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Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp1253
1 files changed, 907 insertions, 346 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 95df9d51a26..bea0fcff2af 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -55,6 +55,7 @@ typedef unsigned long uint_ptr;
#include <stdio.h> // printf
#include "SG_Controller.h"
#include "KX_IPhysicsController.h"
+#include "PHY_IGraphicController.h"
#include "SG_Node.h"
#include "SG_Controller.h"
#include "KX_ClientObjectInfo.h"
@@ -64,6 +65,8 @@ typedef unsigned long uint_ptr;
#include "KX_PyMath.h"
#include "SCA_IActuator.h"
#include "SCA_ISensor.h"
+#include "SCA_IController.h"
+#include "NG_NetworkScene.h" //Needed for sendMessage()
#include "PyObjectPlus.h" /* python stuff */
@@ -72,6 +75,12 @@ typedef unsigned long uint_ptr;
#include "KX_SG_NodeRelationships.h"
+static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
+static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
+static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3( 1.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 0.0, 1.0);
+
KX_GameObject::KX_GameObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
@@ -87,11 +96,14 @@ KX_GameObject::KX_GameObject(
m_bIsNegativeScaling(false),
m_bVisible(true),
m_bCulled(true),
+ m_bOccluder(false),
m_pPhysicsController1(NULL),
+ m_pGraphicController(NULL),
m_pPhysicsEnvironment(NULL),
m_xray(false),
m_pHitObject(NULL),
- m_isDeformable(false)
+ m_isDeformable(false),
+ m_attr_dict(NULL)
{
m_ignore_activity_culling = false;
m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
@@ -129,9 +141,23 @@ KX_GameObject::~KX_GameObject()
}
m_pSGNode->SetSGClientObject(NULL);
}
+ if (m_pGraphicController)
+ {
+ delete m_pGraphicController;
+ }
+
+ if (m_attr_dict) {
+ PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
+ Py_DECREF(m_attr_dict);
+ }
}
-
+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)
{
@@ -154,7 +180,7 @@ const STR_String & KX_GameObject::GetText()
-float KX_GameObject::GetNumber()
+double KX_GameObject::GetNumber()
{
return 0;
}
@@ -246,7 +272,7 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
NodeSetLocalScale(scale1);
NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
- NodeUpdateGS(0.f,true);
+ 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))
@@ -266,6 +292,7 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
}
}
+ // graphically, the object hasn't change place, no need to update m_pGraphicController
}
}
@@ -283,7 +310,7 @@ void KX_GameObject::RemoveParent(KX_Scene *scene)
// Remove us from our parent
GetSGNode()->DisconnectFromParent();
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
// the object is now a root object, add it to the parentlist
CListValue* rootlist = scene->GetRootParentList();
if (!rootlist->SearchValue(this))
@@ -300,16 +327,21 @@ void KX_GameObject::RemoveParent(KX_Scene *scene)
}
m_pPhysicsController1->RestoreDynamics();
}
+ // graphically, the object hasn't change place, no need to update m_pGraphicController
}
}
void KX_GameObject::ProcessReplica(KX_GameObject* replica)
{
replica->m_pPhysicsController1 = NULL;
+ replica->m_pGraphicController = NULL;
replica->m_pSGNode = NULL;
replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
replica->m_pClient_info->m_gameobject = replica;
replica->m_state = 0;
+ if(m_attr_dict)
+ replica->m_attr_dict= PyDict_Copy(m_attr_dict);
+
}
@@ -345,11 +377,14 @@ void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
{
- if (m_pPhysicsController1) // (IsDynamic())
+ if (GetSGNode())
{
- m_pPhysicsController1->RelativeTranslate(dloc,local);
+ if (m_pPhysicsController1) // (IsDynamic())
+ {
+ m_pPhysicsController1->RelativeTranslate(dloc,local);
+ }
+ GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
}
- GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
}
@@ -357,11 +392,13 @@ void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
{
MT_Matrix3x3 rotmat(drot);
+
+ if (GetSGNode()) {
+ GetSGNode()->RelativeRotate(rotmat,local);
- GetSGNode()->RelativeRotate(rotmat,local);
-
- if (m_pPhysicsController1) { // (IsDynamic())
- m_pPhysicsController1->RelativeRotate(rotmat,local);
+ if (m_pPhysicsController1) { // (IsDynamic())
+ m_pPhysicsController1->RelativeRotate(rotmat,local);
+ }
}
}
@@ -374,16 +411,17 @@ double* KX_GameObject::GetOpenGLMatrix()
{
// todo: optimize and only update if necessary
double* fl = m_OpenGL_4x4Matrix.getPointer();
- MT_Transform trans;
+ if (GetSGNode()) {
+ MT_Transform trans;
- trans.setOrigin(GetSGNode()->GetWorldPosition());
- trans.setBasis(GetSGNode()->GetWorldOrientation());
+ trans.setOrigin(GetSGNode()->GetWorldPosition());
+ trans.setBasis(GetSGNode()->GetWorldOrientation());
- MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
- m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
- trans.scale(scaling[0], scaling[1], scaling[2]);
- trans.getValue(fl);
-
+ MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
+ m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
+ trans.scale(scaling[0], scaling[1], scaling[2]);
+ trans.getValue(fl);
+ }
return fl;
}
