diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 158 |
1 files changed, 78 insertions, 80 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 42316c6c873..95df9d51a26 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -521,7 +521,7 @@ KX_GameObject::UpdateMaterialData( { KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly); - if (matname_hash == NULL) + if (matname_hash == 0) { m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha); // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance) @@ -690,9 +690,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) switch (axis) { case 0: //x axis - ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis + ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot? - ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot! + ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot! if (fac == 1.0) { x = vect; } else { @@ -705,9 +705,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) z = x.cross(y); break; case 1: //y axis - ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]); + ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]); if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) - ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]); + ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); if (fac == 1.0) { y = vect; } else { @@ -720,9 +720,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) x = y.cross(z); break; case 2: //z axis - ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]); + ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) - ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]); + ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]); if (fac == 1.0) { z = vect; } else { @@ -741,9 +741,9 @@ void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac) x.normalize(); //normalize the vectors y.normalize(); z.normalize(); - orimat = MT_Matrix3x3( x[0],y[0],z[0], - x[1],y[1],z[1], - x[2],y[2],z[2]); + orimat.setValue( x[0],y[0],z[0], + x[1],y[1],z[1], + x[2],y[2],z[2]); if (GetSGNode()->GetSGParent() != NULL) { // the object is a child, adapt its local orientation so that @@ -945,13 +945,11 @@ 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(); + if (GetSGNode()) + return GetSGNode()->GetWorldPosition(); + else + return MT_Point3(0.0, 0.0, 0.0); } /* Suspend/ resume: for the dynamic behaviour, there is a simple @@ -1030,11 +1028,14 @@ PyMethodDef KX_GameObject::Methods[] = { {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS}, KX_PYMETHODTABLE(KX_GameObject, rayCastTo), KX_PYMETHODTABLE(KX_GameObject, rayCast), - KX_PYMETHODTABLE(KX_GameObject, getDistanceTo), - KX_PYMETHODTABLE(KX_GameObject, getVectTo), + KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo), + KX_PYMETHODTABLE_O(KX_GameObject, getVectTo), {NULL,NULL} //Sentinel }; +PyAttributeDef KX_GameObject::Attributes[] = { + { NULL } //Sentinel +}; /* @@ -1124,40 +1125,39 @@ PyParentObject KX_GameObject::Parents[] = { -PyObject* KX_GameObject::_getattr(const STR_String& attr) +PyObject* KX_GameObject::_getattr(const char *attr) { if (m_pPhysicsController1) { - if (attr == "mass") + if (!strcmp(attr, "mass")) return PyFloat_FromDouble(m_pPhysicsController1->GetMass()); } - if (attr == "parent") + if (!strcmp(attr, "parent")) { KX_GameObject* parent = GetParent(); if (parent) - { - parent->AddRef(); - return parent; - } + return parent->AddRef(); Py_RETURN_NONE; } - if (attr == "visible") + if (!strcmp(attr, "visible")) return PyInt_FromLong(m_bVisible); - if (attr == "position") + if (!strcmp(attr, "position")) return PyObjectFrom(NodeGetWorldPosition()); - if (attr == "orientation") + if (!strcmp(attr, "orientation")) return PyObjectFrom(NodeGetWorldOrientation()); - if (attr == "scaling") + if (!strcmp(attr, "scaling")) return PyObjectFrom(NodeGetWorldScaling()); - if (attr == "name") + if (!strcmp(attr, "name")) return PyString_FromString(m_name.ReadPtr()); - if (attr == "timeOffset") { + + if (!strcmp(attr, "timeOffset")) + { if (m_pSGNode->GetSGParent()->IsSlowParent()) { return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->GetTimeOffset()); } else { @@ -1169,18 +1169,18 @@ PyObject* KX_GameObject::_getattr(const STR_String& attr) _getattr_up(SCA_IObject); } -int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr method +int KX_GameObject::_setattr(const char *attr, PyObject *value) // _setattr method { - if (attr == "parent") { - PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only\nUse setParent()"); + if (!strcmp(attr, "parent")) { + PyErr_SetString(PyExc_AttributeError, "attribute \"parent\" is read only\nUse setParent()"); return 1; } if (PyInt_Check(value)) { int val = PyInt_AsLong(value); - if (attr == "visible") + if (!strcmp(attr, "visible")) { SetVisible(val != 0, false); UpdateBuckets(false); @@ -1191,7 +1191,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr if (PyFloat_Check(value)) { MT_Scalar val = PyFloat_AsDouble(value); - if (attr == "timeOffset") { + if (!strcmp(attr, "timeOffset")) { if (m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsSlowParent()) { static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->SetTimeOffset(val); return 0; @@ -1199,7 +1199,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr return 0; } } - if (attr == "mass") { + if (!strcmp(attr, "mass")) { if (m_pPhysicsController1) m_pPhysicsController1->SetMass(val); return 0; @@ -1208,7 +1208,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr if (PySequence_Check(value)) { - if (attr == "orientation") + if (!strcmp(attr, "orientation")) { MT_Matrix3x3 rot; if (PyObject_IsMT_Matrix(value, 3)) @@ -1251,7 +1251,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr return 1; } - if (attr == "position") + if (!strcmp(attr, "position")) { MT_Point3 pos; if (PyVecTo(value, pos)) @@ -1263,7 +1263,7 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr return 1; } - if (attr == "scaling") + if (!strcmp(attr, "scaling")) { MT_Vector3 scale; if (PyVecTo(value, scale)) @@ -1278,10 +1278,16 @@ int KX_GameObject::_setattr(const STR_String& attr, PyObject *value) // _setattr if (PyString_Check(value)) { - if (attr == "name") + 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 } } @@ -1295,7 +1301,7 @@ PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { + if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) { MT_Vector3 force; if (PyVecTo(pyvect, force)) { ApplyForce(force, (local!