diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 604 |
1 files changed, 146 insertions, 458 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index f2a554c6b2a..989cdabd491 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -51,7 +51,6 @@ typedef unsigned long uint_ptr; #include "KX_GameObject.h" #include "RAS_MeshObject.h" #include "KX_MeshProxy.h" -#include "KX_PolyProxy.h" #include <stdio.h> // printf #include "SG_Controller.h" #include "KX_IPhysicsController.h" @@ -65,8 +64,6 @@ typedef unsigned long uint_ptr; #include "SCA_IActuator.h" #include "SCA_ISensor.h" -#include "PyObjectPlus.h" /* python stuff */ - // This file defines relationships between parents and children // in the game engine. @@ -81,15 +78,12 @@ KX_GameObject::KX_GameObject( m_bDyna(false), m_layer(0), m_pBlenderObject(NULL), - m_pBlenderGroupObject(NULL), m_bSuspendDynamics(false), m_bUseObjectColor(false), m_bIsNegativeScaling(false), m_bVisible(true), - m_bCulled(true), m_pPhysicsController1(NULL), m_pPhysicsEnvironment(NULL), - m_xray(false), m_pHitObject(NULL), m_isDeformable(false) { @@ -105,11 +99,8 @@ KX_GameObject::KX_GameObject( }; - KX_GameObject::~KX_GameObject() { - RemoveMeshes(); - // is this delete somewhere ? //if (m_sumoObj) // delete m_sumoObj; @@ -171,6 +162,7 @@ STR_String KX_GameObject::GetName() void KX_GameObject::SetName(STR_String name) { m_name = name; + }; // Set the name of the value @@ -214,8 +206,7 @@ KX_GameObject* KX_GameObject::GetParent() void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj) { - // check on valid node in case a python controller holds a reference to a deleted object - if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode()) + if (obj && GetSGNode()->GetSGParent() != obj->GetSGNode()) { // Make sure the objects have some scale MT_Vector3 scale1 = NodeGetWorldScaling(); @@ -236,12 +227,11 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj) m_pPhysicsController1->SuspendDynamics(true); } // Set us to our new scale, position, and orientation - scale2[0] = 1.0/scale2[0]; - scale2[1] = 1.0/scale2[1]; - scale2[2] = 1.0/scale2[2]; - scale1 = scale1 * scale2; + scale1[0] = scale1[0]/scale2[0]; + scale1[1] = scale1[1]/scale2[1]; + scale1[2] = scale1[2]/scale2[2]; MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse(); - MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2; + MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale1; NodeSetLocalScale(scale1); NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2])); @@ -257,8 +247,7 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj) 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()) + if (GetSGNode()->GetSGParent()) { // Set us to the right spot GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling()); @@ -294,11 +283,11 @@ void KX_GameObject::ProcessReplica(KX_GameObject* replica) CValue* KX_GameObject::GetReplica() { KX_GameObject* replica = new KX_GameObject(*this); - + // this will copy properties and so on... CValue::AddDataToReplica(replica); ProcessReplica(replica); - + return replica; } @@ -364,47 +353,24 @@ double* KX_GameObject::GetOpenGLMatrix() return fl; } -void KX_GameObject::AddMeshUser() -{ - for (size_t i=0;i<m_meshes.size();i++) - m_meshes[i]->AddMeshUser(this); - - 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 ) +void KX_GameObject::Bucketize() { double* fl = GetOpenGLMatrix(); 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); - } + m_meshes[i]->Bucketize(fl, this, m_bUseObjectColor, m_objectColor); } + + void KX_GameObject::RemoveMeshes() { + double* fl = GetOpenGLMatrix(); + for (size_t i=0;i<m_meshes.size();i++) - m_meshes[i]->RemoveFromBuckets(this); + m_meshes[i]->RemoveFromBuckets(fl, this); //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter @@ -487,14 +453,13 @@ KX_GameObject::UpdateMaterialData( ) { int mesh = 0; - if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) { - list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial(); + if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) { + RAS_MaterialBucket::Set::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 ) + RAS_IPolyMaterial* poly = (*mit)->GetPolyMaterial(); + if(poly->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly); @@ -502,7 +467,8 @@ KX_GameObject::UpdateMaterialData( { 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); + if(!