From 12315f4d0e0ae993805f141f64cb8c73c5297311 Mon Sep 17 00:00:00 2001 From: Hans Lambermont Date: Sat, 12 Oct 2002 11:37:38 +0000 Subject: Initial revision --- source/gameengine/Ketsji/KX_GameObject.cpp | 1096 ++++++++++++++++++++++++++++ 1 file changed, 1096 insertions(+) create mode 100644 source/gameengine/Ketsji/KX_GameObject.cpp (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp') diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp new file mode 100644 index 00000000000..1f8b3a8e1ac --- /dev/null +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -0,0 +1,1096 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + * Game object wrapper + */ + +#ifdef WIN32 +// This warning tells us about truncation of __long__ stl-generated names. +// It can occasionally cause DevStudio to have internal compiler warnings. +#pragma warning( disable : 4786 ) +#endif + + +#define KX_INERTIA_INFINITE 10000 +#include "RAS_IPolygonMaterial.h" +#include "KX_GameObject.h" +#include "RAS_MeshObject.h" +#include "KX_MeshProxy.h" +#include // printf +#include "SG_Controller.h" +#include "KX_IPhysicsController.h" +#include "SG_Node.h" +#include "SG_Controller.h" +#include "KX_ClientObjectInfo.h" +#include "RAS_BucketManager.h" + +// This file defines relationships between parents and children +// in the game engine. + +#include "KX_SG_NodeRelationships.h" + +KX_GameObject::KX_GameObject( + void* sgReplicationInfo, + SG_Callbacks callbacks, + PyTypeObject* T +) : + SCA_IObject(T), + m_bUseObjectColor(false), + m_bDyna(false), + m_bSuspendDynamics(false), + m_pPhysicsController1(NULL), + m_bVisible(true) +{ + m_ignore_activity_culling = false; + m_pClient_info = new KX_ClientObjectInfo(); + m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks); + + // define the relationship between this node and it's parent. + + KX_NormalParentRelation * parent_relation = + KX_NormalParentRelation::New(); + m_pSGNode->SetParentRelation(parent_relation); + + +}; + + + +KX_GameObject::~KX_GameObject() +{ + // is this delete somewhere ? + //if (m_sumoObj) + // delete m_sumoObj; + delete m_pClient_info; + //if (m_pSGNode) + // delete m_pSGNode; + +} + + + +CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) +{ + return NULL; +} + + + +CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val) +{ + return NULL; +} + + + +const STR_String & KX_GameObject::GetText() +{ + return m_text; +} + + + +float KX_GameObject::GetNumber() +{ + return 0; +} + + + +STR_String KX_GameObject::GetName() +{ + return m_name; +} + + + +void KX_GameObject::SetName(STR_String name) +{ + m_name = name; +}; // Set the name of the value + + + +void KX_GameObject::ReplicaSetName(STR_String name) +{ +} + + + + + + +KX_IPhysicsController* KX_GameObject::GetPhysicsController() +{ + return m_pPhysicsController1; +} + + + + + +KX_GameObject* KX_GameObject::GetParent() +{ + KX_GameObject* result = NULL; + SG_Node* node = m_pSGNode; + + while (node && !result) + { + node = node->GetSGParent(); + if (node) + result = (KX_GameObject*)node->GetSGClientObject(); + } + + if (result) + result->AddRef(); + + return result; + +} + + + +void KX_GameObject::ProcessReplica(KX_GameObject* replica) +{ + replica->m_pPhysicsController1 = NULL; + replica->m_pSGNode = NULL; + replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info); + replica->m_pClient_info->m_clientobject = 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; +} + + + +void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local) +{ + if (m_pPhysicsController1) + m_pPhysicsController1->ApplyForce(force,local); +} + + + +void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local) +{ + if (m_pPhysicsController1) + m_pPhysicsController1->ApplyTorque(torque,local); +} + + + +void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local) +{ + if (this->IsDynamic()) + { + m_pPhysicsController1->RelativeTranslate(dloc,local); + } + else + { + GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local); + } +} + + + +void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local) +{ + MT_Matrix3x3 rotmat(drot); + + if (this->IsDynamic()) //m_pPhysicsController) + m_pPhysicsController1->RelativeRotate(rotmat.transposed(),local); + else + // in worldspace + GetSGNode()->RelativeRotate(rotmat.transposed(),local); +} + + + +/** +GetOpenGL Matrix, returns an OpenGL 'compatible' matrix +*/ +double* KX_GameObject::GetOpenGLMatrix() +{ + // todo: optimize and only update if necessary + double* fl = m_OpenGL_4x4Matrix.getPointer(); + MT_Transform trans; + + trans.setOrigin(GetSGNode()->GetWorldPosition()); + trans.setBasis(GetSGNode()->GetWorldOrientation()); + + MT_Vector3 scaling = GetSGNode()->GetWorldScaling(); + + trans.scale(scaling[0], scaling[1], scaling[2]); + trans.getValue(fl); + + return fl; +} + + + +void KX_GameObject::Bucketize() +{ + double* fl = GetOpenGLMatrix(); + + for (int i=0;iBucketize(fl, this, m_bUseObjectColor, m_objectColor); +} + + + +void KX_GameObject::RemoveMeshes() +{ + double* fl = GetOpenGLMatrix(); + + for (int i=0;iRemoveFromBuckets(fl, this); + + //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter + + m_meshes.clear(); +} + + + +void KX_GameObject::UpdateNonDynas() +{ + if (m_pPhysicsController1) + { + m_pPhysicsController1->SetSumoTransform(true); + } +} + + + +void KX_GameObject::UpdateTransform() +{ + if (m_pPhysicsController1) + { + m_pPhysicsController1->SetSumoTransform(false); + } +} + + + +void KX_GameObject::SetDebugColor(unsigned int bgra) +{ + for (int i=0;iDebugColor(bgra); +} + + + +void KX_GameObject::ResetDebugColor() +{ + SetDebugColor(0xff000000); +} + + + +void KX_GameObject::UpdateIPO(float curframetime, + bool recurse, + bool ipo_as_force, + bool force_local) +{ + + // The ipo-actuator needs a sumo reference... this is retrieved (unfortunately) + // by the iposgcontr itself... +// ipocontr->SetSumoReference(gameobj->GetSumoScene(), +// gameobj->GetSumoObject()); + + + // The ipo has to be treated as a force, and not a displacement! + // For this case, we send some settings to the controller. This + // may need some caching... + if (ipo_as_force) { + SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin(); + + while (it != GetSGNode()->GetSGControllerList().end()) { + (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force); + (*it)->SetOption(SG_Controller::SG_CONTR_IPO_FORCES_ACT_LOCAL, force_local); + it++; + } + } + + // The rest is the 'normal' update procedure. + GetSGNode()->SetSimulatedTime(curframetime,recurse); + GetSGNode()->UpdateWorldData(curframetime); + UpdateTransform(); +} + + +/* +void KX_GameObject::RegisterSumoObject(class SM_Scene* sumoScene, + DT_SceneHandle solidscene, + class SM_Object* sumoObj, + const char* matname, + bool isDynamic, + bool isActor) +{ + m_bDyna = isDynamic; + + // need easy access, not via 'node' etc. + m_pPhysicsController = new KX_PhysicsController(sumoScene,solidscene,sumoObj,isDynamic); + + GetSGNode()->AddSGController(m_pPhysicsController); + + m_pClient_info->m_type = (isActor ? 1 : 0); + m_pClient_info->m_clientobject = this; + + // store materialname in auxinfo, needed for touchsensors + m_pClient_info->m_auxilary_info = (matname? (void*)(matname+2) : NULL); + m_pPhysicsController->SetObject(this->GetSGNode()); +} +*/ + +bool +KX_GameObject::GetVisible( + void + ) +{ + return m_bVisible; +} + +void +KX_GameObject::SetVisible( + bool v + ) +{ + m_bVisible = v; +} + +// used by Python, and the actuatorshould _not_ be misused by the +// scene! +void +KX_GameObject::MarkVisible( + bool visible + ) +{ + /* If explicit visibility settings are used, this is + * determined on this level. Maybe change this to mesh level + * later on? */ + + for (int i=0;iMarkVisible(fl,this,visible,m_bUseObjectColor,m_objectColor); + } +} + + +// Always use the flag? +void +KX_GameObject::MarkVisible( + void + ) +{ + for (int i=0;iMarkVisible(fl, + this, + m_bVisible, + m_bUseObjectColor, + m_objectColor + ); + } +} + +void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local) +{ +// if (m_pPhysicsController1) +// m_pPhysicsController1->AddLinearVelocity(lin_vel,local); +} + + + +void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local) +{ + if (m_pPhysicsController1) + m_pPhysicsController1->SetLinearVelocity(lin_vel,local); +} + + + +void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local) +{ + if (m_pPhysicsController1) + m_pPhysicsController1->SetAngularVelocity(ang_vel,local); +} + + + +void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec) +{ + m_bUseObjectColor = true; + m_objectColor = rgbavec; +} + + + +MT_Vector3 KX_GameObject::GetLinearVelocity() +{ + MT_Vector3 velocity(0.0,0.0,0.0); + + if (m_pPhysicsController1) + { + velocity = m_pPhysicsController1->GetLinearVelocity(); + } + return velocity; + +} + + +// scenegraph node stuff + +void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans) +{ + if (m_pPhysicsController1) + { + m_pPhysicsController1->setPosition(trans); + } + + GetSGNode()->SetLocalPosition(trans); +} + + + +void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot) +{ + if (m_pPhysicsController1) + { + m_pPhysicsController1->setOrientation(rot.getRotation()); + } + + GetSGNode()->SetLocalOrientation(rot); +} + + + +void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale) +{ + if (m_pPhysicsController1) + { + m_pPhysicsController1->setScaling(scale); + } + + GetSGNode()->SetLocalScale(scale); +} + + + +void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale) +{ + GetSGNode()->RelativeScale(scale); +} + + + +void KX_GameObject::NodeUpdateGS(double time,bool bInitiator) +{ + GetSGNode()->UpdateWorldData(time); +} + + + +const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const +{ + return GetSGNode()->GetWorldOrientation(); +} + + + +const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const +{ + return GetSGNode()->GetWorldScaling(); +} + + + +const MT_Point3& KX_GameObject::NodeGetWorldPosition() const +{ + return GetSGNode()->GetWorldPosition(); +} + +/* Suspend/ resume: for the dynamic behaviour, there is a simple + * method. For the residual motion, there is not. I wonder what the + * correct solution is for Sumo. Remove from the motion-update tree? + * + * So far, only switch the physics and logic. + * */ + +void KX_GameObject::Resume(void) +{ + if (m_suspended) { + SCA_IObject::Resume(); + GetPhysicsController()->RestoreDynamics(); + + m_suspended = false; + } +} + +void KX_GameObject::Suspend(void) +{ + if ((!m_ignore_activity_culling) + && (!m_suspended)) { + SCA_IObject::Suspend(); + GetPhysicsController()->SuspendDynamics(); + m_suspended = true; + } +} + + + + +/* ------- python stuff ---------------------------------------------------*/ + + + + +PyMethodDef KX_GameObject::Methods[] = { + {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS}, + {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_VARARGS}, + {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_VARARGS}, + {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS}, + {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS}, + {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_VARARGS}, + {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_VARARGS}, + {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_VARARGS}, + {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_VARARGS}, + {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS}, + {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_VARARGS}, + {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_VARARGS}, + {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_VARARGS}, + {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_VARARGS}, + {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_VARARGS}, + {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS}, + {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS}, + + + {NULL,NULL} //Sentinel +}; + + + + +bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args, + MT_Vector3& pos, + MT_Vector3& pos2) +{ + PyObject* pylist; + PyObject* pylist2; + bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0; + + pos = ConvertPythonPylist(pylist); + pos2 = ConvertPythonPylist(pylist2); + + return error; +} + + + +PyObject* KX_GameObject::sPySetPosition(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + return ((KX_GameObject*) self)->PySetPosition(self, args, kwds); +} + + + +PyObject* KX_GameObject::PyGetPosition(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + MT_Point3 pos = NodeGetWorldPosition(); + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(pos[index])); + } + + return resultlist; + +} + + + +PyTypeObject KX_GameObject::Type = { + PyObject_HEAD_INIT(&PyType_Type) + 0, + "KX_GameObject", + sizeof(KX_GameObject), + 0, + PyDestructor, + 0, + __getattr, + __setattr, + 0, //&MyPyCompare, + __repr, + 0, //&cvalue_as_number, + 0, + 0, + 0, + 0 +}; + + + +PyParentObject KX_GameObject::Parents[] = { + &KX_GameObject::Type, + &SCA_IObject::Type, + &CValue::Type, + NULL +}; + + + + +PyObject* KX_GameObject::_getattr(char* attr) +{ + _getattr_up(SCA_IObject); +} + + + +PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + // only can get the velocity if we have a physics object connected to us... + MT_Vector3 velocity = GetLinearVelocity(); + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index])); + } + + return resultlist; +} + + + +PyObject* KX_GameObject::PySetVisible(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + int visible = 1; + + if (PyArg_ParseTuple(args,"i",&visible)) + { + MarkVisible(visible!=0); + m_bVisible = (visible!=0); + } + else + { + return NULL; + } + Py_Return; + +} + + + +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); + MT_Point3 point(0.0,0.0,0.0); + + + MT_Point3 pos; + PyObject* pylist; + bool error = false; + + int len = PyTuple_Size(args); + + if ((len > 0) && PyArg_ParseTuple(args,"O",&pylist)) + { + if (pylist->ob_type == &CListValue::Type) + { + CListValue* listval = (CListValue*) pylist; + if (listval->GetCount() == 3) + { + int index; + for (index=0;index<3;index++) + { + pos[index] = listval->GetValue(index)->GetNumber(); + } + } else + { + error = true; + } + + } else + { + + // assert the list is long enough... + int numitems = PyList_Size(pylist); + if (numitems == 3) + { + int index; + for (index=0;index<3;index++) + { + pos[index] = PyFloat_AsDouble(PyList_GetItem(pylist,index)); + } + } + else + { + error = true; + } + } + + if (!error) + point = pos; + } + + + if (m_pPhysicsController1) + { + velocity = m_pPhysicsController1->GetVelocity(point); + } + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index,PyFloat_FromDouble(velocity[index])); + } + + return resultlist; +} + + + +PyObject* KX_GameObject::PyGetMass(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + PyObject* pymass = NULL; + + float mass = GetPhysicsController()->GetMass(); + pymass = PyFloat_FromDouble(mass); + + if (pymass) + return pymass; + + Py_Return; +} + + + +PyObject* KX_GameObject::PyGetReactionForce(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + // only can get the velocity if we have a physics object connected to us... + + MT_Vector3 reaction_force = GetPhysicsController()->getReactionForce(); + + PyObject* resultlist = PyList_New(3); + int index; + for (index=0;index<3;index++) + { + PyList_SetItem(resultlist,index, + PyFloat_FromDouble(reaction_force[index])); + } + + return resultlist; +} + + + +PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + + GetPhysicsController()->setRigidBody(true); + + Py_Return; +} + + + +PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + GetPhysicsController()->setRigidBody(false); + + Py_Return; +} + + + +PyObject* KX_GameObject::PyGetParent(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + KX_GameObject* parent = this->GetParent(); + if (parent) + return parent; + Py_Return; +} + + + +PyObject* KX_GameObject::PyGetMesh(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + if (m_meshes.size() > 0) + { + KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[0]); + return meshproxy; + } + + Py_Return; +} + + + +PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + + MT_Point3 attach(0, 1, 0); + MT_Vector3 impulse(1, 0, 0); + + if (ConvertPythonVectorArgs(args,attach,impulse)) + { + if (m_pPhysicsController1) + { + m_pPhysicsController1->applyImpulse(attach, impulse); + } + + } + + Py_Return; +} + + + +PyObject* KX_GameObject::PySuspendDynamics(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + if (m_bSuspendDynamics) + { + Py_Return; + } + + if (m_pPhysicsController1) + { + m_pPhysicsController1->SuspendDynamics(); + } + m_bSuspendDynamics = true; + + Py_Return; +} + + + +PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + + if (!m_bSuspendDynamics) + { + Py_Return; + } + + if (m_pPhysicsController1) + { + m_pPhysicsController1->RestoreDynamics(); + } + m_bSuspendDynamics = false; + + Py_Return; +} + + + +PyObject* KX_GameObject::PyGetOrientation(PyObject* self, + PyObject* args, + PyObject* kwds) //keywords +{ + // do the conversion of a C++ matrix to a python list + + PyObject* resultlist = PyList_New(3); + + + int row,col; + const MT_Matrix3x3& orient = NodeGetWorldOrientation(); + + int index = 0; + for (row=0;row<3;row++) + { + PyObject* veclist = PyList_New(3); + + for (col=0;col<3;col++) + { + const MT_Scalar fl = orient[row][col]; + PyList_SetItem(veclist,col,PyFloat_FromDouble(fl)); + } + PyList_SetItem(resultlist,row,veclist); + + } + return resultlist; +} + + + +PyObject* KX_GameObject::PySetOrientation(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + MT_Matrix3x3 matrix; + + PyObject* pylist; + bool error = false; + int row,col; + + PyArg_ParseTuple(args,"O",&pylist); + + if (pylist->ob_type == &CListValue::Type) + { + CListValue* listval = (CListValue*) pylist; + if (listval->GetCount() == 3) + { + for (row=0;row<3;row++) // each row has a 3-vector [x,y,z] + { + CListValue* vecval = (CListValue*)listval->GetValue(row); + for (col=0;col<3;col++) + { + matrix[row][col] = vecval->GetValue(col)->GetNumber(); + + } + } + } + else + { + error = true; + } + } + else + { + // assert the list is long enough... + int numitems = PyList_Size(pylist); + if (numitems == 3) + { + for (row=0;row<3;row++) // each row has a 3-vector [x,y,z] + { + + PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector3 list + for (col=0;col<3;col++) + { + matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col)); + + } + } + } + else + { + error = true; + } + } + + if (!error) + { + if (m_pPhysicsController1) + { + m_pPhysicsController1->setOrientation(matrix.getRotation()); + } + NodeSetLocalOrientation(matrix); + } + + Py_INCREF(Py_None); + return Py_None; +} + + + +PyObject* KX_GameObject::PySetPosition(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + // make a general function for this, it's needed many times + + MT_Point3 pos = ConvertPythonVectorArg(args); + if (this->m_pPhysicsController1) + { + this->m_pPhysicsController1->setPosition(pos); + } + NodeSetLocalPosition(pos); + + Py_INCREF(Py_None); + return Py_None; +} + +PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self, + PyObject* args, + PyObject* kwds) +{ + KX_IPhysicsController* ctrl = GetPhysicsController(); + int physid=0; + if (ctrl) + { + physid= (int)ctrl->GetUserData(); + } + return PyInt_FromLong(physid); +} + +/* --------------------------------------------------------------------- + * Some stuff taken from the header + * --------------------------------------------------------------------- */ +void KX_GameObject::Relink(GEN_Map *map_parameter) +{ + /* intentionally empty ? */ +} + -- cgit v1.2.3