7b2567924b
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
142 lines
3.7 KiB
C++
142 lines
3.7 KiB
C++
/**
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* Do translation/rotation actions
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __KX_OBJECTACTUATOR
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#define __KX_OBJECTACTUATOR
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#include "SCA_IActuator.h"
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#include "MT_Vector3.h"
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//
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// Bitfield that stores the flags for each CValue derived class
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//
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struct KX_LocalFlags {
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KX_LocalFlags() :
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Force(false),
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Torque(false),
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DRot(false),
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DLoc(false),
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LinearVelocity(false),
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AngularVelocity(false),
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AddOrSetLinV(false)
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{
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}
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unsigned short Force : 1;
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unsigned short Torque : 1;
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unsigned short DRot : 1;
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unsigned short DLoc : 1;
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unsigned short LinearVelocity : 1;
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unsigned short AngularVelocity : 1;
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unsigned short AddOrSetLinV : 1;
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};
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class KX_ObjectActuator : public SCA_IActuator
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{
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Py_Header;
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MT_Vector3 m_force;
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MT_Vector3 m_torque;
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MT_Vector3 m_dloc;
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MT_Vector3 m_drot;
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MT_Vector3 m_linear_velocity;
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MT_Vector3 m_angular_velocity;
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KX_LocalFlags m_bitLocalFlag;
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// A hack bool -- oh no sorry everyone
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// This bool is used to check if we have informed
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// the physics object that we are no longer
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// setting linear velocity.
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bool m_active_combined_velocity;
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public:
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enum KX_OBJECT_ACT_VEC_TYPE {
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KX_OBJECT_ACT_NODEF = 0,
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KX_OBJECT_ACT_FORCE,
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KX_OBJECT_ACT_TORQUE,
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KX_OBJECT_ACT_DLOC,
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KX_OBJECT_ACT_DROT,
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KX_OBJECT_ACT_LINEAR_VELOCITY,
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KX_OBJECT_ACT_ANGULAR_VELOCITY,
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KX_OBJECT_ACT_MAX
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};
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/**
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* Check whether this is a valid vector mode
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*/
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bool isValid(KX_OBJECT_ACT_VEC_TYPE type);
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KX_ObjectActuator(
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SCA_IObject* gameobj,
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const MT_Vector3& force,
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const MT_Vector3& torque,
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const MT_Vector3& dloc,
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const MT_Vector3& drot,
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const MT_Vector3& linV,
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const MT_Vector3& angV,
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const KX_LocalFlags& flag,
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PyTypeObject* T=&Type
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);
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CValue* GetReplica();
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void SetForceLoc(const double force[3]) { /*m_force=force;*/ }
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virtual bool Update();
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/* --------------------------------------------------------------------- */
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/* Python interface ---------------------------------------------------- */
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/* --------------------------------------------------------------------- */
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virtual PyObject* _getattr(const STR_String& attr);
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KX_PYMETHOD(KX_ObjectActuator,GetForce);
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KX_PYMETHOD(KX_ObjectActuator,SetForce);
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KX_PYMETHOD(KX_ObjectActuator,GetTorque);
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KX_PYMETHOD(KX_ObjectActuator,SetTorque);
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KX_PYMETHOD(KX_ObjectActuator,GetDLoc);
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KX_PYMETHOD(KX_ObjectActuator,SetDLoc);
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KX_PYMETHOD(KX_ObjectActuator,GetDRot);
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KX_PYMETHOD(KX_ObjectActuator,SetDRot);
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KX_PYMETHOD(KX_ObjectActuator,GetLinearVelocity);
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KX_PYMETHOD(KX_ObjectActuator,SetLinearVelocity);
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KX_PYMETHOD(KX_ObjectActuator,GetAngularVelocity);
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KX_PYMETHOD(KX_ObjectActuator,SetAngularVelocity);
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};
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#endif //__KX_OBJECTACTUATOR
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