(poly->GetFlag() & RAS_BLENDERGLSL)) + SetObjectColor(rgba); } else { @@ -528,52 +494,14 @@ KX_GameObject::GetVisible( 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 + bool v ) { m_bVisible = v; - if (recursive) - setVisible_recursive(m_pSGNode, v); } -bool -KX_GameObject::GetCulled( - void - ) -{ - return m_bCulled; -} - -void -KX_GameObject::SetCulled( - bool c - ) -{ - m_bCulled = c; -} - - void KX_GameObject::SetLayer( int l @@ -590,16 +518,51 @@ KX_GameObject::GetLayer( return m_layer; } -void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local) +// used by Python, and the actuatorshould _not_ be misused by the +// scene! +void +KX_GameObject::MarkVisible( + bool visible + ) { - if (m_pPhysicsController1) + /* If explicit visibility settings are used, this is + * determined on this level. Maybe change this to mesh level + * later on? */ + + double* fl = GetOpenGLMatrixPtr()->getPointer(); + for (size_t i=0;i<m_meshes.size();i++) { - MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel; - m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0); + m_meshes[i]->MarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor); } } +// Always use the flag? +void +KX_GameObject::MarkVisible( + void + ) +{ + double* fl = GetOpenGLMatrixPtr()->getPointer(); + for (size_t i=0;i<m_meshes.size();i++) + { + m_meshes[i]->MarkVisible(fl, + this, + m_bVisible, + m_bUseObjectColor, + m_objectColor + ); + } +} + + +void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local) +{ + if (m_pPhysicsController1) + m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),local); +} + + void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local) { @@ -615,7 +578,6 @@ void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local) m_pPhysicsController1->SetAngularVelocity(ang_vel,local); } - void KX_GameObject::ResolveCombinedVelocities( const MT_Vector3 & lin_vel, const MT_Vector3 & ang_vel, @@ -645,10 +607,6 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) 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)) @@ -779,24 +737,13 @@ MT_Vector3 KX_GameObject::GetAngularVelocity(bool local) return velocity; } -MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point) -{ - if (m_pPhysicsController1) - { - return m_pPhysicsController1->GetVelocity(point); - } - return MT_Vector3(0.0,0.0,0.0); -} + // 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_pPhysicsController1 && !GetSGNode()->GetSGParent()) + if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent())) { // don't update physic controller if the object is a child: // 1) the transformation will not be right @@ -805,39 +752,35 @@ void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans) m_pPhysicsController1->setPosition(trans); } - GetSGNode()->SetLocalPosition(trans); + if (GetSGNode()) + 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_pPhysicsController1 && !GetSGNode()->GetSGParent()) + if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent())) { // see note above m_pPhysicsController1->setOrientation(rot); } - GetSGNode()->SetLocalOrientation(rot); + if (GetSGNode()) + GetSGNode()->SetLocalOrientation(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_pPhysicsController1 && !GetSGNode()->GetSGParent()) + if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent())) { // see note above m_pPhysicsController1->setScaling(scale); } - GetSGNode()->SetLocalScale(scale); + + if (GetSGNode()) + GetSGNode()->SetLocalScale(scale); } @@ -845,17 +788,7 @@ void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale) void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale) { if (GetSGNode()) - { GetSGNode()->RelativeScale(scale); - if (m_pPhysicsController1 && (!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_pPhysicsController1->setScaling(newscale); - } - } } void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans) @@ -895,13 +828,6 @@ 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 GetSGNode()->GetWorldOrientation(); } @@ -909,12 +835,6 @@ 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 GetSGNode()->GetWorldScaling(); } @@ -922,12 +842,6 @@ const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const const MT_Point3& KX_GameObject::NodeGetWorldPosition() const { - static MT_Point3 defaultPosition = MT_Point3(0.0, 0.0, 0.0); - - // check on valid node in case a python controller holds a reference to a deleted object - if (!GetSGNode()) - return defaultPosition; - return GetSGNode()->GetWorldPosition(); } @@ -969,22 +883,15 @@ void KX_GameObject::Suspend() 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}, - {"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}, {"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}, + {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_O}, {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS}, {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O}, {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS}, @@ -1003,7 +910,6 @@ PyMethodDef