode_Check(key)) { - CValue *item = GetProperty(_PyUnicode_AsString(key)); - if (item) { - ret = item->ConvertValueToPython(); - if (ret) - return ret; - else - return item->GetProxy(); - } - } - - if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) { - Py_INCREF(ret); - return ret; - } - - Py_INCREF(def); - return def; -} - -bool ConvertPythonToGameObject(SCA_LogicManager *manager, PyObject *value, KX_GameObject **object, bool py_none_ok, const char *error_prefix) -{ - if (value==NULL) { - PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix); - *object = NULL; - return false; - } - - if (value==Py_None) { - *object = NULL; - - if (py_none_ok) { - return true; - } else { - PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix); - return false; - } - } - - if (PyUnicode_Check(value)) { - *object = (KX_GameObject*)manager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) )); - - if (*object) { - return true; - } else { - PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, _PyUnicode_AsString(value)); - return false; - } - } - - if (PyObject_TypeCheck(value, &KX_GameObject::Type) || - PyObject_TypeCheck(value, &KX_LightObject::Type) || - PyObject_TypeCheck(value, &KX_Camera::Type) || - PyObject_TypeCheck(value, &KX_FontObject::Type) || - PyObject_TypeCheck(value, &KX_NavMeshObject::Type)) - { - *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value); - - /* sets the error */ - if (*object==NULL) { - PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix); - return false; - } - - return true; - } - - *object = NULL; - - if (py_none_ok) { - PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix); - } else { - PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix); - } - - return false; -} -#endif // WITH_PYTHON |