1974 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1974 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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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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 * of the License, or (at your option) any later version.
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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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 * ***** END GPL LICENSE BLOCK *****
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 * Game object wrapper
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 */
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#if defined(_WIN64)
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typedef unsigned __int64 uint_ptr;
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#else
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typedef unsigned long uint_ptr;
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#endif
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#ifdef WIN32
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// This warning tells us about truncation of __long__ stl-generated names.
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// It can occasionally cause DevStudio to have internal compiler warnings.
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#pragma warning( disable : 4786 )     
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#endif
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#define KX_INERTIA_INFINITE 10000
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#include "RAS_IPolygonMaterial.h"
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#include "KX_BlenderMaterial.h"
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#include "KX_GameObject.h"
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#include "RAS_MeshObject.h"
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#include "KX_MeshProxy.h"
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#include "KX_PolyProxy.h"
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#include <stdio.h> // printf
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#include "SG_Controller.h"
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#include "KX_IPhysicsController.h"
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#include "SG_Node.h"
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#include "SG_Controller.h"
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#include "KX_ClientObjectInfo.h"
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#include "RAS_BucketManager.h"
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#include "KX_RayCast.h"
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#include "KX_PythonInit.h"
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#include "KX_PyMath.h"
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#include "SCA_IActuator.h"
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#include "SCA_ISensor.h"
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#include "PyObjectPlus.h" /* python stuff */
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// This file defines relationships between parents and children
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// in the game engine.
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#include "KX_SG_NodeRelationships.h"
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KX_GameObject::KX_GameObject(
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	void* sgReplicationInfo,
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	SG_Callbacks callbacks,
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	PyTypeObject* T
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) : 
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	SCA_IObject(T),
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	m_bDyna(false),
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	m_layer(0),
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	m_pBlenderObject(NULL),
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	m_pBlenderGroupObject(NULL),
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	m_bSuspendDynamics(false),
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	m_bUseObjectColor(false),
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	m_bIsNegativeScaling(false),
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	m_bVisible(true),
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	m_bCulled(true),
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	m_pPhysicsController1(NULL),
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	m_pPhysicsEnvironment(NULL),
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	m_xray(false),
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	m_pHitObject(NULL),
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	m_isDeformable(false)
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{
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	m_ignore_activity_culling = false;
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	m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
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	m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
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	// define the relationship between this node and it's parent.
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	KX_NormalParentRelation * parent_relation = 
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		KX_NormalParentRelation::New();
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	m_pSGNode->SetParentRelation(parent_relation);
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};
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KX_GameObject::~KX_GameObject()
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{
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	RemoveMeshes();
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	// is this delete somewhere ?
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	//if (m_sumoObj)
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	//	delete m_sumoObj;
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	delete m_pClient_info;
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	//if (m_pSGNode)
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	//	delete m_pSGNode;
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	if (m_pSGNode)
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	{
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		// must go through controllers and make sure they will not use us anymore
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		// This is important for KX_BulletPhysicsControllers that unregister themselves
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		// from the object when they are deleted.
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		SGControllerList::iterator contit;
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		SGControllerList& controllers = m_pSGNode->GetSGControllerList();
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		for (contit = controllers.begin();contit!=controllers.end();++contit)
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		{
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			(*contit)->ClearObject();
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		}
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		m_pSGNode->SetSGClientObject(NULL);
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	}
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}
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CValue* KX_GameObject::	Calc(VALUE_OPERATOR op, CValue *val) 
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{
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	return NULL;
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}
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CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
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{
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	return NULL;
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}
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const STR_String & KX_GameObject::GetText()
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{
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	return m_text;
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}
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float KX_GameObject::GetNumber()
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{
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	return 0;
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}
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STR_String KX_GameObject::GetName()
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{
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	return m_name;
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}
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void KX_GameObject::SetName(STR_String name)
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{
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	m_name = name;
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};								// Set the name of the value
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void KX_GameObject::ReplicaSetName(STR_String name)
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{
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}
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KX_IPhysicsController* KX_GameObject::GetPhysicsController()
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{
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	return m_pPhysicsController1;
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}
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KX_GameObject* KX_GameObject::GetParent()
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{
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	KX_GameObject* result = NULL;
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	SG_Node* node = m_pSGNode;
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	while (node && !result)
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	{
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		node = node->GetSGParent();
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		if (node)
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			result = (KX_GameObject*)node->GetSGClientObject();
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	}
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	if (result)
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		result->AddRef();
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	return result;
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}
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void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj)
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{
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	if (obj && GetSGNode()->GetSGParent() != obj->GetSGNode())
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	{
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		// Make sure the objects have some scale
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		MT_Vector3 scale1 = NodeGetWorldScaling();
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		MT_Vector3 scale2 = obj->NodeGetWorldScaling();
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		if (fabs(scale2[0]) < FLT_EPSILON || 
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			fabs(scale2[1]) < FLT_EPSILON || 
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			fabs(scale2[2]) < FLT_EPSILON || 
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			fabs(scale1[0]) < FLT_EPSILON || 
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			fabs(scale1[1]) < FLT_EPSILON || 
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			fabs(scale1[2]) < FLT_EPSILON) { return; }
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		// Remove us from our old parent and set our new parent
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		RemoveParent(scene);
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		obj->GetSGNode()->AddChild(GetSGNode());
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		if (m_pPhysicsController1) 
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		{
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			m_pPhysicsController1->SuspendDynamics(true);
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		}
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		// Set us to our new scale, position, and orientation
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		scale2[0] = 1.0/scale2[0];
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		scale2[1] = 1.0/scale2[1];
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		scale2[2] = 1.0/scale2[2];
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		scale1 = scale1 * scale2;
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		MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
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		MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
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		NodeSetLocalScale(scale1);
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		NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
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		NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
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		NodeUpdateGS(0.f,true);
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		// object will now be a child, it must be removed from the parent list