@@ -414,13 +452,15 @@ static void UpdateBuckets_recursive(SG_Node* node)
void KX_GameObject::UpdateBuckets( bool recursive )
{
- double* fl = GetOpenGLMatrix();
+ if (GetSGNode()) {
+ double* fl = GetOpenGLMatrixPtr()->getPointer();
- for (size_t i=0;i<m_meshes.size();i++)
- m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
+ for (size_t i=0;i<m_meshes.size();i++)
+ m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
- if (recursive) {
- UpdateBuckets_recursive(m_pSGNode);
+ if (recursive) {
+ UpdateBuckets_recursive(GetSGNode());
+ }
}
}
@@ -434,22 +474,18 @@ void KX_GameObject::RemoveMeshes()
m_meshes.clear();
}
-
-
-void KX_GameObject::UpdateNonDynas()
+void KX_GameObject::UpdateTransform()
{
if (m_pPhysicsController1)
- {
+ // only update the transform of static object, dynamic object are handled differently
+ // note that for bullet, this does not even update the transform of static object
+ // but merely sets there collision flag to "kinematic" because the synchronization is
+ // done differently during physics simulation
m_pPhysicsController1->SetSumoTransform(true);
- }
-}
-
-
+ if (m_pGraphicController)
+ // update the culling tree
+ m_pGraphicController->SetGraphicTransform();
-void KX_GameObject::UpdateTransform()
-{
- if (m_pPhysicsController1)
- m_pPhysicsController1->SetSumoTransform(false);
}
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
@@ -575,28 +611,43 @@ KX_GameObject::SetVisible(
bool recursive
)
{
- m_bVisible = v;
- if (recursive)
- setVisible_recursive(m_pSGNode, v);
+ if (GetSGNode()) {
+ m_bVisible = v;
+ if (recursive)
+ setVisible_recursive(GetSGNode(), v);
+ }
}
-bool
-KX_GameObject::GetCulled(
- void
- )
+static void setOccluder_recursive(SG_Node* node, bool v)
{
- return m_bCulled;
+ 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::SetCulled(
- bool c
+KX_GameObject::SetOccluder(
+ bool v,
+ bool recursive
)
{
- m_bCulled = c;
+ if (GetSGNode()) {
+ m_bOccluder = v;
+ if (recursive)
+ setOccluder_recursive(GetSGNode(), v);
+ }
}
-
void
KX_GameObject::SetLayer(
int l
@@ -764,6 +815,16 @@ MT_Scalar KX_GameObject::GetMass()
return 0.0;
}
+MT_Vector3 KX_GameObject::GetLocalInertia()
+{
+ MT_Vector3 local_inertia(0.0,0.0,0.0);
+ if (m_pPhysicsController1)
+ {
+ local_inertia = m_pPhysicsController1->GetLocalInertia();
+ }
+ return local_inertia;
+}
+
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
@@ -829,6 +890,7 @@ void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
}
GetSGNode()->SetLocalPosition(trans);
+
}
@@ -883,7 +945,9 @@ void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
{
- SG_Node* parent = m_pSGNode->GetSGParent();
+ if (!GetSGNode())
+ return;
+ SG_Node* parent = GetSGNode()->GetSGParent();
if (parent != NULL)
{
// Make sure the objects have some scale
@@ -908,7 +972,7 @@ void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
}
-void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
+void KX_GameObject::NodeUpdateGS(double time)
{
if (GetSGNode())
GetSGNode()->UpdateWorldData(time);
@@ -918,13 +982,9 @@ void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
{
- static MT_Matrix3x3 defaultOrientation = MT_Matrix3x3( 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0);
-
// check on valid node in case a python controller holds a reference to a deleted object
if (!GetSGNode())
- return defaultOrientation;
+ return dummy_orientation;
return GetSGNode()->GetWorldOrientation();
}
@@ -932,11 +992,9 @@ const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
{
- static MT_Vector3 defaultScaling = MT_Vector3(1.0, 1.0, 1.0);
-
// check on valid node in case a python controller holds a reference to a deleted object
if (!GetSGNode())
- return defaultScaling;
+ return dummy_scaling;
return GetSGNode()->GetWorldScaling();
}
@@ -949,7 +1007,7 @@ const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
if (GetSGNode())
return GetSGNode()->GetWorldPosition();
else
- return MT_Point3(0.0, 0.0, 0.0);
+ return dummy_point;
}
/* Suspend/ resume: for the dynamic behaviour, there is a simple
@@ -963,7 +1021,8 @@ void KX_GameObject::Resume(void)
{
if (m_suspended) {
SCA_IObject::Resume();
- GetPhysicsController()->RestoreDynamics();
+ if(GetPhysicsController())
+ GetPhysicsController()->RestoreDynamics();
m_suspended = false;
}
@@ -974,22 +1033,54 @@ void KX_GameObject::Suspend()
if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
SCA_IObject::Suspend();
- GetPhysicsController()->SuspendDynamics();
+ 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;
+}
-/* ------- python stuff ---------------------------------------------------*/
-
+CListValue* KX_GameObject::GetChildrenRecursive()
+{
+ CListValue* list = new CListValue();
+ walk_children(GetSGNode(), list, 1);
+ return list;
+}
+/* ------- python stuff ---------------------------------------------------*/
PyMethodDef KX_GameObject::Methods[] = {
- {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
- {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
{"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
{"applyForce", (PyCFunction) KX_GameObject::sPyApplyForce, METH_VARARGS},
{"applyTorque", (PyCFunction) KX_GameObject::sPyApplyTorque, METH_VARARGS},
