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Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h341
1 files changed, 273 insertions, 68 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index c82ee9cfdab..20b15787d27 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -44,17 +44,21 @@
#include "MT_CmMatrix4x4.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
-
-#define KX_FIXED_FRAME_PER_SEC 25.0f
-#define KX_FIXED_SEC_PER_FRAME (1.0f / KX_FIXED_FRAME_PER_SEC)
+#include "KX_Scene.h"
+#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
+#include "KX_IPhysicsController.h" /* for suspend/resume */
+#include "DNA_object_types.h"
+#include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */
#define KX_OB_DYNAMIC 1
//Forward declarations.
struct KX_ClientObjectInfo;
+class KX_RayCast;
class RAS_MeshObject;
class KX_IPhysicsController;
-
+class PHY_IPhysicsEnvironment;
+struct Object;
/**
* KX_GameObject is the main class for dynamic objects.
@@ -68,17 +72,28 @@ protected:
KX_ClientObjectInfo* m_pClient_info;
STR_String m_name;
STR_String m_text;
+ int m_layer;
std::vector<RAS_MeshObject*> m_meshes;
+ struct Object* m_pBlenderObject;
+ struct Object* m_pBlenderGroupObject;
bool m_bSuspendDynamics;
bool m_bUseObjectColor;
+ bool m_bIsNegativeScaling;
MT_Vector4 m_objectColor;
- // Is this object set to be visible? Only useful for the
- // visibility subsystem right now.
- bool m_bVisible;
+ // visible = user setting
+ // culled = while rendering, depending on camera
+ bool m_bVisible;
+ bool m_bCulled;
KX_IPhysicsController* m_pPhysicsController1;
+ // used for ray casting
+ PHY_IPhysicsEnvironment* m_pPhysicsEnvironment;
+ STR_String m_testPropName;
+ bool m_xray;
+ KX_GameObject* m_pHitObject;
+
SG_Node* m_pSGNode;
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
@@ -125,6 +140,15 @@ public:
GetParent(
);
+ /**
+ * Sets the parent of this object to a game object
+ */
+ void SetParent(KX_Scene *scene, KX_GameObject *obj);
+
+ /**
+ * Removes the parent of this object to a game object
+ */
+ void RemoveParent(KX_Scene *scene);
/**
* Construct a game object. This class also inherits the
@@ -235,8 +259,42 @@ public:
/**
* Return the linear velocity of the game object.
*/
- MT_Vector3
+ MT_Vector3
GetLinearVelocity(
+ bool local=false
+ );
+
+ /**
+ * Return the linear velocity of a given point in world coordinate
+ * but relative to center of object ([0,0,0]=center of object)
+ */
+ MT_Vector3
+ GetVelocity(
+ const MT_Point3& position
+ );
+
+ /**
+ * Return the mass of the object
+ */
+ MT_Scalar
+ GetMass();
+
+ /**
+ * Return the angular velocity of the game object.
+ */
+ MT_Vector3
+ GetAngularVelocity(
+ bool local=false
+ );
+
+ /**
+ * Align the object to a given normal.
+ */
+ void
+ AlignAxisToVect(
+ const MT_Vector3& vect,
+ int axis = 2,
+ float fac = 1.0
);
/**
@@ -259,6 +317,19 @@ public:
/**
+ * @return a pointer to the physics environment in use during the game, for rayCasting
+ */
+ PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
+ {
+ return m_pPhysicsEnvironment;
+ }
+
+ void SetPhysicsEnvironment(PHY_IPhysicsEnvironment* physicsEnvironment)
+ {
+ m_pPhysicsEnvironment = physicsEnvironment;
+ }
+
+ /**
* @return a pointer to the physics controller owned by this class.
*/
@@ -270,6 +341,14 @@ public:
m_pPhysicsController1 = physicscontroller;
}
+ virtual class RAS_Deformer* GetDeformer()
+ {
+ return 0;
+ }
+ virtual void SetDeformer(class RAS_Deformer* deformer)
+ {
+
+ }
/**
* @section Coordinate system manipulation functions
@@ -283,6 +362,9 @@ public:
void NodeSetRelativeScale( const MT_Vector3& scale );
+ // adapt local position so that world position is set to desired position
+ void NodeSetWorldPosition(const MT_Point3& trans);
+
void
NodeUpdateGS(
double time,
@@ -320,6 +402,37 @@ public:
}
/**
+ * @section blender object accessor functions.
