blender/source/gameengine/Ketsji/KX_CameraActuator.h

139 lines
3.3 KiB
C++

/*
* KX_CameraActuator.h
*
*
* ***** 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 KX_CameraActuator.h
* \ingroup ketsji
*/
#ifndef __KX_CAMERAACTUATOR_H__
#define __KX_CAMERAACTUATOR_H__
#include "SCA_IActuator.h"
#include "MT_Scalar.h"
#include "SCA_LogicManager.h"
/**
* The camera actuator does a Robbie Muller perspective for you. This is a
* weird set of rules that positions the camera sort of behind the object,
* tracking, while avoiding any objects between the 'ideal' position and the
* actor being tracked.
*/
class KX_CameraActuator : public SCA_IActuator
{
Py_Header
private :
/** Object that will be tracked. */
SCA_IObject *m_ob;
/** height (float), */
//const MT_Scalar m_height;
/** min (float), */
//const MT_Scalar m_minHeight;
/** max (float), */
//const MT_Scalar m_maxHeight;
/** height (float), */
float m_height;
/** min (float), */
float m_minHeight;
/** max (float), */
float m_maxHeight;
/** axis the camera tries to get behind: +x/+y/-x/-y */
short m_axis;
/** damping (float), */
float m_damping;
/* get the KX_IGameObject with this name */
CValue *findObject(const char *obName);
/* parse x or y to a toggle pick */
bool string2axischoice(const char *axisString);
public:
static STR_String X_AXIS_STRING;
static STR_String Y_AXIS_STRING;
/**
* Set the bool toggle to true to use x lock, false for y lock
*/
KX_CameraActuator(
SCA_IObject *gameobj,
//const CValue *ob,
SCA_IObject *ob,
float hght,
float minhght,
float maxhght,
short axis,
float damping
);
~KX_CameraActuator();
/** Methods Inherited from CValue */
CValue* GetReplica();
virtual void ProcessReplica();
/** Methods inherited from SCA_IActuator */
virtual bool Update(
double curtime,
bool frame
);
virtual bool UnlinkObject(SCA_IObject* clientobj);
/** Methods inherited from SCA_ILogicBrick */
virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
#ifdef WITH_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
/* set object to look at */
static PyObject* pyattr_get_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_object(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif /* WITH_PYTHON */
};
#endif /* __KX_CAMERAACTUATOR_H__ */