@@ -1000,14 +1091,7 @@ PyMethodDef KX_GameObject::Methods[] = {
{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
{"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
- {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
- {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
- {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
- {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
- {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
- {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
- {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
{"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
@@ -1016,25 +1100,66 @@ PyMethodDef KX_GameObject::Methods[] = {
{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
{"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
- {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
{"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_O},
+ {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
+ {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
{"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
{"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
{"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
- {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
{"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_O},
{"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
+
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),
+
+ // deprecated
+ {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
+ {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
+ {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
+ {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
+ {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
+ {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
+ {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
+ {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
+ {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
+ {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_GameObject::Attributes[] = {
- { NULL } //Sentinel
+ KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name),
+ KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent),
+ KX_PYATTRIBUTE_RW_FUNCTION("mass", KX_GameObject, pyattr_get_mass, pyattr_set_mass),
+ 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("visible", KX_GameObject, pyattr_get_visible, pyattr_set_visible),
+ 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("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_RO_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_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("localScaling", KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
+ KX_PYATTRIBUTE_RO_FUNCTION("worldScaling", KX_GameObject, pyattr_get_worldScaling),
+
+ KX_PYATTRIBUTE_RO_FUNCTION("__dict__", KX_GameObject, pyattr_get_dir_dict),
+
+ /* Experemental, dont 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
};
@@ -1054,29 +1179,19 @@ bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
}
*/
-PyObject* KX_GameObject::PyReplaceMesh(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PyReplaceMesh(PyObject* value)
{
KX_Scene *scene = KX_GetActiveScene();
- char* meshname;
- void* mesh_pt;
-
- meshname = PyString_AsString(value);
- if (meshname==NULL) {
- PyErr_SetString(PyExc_ValueError, "Expected a mesh name");
- return NULL;
- }
- mesh_pt = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(meshname));
+ RAS_MeshObject* new_mesh;
- if (mesh_pt==NULL) {
- PyErr_SetString(PyExc_ValueError, "The mesh name given does not exist");
+ if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
return NULL;
- }
- scene->ReplaceMesh(this, (class RAS_MeshObject*)mesh_pt);
+ scene->ReplaceMesh(this, new_mesh);
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PyEndObject(PyObject* self)
+PyObject* KX_GameObject::PyEndObject()
{
KX_Scene *scene = KX_GetActiveScene();
@@ -1087,34 +1202,183 @@ PyObject* KX_GameObject::PyEndObject(PyObject* self)
}
-PyObject* KX_GameObject::PyGetPosition(PyObject* self)
+PyObject* KX_GameObject::PyGetPosition()
{
+ ShowDeprecationWarning("getPosition()", "the position property");
return PyObjectFrom(NodeGetWorldPosition());
}
+Py_ssize_t KX_GameObject::Map_Len(PyObject* self_v)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
+
+ if (self==NULL) /* not sure what to do here */
+ return 0;
+
+ Py_ssize_t len= self->GetPropertyCount();
+ if(self->m_attr_dict)
+ len += PyDict_Size(self->m_attr_dict);
+ return len;
+}
+
+
+PyObject *KX_GameObject::Map_GetItem(PyObject *self_v, PyObject *item)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
+ const char *attr_str= PyString_AsString(item);
+ CValue* resultattr;
+ PyObject* pyconvert;
+
+ if (self==NULL) {
+ PyErr_SetString(PyExc_RuntimeError, 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;
+ }
+
+}
+
+
+int KX_GameObject::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= PyString_AsString(key);
+ if(attr_str==NULL)
+ PyErr_Clear();
+
+ if (self==NULL) {
+ PyErr_SetString(PyExc_RuntimeError, BGE_PROXY_ERROR_MSG);
+ return -1;
+ }
+
+ if (val==NULL) { /* del ob["key"] */