+ */
+
+ struct Object* GetBlenderObject( )
+ {
+ return m_pBlenderObject;
+ }
+
+ void SetBlenderObject( struct Object* obj)
+ {
+ m_pBlenderObject = obj;
+ }
+
+ struct Object* GetBlenderGroupObject( )
+ {
+ return m_pBlenderGroupObject;
+ }
+
+ void SetBlenderGroupObject( struct Object* obj)
+ {
+ m_pBlenderGroupObject = obj;
+ }
+
+ bool IsDupliGroup()
+ {
+ return (m_pBlenderObject &&
+ (m_pBlenderObject->transflag & OB_DUPLIGROUP) &&
+ m_pBlenderObject->dup_group != NULL) ? true : false;
+ }
+
+ /**
* Set the Scene graph node for this game object.
* warning - it is your responsibility to make sure
* all controllers look at this new node. You must
@@ -337,7 +450,18 @@ public:
{
return m_bDyna;
}
-
+
+ /**
+ * Check if this object has a vertex parent relationship
+ */
+ bool IsVertexParent( )
+ {
+ return (m_pSGNode && m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsVertexParent());
+ }
+
+ bool RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data);
+ bool NeedRayCast(KX_ClientObjectInfo* client);
+
/**
* @section Physics accessors for this node.
@@ -408,20 +532,29 @@ public:
);
/**
+ * Function to set IPO option at start of IPO
+ */
+ void
+ InitIPO(
+ bool ipo_as_force,
+ bool ipo_add,
+ bool ipo_local
+ );
+
+ /**
* Odd function to update an ipo. ???
*/
void
UpdateIPO(
float curframetime,
- bool recurse,
- bool ipo_as_force,
- bool force_ipo_local
+ bool recurse
);
/**
* Updates Material Ipo data
*/
void
UpdateMaterialData(
+ dword matname_hash,
MT_Vector4 rgba,
MT_Vector3 specrgb,
MT_Scalar hard,
@@ -434,18 +567,23 @@ public:
/**
* @section Mesh accessor functions.
*/
+
+ /**
+ * Update buckets to indicate that there is a new
+ * user of this object's meshes.
+ */
+ void
+ AddMeshUser(
+ );
/**
- * Run through the meshes associated with this
- * object and bucketize them. See RAS_Mesh for
- * more details on this function. Interesting to
- * note that polygon bucketizing seems to happen on a per
- * object basis. Which may explain why there is such
- * a big performance gain when all static objects
- * are joined into 1.
+ * Update buckets with data about the mesh after
+ * creating or duplicating the object, changing
+ * visibility, object color, .. .
*/
void
- Bucketize(
+ UpdateBuckets(
+ bool recursive
);
/**
@@ -506,42 +644,74 @@ public:
ResetDebugColor(
);
- /**
- * Set the visibility of the meshes associated with this
- * object.
+ /**
+ * Was this object marked visible? (only for the explicit
+ * visibility system).
*/
- void
- MarkVisible(
- bool visible
+ bool
+ GetVisible(
+ void
);
- /**
- * Set the visibility according to the visibility flag.
+ /**
+ * Set visibility flag of this object
*/
- void
- MarkVisible(
void
+ SetVisible(
+ bool b,
+ bool recursive
);
/**
- * Was this object marked visible? (only for the ewxplicit
- * visibility system).
+ * Was this object culled?
*/
bool
- GetVisible(
+ GetCulled(
void
);
/**
- * Set visibility flag of this object
+ * Set culled flag of this object
*/
void
- SetVisible(
- bool b
+ SetCulled(
+ bool c
);
+ /**
+ * Change the layer of the object (when it is added in another layer
+ * than the original layer)
+ */
+ void
+ SetLayer(
+ int l
+ );
+
+ /**
+ * Get the object layer
+ */
+ int
+ GetLayer(
+ void
+ );
/**
+ * Get the negative scaling state
+ */
+ bool
+ IsNegativeScaling(
+ void
+ ) { return m_bIsNegativeScaling; }
+
+ /**
+ * Is this a light?
+ */
+ virtual bool
+ IsLight(
+ void
+ ) { return false; }
+
+ /**
* @section Logic bubbling methods.