KX_GameObject::Methods[] = { {"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), @@ -1030,35 +936,13 @@ bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args, } */ -PyObject* KX_GameObject::PyReplaceMesh(PyObject* self, 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)); - - if (mesh_pt==NULL) { - PyErr_SetString(PyExc_ValueError, "The mesh name given does not exist"); - return NULL; - } - scene->ReplaceMesh(this, (class RAS_MeshObject*)mesh_pt); - - Py_RETURN_NONE; -} - PyObject* KX_GameObject::PyEndObject(PyObject* self) { - KX_Scene *scene = KX_GetActiveScene(); + KX_Scene *scene = PHY_GetActiveScene(); scene->DelayedRemoveObject(this); - Py_RETURN_NONE; + return Py_None; } @@ -1148,23 +1032,18 @@ PyObject* KX_GameObject::_getattr(const STR_String& attr) int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method { - if (attr == "mass") { - PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only"); + if (attr == "mass") return 1; - } - if (attr == "parent") { - PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only\nUse setParent()"); + if (attr == "parent") return 1; - } if (PyInt_Check(value)) { int val = PyInt_AsLong(value); if (attr == "visible") { - SetVisible(val != 0, false); - UpdateBuckets(false); + SetVisible(val != 0); return 0; } } @@ -1223,7 +1102,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr } return 1; } - PyErr_SetString(PyExc_AttributeError, "could not set the orientation from a 3x3 matrix, quaternion or euler sequence"); + return 1; } @@ -1266,67 +1145,10 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr return SCA_IObject::_setattr(attr, value); } -PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args) -{ - int local = 0; - PyObject* pyvect; - - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { - MT_Vector3 force; - if (PyVecTo(pyvect, force)) { - ApplyForce(force, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args) -{ - int local = 0; - PyObject* pyvect; - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { - MT_Vector3 torque; - if (PyVecTo(pyvect, torque)) { - ApplyTorque(torque, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args) -{ - int local = 0; - PyObject* pyvect; - - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { - MT_Vector3 rotation; - if (PyVecTo(pyvect, rotation)) { - ApplyRotation(rotation, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args) -{ - int local = 0; - PyObject* pyvect; - - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { - MT_Vector3 movement; - if (PyVecTo(pyvect, movement)) { - ApplyMovement(movement, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, + PyObject* args, + PyObject* kwds) { // only can get the velocity if we have a physics object connected to us... int local = 0; @@ -1340,7 +1162,9 @@ PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args) } } -PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, + PyObject* args, + PyObject* kwds) { int local = 0; PyObject* pyvect; @@ -1355,43 +1179,17 @@ PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args) return NULL; } -PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* self, PyObject* args) -{ - // only can get the velocity if we have a physics object connected to us... - int local = 0; - if (PyArg_ParseTuple(args,"|i",&local)) - { - return PyObjectFrom(GetAngularVelocity((local!=0))); - } - else - { - return NULL; - } -} - -PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* value) { - int local = 0; - PyObject* pyvect; + int visible = PyInt_AsLong(value); - if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) { - MT_Vector3 velocity; - if (PyVecTo(pyvect, velocity)) { - setAngularVelocity(velocity, (local!=0)); - Py_RETURN_NONE; - } - } - return NULL; -} - -PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args) -{ - int visible, recursive = 0; - if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive)) + if (visible==-1 && PyErr_Occurred()) { + PyErr_SetString(PyExc_TypeError, "expected 0 or 1"); return NULL; + } - SetVisible(visible ? true:false, recursive ? true:false); - UpdateBuckets(recursive ? true:false); + MarkVisible(visible!=0); + m_bVisible = (visible!