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		CListValue* rootlist = scene->GetRootParentList();
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		if (rootlist->RemoveValue(this))
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			// the object was in parent list, decrement ref count as it's now removed
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			Release();
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	}
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}
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void KX_GameObject::RemoveParent(KX_Scene *scene)
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{
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	if (GetSGNode()->GetSGParent())
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	{
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		// Set us to the right spot 
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		GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
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		GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
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		GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
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		// Remove us from our parent
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		GetSGNode()->DisconnectFromParent();
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		NodeUpdateGS(0.f,true);
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		// the object is now a root object, add it to the parentlist
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		CListValue* rootlist = scene->GetRootParentList();
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		if (!rootlist->SearchValue(this))
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			// object was not in root list, add it now and increment ref count
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			rootlist->Add(AddRef());
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		if (m_pPhysicsController1) 
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		{
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			m_pPhysicsController1->RestoreDynamics();
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		}
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	}
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}
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void KX_GameObject::ProcessReplica(KX_GameObject* replica)
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{
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	replica->m_pPhysicsController1 = NULL;
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	replica->m_pSGNode = NULL;
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	replica->m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
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	replica->m_pClient_info->m_gameobject = replica;
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	replica->m_state = 0;
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}
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CValue* KX_GameObject::GetReplica()
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{
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	KX_GameObject* replica = new KX_GameObject(*this);
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	// this will copy properties and so on...
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	CValue::AddDataToReplica(replica);
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	ProcessReplica(replica);
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	return replica;
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}
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void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
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{
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	if (m_pPhysicsController1)
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		m_pPhysicsController1->ApplyForce(force,local);
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}
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void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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	if (m_pPhysicsController1)
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		m_pPhysicsController1->ApplyTorque(torque,local);
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}
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void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
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{
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	if (m_pPhysicsController1) // (IsDynamic())
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	{
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		m_pPhysicsController1->RelativeTranslate(dloc,local);
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	}
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	GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
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}
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void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
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{
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	MT_Matrix3x3 rotmat(drot);
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	GetSGNode()->RelativeRotate(rotmat,local);
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	if (m_pPhysicsController1) { // (IsDynamic())
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		m_pPhysicsController1->RelativeRotate(rotmat,local); 
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	}
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}
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/**
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GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
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*/
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double*	KX_GameObject::GetOpenGLMatrix()
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{
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	// todo: optimize and only update if necessary
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	double* fl = m_OpenGL_4x4Matrix.getPointer();
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	MT_Transform trans;
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	trans.setOrigin(GetSGNode()->GetWorldPosition());
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	trans.setBasis(GetSGNode()->GetWorldOrientation());
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	MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
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	m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
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	trans.scale(scaling[0], scaling[1], scaling[2]);
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	trans.getValue(fl);
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	return fl;
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}
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void KX_GameObject::AddMeshUser()
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{
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	for (size_t i=0;i<m_meshes.size();i++)
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		m_meshes[i]->AddMeshUser(this);
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	UpdateBuckets(false);
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}
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static void UpdateBuckets_recursive(SG_Node* node)
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{
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	NodeList& children = node->GetSGChildren();
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	for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
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	{
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		SG_Node* childnode = (*childit);
 | 
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		KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
 | 
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		if (clientgameobj != NULL) // This is a GameObject
 | 
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			clientgameobj->UpdateBuckets(0);
 | 
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		// if the childobj is NULL then this may be an inverse parent link
 | 
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		// so a non recursive search should still look down this node.
 | 
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		UpdateBuckets_recursive(childnode);
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	}
 | 
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}
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 | 
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void KX_GameObject::UpdateBuckets( bool recursive )
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{
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	double* fl = GetOpenGLMatrix();
 | 
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 | 
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	for (size_t i=0;i<m_meshes.size();i++)
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		m_meshes[i]->UpdateBuckets(this, fl, m_bUseObjectColor, m_objectColor, m_bVisible, m_bCulled);
 | 
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 | 
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	if (recursive) {
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		UpdateBuckets_recursive(m_pSGNode);
 | 
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	}
 | 
						|
}
 | 
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 | 
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void KX_GameObject::RemoveMeshes()
 | 
						|
{
 | 
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	for (size_t i=0;i<m_meshes.size();i++)
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		m_meshes[i]->RemoveFromBuckets(this);
 | 
						|
 | 
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	//note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
 | 
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 | 
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	m_meshes.clear();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::UpdateNonDynas()
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1)
 | 
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	{
 | 
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		m_pPhysicsController1->SetSumoTransform(true);
 | 
						|
	}
 | 
						|
}
 | 
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 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::UpdateTransform()
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1)
 | 
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		m_pPhysicsController1->SetSumoTransform(false);
 | 
						|
}
 | 
						|
 | 
						|
void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
 | 
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{
 | 
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	((KX_GameObject*)gameobj)->UpdateTransform();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::SetDebugColor(unsigned int bgra)
 | 
						|
{
 | 
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	for (size_t i=0;i<m_meshes.size();i++)
 | 
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		m_meshes[i]->DebugColor(bgra);	
 | 
						|
}
 | 
						|
 | 
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 | 
						|
 | 
						|
void KX_GameObject::ResetDebugColor()
 | 
						|
{
 | 
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	SetDebugColor(0xff000000);
 | 
						|
}
 | 
						|
 | 
						|
void KX_GameObject::InitIPO(bool ipo_as_force,
 | 
						|
							bool ipo_add,
 | 
						|
							bool ipo_local)
 | 
						|
{
 | 
						|
	SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
 | 
						|
 | 
						|
	while (it != GetSGNode()->GetSGControllerList().end()) {
 | 
						|
		(*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
 | 
						|
		(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
 | 
						|
		(*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
 | 
						|
		(*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
 | 
						|
		it++;
 | 
						|
	}
 | 
						|
} 
 | 
						|
 | 
						|
void KX_GameObject::UpdateIPO(float curframetime,
 | 
						|
							  bool recurse) 
 | 
						|
{
 | 
						|
	// just the 'normal' update procedure.
 | 
						|
	GetSGNode()->SetSimulatedTime(curframetime,recurse);
 | 
						|
	GetSGNode()->UpdateWorldData(curframetime);
 | 
						|
	UpdateTransform();
 | 
						|
}
 | 
						|
 | 
						|
// IPO update
 | 
						|
void 
 | 
						|
KX_GameObject::UpdateMaterialData(
 | 
						|
		dword matname_hash,
 | 
						|
		MT_Vector4 rgba,
 | 
						|
		MT_Vector3 specrgb,
 | 
						|
		MT_Scalar hard,
 | 
						|
		MT_Scalar spec,
 | 
						|
		MT_Scalar ref,
 | 
						|
		MT_Scalar emit,
 | 
						|
		MT_Scalar alpha
 | 
						|
 | 
						|
	)
 | 
						|
{
 | 
						|
	int mesh = 0;
 | 
						|
	if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
 | 
						|
		list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
 | 
						|
 | 
						|
		for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
 | 
						|
		{
 | 
						|
			RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
 | 
						|
 | 
						|
			if(poly->GetFlag() & RAS_BLENDERMAT )
 | 
						|
			{
 | 
						|
				KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
 | 
						|
				
