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Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp193
1 files changed, 94 insertions, 99 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index e06f7ab6633..96f76ff21b1 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -55,7 +55,6 @@ typedef unsigned long uint_ptr;
#include "KX_PolyProxy.h"
#include <stdio.h> // printf
#include "SG_Controller.h"
-#include "KX_IPhysicsController.h"
#include "PHY_IGraphicController.h"
#include "SG_Node.h"
#include "SG_Controller.h"
@@ -105,7 +104,7 @@ KX_GameObject::KX_GameObject(
m_bVisible(true),
m_bCulled(true),
m_bOccluder(false),
- m_pPhysicsController1(NULL),
+ m_pPhysicsController(NULL),
m_pGraphicController(NULL),
m_xray(false),
m_pHitObject(NULL),
@@ -177,6 +176,11 @@ KX_GameObject::~KX_GameObject()
delete m_pGraphicController;
}
+ if (m_pPhysicsController)
+ {
+ delete m_pPhysicsController;
+ }
+
if (m_pObstacleSimulation)
{
m_pObstacleSimulation->DestroyObstacleForObj(this);
@@ -245,9 +249,9 @@ void KX_GameObject::SetName(const char *name)
m_name = name;
}
-KX_IPhysicsController* KX_GameObject::GetPhysicsController()
+PHY_IPhysicsController* KX_GameObject::GetPhysicsController()
{
- return m_pPhysicsController1;
+ return m_pPhysicsController;
}
KX_GameObject* KX_GameObject::GetDupliGroupObject()
@@ -333,9 +337,9 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCom
RemoveParent(scene);
obj->GetSGNode()->AddChild(GetSGNode());
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- m_pPhysicsController1->SuspendDynamics(ghost);
+ m_pPhysicsController->SuspendDynamics(ghost);
}
// Set us to our new scale, position, and orientation
scale2[0] = 1.0/scale2[0];
@@ -356,16 +360,16 @@ void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCom
Release();
// if the new parent is a compound object, add this object shape to the compound shape.
// step 0: verify this object has physical controller
- if (m_pPhysicsController1 && addToCompound)
+ if (m_pPhysicsController && addToCompound)
{
// step 1: find the top parent (not necessarily obj)
KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
// step 2: verify it has a physical controller and compound shape
if (rootobj != NULL &&
- rootobj->m_pPhysicsController1 != NULL &&
- rootobj->m_pPhysicsController1->IsCompound())
+ rootobj->m_pPhysicsController != NULL &&
+ rootobj->m_pPhysicsController->IsCompound())
{
- rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
+ rootobj->m_pPhysicsController->AddCompoundChild(m_pPhysicsController);
}
}
// graphically, the object hasn't change place, no need to update m_pGraphicController
@@ -392,27 +396,27 @@ void KX_GameObject::RemoveParent(KX_Scene *scene)
if (!rootlist->SearchValue(this))
// object was not in root list, add it now and increment ref count
rootlist->Add(AddRef());
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
// in case this controller was added as a child shape to the parent
if (rootobj != NULL &&
- rootobj->m_pPhysicsController1 != NULL &&
- rootobj->m_pPhysicsController1->IsCompound())
+ rootobj->m_pPhysicsController != NULL &&
+ rootobj->m_pPhysicsController->IsCompound())
{
- rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
+ rootobj->m_pPhysicsController->RemoveCompoundChild(m_pPhysicsController);
}
- m_pPhysicsController1->RestoreDynamics();
- if (m_pPhysicsController1->IsDyna() && (rootobj != NULL && rootobj->m_pPhysicsController1))
+ m_pPhysicsController->RestoreDynamics();
+ if (m_pPhysicsController->IsDynamic() && (rootobj != NULL && rootobj->m_pPhysicsController))
{
// dynamic object should remember the velocity they had while being parented
MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
MT_Point3 relPoint;
relPoint = (childPoint-rootPoint);
- MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
- MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
- m_pPhysicsController1->SetLinearVelocity(linVel, false);
- m_pPhysicsController1->SetAngularVelocity(angVel, false);
+ MT_Vector3 linVel = rootobj->m_pPhysicsController->GetVelocity(relPoint);
+ MT_Vector3 angVel = rootobj->m_pPhysicsController->GetAngularVelocity();
+ m_pPhysicsController->SetLinearVelocity(linVel, false);
+ m_pPhysicsController->SetAngularVelocity(angVel, false);
}
}
// graphically, the object hasn't change place, no need to update m_pGraphicController
@@ -488,9 +492,9 @@ void KX_GameObject::SetTimes(short layer, float start, float end)
void KX_GameObject::ProcessReplica()
{
SCA_IObject::ProcessReplica();
-
- m_pPhysicsController1 = NULL;
+
m_pGraphicController = NULL;
+ m_pPhysicsController = NULL;
