2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2004-07-17 05:28:23 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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#include "KX_MeshProxy.h"
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#include "RAS_IPolygonMaterial.h"
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#include "RAS_MeshObject.h"
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2004-07-17 05:28:23 +00:00
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#include "KX_VertexProxy.h"
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BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
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#include "KX_PolyProxy.h"
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2002-10-12 11:37:38 +00:00
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2005-01-16 06:02:06 +00:00
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#include "KX_PolygonMaterial.h"
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2006-01-06 03:46:54 +00:00
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#include "KX_BlenderMaterial.h"
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2005-01-16 06:02:06 +00:00
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#include "KX_PyMath.h"
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2005-04-23 12:03:37 +00:00
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#include "KX_ConvertPhysicsObject.h"
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2005-01-16 06:02:06 +00:00
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2002-10-12 11:37:38 +00:00
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PyTypeObject KX_MeshProxy::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_MeshProxy",
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sizeof(KX_MeshProxy),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_MeshProxy::Parents[] = {
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&KX_MeshProxy::Type,
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&SCA_IObject::Type,
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&CValue::Type,
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2006-01-06 03:46:54 +00:00
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&PyObjectPlus::Type,
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2002-10-12 11:37:38 +00:00
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NULL
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};
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PyMethodDef KX_MeshProxy::Methods[] = {
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{"getNumMaterials", (PyCFunction)KX_MeshProxy::sPyGetNumMaterials,METH_VARARGS},
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BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
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{"getNumPolygons", (PyCFunction)KX_MeshProxy::sPyGetNumPolygons,METH_NOARGS},
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2002-10-12 11:37:38 +00:00
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{"getMaterialName", (PyCFunction)KX_MeshProxy::sPyGetMaterialName,METH_VARARGS},
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{"getTextureName", (PyCFunction)KX_MeshProxy::sPyGetTextureName,METH_VARARGS},
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{"getVertexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetVertexArrayLength,METH_VARARGS},
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{"getVertex", (PyCFunction)KX_MeshProxy::sPyGetVertex,METH_VARARGS},
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BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
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{"getPolygon", (PyCFunction)KX_MeshProxy::sPyGetPolygon,METH_VARARGS},
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2005-04-23 12:03:37 +00:00
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KX_PYMETHODTABLE(KX_MeshProxy, reinstancePhysicsMesh),
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2002-10-12 11:37:38 +00:00
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//{"getIndexArrayLength", (PyCFunction)KX_MeshProxy::sPyGetIndexArrayLength,METH_VARARGS},
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{NULL,NULL} //Sentinel
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};
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2006-04-02 21:04:20 +00:00
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void KX_MeshProxy::SetMeshModified(bool v)
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{
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m_meshobj->SetMeshModified(v);
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}
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2002-10-12 11:37:38 +00:00
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PyObject*
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2004-05-16 13:05:15 +00:00
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KX_MeshProxy::_getattr(const STR_String& attr)
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2002-10-12 11:37:38 +00:00
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{
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2005-01-16 06:02:06 +00:00
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if (attr == "materials")
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{
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2006-01-06 03:46:54 +00:00
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PyObject *materials = PyList_New(0);
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2005-01-16 06:02:06 +00:00
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RAS_MaterialBucket::Set::iterator mit = m_meshobj->GetFirstMaterial();
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for(; mit != m_meshobj->GetLastMaterial(); ++mit)
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2006-01-06 03:46:54 +00:00
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{
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RAS_IPolyMaterial *polymat = (*mit)->GetPolyMaterial();
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if(polymat->GetFlag() & RAS_BLENDERMAT)
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{
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KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial*>(polymat);
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PyList_Append(materials, mat);
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}else
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{
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PyList_Append(materials, static_cast<KX_PolygonMaterial*>(polymat));
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}
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}
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2005-01-16 06:02:06 +00:00
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return materials;
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}
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_getattr_up(SCA_IObject);
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2002-10-12 11:37:38 +00:00
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}
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KX_MeshProxy::KX_MeshProxy(RAS_MeshObject* mesh)
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2006-01-06 03:46:54 +00:00
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: m_meshobj(mesh)
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2002-10-12 11:37:38 +00:00
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{
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}
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KX_MeshProxy::~KX_MeshProxy()
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{
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}
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// stuff for cvalue related things
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CValue* KX_MeshProxy::Calc(VALUE_OPERATOR op, CValue *val) { return NULL;}
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CValue* KX_MeshProxy::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val) { return NULL;}
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const STR_String & KX_MeshProxy::GetText() {return m_meshobj->GetName();};
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float KX_MeshProxy::GetNumber() { return -1;}