 | 
						|
				if (matname_hash == NULL)
 | 
						|
				{
 | 
						|
					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)
 | 
						|
					SetObjectColor(rgba);
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					if (matname_hash == poly->GetMaterialNameHash())
 | 
						|
					{
 | 
						|
						m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
 | 
						|
						m_meshes[mesh]->SetVertexColor(poly,rgba);
 | 
						|
						
 | 
						|
						// no break here, because one blender material can be split into several game engine materials
 | 
						|
						// (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
 | 
						|
						// if here was a break then would miss some vertices if material was split
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
bool
 | 
						|
KX_GameObject::GetVisible(
 | 
						|
	void
 | 
						|
	)
 | 
						|
{
 | 
						|
	return m_bVisible;
 | 
						|
}
 | 
						|
 | 
						|
static void setVisible_recursive(SG_Node* node, bool v)
 | 
						|
{
 | 
						|
	NodeList& children = node->GetSGChildren();
 | 
						|
 | 
						|
	for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
 | 
						|
	{
 | 
						|
		SG_Node* childnode = (*childit);
 | 
						|
		KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
 | 
						|
		if (clientgameobj != NULL) // This is a GameObject
 | 
						|
			clientgameobj->SetVisible(v, 0);
 | 
						|
		
 | 
						|
		// if the childobj is NULL then this may be an inverse parent link
 | 
						|
		// so a non recursive search should still look down this node.
 | 
						|
		setVisible_recursive(childnode, v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void
 | 
						|
KX_GameObject::SetVisible(
 | 
						|
	bool v,
 | 
						|
	bool recursive
 | 
						|
	)
 | 
						|
{
 | 
						|
	m_bVisible = v;
 | 
						|
	if (recursive)
 | 
						|
		setVisible_recursive(m_pSGNode, v);
 | 
						|
}
 | 
						|
 | 
						|
bool
 | 
						|
KX_GameObject::GetCulled(
 | 
						|
	void
 | 
						|
	)
 | 
						|
{
 | 
						|
	return m_bCulled;
 | 
						|
}
 | 
						|
 | 
						|
void
 | 
						|
KX_GameObject::SetCulled(
 | 
						|
	bool c
 | 
						|
	)
 | 
						|
{
 | 
						|
	m_bCulled = c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void
 | 
						|
KX_GameObject::SetLayer(
 | 
						|
	int l
 | 
						|
	)
 | 
						|
{
 | 
						|
	m_layer = l;
 | 
						|
}
 | 
						|
 | 
						|
int
 | 
						|
KX_GameObject::GetLayer(
 | 
						|
	void
 | 
						|
	)
 | 
						|
{
 | 
						|
	return m_layer;
 | 
						|
}
 | 
						|
 | 
						|
void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
		m_pPhysicsController1->SetLinearVelocity(lin_vel + m_pPhysicsController1->GetLinearVelocity(),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::ResolveCombinedVelocities(
 | 
						|
	const MT_Vector3 & lin_vel,
 | 
						|
	const MT_Vector3 & ang_vel,
 | 
						|
	bool lin_vel_local,
 | 
						|
	bool ang_vel_local
 | 
						|
){
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
 | 
						|
		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(
 | 
						|
			lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
 | 
						|
{
 | 
						|
	m_bUseObjectColor = true;
 | 
						|
	m_objectColor = rgbavec;
 | 
						|
}
 | 
						|
 | 
						|
void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
 | 
						|
{
 | 
						|
	MT_Matrix3x3 orimat;
 | 
						|
	MT_Vector3 vect,ori,z,x,y;
 | 
						|
	MT_Scalar len;
 | 
						|
 | 
						|
	vect = dir;
 | 
						|
	len = vect.length();
 | 
						|
	if (MT_fuzzyZero(len))
 | 
						|
	{
 | 
						|
		cout << "alignAxisToVect() Error: Null vector!\n";
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (fac<=0.0) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	
 | 
						|
	// normalize
 | 
						|
	vect /= len;
 | 
						|
	orimat = GetSGNode()->GetWorldOrientation();
 | 
						|
	switch (axis)
 | 
						|
	{	
 | 
						|
		case 0: //x axis
 | 
						|
			ori = MT_Vector3(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!
 | 
						|
			if (fac == 1.0) {
 | 
						|
				x = vect;
 | 
						|
			} else {
 | 
						|
				x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
 | 
						|
				len = x.length();
 | 
						|
				if (MT_fuzzyZero(len)) x = vect;
 | 
						|
				else x /= len;
 | 
						|
			}
 | 
						|
			y = ori.cross(x);
 | 
						|
			z = x.cross(y);
 | 
						|
			break;
 | 
						|
		case 1: //y axis
 | 
						|
			ori = MT_Vector3(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]);
 | 
						|
			if (fac == 1.0) {
 | 
						|
				y = vect;
 | 
						|
			} else {
 | 
						|
				y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
 | 
						|
				len = y.length();
 | 
						|
				if (MT_fuzzyZero(len)) y = vect;
 | 
						|
				else y /= len;
 | 
						|
			}
 | 
						|
			z = ori.cross(y);
 | 
						|
			x = y.cross(z);
 | 
						|
			break;
 | 
						|
		case 2: //z axis
 | 
						|
			ori = MT_Vector3(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]);
 | 
						|
			if (fac == 1.0) {
 | 
						|
				z = vect;
 | 
						|
			} else {
 | 
						|
				z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
 | 
						|
				len = z.length();
 | 
						|
				if (MT_fuzzyZero(len)) z = vect;
 | 
						|
				else z /= len;
 | 
						|
			}
 | 
						|
			x = ori.cross(z);
 | 
						|
			y = z.cross(x);
 | 
						|
			break;
 | 
						|
		default: //wrong input?
 | 
						|
			cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
 | 
						|
			return;
 | 
						|
	}
 | 
						|
	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]);
 | 
						|
	if (GetSGNode()->GetSGParent() != NULL)
 | 
						|
	{
 | 
						|
		// the object is a child, adapt its local orientation so that 
 | 
						|
		// the global orientation is aligned as we want.
 | 
						|
		MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
 | 
						|
		NodeSetLocalOrientation(invori*orimat);
 | 
						|
	}
 | 
						|
	else
 | 
						|
		NodeSetLocalOrientation(orimat);
 | 
						|
}
 | 
						|
 | 
						|
MT_Scalar KX_GameObject::GetMass()
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		return m_pPhysicsController1->GetMass();
 | 
						|
	}
 | 
						|
	return 0.0;
 | 
						|
}
 | 
						|
 | 
						|
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
 | 
						|
{
 | 
						|
	MT_Vector3 velocity(0.0,0.0,0.0), locvel;
 | 
						|
	MT_Matrix3x3 ori;
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		velocity = m_pPhysicsController1->GetLinearVelocity();
 | 
						|
		
 | 
						|
		if (local)
 | 
						|
		{
 | 
						|
			ori = GetSGNode()->GetWorldOrientation();
 | 
						|
			
 | 
						|
			locvel = velocity * ori;
 | 
						|
			return locvel;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return velocity;	
 | 
						|
}
 | 
						|
 | 
						|
MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
 | 
						|
{
 | 
						|
	MT_Vector3 velocity(0.0,0.0,0.0), locvel;
 | 
						|
	MT_Matrix3x3 ori;
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		velocity = m_pPhysicsController1->GetAngularVelocity();
 | 
						|
		