m_pSGNode = NULL;
m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
m_pClient_info->m_gameobject = this;
@@ -570,16 +574,16 @@ CValue* KX_GameObject::GetReplica()
void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
{
- if (m_pPhysicsController1)
- m_pPhysicsController1->ApplyForce(force,local);
+ if (m_pPhysicsController)
+ m_pPhysicsController->ApplyForce(force,local);
}
void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
{
- if (m_pPhysicsController1)
- m_pPhysicsController1->ApplyTorque(torque,local);
+ if (m_pPhysicsController)
+ m_pPhysicsController->ApplyTorque(torque,local);
}
@@ -588,9 +592,9 @@ void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
{
if (GetSGNode())
{
- if (m_pPhysicsController1) // (IsDynamic())
+ if (m_pPhysicsController) // (IsDynamic())
{
- m_pPhysicsController1->RelativeTranslate(dloc,local);
+ m_pPhysicsController->RelativeTranslate(dloc,local);
}
GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
}
@@ -605,8 +609,8 @@ void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
if (GetSGNode()) {
GetSGNode()->RelativeRotate(rotmat,local);
- if (m_pPhysicsController1) { // (IsDynamic())
- m_pPhysicsController1->RelativeRotate(rotmat,local);
+ if (m_pPhysicsController) { // (IsDynamic())
+ m_pPhysicsController->RelativeRotate(rotmat,local);
}
}
}
@@ -730,11 +734,8 @@ void KX_GameObject::RemoveMeshes()
void KX_GameObject::UpdateTransform()
{
// HACK: saves function call for dynamic object, they are handled differently
- if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
- // 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 during physics simulation
- m_pPhysicsController1->SetSumoTransform(true);
+ if (m_pPhysicsController && !m_pPhysicsController->IsDynamic())
+ m_pPhysicsController->SetTransform();
if (m_pGraphicController)
// update the culling tree
m_pGraphicController->SetGraphicTransform();
@@ -749,8 +750,8 @@ void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* s
void KX_GameObject::SynchronizeTransform()
{
// only used for sensor object, do full synchronization as bullet doesn't do it
- if (m_pPhysicsController1)
- m_pPhysicsController1->SetTransform();
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetTransform();
if (m_pGraphicController)
m_pGraphicController->SetGraphicTransform();
}
@@ -935,10 +936,10 @@ KX_GameObject::GetLayer(
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
- m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
+ m_pPhysicsController->SetLinearVelocity(lv + m_pPhysicsController->GetLinearVelocity(), 0);
}
}
@@ -946,16 +947,16 @@ void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
- if (m_pPhysicsController1)
- m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetLinearVelocity(lin_vel,local);
}
void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
{
- if (m_pPhysicsController1)
- m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
+ if (m_pPhysicsController)
+ m_pPhysicsController->SetAngularVelocity(ang_vel,local);
}
@@ -965,12 +966,12 @@ void KX_GameObject::ResolveCombinedVelocities(
bool lin_vel_local,
bool ang_vel_local
) {
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
- m_pPhysicsController1->resolveCombinedVelocities(
+ m_pPhysicsController->ResolveCombinedVelocities(
lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
}
}
@@ -1082,9 +1083,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
MT_Scalar KX_GameObject::GetMass()
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- return m_pPhysicsController1->GetMass();
+ return m_pPhysicsController->GetMass();
}
return 0.0;
}
@@ -1092,9 +1093,9 @@ MT_Scalar KX_GameObject::GetMass()
MT_Vector3 KX_GameObject::GetLocalInertia()
{
MT_Vector3 local_inertia(0.0,0.0,0.0);
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- local_inertia = m_pPhysicsController1->GetLocalInertia();
+ local_inertia = m_pPhysicsController->GetLocalInertia();
}
return local_inertia;
}
@@ -1103,9 +1104,9 @@ MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
MT_Matrix3x3 ori;
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- velocity = m_pPhysicsController1->GetLinearVelocity();
+ velocity = m_pPhysicsController->GetLinearVelocity();
if (local)
{
@@ -1122,9 +1123,9 @@ MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
{
MT_Vector3 velocity(0.0,0.0,0.0), locvel;
MT_Matrix3x3 ori;
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- velocity = m_pPhysicsController1->GetAngularVelocity();
+ velocity = m_pPhysicsController->GetAngularVelocity();
if (local)
{
@@ -1139,9 +1140,9 @@ MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
