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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Converter/BL_ArmatureActuator.h
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureActuator.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.h96
1 files changed, 0 insertions, 96 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.h b/source/gameengine/Converter/BL_ArmatureActuator.h
deleted file mode 100644
index ba02c5aa362..00000000000
--- a/source/gameengine/Converter/BL_ArmatureActuator.h
+++ /dev/null
@@ -1,96 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file BL_ArmatureActuator.h
- * \ingroup bgeconv
- */
-
-#ifndef __BL_ARMATUREACTUATOR_H__
-#define __BL_ARMATUREACTUATOR_H__
-
-#include "SCA_IActuator.h"
-#include "BL_ArmatureConstraint.h"
-
-/**
- * This class is the conversion of the Pose channel constraint.
- * It makes a link between the pose constraint and the KX scene.
- * The main purpose is to give access to the constraint target
- * to link it to a game object.
- * It also allows to activate/deactivate constraints during the game.
- * Later it will also be possible to create constraint on the fly
- */
-
-class BL_ArmatureActuator : public SCA_IActuator
-{
- Py_Header
-public:
- BL_ArmatureActuator(SCA_IObject* gameobj,
- int type,
- const char *posechannel,
- const char *constraintname,
- KX_GameObject* targetobj,
- KX_GameObject* subtargetobj,
- float weight,
- float influence);
-
- virtual ~BL_ArmatureActuator();
-
- virtual CValue* GetReplica() {
- BL_ArmatureActuator* replica = new BL_ArmatureActuator(*this);
- replica->ProcessReplica();
- return replica;
- };
- virtual void ProcessReplica();
- virtual bool UnlinkObject(SCA_IObject* clientobj);
- virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
- virtual bool Update(double curtime, bool frame);
- virtual void ReParent(SCA_IObject* parent);
-
-#ifdef WITH_PYTHON
-
- /* These are used to get and set m_target */
- static PyObject *pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject *pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
- static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
-
-#endif /* WITH_PYTHON */
-
-private:
- // identify the constraint that this actuator controls
- void FindConstraint();
-
- BL_ArmatureConstraint* m_constraint;
- KX_GameObject* m_gametarget;
- KX_GameObject* m_gamesubtarget;
- STR_String m_posechannel;
- STR_String m_constraintname;
- float m_weight;
- float m_influence;
- int m_type;
-};
-
-#endif /* __BL_ARMATUREACTUATOR_H__ */