 | 
						|
		if (local)
 | 
						|
		{
 | 
						|
			ori = GetSGNode()->GetWorldOrientation();
 | 
						|
			
 | 
						|
			locvel = velocity * ori;
 | 
						|
			return locvel;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return velocity;	
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
// scenegraph node stuff
 | 
						|
 | 
						|
void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1 && (!GetSGNode() || !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);
 | 
						|
	}
 | 
						|
 | 
						|
	if (GetSGNode())
 | 
						|
		GetSGNode()->SetLocalPosition(trans);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
 | 
						|
	{
 | 
						|
		// see note above
 | 
						|
		m_pPhysicsController1->setOrientation(rot);
 | 
						|
	}
 | 
						|
	if (GetSGNode())
 | 
						|
		GetSGNode()->SetLocalOrientation(rot);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
 | 
						|
	{
 | 
						|
		// see note above
 | 
						|
		m_pPhysicsController1->setScaling(scale);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (GetSGNode())
 | 
						|
		GetSGNode()->SetLocalScale(scale);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
 | 
						|
{
 | 
						|
	if (GetSGNode())
 | 
						|
		GetSGNode()->RelativeScale(scale);
 | 
						|
}
 | 
						|
 | 
						|
void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
 | 
						|
{
 | 
						|
	SG_Node* parent = m_pSGNode->GetSGParent();
 | 
						|
	if (parent != NULL)
 | 
						|
	{
 | 
						|
		// Make sure the objects have some scale
 | 
						|
		MT_Vector3 scale = parent->GetWorldScaling();
 | 
						|
		if (fabs(scale[0]) < FLT_EPSILON || 
 | 
						|
			fabs(scale[1]) < FLT_EPSILON || 
 | 
						|
			fabs(scale[2]) < FLT_EPSILON)
 | 
						|
		{ 
 | 
						|
			return; 
 | 
						|
		}
 | 
						|
		scale[0] = 1.0/scale[0];
 | 
						|
		scale[1] = 1.0/scale[1];
 | 
						|
		scale[2] = 1.0/scale[2];
 | 
						|
		MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
 | 
						|
		MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
 | 
						|
		NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
 | 
						|
	}
 | 
						|
	else 
 | 
						|
	{
 | 
						|
		NodeSetLocalPosition(trans);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void KX_GameObject::NodeUpdateGS(double time,bool bInitiator)
 | 
						|
{
 | 
						|
	if (GetSGNode())
 | 
						|
		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()
 | 
						|
{
 | 
						|
	if ((!m_ignore_activity_culling) 
 | 
						|
		&& (!m_suspended))  {
 | 
						|
		SCA_IObject::Suspend();
 | 
						|
		GetPhysicsController()->SuspendDynamics();
 | 
						|
		m_suspended = true;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
/* ------- python stuff ---------------------------------------------------*/
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyMethodDef KX_GameObject::Methods[] = {
 | 
						|
	{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
 | 
						|
	{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
 | 
						|
	{"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
 | 
						|
	{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
 | 
						|
	{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
 | 
						|
	{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
 | 
						|
	{"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
 | 
						|
	{"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
 | 
						|
	{"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
 | 
						|
	{"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
 | 
						|
	{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
 | 
						|
	{"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
 | 
						|
	{"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
 | 
						|
	{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
 | 
						|
	{"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
 | 
						|
	{"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
 | 
						|
	{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
 | 
						|
	{"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
 | 
						|
	{"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
 | 
						|
	{"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
 | 
						|
	{"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
 | 
						|
	{"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
 | 
						|
	{"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
 | 
						|
	{"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
 | 
						|
	{"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
 | 
						|
	{"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_O},
 | 
						|
	{"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
 | 
						|
	{"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
 | 
						|
	{"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
 | 
						|
	{"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
 | 
						|
	{"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
 | 
						|
	{"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
 | 
						|
	{"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),
 | 
						|
	{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::PyEndObject(PyObject* self)
 | 
						|
{
 | 
						|
 | 
						|
	KX_Scene *scene = PHY_GetActiveScene();
 | 
						|
	scene->DelayedRemoveObject(this);
 | 
						|
	
 | 
						|
	Py_RETURN_NONE;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetPosition(PyObject* self)
 | 
						|
{
 | 
						|
	return PyObjectFrom(NodeGetWorldPosition());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
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(const STR_String& attr)
 | 
						|
{
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		if (attr == "mass")
 | 
						|
			return PyFloat_FromDouble(GetPhysicsController()->GetMass());
 | 
						|
	}
 | 
						|
 | 
						|
	if (attr == "parent")
 | 
						|
	{	
 | 
						|
		KX_GameObject* parent = GetParent();
 | 
						|
		if (parent)
 | 
						|
		{
 | 
						|
			parent->AddRef();
 | 
						|
			return parent;
 | 
						|
		}
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	if (attr == "visible")
 | 
						|
		return PyInt_FromLong(m_bVisible);
 | 
						|
	
 | 
						|
	if (attr == "position")
 | 
						|
		return PyObjectFrom(NodeGetWorldPosition());
 | 
						|
	
 | 
						|
	if (attr == "orientation")
 | 
						|
		return PyObjectFrom(NodeGetWorldOrientation());
 | 
						|
	
 | 
						|
	if (attr == "scaling")
 | 
						|
		return PyObjectFrom(NodeGetWorldScaling());
 | 
						|
		
 | 
						|
	if (attr == "name")
 | 
						|
		return PyString_FromString(m_name.ReadPtr());
 | 
						|
	if (attr == "timeOffset") {
 | 
						|
		if (m_pSGNode->GetSGParent()->IsSlowParent()) {
 | 
						|
			return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->GetTimeOffset());
 | 
						|
		} else {
 | 
						|
			return PyFloat_FromDouble(0.0);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	
 | 
						|
	_getattr_up(SCA_IObject);
 | 
						|
}
 | 
						|
 | 
						|
int KX_GameObject::_setattr(const STR_String& attr, PyObject *value)	// _setattr method
 | 
						|
{
 | 
						|
	if (attr == "mass") {
 | 
						|
		PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only");
 | 
						|
		return 1;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (attr == "parent") {
 | 
						|
		PyErr_SetString(PyExc_AttributeError, "attribute \"mass\" is read only\nUse setParent()");
 | 
						|
		return 1;
 | 
						|
	}
 | 
						|
		
