[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17753] trunk/blender/source/gameengine: patch from Mitchell Stokes
Campbell Barton
ideasman42 at gmail.com
Tue Dec 9 05:13:24 CET 2008
Revision: 17753
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17753
Author: campbellbarton
Date: 2008-12-09 05:13:23 +0100 (Tue, 09 Dec 2008)
Log Message:
-----------
patch from Mitchell Stokes
#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.
*applyForce => setForce
*applyTorque => setTorque
*applyRotation => setDRot
*applyMovement => setDLoc
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-12-09 04:02:18 UTC (rev 17752)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-12-09 04:13:23 UTC (rev 17753)
@@ -615,6 +615,7 @@
m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
}
+
void KX_GameObject::ResolveCombinedVelocities(
const MT_Vector3 & lin_vel,
const MT_Vector3 & ang_vel,
@@ -969,6 +970,10 @@
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
{"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
+ {"applyForce", (PyCFunction) KX_GameObject::sPyApplyForce, METH_VARARGS},
+ {"applyTorque", (PyCFunction) KX_GameObject::sPyApplyTorque, METH_VARARGS},
+ {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
+ {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
{"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
{"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
{"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
@@ -1261,7 +1266,66 @@
return SCA_IObject::_setattr(attr, value);
}
+PyObject* KX_GameObject::PyApplyForce(PyObject* self, PyObject* args)
+{
+ int local = 0;
+ PyObject* pyvect;
+ if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) {
+ MT_Vector3 force;
+ if (PyVecTo(pyvect, force)) {
+ ApplyForce(force, (local!=0));
+ Py_RETURN_NONE;
+ }
+ }
+ return NULL;
+}
+
+PyObject* KX_GameObject::PyApplyTorque(PyObject* self, PyObject* args)
+{
+ int local = 0;
+ PyObject* pyvect;
+
+ if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) {
+ MT_Vector3 torque;
+ if (PyVecTo(pyvect, torque)) {
+ ApplyTorque(torque, (local!=0));
+ Py_RETURN_NONE;
+ }
+ }
+ return NULL;
+}
+
+PyObject* KX_GameObject::PyApplyRotation(PyObject* self, PyObject* args)
+{
+ int local = 0;
+ PyObject* pyvect;
+
+ if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) {
+ MT_Vector3 rotation;
+ if (PyVecTo(pyvect, rotation)) {
+ ApplyRotation(rotation, (local!=0));
+ Py_RETURN_NONE;
+ }
+ }
+ return NULL;
+}
+
+PyObject* KX_GameObject::PyApplyMovement(PyObject* self, PyObject* args)
+{
+ int local = 0;
+ PyObject* pyvect;
+
+ if (PyArg_ParseTuple(args, "O|i", &pyvect, &local)) {
+ MT_Vector3 movement;
+ if (PyVecTo(pyvect, movement)) {
+ ApplyMovement(movement, (local!=0));
+ Py_RETURN_NONE;
+ }
+ }
+ return NULL;
+}
+
PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* self, PyObject* args)
{
// only can get the velocity if we have a physics object connected to us...
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-12-09 04:02:18 UTC (rev 17752)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h 2008-12-09 04:13:23 UTC (rev 17753)
@@ -772,6 +772,10 @@
KX_PYMETHOD_NOARGS(KX_GameObject,GetPosition);
KX_PYMETHOD_O(KX_GameObject,SetPosition);
KX_PYMETHOD_O(KX_GameObject,SetWorldPosition);
+ KX_PYMETHOD_VARARGS(KX_GameObject, ApplyForce);
+ KX_PYMETHOD_VARARGS(KX_GameObject, ApplyTorque);
+ KX_PYMETHOD_VARARGS(KX_GameObject, ApplyRotation);
+ KX_PYMETHOD_VARARGS(KX_GameObject, ApplyMovement);
KX_PYMETHOD_VARARGS(KX_GameObject,GetLinearVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,SetLinearVelocity);
KX_PYMETHOD_VARARGS(KX_GameObject,GetAngularVelocity);
Modified: trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/KX_GameObject.py 2008-12-09 04:02:18 UTC (rev 17752)
+++ trunk/blender/source/gameengine/PyDoc/KX_GameObject.py 2008-12-09 04:13:23 UTC (rev 17753)
@@ -123,6 +123,50 @@
@return: The game object's rotation matrix
@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
+ def applyMovement(movement, local = 0):
+ """
+ Sets the game object's movement.
+
+ @type movement: 3d vector.
+ @param movement: movement vector.
+ @type local: boolean
+ @param local: - False: you get the "global" movement ie: relative to world orientation (default).
+ - True: you get the "local" movement ie: relative to object orientation.
+ """
+ def applyRotation(movement, local = 0):
+ """
+ Sets the game object's rotation.
+
+ @type rotation: 3d vector.
+ @param rotation: rotation vector.
+ @type local: boolean
+ @param local: - False: you get the "global" rotation ie: relative to world orientation (default).
+ - True: you get the "local" rotation ie: relative to object orientation.
+ """
+ def applyForce(force, local = 0):
+ """
+ Sets the game object's force.
+
+ This requires a dynamic object.
+
+ @type force: 3d vector.
+ @param force: force vector.
+ @type local: boolean
+ @param local: - False: you get the "global" force ie: relative to world orientation (default).
+ - True: you get the "local" force ie: relative to object orientation.
+ """
+ def applyTorque(torque, local = 0):
+ """
+ Sets the game object's torque.
+
+ This requires a dynamic object.
+
+ @type torque: 3d vector.
+ @param torque: torque vector.
+ @type local: boolean
+ @param local: - False: you get the "global" torque ie: relative to world orientation (default).
+ - True: you get the "local" torque ie: relative to object orientation.
+ """
def getLinearVelocity(local = 0):
"""
Gets the game object's linear velocity.
@@ -143,6 +187,8 @@
This method sets game object's velocity through it's centre of mass,
ie no angular velocity component.
+ This requires a dynamic object.
+
@type velocity: 3d vector.
@param velocity: linear velocity vector.
@type local: boolean
@@ -163,6 +209,8 @@
"""
Sets the game object's angular velocity.
+ This requires a dynamic object.
+
@type velocity: 3d vector.
@param velocity: angular velocity vector.
@type local: boolean
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