+ int del= 0;
+
+ /* try remove both just incase */
+ 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, "gameOb[key] = value: KX_GameObject, key could not be set");
+ return -1;
+ }
+ else if (self->m_attr_dict) {
+ PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
+ }
+ }
+ else { /* ob["key"] = value */
+ int set= 0;
+
+ /* as CValue */
+ if(attr_str)
+ {
+ CValue* vallie = self->ConvertPythonToValue(val);
+
+ if(vallie)
+ {
+ CValue* oldprop = self->GetProperty(attr_str);
+
+ if (oldprop)
+ oldprop->SetValue(vallie);
+ else
+ self->SetProperty(attr_str, vallie);
+
+ vallie->Release();
+ set= 1;
+
+ /* 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 {
+ PyErr_Clear();
+ }
+ }
+
+ if(set==0)
+ {
+ 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= 1;
+ }
+ 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==0)
+ return -1; /* pythons error value */
+
+ }
+
+ return 0; /* success */
+}
+
+
+PyMappingMethods KX_GameObject::Mapping = {
+ (lenfunc)KX_GameObject::Map_Len, /*inquiry mp_length */
+ (binaryfunc)KX_GameObject::Map_GetItem, /*binaryfunc mp_subscript */
+ (objobjargproc)KX_GameObject::Map_SetItem, /*objobjargproc mp_ass_subscript */
+};
+
PyTypeObject KX_GameObject::Type = {
- PyObject_HEAD_INIT(&PyType_Type)
+ PyObject_HEAD_INIT(NULL)
0,
"KX_GameObject",
- sizeof(KX_GameObject),
+ sizeof(PyObjectPlus_Proxy),
0,
- PyDestructor,
+ py_base_dealloc,
0,
- __getattr,
- __setattr,
- 0, //&MyPyCompare,
- __repr,
- 0, //&cvalue_as_number,
0,
0,
0,
- 0
+ py_base_repr,
+ 0,0,
+ &Mapping,
+ 0,0,0,
+ py_base_getattro,
+ py_base_setattro,
+ 0,0,0,0,0,0,0,0,0,
+ Methods
};
+
+
+
PyParentObject KX_GameObject::Parents[] = {
&KX_GameObject::Type,
&SCA_IObject::Type,
@@ -1122,181 +1386,448 @@ PyParentObject KX_GameObject::Parents[] = {
NULL
};
+PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ return PyString_FromString(self->GetName().ReadPtr());
+}
+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_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ KX_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
+}
-PyObject* KX_GameObject::_getattr(const char *attr)
+int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
- if (m_pPhysicsController1)
- {
- if (!strcmp(attr, "mass"))
- return PyFloat_FromDouble(m_pPhysicsController1->GetMass());
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ KX_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 1;
}
- if (!strcmp(attr, "parent"))
- {
- KX_GameObject* parent = GetParent();
- if (parent)
- return parent->AddRef();
- Py_RETURN_NONE;
+ if (spc)
+ spc->SetMass(val);
+
+ return 0;
+}
+
+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);
+ KX_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 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);
+ KX_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 1;
}
- if (!strcmp(attr, "visible"))
- return PyInt_FromLong(m_bVisible);
-
- if (!strcmp(attr, "position"))
- return PyObjectFrom(NodeGetWorldPosition());
-
- if (!strcmp(attr, "orientation"))
- return PyObjectFrom(NodeGetWorldOrientation());
+ if (spc)
+ spc->SetLinVelocityMin(val);
+
+ return 0;
+}
+
+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);
+ KX_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);
+ KX_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 1;
+ }
+
+ if (spc)
+ spc->SetLinVelocityMax(val);
+
+ return 0;
+}
+
+
+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 1;
+ }
+
+ self->SetVisible(param, false);
+ self->UpdateBuckets(false);
+ return 0;
+}
+
+PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ return PyObjectFrom(self->NodeGetWorldPosition());
+}
+
+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 1;
- if (!strcmp(attr, "scaling"))
- return PyObjectFrom(NodeGetWorldScaling());
-
- if (!strcmp(attr, "name"))
- return PyString_FromString(m_name.ReadPtr());
+ self->NodeSetWorldPosition(pos);
+ self->NodeUpdateGS(0.f);
+ return 0;
+}
+
+PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ if (self->GetSGNode())
+ return PyObjectFrom(self->GetSGNode()->GetLocalPosition());
+ else
+ return PyObjectFrom(dummy_point);
+}
+
+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 1;
- if (!strcmp(attr, "timeOffset"))
+ self->NodeSetLocalPosition(pos);
+ self->NodeUpdateGS(0.f);
+ return 0;
+}
+
+PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ if (self->GetPhysicsController())
{
- if (m_pSGNode->GetSGParent()->IsSlowParent()) {
- return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->GetTimeOffset());
- } else {
- return PyFloat_FromDouble(0.0);
- }
+ return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
}
+ return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
+}
+
+PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ return PyObjectFrom(self->NodeGetWorldOrientation());
+}
+
+PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ if (self->GetSGNode())
+ return PyObjectFrom(self->GetSGNode()->GetLocalOrientation());
+ else
+ return PyObjectFrom(dummy_orientation);
+}
+
+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);
-
- _getattr_up(SCA_IObject);
+ /* if value is not a sequence PyOrientationTo makes an error */