 | 
						|
	if (PyInt_Check(value))
 | 
						|
	{
 | 
						|
		int val = PyInt_AsLong(value);
 | 
						|
		if (attr == "visible")
 | 
						|
		{
 | 
						|
			SetVisible(val != 0, false);
 | 
						|
			UpdateBuckets(false);
 | 
						|
			return 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (PyFloat_Check(value))
 | 
						|
	{
 | 
						|
		MT_Scalar val = PyFloat_AsDouble(value);
 | 
						|
		if (attr == "timeOffset") {
 | 
						|
			if (m_pSGNode->GetSGParent() && m_pSGNode->GetSGParent()->IsSlowParent()) {
 | 
						|
				static_cast<KX_SlowParentRelation *>(m_pSGNode->GetSGParent()->GetParentRelation())->SetTimeOffset(val);
 | 
						|
				return 0;
 | 
						|
			} else {
 | 
						|
				return 0;
 | 
						|
			}		
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (PySequence_Check(value))
 | 
						|
	{
 | 
						|
		if (attr == "orientation")
 | 
						|
		{
 | 
						|
			MT_Matrix3x3 rot;
 | 
						|
			if (PyObject_IsMT_Matrix(value, 3))
 | 
						|
			{
 | 
						|
				if (PyMatTo(value, rot))
 | 
						|
				{
 | 
						|
					NodeSetLocalOrientation(rot);
 | 
						|
					NodeUpdateGS(0.f,true);
 | 
						|
					return 0;
 | 
						|
				}
 | 
						|
				return 1;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (PySequence_Size(value) == 4)
 | 
						|
			{
 | 
						|
				MT_Quaternion qrot;
 | 
						|
				if (PyVecTo(value, qrot))
 | 
						|
				{
 | 
						|
					rot.setRotation(qrot);
 | 
						|
					NodeSetLocalOrientation(rot);
 | 
						|
					NodeUpdateGS(0.f,true);
 | 
						|
					return 0;
 | 
						|
				}
 | 
						|
				return 1;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (PySequence_Size(value) == 3)
 | 
						|
			{
 | 
						|
				MT_Vector3 erot;
 | 
						|
				if (PyVecTo(value, erot))
 | 
						|
				{
 | 
						|
					rot.setEuler(erot);
 | 
						|
					NodeSetLocalOrientation(rot);
 | 
						|
					NodeUpdateGS(0.f,true);
 | 
						|
					return 0;
 | 
						|
				}
 | 
						|
				return 1;
 | 
						|
			}
 | 
						|
			PyErr_SetString(PyExc_AttributeError, "could not set the orientation from a 3x3 matrix, quaternion or euler sequence");
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (attr == "position")
 | 
						|
		{
 | 
						|
			MT_Point3 pos;
 | 
						|
			if (PyVecTo(value, pos))
 | 
						|
			{
 | 
						|
				NodeSetLocalPosition(pos);
 | 
						|
				NodeUpdateGS(0.f,true);
 | 
						|
				return 0;
 | 
						|
			}
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (attr == "scaling")
 | 
						|
		{
 | 
						|
			MT_Vector3 scale;
 | 
						|
			if (PyVecTo(value, scale))
 | 
						|
			{
 | 
						|
				NodeSetLocalScale(scale);
 | 
						|
				NodeUpdateGS(0.f,true);
 | 
						|
				return 0;
 | 
						|
			}
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (PyString_Check(value))
 | 
						|
	{
 | 
						|
		if (attr == "name")
 | 
						|
		{
 | 
						|
			m_name = PyString_AsString(value);
 | 
						|
			return 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* Need to have parent settable here too */
 | 
						|
	
 | 
						|
	return SCA_IObject::_setattr(attr, value);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
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))
 | 
						|
	{
 | 
						|
		return PyObjectFrom(GetLinearVelocity((local!=0)));
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetLinearVelocity(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	int local = 0;
 | 
						|
	PyObject* pyvect;
 | 
						|
	
 | 
						|
	if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) {
 | 
						|
		MT_Vector3 velocity;
 | 
						|
		if (PyVecTo(pyvect, velocity)) {
 | 
						|
			setLinearVelocity(velocity, (local!=0));
 | 
						|
			Py_RETURN_NONE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
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))
 | 
						|
	{
 | 
						|
		return PyObjectFrom(GetAngularVelocity((local!=0)));
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetAngularVelocity(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	int local = 0;
 | 
						|
	PyObject* pyvect;
 | 
						|
	
 | 
						|
	if (PyArg_ParseTuple(args,"O|i",&pyvect,&local)) {
 | 
						|
		MT_Vector3 velocity;
 | 
						|
		if (PyVecTo(pyvect, velocity)) {
 | 
						|
			setAngularVelocity(velocity, (local!=0));
 | 
						|
			Py_RETURN_NONE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetVisible(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	int visible, recursive = 0;
 | 
						|
	if (!PyArg_ParseTuple(args,"i|i",&visible, &recursive))
 | 
						|
		return NULL;
 | 
						|
	
 | 
						|
	SetVisible(visible ? true:false, recursive ? true:false);
 | 
						|
	UpdateBuckets(recursive ? true:false);
 | 
						|
	Py_RETURN_NONE;
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetVisible(PyObject* self)
 | 
						|
{
 | 
						|
	return PyInt_FromLong(m_bVisible);	
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetState(PyObject* self)
 | 
						|
{
 | 
						|
	int state = 0;
 | 
						|
	state |= GetState();
 | 
						|
	return PyInt_FromLong(state);
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetState(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	int state_i = PyInt_AsLong(value);
 | 
						|
	unsigned int state = 0;
 | 
						|
	
 | 
						|
	if (state_i == -1 && PyErr_Occurred()) {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "expected an int bit field");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	
 | 
						|
	state |= state_i;
 | 
						|
	if ((state & ((1<<30)-1)) == 0) {
 | 
						|
		PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	SetState(state);
 | 
						|
	
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
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 (pypos)
 | 
						|
			PyVecTo(pypos, point);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		velocity = m_pPhysicsController1->GetVelocity(point);
 | 
						|
	}
 | 
						|
	
 | 
						|
	return PyObjectFrom(velocity);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetMass(PyObject* self)
 | 
						|
{
 | 
						|
	return PyFloat_FromDouble(GetPhysicsController()->GetMass());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetReactionForce(PyObject* self)
 | 
						|
{
 | 
						|
	// only can get the velocity if we have a physics object connected to us...
 | 
						|
	return PyObjectFrom(GetPhysicsController()->getReactionForce());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyEnableRigidBody(PyObject* self)
 | 
						|
{
 | 
						|
	GetPhysicsController()->setRigidBody(true);
 | 
						|
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyDisableRigidBody(PyObject* self)
 | 
						|
{
 | 
						|
	GetPhysicsController()->setRigidBody(false);
 | 
						|
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetParent(PyObject* self)
 | 
						|
{
 | 
						|
	KX_GameObject* parent = this->GetParent();
 | 
						|
	if (parent)
 | 
						|
	{
 | 
						|
		parent->AddRef();
 | 
						|
		return parent;
 | 
						|
	}
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetParent(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	if (!PyObject_TypeCheck(value, &KX_GameObject::Type)) {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "expected a KX_GameObject type");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	
 | 
						|
	// The object we want to set as parent
 | 
						|
	CValue *m_ob = (CValue*)value;
 | 
						|
	KX_GameObject *obj = ((KX_GameObject*)m_ob);
 | 
						|
	KX_Scene *scene = PHY_GetActiveScene();
 | 
						|
	