{
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- return m_pPhysicsController1->GetVelocity(point);
+ return m_pPhysicsController->GetVelocity(point);
}
return MT_Vector3(0.0,0.0,0.0);
}
@@ -1154,13 +1155,13 @@ void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
if (!GetSGNode())
return;
- if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
+ if (m_pPhysicsController && !GetSGNode()->GetSGParent())
{
// don't update physic controller if the object is a child:
// 1) the transformation will not be right
// 2) in this case, the physic controller is necessarily a static object
// that is updated from the normal kinematic synchronization
- m_pPhysicsController1->setPosition(trans);
+ m_pPhysicsController->SetPosition(trans);
}
GetSGNode()->SetLocalPosition(trans);
@@ -1175,10 +1176,10 @@ void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
if (!GetSGNode())
return;
- if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
+ if (m_pPhysicsController && !GetSGNode()->GetSGParent())
{
// see note above
- m_pPhysicsController1->setOrientation(rot);
+ m_pPhysicsController->SetOrientation(rot);
}
GetSGNode()->SetLocalOrientation(rot);
}
@@ -1201,10 +1202,10 @@ void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
if (!GetSGNode())
return;
- if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
+ if (m_pPhysicsController && !GetSGNode()->GetSGParent())
{
// see note above
- m_pPhysicsController1->setScaling(scale);
+ m_pPhysicsController->SetScaling(scale);
}
GetSGNode()->SetLocalScale(scale);
}
@@ -1216,13 +1217,13 @@ void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
if (GetSGNode())
{
GetSGNode()->RelativeScale(scale);
- if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
+ if (m_pPhysicsController && (!GetSGNode()->GetSGParent()))
{
// see note above
// we can use the local scale: it's the same thing for a root object
// and the world scale is not yet updated
MT_Vector3 newscale = GetSGNode()->GetLocalScale();
- m_pPhysicsController1->setScaling(newscale);
+ m_pPhysicsController->SetScaling(newscale);
}
}
}
@@ -1355,13 +1356,13 @@ void KX_GameObject::UnregisterCollisionCallbacks()
// Unregister from callbacks
KX_Scene* scene = GetScene();
PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
- PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
+ PHY_IPhysicsController* spc = GetPhysicsController();
// If we are the last to unregister on this physics controller
- if (pe->removeCollisionCallback(spc)){
+ if (pe->RemoveCollisionCallback(spc)){
// If we are a sensor object
if (m_pClient_info->isSensor())
// Remove sensor body from physics world
- pe->removeSensor(spc);
+ pe->RemoveSensor(spc);
}
}
@@ -1375,13 +1376,13 @@ void KX_GameObject::RegisterCollisionCallbacks()
// Register from callbacks
KX_Scene* scene = GetScene();
PHY_IPhysicsEnvironment* pe = scene->GetPhysicsEnvironment();
- PHY_IPhysicsController* spc = static_cast<PHY_IPhysicsController*> (GetPhysicsController()->GetUserData());
+ PHY_IPhysicsController* spc = GetPhysicsController();
// If we are the first to register on this physics controller
- if (pe->requestCollisionCallback(spc)){
+ if (pe->RequestCollisionCallback(spc)){
// If we are a sensor object
if (m_pClient_info->isSensor())
// Add sensor body to physics world
- pe->addSensor(spc);
+ pe->AddSensor(spc);
}
}
void KX_GameObject::RunCollisionCallbacks(KX_GameObject *collider)
@@ -2170,14 +2171,14 @@ PyObject *KX_GameObject::pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF
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();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0);
}
int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
- KX_IPhysicsController *spc = self->GetPhysicsController();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
MT_Scalar val = PyFloat_AsDouble(value);
if (val < 0.0) { /* also accounts for non float */
PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
@@ -2193,14 +2194,14 @@ int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrd
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();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
return PyFloat_FromDouble(spc ? spc->GetLinVelocityMin() : 0.0f);
}
int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
- KX_IPhysicsController *spc = self->GetPhysicsController();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
MT_Scalar val = PyFloat_AsDouble(value);
if (val < 0.0) { /* also accounts for non float */
PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
@@ -2216,14 +2217,14 @@ int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF
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();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
}
int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
- KX_IPhysicsController *spc = self->GetPhysicsController();
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
MT_Scalar val = PyFloat_AsDouble(value);
if (val < 0.0) { /* also accounts for non float */
PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
@@ -2307,8 +2308,8 @@ PyObject *KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIB
return Vector_CreatePyObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
#else
KX_GameObject* self = static_cast<KX_GameObject*>(self_v);
- if (self->GetPhysicsController())
- return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
+ if (self->GetPhysicsController1())
+ return PyObjectFrom(self->GetPhysicsController1()->GetLocalInertia());
return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
#endif
}
@@ -2854,14 +2855,8 @@ PyObject *KX_GameObject::PyGetVelocity(PyObject *args)
if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
return NULL;
-
- if (m_pPhysicsController1)
- {
- return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
- }
- else {
- return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
- }
+
+ return PyObjectFrom(GetVelocity(point));
}
PyObject *KX_GameObject::PyGetReactionForce()
@@ -2870,8 +2865,8 @@ PyObject *KX_GameObject::PyGetReactionForce()
// XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
#if 0
- if (GetPhysicsController())
- return PyObjectFrom(GetPhysicsController()->getReactionForce());
+ if (GetPhysicsController1())
+ return PyObjectFrom(GetPhysicsController1()->getReactionForce());
return PyObjectFrom(dummy_point);
#endif
@@ -2884,7 +2879,7 @@ PyObject *KX_GameObject::PyGetReactionForce()
PyObject *KX_GameObject::PyEnableRigidBody()
{
if (GetPhysicsController())
- GetPhysicsController()->setRigidBody(true);
+ GetPhysicsController()->SetRigidBody(true);
Py_RETURN_NONE;
}
@@ -2894,7 +2889,7 @@ PyObject *KX_GameObject::PyEnableRigidBody()
PyObject *KX_GameObject::PyDisableRigidBody()
{
if (GetPhysicsController())
- GetPhysicsController()->setRigidBody(false);
+ GetPhysicsController()->SetRigidBody(false);
Py_RETURN_NONE;
}
@@ -2935,9 +2930,9 @@ PyObject *KX_GameObject::PySetCollisionMargin(PyObject *value)
return NULL;
}
- if (m_pPhysicsController1)
+ if (m_pPhysicsController)
{
- m_pPhysicsController1->setMargin(collisionMargin);
+ m_pPhysicsController->SetMargin(collisionMargin);
Py_RETURN_NONE;
}
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
@@ -2951,7 +2946,7 @@ PyObject *KX_GameObject::PyApplyImpulse(PyObject *args)
PyObject *pyattach;
PyObject *pyimpulse;
- if (!m_pPhysicsController1) {
+ if (!m_pPhysicsController) {
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
return NULL;
}
@@ -2962,7 +2957,7 @@ PyObject *KX_GameObject::PyApplyImpulse(PyObject *args)
MT_Vector3 impulse;
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
{
- m_pPhysicsController1->applyImpulse(attach, impulse);
+ m_pPhysicsController->ApplyImpulse(attach, impulse);
Py_RETURN_NONE;
}
@@ -2975,7 +2970,7 @@ PyObject *KX_GameObject::PyApplyImpulse(PyObject *args)
PyObject *KX_GameObject::PySuspendDynamics()
{
- SuspendDynamics();
+ GetPhysicsController()->SuspendDynamics();
Py_RETURN_NONE;
}
@@ -2983,7 +2978,7 @@ PyObject *KX_GameObject::PySuspendDynamics()
PyObject *KX_GameObject::PyRestoreDynamics()
{
- RestoreDynamics();
+ GetPhysicsController()->RestoreDynamics();
Py_RETURN_NONE;
}
@@ -3023,11 +3018,11 @@ PyObject *KX_GameObject::PyGetAxisVect(PyObject *value)
PyObject *KX_GameObject::PyGetPhysicsId()
{
- KX_IPhysicsController* ctrl = GetPhysicsController();
+ PHY_IPhysicsController* ctrl = GetPhysicsController();
uint_ptr physid=0;
if (ctrl)
{
- physid= (uint_ptr)ctrl->GetUserData();
+ physid= (uint_ptr)ctrl;
}
return PyLong_FromLong((long)physid);
}
@@ -3190,7 +3185,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
toPoint = fromPoint + dist * (toPoint-fromPoint).safe_normalized();
PHY_IPhysicsEnvironment* pe = GetScene()->GetPhysicsEnvironment();
- KX_IPhysicsController *spc = GetPhysicsController();
+ PHY_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();
@@ -3336,7 +3331,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
}
PHY_IPhysicsEnvironment* pe = GetScene()->GetPhysicsEnvironment();
- KX_IPhysicsController *spc = GetPhysicsController();
+ PHY_IPhysicsController *spc = GetPhysicsController();
KX_GameObject *parent = GetParent();
if (!spc && parent)
spc = parent->GetPhysicsController();