+ MT_Matrix3x3 rot;
+ if (!PyOrientationTo(value, rot, "gameOb.orientation = sequence: KX_GameObject, "))
+ return NULL;
+
+ self->NodeSetLocalOrientation(rot);
+ self->NodeUpdateGS(0.f);
+ return 0;
+}
+
+PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ return PyObjectFrom(self->NodeGetWorldScaling());
+}
+
+PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ if (self->GetSGNode())
+ return PyObjectFrom(self->GetSGNode()->GetLocalScale());
+ else
+ return PyObjectFrom(dummy_scaling);
+}
+
+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 1;
+
+ self->NodeSetLocalScale(scale);
+ self->NodeUpdateGS(0.f);
+ return 0;
+}
+
+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(0.0);
+ }
+}
+
+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 1;
+ }
+ if (sg_parent && sg_parent->IsSlowParent())
+ static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
+ }
+ return 0;
}
-int KX_GameObject::_setattr(const char *attr, PyObject *value) // _setattr method
+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 PyInt_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 = PyInt_AsLong(value);
+ unsigned int state = 0;
- if (!strcmp(attr, "parent")) {
- PyErr_SetString(PyExc_AttributeError, "attribute \"parent\" is read only\nUse setParent()");
+ if (state_i == -1 && PyErr_Occurred()) {
+ PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
return 1;
}
-
- if (PyInt_Check(value))
+
+ 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 1;
+ }
+ self->SetState(state);
+ return 0;
+}
+
+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 < self->m_meshes.size(); i++)
{
- int val = PyInt_AsLong(value);
- if (!strcmp(attr, "visible"))
- {
- SetVisible(val != 0, false);
- UpdateBuckets(false);
- return 0;
- }
+ KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
+ PyList_SET_ITEM(meshes, i, meshproxy->GetProxy());
}
+
+ return meshes;
+}
- if (PyFloat_Check(value))
+/* experemental! */
+PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ SCA_SensorList& sensors= self->GetSensors();
+ PyObject* resultlist = PyList_New(sensors.size());
+
+ for (unsigned int index=0;index<sensors.size();index++)
+ PyList_SET_ITEM(resultlist, index, sensors[index]->GetProxy());
+
+ return resultlist;
+}
+
+PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ SCA_ControllerList& controllers= self->GetControllers();
+ PyObject* resultlist = PyList_New(controllers.size());
+
+ for (unsigned int index=0;index<controllers.size();index++)
+ PyList_SET_ITEM(resultlist, index, controllers[index]->GetProxy());
+
+ return resultlist;
+}
+
+PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ SCA_ActuatorList& actuators= self->GetActuators();
+ PyObject* resultlist = PyList_New(actuators.size());
+
+ for (unsigned int index=0;index<actuators.size();index++)
+ PyList_SET_ITEM(resultlist, index, actuators[index]->GetProxy());
+
+ return resultlist;
+}
+
+/* __dict__ only for the purpose of giving useful dir() results */
+PyObject* KX_GameObject::pyattr_get_dir_dict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+ PyObject *dict_str = PyString_FromString("__dict__");
+ PyObject *dict= py_getattr_dict(self->SCA_IObject::py_getattro(dict_str), Type.tp_dict);
+ Py_DECREF(dict_str);
+
+ if(dict==NULL)
+ return NULL;
+
+ /* Not super fast getting as a list then making into dict keys but its only for dir() */
+ PyObject *list= self->ConvertKeysToPython();
+ if(list)
{
- MT_Scalar val = PyFloat_AsDouble(value);
- if (!strcmp(attr, "timeOffset")) {
- if (m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsSlowParent()) {
- static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->SetTimeOffset(val);
- return 0;
- } else {
- return 0;
- }
- }
- if (!strcmp(attr, "mass")) {
- if (m_pPhysicsController1)
- m_pPhysicsController1->SetMass(val);
- return 0;
- }
+ int i;
+ for(i=0; i<PyList_Size(list); i++)
+ PyDict_SetItem(dict, PyList_GET_ITEM(list, i), Py_None);
}
+ else
+ PyErr_Clear();
+
+ Py_DECREF(list);
- if (PySequence_Check(value))
+ /* Add m_attr_dict if we have it */
+ if(self->m_attr_dict)
+ PyDict_Update(dict, self->m_attr_dict);
+
+ return dict;
+}
+
+/* We need these because the macros have a return in them */
+PyObject* KX_GameObject::py_getattro__internal(PyObject *attr)
+{
+ py_getattro_up(SCA_IObject);
+}
+
+int KX_GameObject::py_setattro__internal(PyObject *attr, PyObject *value) // py_setattro method
+{
+ py_setattro_up(SCA_IObject);
+}
+
+
+PyObject* KX_GameObject::py_getattro(PyObject *attr)
+{
+ PyObject *object= py_getattro__internal(attr);
+
+ if (object==NULL && m_attr_dict)
{
- if (!strcmp(attr, "orientation"))
- {
- MT_Matrix3x3 rot;
- if (PyObject_IsMT_Matrix(value, 3))
- {
- if (PyMatTo(value, rot))
- {
- NodeSetLocalOrientation(rot);
- NodeUpdateGS(0.f,true);
- return 0;
- }
- return 1;
- }
-
- if (PySequence_Size(value) == 4)
- {
- MT_Quaternion qrot;
- if (PyVecTo(value, qrot))
- {
- rot.setRotation(qrot);
- NodeSetLocalOrientation(rot);
- NodeUpdateGS(0.f,true);
- return 0;
- }
- return 1;
- }
+ /* backup the exception incase the attr doesnt exist in the dict either */
+ PyObject *err_type, *err_value, *err_tb;