 | 
						|
	this->SetParent(scene, obj);
 | 
						|
		
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyRemoveParent(PyObject* self)
 | 
						|
{
 | 
						|
	KX_Scene *scene = PHY_GetActiveScene();
 | 
						|
	this->RemoveParent(scene);
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void walk_children(SG_Node* node, CListValue* list, bool recursive)
 | 
						|
{
 | 
						|
	NodeList& children = node->GetSGChildren();
 | 
						|
 | 
						|
	for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
 | 
						|
	{
 | 
						|
		SG_Node* childnode = (*childit);
 | 
						|
		CValue* childobj = (CValue*)childnode->GetSGClientObject();
 | 
						|
		if (childobj != NULL) // This is a GameObject
 | 
						|
		{
 | 
						|
			// add to the list
 | 
						|
			list->Add(childobj->AddRef());
 | 
						|
		}
 | 
						|
		
 | 
						|
		// if the childobj is NULL then this may be an inverse parent link
 | 
						|
		// so a non recursive search should still look down this node.
 | 
						|
		if (recursive || childobj==NULL) {
 | 
						|
			walk_children(childnode, list, recursive);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetChildren(PyObject* self)
 | 
						|
{
 | 
						|
	CListValue* list = new CListValue();
 | 
						|
	walk_children(m_pSGNode, list, 0);
 | 
						|
	return list;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetChildrenRecursive(PyObject* self)
 | 
						|
{
 | 
						|
	CListValue* list = new CListValue();
 | 
						|
	walk_children(m_pSGNode, list, 1);
 | 
						|
	return list;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetMesh(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	int mesh = 0;
 | 
						|
 | 
						|
	if (!PyArg_ParseTuple(args, "|i", &mesh))
 | 
						|
		return NULL; // python sets a simple error
 | 
						|
	
 | 
						|
	if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
 | 
						|
	{
 | 
						|
		KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
 | 
						|
		return meshproxy;
 | 
						|
	}
 | 
						|
	
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetCollisionMargin(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	float collisionMargin = PyFloat_AsDouble(value);
 | 
						|
	
 | 
						|
	if (collisionMargin==-1 && PyErr_Occurred()) {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "expected a float");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (m_pPhysicsController1)
 | 
						|
	{
 | 
						|
		m_pPhysicsController1->setMargin(collisionMargin);
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
	PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyApplyImpulse(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	PyObject* pyattach;
 | 
						|
	PyObject* pyimpulse;
 | 
						|
	
 | 
						|
	if (!m_pPhysicsController1)	{
 | 
						|
		PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (PyArg_ParseTuple(args, "OO", &pyattach, &pyimpulse))
 | 
						|
	{
 | 
						|
		MT_Point3  attach;
 | 
						|
		MT_Vector3 impulse;
 | 
						|
		if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
 | 
						|
		{
 | 
						|
			m_pPhysicsController1->applyImpulse(attach, impulse);
 | 
						|
			Py_RETURN_NONE;
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
	
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySuspendDynamics(PyObject* self)
 | 
						|
{
 | 
						|
	SuspendDynamics();
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self)
 | 
						|
{
 | 
						|
	RestoreDynamics();
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetOrientation(PyObject* self) //keywords
 | 
						|
{
 | 
						|
	return PyObjectFrom(NodeGetWorldOrientation());
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetOrientation(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	MT_Matrix3x3 matrix;
 | 
						|
	if (PyObject_IsMT_Matrix(value, 3) && PyMatTo(value, matrix))
 | 
						|
	{
 | 
						|
		NodeSetLocalOrientation(matrix);
 | 
						|
		NodeUpdateGS(0.f,true);
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	MT_Quaternion quat;
 | 
						|
	if (PyVecTo(value, quat))
 | 
						|
	{
 | 
						|
		matrix.setRotation(quat);
 | 
						|
		NodeSetLocalOrientation(matrix);
 | 
						|
		NodeUpdateGS(0.f,true);
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, PyObject* args)
 | 
						|
{
 | 
						|
	PyObject* pyvect;
 | 
						|
	int axis = 2; //z axis is the default
 | 
						|
	float fac = 1.0;
 | 
						|
	
 | 
						|
	if (PyArg_ParseTuple(args,"O|if",&pyvect,&axis, &fac))
 | 
						|
	{
 | 
						|
		MT_Vector3 vect;
 | 
						|
		if (PyVecTo(pyvect, vect))
 | 
						|
		{
 | 
						|
			if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
 | 
						|
			if (fac> 1.0) fac= 1.0;
 | 
						|
			
 | 
						|
			AlignAxisToVect(vect,axis,fac);
 | 
						|
			NodeUpdateGS(0.f,true);
 | 
						|
			Py_RETURN_NONE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetAxisVect(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	MT_Vector3 vect;
 | 
						|
	if (PyVecTo(value, vect))
 | 
						|
	{
 | 
						|
		return PyObjectFrom(NodeGetWorldOrientation() * vect);
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetPosition(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	MT_Point3 pos;
 | 
						|
	if (PyVecTo(value, pos))
 | 
						|
	{
 | 
						|
		NodeSetLocalPosition(pos);
 | 
						|
		NodeUpdateGS(0.f,true);
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PySetWorldPosition(PyObject* self, PyObject* value)
 | 
						|
{
 | 
						|
	MT_Point3 pos;
 | 
						|
	if (PyVecTo(value, pos))
 | 
						|
	{
 | 
						|
		NodeSetWorldPosition(pos);
 | 
						|
		NodeUpdateGS(0.f,true);
 | 
						|
		Py_RETURN_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetPhysicsId(PyObject* self)
 | 
						|
{
 | 
						|
	KX_IPhysicsController* ctrl = GetPhysicsController();
 | 
						|
	uint_ptr physid=0;
 | 
						|
	if (ctrl)
 | 
						|
	{
 | 
						|
		physid= (uint_ptr)ctrl->GetUserData();
 | 
						|
	}
 | 
						|
	return PyInt_FromLong((long)physid);
 | 
						|
}
 | 
						|
 | 
						|
PyObject* KX_GameObject::PyGetPropertyNames(PyObject* self)
 | 
						|
{
 | 
						|
	return ConvertKeysToPython();
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_GameObject, getDistanceTo,
 | 
						|
"getDistanceTo(other): get distance to another point/KX_GameObject")
 | 
						|
{
 | 
						|
	MT_Point3 b;
 | 
						|
	if (PyVecArgTo(args, b))
 | 
						|
	{
 | 
						|
		return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
 | 
						|
	}
 | 
						|
	PyErr_Clear();
 | 
						|
	
 | 
						|
	PyObject *pyother;
 | 
						|
	KX_GameObject *other;
 | 
						|
	if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false))
 | 
						|
	{
 | 
						|
		return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
 | 
						|
	}
 | 
						|
	