=0)); @@ -1310,7 +1316,7 @@ PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { + if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) { MT_Vector3 torque; if (PyVecTo(pyvect, torque)) { ApplyTorque(torque, (local!=0)); @@ -1325,7 +1331,7 @@ PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { + if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) { MT_Vector3 rotation; if (PyVecTo(pyvect, rotation)) { ApplyRotation(rotation, (local!=0)); @@ -1340,7 +1346,7 @@ PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) { + if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) { MT_Vector3 movement; if (PyVecTo(pyvect, movement)) { ApplyMovement(movement, (local!=0)); @@ -1354,7 +1360,7 @@ PyObject* KX_GameObject::PyGetLinearVelocity(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)) + if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local)) { return PyObjectFrom(GetLinearVelocity((local!=0))); } @@ -1369,7 +1375,7 @@ PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) { + if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) { MT_Vector3 velocity; if (PyVecTo(pyvect, velocity)) { setLinearVelocity(velocity, (local!=0)); @@ -1383,7 +1389,7 @@ 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)) + if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local)) { return PyObjectFrom(GetAngularVelocity((local!=0))); } @@ -1398,7 +1404,7 @@ PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args) int local = 0; PyObject* pyvect; - if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) { + if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) { MT_Vector3 velocity; if (PyVecTo(pyvect, velocity)) { setAngularVelocity(velocity, (local!=0)); @@ -1411,7 +1417,7 @@ PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args) PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args) { int visible, recursive = 0; - if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive)) + if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive)) return NULL; SetVisible(visible ? true:false, recursive ? true:false); @@ -1457,12 +1463,10 @@ PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value) PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args) { // only can get the velocity if we have a physics object connected to us... - MT_Vector3 velocity(0.0,0.0,0.0); MT_Point3 point(0.0,0.0,0.0); - - PyObject* pypos = NULL; - if (PyArg_ParseTuple(args, "|O", &pypos)) + + if (PyArg_ParseTuple(args, "|O:getVelocity", &pypos)) { if (pypos) PyVecTo(pypos, point); @@ -1473,10 +1477,11 @@ PyObject* KX_GameObject::PyGetVelocity(PyObject* self, PyObject* args) if (m_pPhysicsController1) { - velocity = m_pPhysicsController1->GetVelocity(point); + return PyObjectFrom(m_pPhysicsController1->GetVelocity(point)); + } + else { + return PyObjectFrom(MT_Vector3(0.0,0.0,0.0)); } - - return PyObjectFrom(velocity); } @@ -1518,10 +1523,7 @@ PyObject* KX_GameObject::PyGetParent(PyObject* self) { KX_GameObject* parent = this->GetParent(); if (parent) - { - parent->AddRef(); - return parent; - } + return parent->AddRef(); Py_RETURN_NONE; } @@ -1590,7 +1592,7 @@ PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args) { int mesh = 0; - if (!PyArg_ParseTuple(args, "|i", &mesh)) + if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh)) return NULL; // python sets a simple error if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) @@ -1636,7 +1638,7 @@ PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args) return NULL; } - if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse)) + if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse)) { MT_Point3 attach; MT_Vector3 impulse; @@ -1703,7 +1705,7 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args) int axis = 2; //z axis is the default float fac = 1.0; - if (PyArg_ParseTuple(args,"O|if",&pyvect,&axis, &fac)) + if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac)) { MT_Vector3 vect; if (PyVecTo(pyvect, vect)) @@ -1771,19 +1773,18 @@ PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self) return ConvertKeysToPython(); } -KX_PYMETHODDEF_DOC(KX_GameObject, getDistanceTo, +KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo, "getDistanceTo(other): get distance to another point/KX_GameObject") { MT_Point3 b; - if (PyVecArgTo(args, b)) + if (PyVecTo(value, b)) { return PyFloat_FromDouble(NodeGetWorldPosition().distance(b)); } PyErr_Clear(); - PyObject *pyother; KX_GameObject *other; - if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false)) + if (ConvertPythonToGameObject(value, &other, false)) { return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition())); } @@ -1791,7 +1792,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getDistanceTo, return NULL; } -KX_PYMETHODDEF_DOC(KX_GameObject, getVectTo, +KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo, "getVectTo(other): get vector and the distance to another point/KX_GameObject\n" "Returns a 3-tuple with (distance,worldVector,localVector)\n") { @@ -1800,14 +1801,13 @@ KX_PYMETHODDEF_DOC(KX_GameObject, getVectTo, MT_Scalar distance; PyObject *returnValue; - PyObject *pyother; - if (!PyVecArgTo(args, toPoint)) + if (!PyVecTo(value, toPoint)) { PyErr_Clear(); KX_GameObject *other; - if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false)) + if (ConvertPythonToGameObject(value, &other, false)) { toPoint = other->NodeGetWorldPosition(); } else @@ -1892,7 +1892,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, float dist = 0.0f; char *propName = NULL; - if (!PyArg_ParseTuple(args,"O|fs", &pyarg, &dist, &propName)) { + if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) { return NULL; // python sets simple error } @@ -1935,10 +1935,8 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo, KX_RayCast::RayTest(pe, fromPoint, toPoint, callback); if (m_pHitObject) - { - m_pHitObject->AddRef(); - return m_pHitObject; - } + return m_pHitObject->AddRef(); + Py_RETURN_NONE; } @@ -1971,7 +1969,7 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, 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|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) { return NULL; // Python sets a simple error } @@ -2047,8 +2045,8 @@ KX_PYMETHODDEF_DOC(KX_GameObject, rayCast, 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); + 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); } else |