+ PyErr_Fetch(&err_type, &err_value, &err_tb);
+
+ object= PyDict_GetItem(m_attr_dict, attr);
+ if (object) {
+ Py_INCREF(object);
- if (PySequence_Size(value) == 3)
- {
- MT_Vector3 erot;
- if (PyVecTo(value, erot))
- {
- rot.setEuler(erot);
- NodeSetLocalOrientation(rot);
- NodeUpdateGS(0.f,true);
- return 0;
- }
- return 1;
- }
- PyErr_SetString(PyExc_AttributeError, "could not set the orientation from a 3x3 matrix, quaternion or euler sequence");
- return 1;
+ PyErr_Clear();
+ Py_XDECREF( err_type );
+ Py_XDECREF( err_value );
+ Py_XDECREF( err_tb );
}
-
- if (!strcmp(attr, "position"))
- {
- MT_Point3 pos;
- if (PyVecTo(value, pos))
- {
- NodeSetLocalPosition(pos);
- NodeUpdateGS(0.f,true);
- return 0;
- }
- return 1;
+ else {
+ PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
}
-
- if (!strcmp(attr, "scaling"))
- {
- MT_Vector3 scale;
- if (PyVecTo(value, scale))
- {
- NodeSetLocalScale(scale);
- NodeUpdateGS(0.f,true);
- return 0;
- }
- return 1;
+ }
+ return object;
+}
+
+int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro method
+{
+ int ret;
+
+ ret= py_setattro__internal(attr, value);
+
+ if (ret==PY_SET_ATTR_SUCCESS) {
+ /* remove attribute in our own dict to avoid double ups */
+ /* NOTE: Annoying that we also do this for setting builtin attributes like mass and visibility :/ */
+ if (m_attr_dict) {
+ if (PyDict_DelItem(m_attr_dict, attr) != 0)
+ PyErr_Clear();
}
}
- if (PyString_Check(value))
- {
- if (!strcmp(attr, "name"))
- {
-#if 0 // was added in revision 2832, but never took into account Object name mappings from revision 2
- // unlikely anyone ever used this successfully , removing.
- m_name = PyString_AsString(value);
- return 0;
-#else
- PyErr_SetString(PyExc_AttributeError, "object name readonly");
- return 1;
-#endif
+ if (ret==PY_SET_ATTR_COERCE_FAIL) {
+ /* CValue attribute exists, remove CValue and add PyDict value */
+ RemoveProperty(STR_String(PyString_AsString(attr)));
+ ret= PY_SET_ATTR_MISSING;
+ }
+
+ if (ret==PY_SET_ATTR_MISSING) {
+ /* Lazy initialization */
+ if (m_attr_dict==NULL)
+ m_attr_dict = PyDict_New();
+
+ if (PyDict_SetItem(m_attr_dict, attr, value)==0) {
+ PyErr_Clear();
+ ret= PY_SET_ATTR_SUCCESS;
+ }
+ else {
+ PyErr_Format(PyExc_AttributeError, "gameOb.myAttr = value: KX_GameObject, failed assigning value to internal dictionary");
+ ret= PY_SET_ATTR_FAIL;
}
}
- /* Need to have parent settable here too */
+ return ret;
+}
+
+
+int KX_GameObject::py_delattro(PyObject *attr)
+{
+ char *attr_str= PyString_AsString(attr);
+
+ if (RemoveProperty(STR_String(attr_str))) // XXX - should call CValues instead but its only 2 lines here
+ return 0;
+
+ if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
+ return 0;
- return SCA_IObject::_setattr(attr, value);
+ PyErr_Format(PyExc_AttributeError, "del gameOb.myAttr: KX_GameObject, attribute \"%s\" dosnt exist", attr_str);
+ return 1;
}
-PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
+
+PyObject* KX_GameObject::PyApplyForce(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1311,7 +1842,7 @@ PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1326,7 +1857,7 @@ PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1341,7 +1872,7 @@ PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1356,7 +1887,7 @@ PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
{
// only can get the velocity if we have a physics object connected to us...
int local = 0;
@@ -1370,7 +1901,7 @@ PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args)
}
}
-PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1385,7 +1916,7 @@ PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
{
// only can get the velocity if we have a physics object connected to us...
int local = 0;
@@ -1399,7 +1930,7 @@ PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* self, PyObject* args)
}
}
-PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
{
int local = 0;
PyObject* pyvect;
@@ -1414,7 +1945,7 @@ PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
return NULL;
}
-PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PySetVisible(PyObject* args)
{
int visible, recursive = 0;
if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
@@ -1426,20 +1957,33 @@ PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
}
-PyObject* KX_GameObject::PyGetVisible(PyObject* self)
+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::PyGetVisible()
+{
+ ShowDeprecationWarning("getVisible()", "the visible property");
return PyInt_FromLong(m_bVisible);
}
-PyObject* KX_GameObject::PyGetState(PyObject* self)
+PyObject* KX_GameObject::PyGetState()
{
+ ShowDeprecationWarning("getState()", "the state property");
int state = 0;
state |= GetState();
return PyInt_FromLong(state);
}
-PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetState(PyObject* value)
{
+ ShowDeprecationWarning("setState()", "the state property");
int state_i = PyInt_AsLong(value);
unsigned int state = 0;
@@ -1458,9 +2002,7 @@ PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
Py_RETURN_NONE;
}
-
-
-PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
{
// only can get the velocity if we have a physics object connected to us...