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(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")
 | 
						|
{
 | 
						|
	MT_Point3 toPoint, fromPoint;
 | 
						|
	MT_Vector3 toDir, locToDir;
 | 
						|
	MT_Scalar distance;
 | 
						|
 | 
						|
	PyObject *returnValue;
 | 
						|
	PyObject *pyother;
 | 
						|
 | 
						|
	if (!PyVecArgTo(args, toPoint))
 | 
						|
	{
 | 
						|
		PyErr_Clear();
 | 
						|
		
 | 
						|
		KX_GameObject *other;
 | 
						|
		if (PyArg_ParseTuple(args, "O", &pyother) && ConvertPythonToGameObject(pyother, &other, false))
 | 
						|
		{
 | 
						|
			toPoint = other->NodeGetWorldPosition();
 | 
						|
		} else
 | 
						|
		{
 | 
						|
			PyErr_SetString(PyExc_TypeError, "Expected a 3D Vector or GameObject type");
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	fromPoint = NodeGetWorldPosition();
 | 
						|
	toDir = toPoint-fromPoint;
 | 
						|
	distance = toDir.length();
 | 
						|
 | 
						|
	if (MT_fuzzyZero(distance))
 | 
						|
	{
 | 
						|
		//cout << "getVectTo() Error: Null vector!\n";
 | 
						|
		locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
 | 
						|
		distance = 0.0;
 | 
						|
	} else {
 | 
						|
		toDir.normalize();
 | 
						|
		locToDir = toDir * NodeGetWorldOrientation();
 | 
						|
	}
 | 
						|
	
 | 
						|
	returnValue = PyTuple_New(3);
 | 
						|
	if (returnValue) { // very unlikely to fail, python sets a memory error here.
 | 
						|
		PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
 | 
						|
		PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
 | 
						|
		PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
 | 
						|
	}
 | 
						|
	return returnValue;
 | 
						|
}
 | 
						|
 | 
						|
bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
 | 
						|
{
 | 
						|
	KX_GameObject* hitKXObj = client->m_gameobject;
 | 
						|
	
 | 
						|
	// if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
 | 
						|
	// if not, all objects were tested and the front one may not be the correct one.
 | 
						|
	if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
 | 
						|
	{
 | 
						|
		m_pHitObject = hitKXObj;
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	// return true to stop RayCast::RayTest from looping, the above test was decisive
 | 
						|
	// We would want to loop only if we want to get more than one hit point
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/* this function is used to pre-filter the object before casting the ray on them.
 | 
						|
   This is useful for "X-Ray" option when we want to see "through" unwanted object.
 | 
						|
 */
 | 
						|
bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
 | 
						|
{
 | 
						|
	KX_GameObject* hitKXObj = client->m_gameobject;
 | 
						|
	
 | 
						|
	if (client->m_type > KX_ClientObjectInfo::ACTOR)
 | 
						|
	{
 | 
						|
		// Unknown type of object, skip it.
 | 
						|
		// Should not occur as the sensor objects are filtered in RayTest()
 | 
						|
		printf("Invalid client type %d found in ray casting\n", client->m_type);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
	
 | 
						|
	// if X-Ray option is selected, skip object that don't match the criteria as we see through them
 | 
						|
	// if not, test all objects because we don't know yet which one will be on front
 | 
						|
	if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
 | 
						|
	{
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	// skip the object
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
 | 
						|
"rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
 | 
						|
" prop = property name that object must have; can be omitted => detect any object\n"
 | 
						|
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
 | 
						|
" other = 3-tuple or object reference")
 | 
						|
{
 | 
						|
	MT_Point3 toPoint;
 | 
						|
	PyObject* pyarg;
 | 
						|
	float dist = 0.0f;
 | 
						|
	char *propName = NULL;
 | 
						|
 | 
						|
	if (!PyArg_ParseTuple(args,"O|fs", &pyarg, &dist, &propName)) {
 | 
						|
		return NULL; // python sets simple error
 | 
						|
	}
 | 
						|
 | 
						|
	if (!PyVecTo(pyarg, toPoint))
 | 
						|
	{
 | 
						|
		KX_GameObject *other;
 | 
						|
		PyErr_Clear();
 | 
						|
		
 | 
						|
		if (ConvertPythonToGameObject(pyarg, &other, false))
 | 
						|
		{
 | 
						|
			toPoint = other->NodeGetWorldPosition();
 | 
						|
		} else
 | 
						|
		{
 | 
						|
			PyErr_SetString(PyExc_TypeError, "the first argument to rayCastTo must be a vector or a KX_GameObject");
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	MT_Point3 fromPoint = NodeGetWorldPosition();
 | 
						|
	if (dist != 0.0f)
 | 
						|
	{
 | 
						|
		MT_Vector3 toDir = toPoint-fromPoint;
 | 
						|
		toDir.normalize();
 | 
						|
		toPoint = fromPoint + (dist) * toDir;
 | 
						|
	}
 | 
						|
 | 
						|
	PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
 | 
						|
	KX_IPhysicsController *spc = GetPhysicsController();
 | 
						|
	KX_GameObject *parent = GetParent();
 | 
						|
	if (!spc && parent)
 | 
						|
		spc = parent->GetPhysicsController();
 | 
						|
	if (parent)
 | 
						|
		parent->Release();
 | 
						|
	