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STR_String KX_MeshProxy::GetName() { return m_meshobj->GetName();}
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void KX_MeshProxy::SetName(STR_String name) { };
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CValue* KX_MeshProxy::GetReplica() { return NULL;}
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void KX_MeshProxy::ReplicaSetName(STR_String name) {};
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// stuff for python integration
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PyObject* KX_MeshProxy::PyGetNumMaterials(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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int num = m_meshobj->NumMaterials();
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return PyInt_FromLong(num);
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}
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BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
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PyObject* KX_MeshProxy::PyGetNumPolygons(PyObject* self)
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{
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int num = m_meshobj->NumPolygons();
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return PyInt_FromLong(num);
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}
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2002-10-12 11:37:38 +00:00
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PyObject* KX_MeshProxy::PyGetMaterialName(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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int matid= 1;
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STR_String matname;
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if (PyArg_ParseTuple(args,"i",&matid))
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{
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matname = m_meshobj->GetMaterialName(matid);
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}
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2008-07-01 16:43:46 +00:00
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else {
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return NULL;
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}
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2002-10-12 11:37:38 +00:00
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return PyString_FromString(matname.Ptr());
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}
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PyObject* KX_MeshProxy::PyGetTextureName(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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int matid= 1;
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STR_String matname;
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if (PyArg_ParseTuple(args,"i",&matid))
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{
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matname = m_meshobj->GetTextureName(matid);
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}
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2008-07-01 16:43:46 +00:00
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else {
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return NULL;
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}
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2002-10-12 11:37:38 +00:00
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return PyString_FromString(matname.Ptr());
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}
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PyObject* KX_MeshProxy::PyGetVertexArrayLength(PyObject* self,
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PyObject* args,
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PyObject* kwds)
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{
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int matid= -1;
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int length = -1;
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if (PyArg_ParseTuple(args,"i",&matid))
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{
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RAS_IPolyMaterial* mat = m_meshobj->GetMaterialBucket(matid)->GetPolyMaterial();
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if (mat)
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{
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length = m_meshobj->GetVertexArrayLength(mat);
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}
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}
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2008-07-01 16:43:46 +00:00
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else {
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|
|
|
return NULL;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
return PyInt_FromLong(length);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
PyObject* KX_MeshProxy::PyGetVertex(PyObject* self,
|
|
|
|
PyObject* args,
|
|
|
|
PyObject* kwds)
|
|
|
|
{
|
|
|
|
int vertexindex= 1;
|
|
|
|
int matindex= 1;
|
|
|
|
PyObject* vertexob = NULL;
|
|
|
|
|
|
|
|
if (PyArg_ParseTuple(args,"ii",&matindex,&vertexindex))
|
|
|
|
{
|
|
|
|
RAS_TexVert* vertex = m_meshobj->GetVertex(matindex,vertexindex);
|
|
|
|
if (vertex)
|
|
|
|
{
|
2006-04-02 21:04:20 +00:00
|
|
|
vertexob = new KX_VertexProxy(this, vertex);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
2008-07-01 16:43:46 +00:00
|
|
|
else {
|
|
|
|
return NULL;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
return vertexob;
|
|
|
|
|
|
|
|
}
|
2005-04-23 12:03:37 +00:00
|
|
|
|
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information.
rayCast(to,from,dist,prop,face,xray,poly):
The face paremeter determines the orientation of the normal:
0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow:
prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
prop off, xray on : idem.
prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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.
if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.
The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc.
Attributes (read-only):
matname: The name of polygon material, empty if no material.
material: The material of the polygon
texture: The texture name of the polygon.
matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
use this to retrieve vertex proxy from mesh proxy
visible: visible state of the polygon: 1=visible, 0=invisible
collide: collide state of the polygon: 1=receives collision, 0=collision free.
Methods:
getMaterialName(): Returns the polygon material name with MA prefix
getMaterial(): Returns the polygon material
getTextureName(): Returns the polygon texture name
getMaterialIndex(): Returns the material bucket index of the polygon.
getNumVertex(): Returns the number of vertex of the polygon.
isVisible(): Returns whether the polygon is visible or not
isCollider(): Returns whether the polygon is receives collision or not
getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex
getMesh(): Returns a mesh proxy
New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects:
getNumPolygons(): Returns the number of polygon in the mesh.
getPolygon(index): Gets the specified polygon from the mesh.
More details in PyDoc.
2008-08-27 19:34:19 +00:00
|
|
|
PyObject* KX_MeshProxy::PyGetPolygon(PyObject* self,
|
|
|
|
PyObject* args,
|
|
|
|
PyObject* kwds)
|
|
|
|
{
|
|
|
|
int polyindex= 1;
|
|
|
|
PyObject* polyob = NULL;
|
|
|
|
|
|
|
|
if (!PyArg_ParseTuple(args,"i",&polyindex))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
RAS_Polygon* polygon = m_meshobj->GetPolygon(polyindex);
|
|
|
|
if (polygon)
|
|
|
|
{
|
|
|
|
polyob = new KX_PolyProxy(m_meshobj, polygon);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PyErr_SetString(PyExc_AttributeError, "Invalid polygon index");
|
|
|
|
}
|
|
|
|
return polyob;
|
|
|
|
}
|
|
|
|
|
2005-04-23 12:03:37 +00:00
|
|
|
KX_PYMETHODDEF_DOC(KX_MeshProxy, reinstancePhysicsMesh,
|
|
|
|
"Reinstance the physics mesh.")
|
|
|
|
{
|
2005-07-27 09:30:53 +00:00
|
|
|
//this needs to be reviewed, it is dependend on Sumo/Solid. Who is using this ?
|
2008-08-14 05:06:59 +00:00
|
|
|
Py_RETURN_NONE;//(KX_ReInstanceShapeFromMesh(m_meshobj)) ? Py_RETURN_TRUE : Py_RETURN_FALSE;
|
2005-04-23 12:03:37 +00:00
|
|
|
}
|