MT_Point3 point(0.0,0.0,0.0);
@@ -1486,110 +2028,89 @@ PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args)
-PyObject* KX_GameObject::PyGetMass(PyObject* self)
+PyObject* KX_GameObject::PyGetMass()
{
- return PyFloat_FromDouble(GetPhysicsController()->GetMass());
+ ShowDeprecationWarning("getMass()", "the mass property");
+ return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
}
-
-
-PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
+PyObject* KX_GameObject::PyGetReactionForce()
{
// only can get the velocity if we have a physics object connected to us...
- return PyObjectFrom(GetPhysicsController()->getReactionForce());
+
+ // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
+ /*
+ if (GetPhysicsController())
+ return PyObjectFrom(GetPhysicsController()->getReactionForce());
+ return PyObjectFrom(dummy_point);
+ */
+
+ return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
+
}
-PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
+PyObject* KX_GameObject::PyEnableRigidBody()
{
- GetPhysicsController()->setRigidBody(true);
+ if(GetPhysicsController())
+ GetPhysicsController()->setRigidBody(true);
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
+PyObject* KX_GameObject::PyDisableRigidBody()
{
- GetPhysicsController()->setRigidBody(false);
+ if(GetPhysicsController())
+ GetPhysicsController()->setRigidBody(false);
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PyGetParent(PyObject* self)
+PyObject* KX_GameObject::PyGetParent()
{
+ ShowDeprecationWarning("getParent()", "the parent property");
KX_GameObject* parent = this->GetParent();
if (parent)
- return parent->AddRef();
+ return parent->GetProxy();
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetParent(PyObject* value)
{
- if (!PyObject_TypeCheck(value, &KX_GameObject::Type)) {
- PyErr_SetString(PyExc_TypeError, "expected a KX_GameObject type");
+ KX_GameObject *obj;
+ if (!ConvertPythonToGameObject(value, &obj, false, "gameOb.setParent(value): KX_GameObject"))
return NULL;
- }
-
- // The object we want to set as parent
- CValue *m_ob = (CValue*)value;
- KX_GameObject *obj = ((KX_GameObject*)m_ob);
- KX_Scene *scene = KX_GetActiveScene();
- this->SetParent(scene, obj);
-
+ this->SetParent(KX_GetActiveScene(), obj);
Py_RETURN_NONE;
}
-PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
+PyObject* KX_GameObject::PyRemoveParent()
{
KX_Scene *scene = KX_GetActiveScene();
this->RemoveParent(scene);
Py_RETURN_NONE;
}
-
-static void walk_children(SG_Node* node, CListValue* list, bool recursive)
-{
- 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);
- }
- }
-}
-
-PyObject* KX_GameObject::PyGetChildren(PyObject* self)
+PyObject* KX_GameObject::PyGetChildren()
{
- CListValue* list = new CListValue();
- walk_children(m_pSGNode, list, 0);
- return list;
+ return GetChildren()->NewProxy(true);
}
-PyObject* KX_GameObject::PyGetChildrenRecursive(PyObject* self)
+PyObject* KX_GameObject::PyGetChildrenRecursive()
{
- CListValue* list = new CListValue();
- walk_children(m_pSGNode, list, 1);
- return list;
+ return GetChildrenRecursive()->NewProxy(true);
}
-PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyGetMesh(PyObject* args)
{
+ ShowDeprecationWarning("getMesh()", "the meshes property");
+
int mesh = 0;
if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
@@ -1598,7 +2119,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
{
KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
- return meshproxy;
+ return meshproxy->NewProxy(true); // XXX Todo Python own.
}
Py_RETURN_NONE;
@@ -1608,7 +2129,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
-PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
{
float collisionMargin = PyFloat_AsDouble(value);
@@ -1628,7 +2149,7 @@ PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
-PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
{
PyObject* pyattach;
PyObject* pyimpulse;
@@ -1655,7 +2176,7 @@ PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
-PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
+PyObject* KX_GameObject::PySuspendDynamics()
{
SuspendDynamics();
Py_RETURN_NONE;
@@ -1663,7 +2184,7 @@ PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
-PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
+PyObject* KX_GameObject::PyRestoreDynamics()
{
RestoreDynamics();
Py_RETURN_NONE;
@@ -1671,20 +2192,22 @@ PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
-PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
+PyObject* KX_GameObject::PyGetOrientation() //keywords
{
+ ShowDeprecationWarning("getOrientation()", "the orientation property");
return PyObjectFrom(NodeGetWorldOrientation());
}
-PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetOrientation(PyObject* value)
{
+ ShowDeprecationWarning("setOrientation()", "the orientation property");
MT_Matrix3x3 matrix;
if (PyObject_IsMT_Matrix(value, 3) && PyMatTo(value, matrix))
{
NodeSetLocalOrientation(matrix);
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
Py_RETURN_NONE;
}
@@ -1693,13 +2216,13 @@ PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
{
matrix.setRotation(quat);
NodeSetLocalOrientation(matrix);
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
Py_RETURN_NONE;
}
return NULL;
}
-PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
+PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
{
PyObject* pyvect;
int axis = 2; //z axis is the default
@@ -1714,14 +2237,14 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
if (fac> 1.0) fac= 1.0;
AlignAxisToVect(vect,axis,fac);
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
Py_RETURN_NONE;
}
}
return NULL;
}
-PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
{
MT_Vector3 vect;
if (PyVecTo(value, vect))
@@ -1731,33 +2254,34 @@ PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
return NULL;
}
-PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetPosition(PyObject* value)
