/* * $Id$ * * ***** 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 #define BL_ARMATUREACTUATOR #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); 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(GEN_Map *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; int m_type; }; #endif //BL_ARMATUREACTUATOR