*/
@@ -555,6 +725,32 @@ public:
*/
void Resume(void);
+ void SuspendDynamics(void) {
+ if (m_bSuspendDynamics)
+ {
+ return;
+ }
+
+ if (m_pPhysicsController1)
+ {
+ m_pPhysicsController1->SuspendDynamics();
+ }
+ m_bSuspendDynamics = true;
+ }
+
+ void RestoreDynamics(void) {
+ if (!m_bSuspendDynamics)
+ {
+ return;
+ }
+
+ if (m_pPhysicsController1)
+ {
+ m_pPhysicsController1->RestoreDynamics();
+ }
+ m_bSuspendDynamics = false;
+ }
+
KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; }
/**
* @section Python interface functions.
@@ -573,39 +769,45 @@ public:
PyObject *value
); // _setattr method
- PyObject*
- PySetPosition(
- PyObject* self,
- PyObject* args,
- PyObject* kwds
- );
-
- static
- PyObject*
- sPySetPosition(
- PyObject* self,
- PyObject* args,
- PyObject* kwds
- );
-
- KX_PYMETHOD(KX_GameObject,GetPosition);
- KX_PYMETHOD(KX_GameObject,GetLinearVelocity);
- KX_PYMETHOD(KX_GameObject,GetVelocity);
- KX_PYMETHOD(KX_GameObject,GetMass);
- KX_PYMETHOD(KX_GameObject,GetReactionForce);
- KX_PYMETHOD(KX_GameObject,GetOrientation);
- KX_PYMETHOD(KX_GameObject,SetOrientation);
- KX_PYMETHOD(KX_GameObject,SetVisible);
- KX_PYMETHOD(KX_GameObject,SuspendDynamics);
- KX_PYMETHOD(KX_GameObject,RestoreDynamics);
- KX_PYMETHOD(KX_GameObject,EnableRigidBody);
- KX_PYMETHOD(KX_GameObject,DisableRigidBody);
- KX_PYMETHOD(KX_GameObject,ApplyImpulse);
- KX_PYMETHOD(KX_GameObject,SetCollisionMargin);
- KX_PYMETHOD(KX_GameObject,GetMesh);
- KX_PYMETHOD(KX_GameObject,GetParent);
- KX_PYMETHOD(KX_GameObject,GetPhysicsId);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition);
+ KX_PYMETHOD_O(KX_GameObject,SetPosition);
+ KX_PYMETHOD_O(KX_GameObject,SetWorldPosition);
+ KX_PYMETHOD_VARARGS(KX_GameObject,GetLinearVelocity);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetLinearVelocity);
+ KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetAngularVelocity);
+ KX_PYMETHOD_VARARGS(KX_GameObject,GetVelocity);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetMass);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetReactionForce);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetOrientation);
+ KX_PYMETHOD_O(KX_GameObject,SetOrientation);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetVisible);
+ KX_PYMETHOD_VARARGS(KX_GameObject,SetVisible);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetState);
+ KX_PYMETHOD_O(KX_GameObject,SetState);
+ KX_PYMETHOD_VARARGS(KX_GameObject,AlignAxisToVect);
+ KX_PYMETHOD_O(KX_GameObject,GetAxisVect);
+ KX_PYMETHOD_NOARGS(KX_GameObject,SuspendDynamics);
+ KX_PYMETHOD_NOARGS(KX_GameObject,RestoreDynamics);
+ KX_PYMETHOD_NOARGS(KX_GameObject,EnableRigidBody);
+ KX_PYMETHOD_NOARGS(KX_GameObject,DisableRigidBody);
+ KX_PYMETHOD_VARARGS(KX_GameObject,ApplyImpulse);
+ KX_PYMETHOD_O(KX_GameObject,SetCollisionMargin);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetParent);
+ KX_PYMETHOD_O(KX_GameObject,SetParent);
+ KX_PYMETHOD_NOARGS(KX_GameObject,RemoveParent);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetChildren);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetChildrenRecursive);
+ KX_PYMETHOD_VARARGS(KX_GameObject,GetMesh);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetPhysicsId);
+ KX_PYMETHOD_NOARGS(KX_GameObject,GetPropertyNames);
+ KX_PYMETHOD_O(KX_GameObject,ReplaceMesh);
+ KX_PYMETHOD_NOARGS(KX_GameObject,EndObject);
+ KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
+ KX_PYMETHOD_DOC(KX_GameObject,rayCast);
KX_PYMETHOD_DOC(KX_GameObject,getDistanceTo);
+ KX_PYMETHOD_DOC(KX_GameObject,getVectTo);
+
private :
/**
@@ -623,5 +825,8 @@ private :
};
+/* utility conversion function */
+bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok);
+
#endif //__KX_GAMEOBJECT