=0); Py_RETURN_NONE; } @@ -1430,7 +1228,9 @@ PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value) -PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PyGetVelocity(PyObject* self, + PyObject* args, + PyObject* kwds) { // only can get the velocity if we have a physics object connected to us... MT_Vector3 velocity(0.0,0.0,0.0); @@ -1511,7 +1311,7 @@ PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value) // 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(); + KX_Scene *scene = PHY_GetActiveScene(); this->SetParent(scene, obj); @@ -1520,7 +1320,7 @@ PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value) PyObject* KX_GameObject::PyRemoveParent(PyObject* self) { - KX_Scene *scene = KX_GetActiveScene(); + KX_Scene *scene = PHY_GetActiveScene(); this->RemoveParent(scene); Py_RETURN_NONE; } @@ -1562,7 +1362,9 @@ PyObject* KX_GameObject::PyGetChildrenRecursive(PyObject* self) return list; } -PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PyGetMesh(PyObject* self, + PyObject* args, + PyObject* kwds) { int mesh = 0; @@ -1602,7 +1404,9 @@ PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value) -PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, + PyObject* args, + PyObject* kwds) { PyObject* pyattach; PyObject* pyimpulse; @@ -1673,7 +1477,9 @@ PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value) return NULL; } -PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args) +PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, + PyObject* args, + PyObject* kwds) { PyObject* pyvect; int axis = 2; //z axis is the default @@ -1718,19 +1524,6 @@ PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value) return NULL; } -PyObject* KX_GameObject::PySetWorldPosition(PyObject* self, PyObject* value) -{ - MT_Point3 pos; - if (PyVecTo(value, pos)) - { - NodeSetWorldPosition(pos); - NodeUpdateGS(0.f,true); - Py_RETURN_NONE; - } - - return NULL; -} - PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self) { KX_IPhysicsController* ctrl = GetPhysicsController(); @@ -1758,9 +1551,9 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getDistanceTo, PyErr_Clear(); PyObject *pyother; - KX_GameObject *other; - if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false)) + if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &pyother)) { + KX_GameObject *other = static_cast<KX_GameObject*>(pyother); return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition())); } @@ -1781,12 +1574,11 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getVectTo, if (!PyVecArgTo(args, toPoint)) { PyErr_Clear(); - - KX_GameObject *other; - if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false)) + if (PyArg_ParseTuple(args, "O!", &KX_GameObject::Type, &pyother)) { + KX_GameObject *other = static_cast<KX_GameObject*>(pyother); toPoint = other->NodeGetWorldPosition(); - } else + }else { PyErr_SetString(PyExc_TypeError, "Expected a 3D Vector or GameObject type"); return NULL; @@ -1816,45 +1608,25 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getVectTo, return returnValue; } -bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data) +bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data) { - 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 (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL) - { - m_pHitObject = 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) -{ 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); + // false hit 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 (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL) + + if (m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL) { + m_pHitObject = hitKXObj; return true; } - // skip the object + return false; + } KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, @@ -1876,15 +1648,12 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, { KX_GameObject *other; PyErr_Clear(); - - if (ConvertPythonToGameObject(pyarg, &other, false)) - { - toPoint = other->NodeGetWorldPosition(); - } else - { + if (!PyType_IsSubtype(pyarg->ob_type, &KX_GameObject::Type)) { PyErr_SetString(PyExc_TypeError, "the first argument to rayCastTo must be a vector or a KX_GameObject"); return NULL; } + other = static_cast<KX_GameObject*>(pyarg); + toPoint = other->NodeGetWorldPosition(); } MT_Point3 fromPoint = NodeGetWorldPosition(); if (dist != 0.0f) @@ -1894,6 +1663,8 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, toPoint = fromPoint + (dist) * toDir; } + MT_Point3 resultPoint; + MT_Vector3 resultNormal; PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment(); KX_IPhysicsController *spc = GetPhysicsController(); KX_GameObject *parent = GetParent(); @@ -1907,8 +1678,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, m_testPropName = propName; else m_testPropName.SetLength(0); - KX_RayCast::Callback<KX_GameObject> callback(this,spc); - KX_RayCast::RayTest(pe, fromPoint, toPoint, callback); + KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this)); if (m_pHitObject) { @@ -1919,24 +1689,13 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, } KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, - "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n" - " If no hit, return (None,None,None) or (None,None,None,None).