{
+ ShowDeprecationWarning("setPosition()", "the position property");
MT_Point3 pos;
if (PyVecTo(value, pos))
{
NodeSetLocalPosition(pos);
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
Py_RETURN_NONE;
}
return NULL;
}
-PyObject* KX_GameObject::PySetWorldPosition(PyObject* self, PyObject* value)
+PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
{
MT_Point3 pos;
if (PyVecTo(value, pos))
{
NodeSetWorldPosition(pos);
- NodeUpdateGS(0.f,true);
+ NodeUpdateGS(0.f);
Py_RETURN_NONE;
}
return NULL;
}
-PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
+PyObject* KX_GameObject::PyGetPhysicsId()
{
KX_IPhysicsController* ctrl = GetPhysicsController();
uint_ptr physid=0;
@@ -1768,9 +2292,19 @@ PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
return PyInt_FromLong((long)physid);
}
-PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self)
+PyObject* KX_GameObject::PyGetPropertyNames()
{
- return ConvertKeysToPython();
+ 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,
@@ -1784,7 +2318,7 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
PyErr_Clear();
KX_GameObject *other;
- if (ConvertPythonToGameObject(value, &other, false))
+ if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
{
return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
}
@@ -1807,12 +2341,12 @@ KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
PyErr_Clear();
KX_GameObject *other;
- if (ConvertPythonToGameObject(value, &other, false))
+ if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
{
- PyErr_SetString(PyExc_TypeError, "Expected a 3D Vector or GameObject type");
+ PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
return NULL;
}
}
@@ -1901,12 +2435,12 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
KX_GameObject *other;
PyErr_Clear();
- if (ConvertPythonToGameObject(pyarg, &other, false))
+ if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
{
- PyErr_SetString(PyExc_TypeError, "the first argument to rayCastTo must be a vector or a KX_GameObject");
+ 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;
}
}
@@ -1935,7 +2469,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
if (m_pHitObject)
- return m_pHitObject->AddRef();
+ return m_pHitObject->GetProxy();
Py_RETURN_NONE;
}
@@ -1977,7 +2511,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
{
PyErr_Clear();
- if (ConvertPythonToGameObject(pyto, &other, false))
+ if (ConvertPythonToGameObject(pyto, &other, false, "")) /* error will be overwritten */
{
toPoint = other->NodeGetWorldPosition();
} else
@@ -1994,12 +2528,12 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
{
PyErr_Clear();
- if (ConvertPythonToGameObject(pyfrom, &other, false))
+ if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
{
fromPoint = other->NodeGetWorldPosition();
} else
{
- PyErr_SetString(PyExc_TypeError, "the second optional argument to rayCast must be a vector or a KX_GameObject");
+ PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
return NULL;
}
}
@@ -2037,7 +2571,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
{
PyObject* returnValue = (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, m_pHitObject->AddRef());
+ PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
if (poly)
@@ -2047,7 +2581,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
// 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);
+ PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
}
else
{
@@ -2065,6 +2599,26 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
}
+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")
+{
+ char* subject;
+ char* body = (char *)"";
+ char* to = (char *)"";
+ const STR_String& from = GetName();
+
+ if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to))
+ return NULL;
+
+ KX_GetActiveScene()->GetNetworkScene()->SendMessage(to, from, subject, body);
+
+ Py_RETURN_NONE;
+}
+
/* ---------------------------------------------------------------------
* Some stuff taken from the header
* --------------------------------------------------------------------- */
@@ -2087,10 +2641,10 @@ void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)
}
}
-bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok)
+bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
{
if (value==NULL) {
- PyErr_SetString(PyExc_TypeError, "Error in ConvertPythonToGameObject, python pointer NULL, should never happen");
+ PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
*object = NULL;
return false;
}
@@ -2101,33 +2655,40 @@ bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py
if (py_none_ok) {
return true;
} else {
- PyErr_SetString(PyExc_TypeError, "Expected KX_GameObject or a string for a name of a KX_GameObject, None is invalid");
+ PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
return false;
}
}
if (PyString_Check(value)) {
- *object = (KX_GameObject *)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_AsString(value) ));
+ *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_AsString(value) ));
if (*object) {
return true;
} else {
- PyErr_SetString(PyExc_ValueError, "Requested name did not match any KX_GameObject");
+ PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, PyString_AsString(value));
return false;
}
}
if (PyObject_TypeCheck(value, &KX_GameObject::Type)) {
- *object = static_cast<KX_GameObject*>(value);
+ *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
+
+ /* sets the error */
+ if (*object==NULL) {
+ PyErr_Format(PyExc_RuntimeError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
+ return false;
+ }
+
return true;
}
*object = NULL;
if (py_none_ok) {
- PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject, a string or None");
+ PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
} else {
- PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject or a string");
+ PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
}
return false;