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Diffstat (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.h')
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.h140
1 files changed, 140 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.h b/source/gameengine/Ketsji/KX_ObjectActuator.h
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+/**
+ * Do translation/rotation actions
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+#ifndef __KX_OBJECTACTUATOR
+#define __KX_OBJECTACTUATOR
+
+#include "SCA_IActuator.h"
+#include "MT_Vector3.h"
+
+
+//
+// Bitfield that stores the flags for each CValue derived class
+//
+struct KX_LocalFlags {
+ KX_LocalFlags() :
+ Force(false),
+ Torque(false),
+ DRot(false),
+ DLoc(false),
+ LinearVelocity(false),
+ AngularVelocity(false),
+ AddOrSetLinV(false)
+ {
+ }
+
+ unsigned short Force : 1;
+ unsigned short Torque : 1;
+ unsigned short DRot : 1;
+ unsigned short DLoc : 1;
+ unsigned short LinearVelocity : 1;
+ unsigned short AngularVelocity : 1;
+ unsigned short AddOrSetLinV : 1;
+};
+
+class KX_ObjectActuator : public SCA_IActuator
+{
+ Py_Header;
+
+ MT_Vector3 m_force;
+ MT_Vector3 m_torque;
+ MT_Vector3 m_dloc;
+ MT_Vector3 m_drot;
+ MT_Vector3 m_linear_velocity;
+ MT_Vector3 m_angular_velocity;
+ KX_LocalFlags m_bitLocalFlag;
+
+ // A hack bool -- oh no sorry everyone
+ // This bool is used to check if we have informed
+ // the physics object that we are no longer
+ // setting linear velocity.
+
+ bool m_active_combined_velocity;
+
+public:
+ enum KX_OBJECT_ACT_VEC_TYPE {
+ KX_OBJECT_ACT_NODEF = 0,
+ KX_OBJECT_ACT_FORCE,
+ KX_OBJECT_ACT_TORQUE,
+ KX_OBJECT_ACT_DLOC,
+ KX_OBJECT_ACT_DROT,
+ KX_OBJECT_ACT_LINEAR_VELOCITY,
+ KX_OBJECT_ACT_ANGULAR_VELOCITY,
+ KX_OBJECT_ACT_MAX
+ };
+
+ /**
+ * Check whether this is a valid vector mode
+ */
+ bool isValid(KX_OBJECT_ACT_VEC_TYPE type);
+
+ KX_ObjectActuator(
+ SCA_IObject* gameobj,
+ const MT_Vector3& force,
+ const MT_Vector3& torque,
+ const MT_Vector3& dloc,
+ const MT_Vector3& drot,
+ const MT_Vector3& linV,
+ const MT_Vector3& angV,
+ const KX_LocalFlags& flag,
+ PyTypeObject* T=&Type
+ );
+
+ CValue* GetReplica();
+
+ void SetForceLoc(const double force[3]) { /*m_force=force;*/ }
+ bool Update(double curtime,double deltatime);
+
+
+
+ /* --------------------------------------------------------------------- */
+ /* Python interface ---------------------------------------------------- */
+ /* --------------------------------------------------------------------- */
+
+ virtual PyObject* _getattr(char *attr);
+
+ KX_PYMETHOD(KX_ObjectActuator,GetForce);
+ KX_PYMETHOD(KX_ObjectActuator,SetForce);
+ KX_PYMETHOD(KX_ObjectActuator,GetTorque);
+ KX_PYMETHOD(KX_ObjectActuator,SetTorque);
+ KX_PYMETHOD(KX_ObjectActuator,GetDLoc);
+ KX_PYMETHOD(KX_ObjectActuator,SetDLoc);
+ KX_PYMETHOD(KX_ObjectActuator,GetDRot);
+ KX_PYMETHOD(KX_ObjectActuator,SetDRot);
+ KX_PYMETHOD(KX_ObjectActuator,GetLinearVelocity);
+ KX_PYMETHOD(KX_ObjectActuator,SetLinearVelocity);
+ KX_PYMETHOD(KX_ObjectActuator,GetAngularVelocity);
+ KX_PYMETHOD(KX_ObjectActuator,SetAngularVelocity);
+};
+#endif //__KX_OBJECTACTUATOR