\n" -" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n" + "rayCast(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) of contact point with object within dist that matches prop or (None,None,None) tuple if no hit\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 to\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" -" If 0 or omitted, return value is a 3-tuple\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") +" to = 3-tuple or object reference for destination of ray (if object, use center of object)\n" +"Note: the object on which you call this method matters: the ray will ignore it if it goes through it\n") { MT_Point3 toPoint; MT_Point3 fromPoint; @@ -1945,24 +1704,20 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, float dist = 0.0f; char *propName = NULL; KX_GameObject *other; - int face=0, xray=0, poly=0; - if (!PyArg_ParseTuple(args,"O|Ofsiii", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) { + if (!PyArg_ParseTuple(args,"O|Ofs", &pyto, &pyfrom, &dist, &propName)) { return NULL; // Python sets a simple error } if (!PyVecTo(pyto, toPoint)) { PyErr_Clear(); - - if (ConvertPythonToGameObject(pyto, &other, false)) - { - toPoint = other->NodeGetWorldPosition(); - } else - { + if (!PyType_IsSubtype(pyto->ob_type, &KX_GameObject::Type)) { PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject"); return NULL; } + other = static_cast<KX_GameObject*>(pyto); + toPoint = other->NodeGetWorldPosition(); } if (!pyfrom || pyfrom == Py_None) { @@ -1971,15 +1726,12 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, else if (!PyVecTo(pyfrom, fromPoint)) { PyErr_Clear(); - - if (ConvertPythonToGameObject(pyfrom, &other, false)) - { - fromPoint = other->NodeGetWorldPosition(); - } else - { + if (!PyType_IsSubtype(pyfrom->ob_type, &KX_GameObject::Type)) { PyErr_SetString(PyExc_TypeError, "the second optional argument to rayCast must be a vector or a KX_GameObject"); return NULL; } + other = static_cast<KX_GameObject*>(pyfrom); + fromPoint = other->NodeGetWorldPosition(); } if (dist != 0.0f) { @@ -1993,6 +1745,8 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, return Py_BuildValue("OOO", Py_None, Py_None, Py_None); } + MT_Point3 resultPoint; + MT_Vector3 resultNormal; PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment(); KX_IPhysicsController *spc = GetPhysicsController(); KX_GameObject *parent = GetParent(); @@ -2006,41 +1760,20 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, m_testPropName = propName; else m_testPropName.SetLength(0); - m_xray = xray; - // to get the hit results - KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face); - KX_RayCast::RayTest(pe, fromPoint, toPoint, callback); + KX_RayCast::RayTest(spc, pe, fromPoint, toPoint, resultPoint, resultNormal, KX_RayCast::Callback<KX_GameObject>(this)); - if (m_pHitObject) + if (m_pHitObject) { - PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3); + PyObject* returnValue = 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, 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* poly = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon); - KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, poly); - PyTuple_SET_ITEM(returnValue, 3, polyproxy); - } - else - { - Py_INCREF(Py_None); - PyTuple_SET_ITEM(returnValue, 3, Py_None); - } - } + PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(resultPoint)); + PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(resultNormal)); } return returnValue; } - // no hit - if (poly) - return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None); - else - return Py_BuildValue("OOO", Py_None, Py_None, Py_None); + return Py_BuildValue("OOO", Py_None, Py_None, Py_None); + //Py_RETURN_NONE; } /* --------------------------------------------------------------------- @@ -2065,48 +1798,3 @@ void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter) } } -bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok) -{ - if (value==NULL) { - PyErr_SetString(PyExc_TypeError, "Error in ConvertPythonToGameObject, python pointer NULL, should never happen"); - *object = NULL; - return false; - } - - if (value==Py_None) { - *object = NULL; - - 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"); - return false; - } - } - - if (PyString_Check(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"); - return false; - } - } - - if (PyObject_TypeCheck(value, &KX_GameObject::Type)) { - *object = static_cast<KX_GameObject*>(value); - return true; - } - - *object = NULL; - - if (py_none_ok) { - PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject, a string or None"); - } else { - PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject or a string"); - } - - return false; -} |