/* * ***** 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 gameengine/Ketsji/KX_SCA_DynamicActuator.cpp * \ingroup ketsji * Adjust dynamics settings for this object */ /* Previously existed as: * \source\gameengine\GameLogic\SCA_DynamicActuator.cpp * Please look here for revision history. */ #include "KX_SCA_DynamicActuator.h" #include "PHY_IPhysicsController.h" #ifdef WITH_PYTHON /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject KX_SCA_DynamicActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_SCA_DynamicActuator", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &SCA_IActuator::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_SCA_DynamicActuator::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_SCA_DynamicActuator::Attributes[] = { KX_PYATTRIBUTE_SHORT_RW("mode",0,4,false,KX_SCA_DynamicActuator,m_dyn_operation), KX_PYATTRIBUTE_FLOAT_RW("mass",0.0,FLT_MAX,KX_SCA_DynamicActuator,m_setmass), { NULL } //Sentinel }; #endif // WITH_PYTHON /* ------------------------------------------------------------------------- */ /* Native functions */ /* ------------------------------------------------------------------------- */ KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj, short dyn_operation, float setmass) : SCA_IActuator(gameobj, KX_ACT_DYNAMIC), m_dyn_operation(dyn_operation), m_setmass(setmass) { } /* End of constructor */ KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator() { // there's nothing to be done here, really.... } /* end of destructor */ bool KX_SCA_DynamicActuator::Update() { // bool result = false; /*unused*/ KX_GameObject *obj = (KX_GameObject*) GetParent(); bool bNegativeEvent = IsNegativeEvent(); PHY_IPhysicsController* controller; RemoveAllEvents(); if (bNegativeEvent) return false; // do nothing on negative events if (!obj) return false; // object not accessible, shouldnt happen controller = obj->GetPhysicsController(); if (!controller) return false; // no physic object switch (m_dyn_operation) { case 0: controller->RestoreDynamics(); break; case 1: controller->SuspendDynamics(); break; case 2: controller->SetRigidBody(true); break; case 3: controller->SetRigidBody(false); break; case 4: controller->SetMass(m_setmass); break; } return false; } CValue* KX_SCA_DynamicActuator::GetReplica() { KX_SCA_DynamicActuator* replica = new KX_SCA_DynamicActuator(*this); if (replica == NULL) return NULL; replica->ProcessReplica(); return replica; }; /* eof */