 | 
						|
	m_pHitObject = NULL;
 | 
						|
	if (propName)
 | 
						|
		m_testPropName = propName;
 | 
						|
	else
 | 
						|
		m_testPropName.SetLength(0);
 | 
						|
	KX_RayCast::Callback<KX_GameObject> callback(this,spc);
 | 
						|
	KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
 | 
						|
 | 
						|
    if (m_pHitObject)
 | 
						|
	{
 | 
						|
		m_pHitObject->AddRef();
 | 
						|
		return m_pHitObject;
 | 
						|
	}
 | 
						|
	Py_RETURN_NONE;
 | 
						|
}
 | 
						|
 | 
						|
KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
 | 
						|
				   "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n"
 | 
						|
				   " If no hit, return (None,None,None) or (None,None,None,None).\n"
 | 
						|
" to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
 | 
						|
" from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
 | 
						|
"        Can be None or omitted => start from self object center\n"
 | 
						|
" dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
 | 
						|
" prop = property name that object must have; can be omitted => detect any object\n"
 | 
						|
" face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
 | 
						|
" xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
 | 
						|
" poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
 | 
						|
"                           which can be None if hit object has no mesh or if there is no hit\n"
 | 
						|
"        If 0 or omitted, return value is a 3-tuple\n"
 | 
						|
"Note: The object on which you call this method matters: the ray will ignore it.\n"
 | 
						|
"      prop and xray option interact as follow:\n"
 | 
						|
"        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
 | 
						|
"        prop off, xray on : idem\n"
 | 
						|
"        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
 | 
						|
"        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\n")
 | 
						|
{
 | 
						|
	MT_Point3 toPoint;
 | 
						|
	MT_Point3 fromPoint;
 | 
						|
	PyObject* pyto;
 | 
						|
	PyObject* pyfrom = NULL;
 | 
						|
	float dist = 0.0f;
 | 
						|
	char *propName = NULL;
 | 
						|
	KX_GameObject *other;
 | 
						|
	int face=0, xray=0, poly=0;
 | 
						|
 | 
						|
	if (!PyArg_ParseTuple(args,"O|Ofsiii", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
 | 
						|
		return NULL; // Python sets a simple error
 | 
						|
	}
 | 
						|
 | 
						|
	if (!PyVecTo(pyto, toPoint))
 | 
						|
	{
 | 
						|
		PyErr_Clear();
 | 
						|
		
 | 
						|
		if (ConvertPythonToGameObject(pyto, &other, false))
 | 
						|
		{
 | 
						|
			toPoint = other->NodeGetWorldPosition();
 | 
						|
		} else
 | 
						|
		{
 | 
						|
			PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (!pyfrom || pyfrom == Py_None)
 | 
						|
	{
 | 
						|
		fromPoint = NodeGetWorldPosition();
 | 
						|
	}
 | 
						|
	else if (!PyVecTo(pyfrom, fromPoint))
 | 
						|
	{
 | 
						|
		PyErr_Clear();
 | 
						|
		
 | 
						|
		if (ConvertPythonToGameObject(pyfrom, &other, false))
 | 
						|
		{
 | 
						|
			fromPoint = other->NodeGetWorldPosition();
 | 
						|
		} else
 | 
						|
		{
 | 
						|
			PyErr_SetString(PyExc_TypeError, "the second optional argument to rayCast must be a vector or a KX_GameObject");
 | 
						|
			return NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (dist != 0.0f) {
 | 
						|
		MT_Vector3 toDir = toPoint-fromPoint;
 | 
						|
		if (MT_fuzzyZero(toDir.length2())) {
 | 
						|
			return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
 | 
						|
		}
 | 
						|
		toDir.normalize();
 | 
						|
		toPoint = fromPoint + (dist) * toDir;
 | 
						|
	} else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
 | 
						|
		return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
 | 
						|
	}
 | 
						|
	
 | 
						|
	PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
 | 
						|
	KX_IPhysicsController *spc = GetPhysicsController();
 | 
						|
	KX_GameObject *parent = GetParent();
 | 
						|
	if (!spc && parent)
 | 
						|
		spc = parent->GetPhysicsController();
 | 
						|
	if (parent)
 | 
						|
		parent->Release();
 | 
						|
	
 | 
						|
	m_pHitObject = NULL;
 | 
						|
	if (propName)
 | 
						|
		m_testPropName = propName;
 | 
						|
	else
 | 
						|
		m_testPropName.SetLength(0);
 | 
						|
	m_xray = xray;
 | 
						|
	// to get the hit results
 | 
						|
	KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
 | 
						|
	KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
 | 
						|
 | 
						|
	if (m_pHitObject)
 | 
						|
	{
 | 
						|
		PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
 | 
						|
		if (returnValue) { // unlikely this would ever fail, if it does python sets an error
 | 
						|
			PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->AddRef());
 | 
						|
			PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
 | 
						|
			PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
 | 
						|
			if (poly)
 | 
						|
			{
 | 
						|
				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);
 | 
						|
					PyTuple_SET_ITEM(returnValue, 3, polyproxy);
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					Py_INCREF(Py_None);
 | 
						|
					PyTuple_SET_ITEM(returnValue, 3, Py_None);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return returnValue;
 | 
						|
	}
 | 
						|
	// no hit
 | 
						|
	if (poly)
 | 
						|
		return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
 | 
						|
	else
 | 
						|
		return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
 | 
						|
}
 | 
						|
 | 
						|
/* --------------------------------------------------------------------- 
 | 
						|
 * Some stuff taken from the header
 | 
						|
 * --------------------------------------------------------------------- */
 | 
						|
void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)	
 | 
						|
{
 | 
						|
	// we will relink the sensors and actuators that use object references
 | 
						|
	// if the object is part of the replicated hierarchy, use the new
 | 
						|
	// object reference instead
 | 
						|
	SCA_SensorList& sensorlist = GetSensors();
 | 
						|
	SCA_SensorList::iterator sit;
 | 
						|
	for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
 | 
						|
	{
 | 
						|
		(*sit)->Relink(map_parameter);
 | 
						|
	}
 | 
						|
	SCA_ActuatorList& actuatorlist = GetActuators();
 | 
						|
	SCA_ActuatorList::iterator ait;
 | 
						|
	for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
 | 
						|
	{
 | 
						|
		(*ait)->Relink(map_parameter);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok)
 | 
						|
{
 | 
						|
	if (value==NULL) {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "Error in ConvertPythonToGameObject, python pointer NULL, should never happen");
 | 
						|
		*object = NULL;
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
		
 | 
						|
	if (value==Py_None) {
 | 
						|
		*object = NULL;
 | 
						|
		
 | 
						|
		if (py_none_ok) {
 | 
						|
			return true;
 | 
						|
		} else {
 | 
						|
			PyErr_SetString(PyExc_TypeError, "Expected KX_GameObject or a string for a name of a KX_GameObject, None is invalid");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		return (py_none_ok ? true : false);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (PyString_Check(value)) {
 | 
						|
		*object = (KX_GameObject *)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_AsString(value) ));
 | 
						|
		
 | 
						|
		if (*object) {
 | 
						|
			return true;
 | 
						|
		} else {
 | 
						|
			PyErr_SetString(PyExc_ValueError, "Requested name did not match any KX_GameObject");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (PyObject_TypeCheck(value, &KX_GameObject::Type)) {
 | 
						|
		*object = static_cast<KX_GameObject*>(value);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	
 | 
						|
	*object = NULL;
 | 
						|
	
 | 
						|
	if (py_none_ok) {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject, a string or None");
 | 
						|
	} else {
 | 
						|
		PyErr_SetString(PyExc_TypeError, "Expect a KX_GameObject or a string");
 | 
						|
	}
 | 
						|
	
 | 
						|
	return false;
 | 
						|
}
 |