// // Adjust dynamics settins for this object // // $Id$ // // ***** 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., 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 LICENSE BLOCK ***** // // Previously existed as: // \source\gameengine\GameLogic\SCA_DynamicActuator.cpp // Please look here for revision history. #include "KX_SCA_DynamicActuator.h" #ifdef HAVE_CONFIG_H #include #endif /* ------------------------------------------------------------------------- */ /* 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 }; /* ------------------------------------------------------------------------- */ /* 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(); KX_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: obj->RestoreDynamics(); break; case 1: obj->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 */