blender/source/gameengine/Ketsji/KX_ClientObjectInfo.h
Campbell Barton 8ead648fd1 Spring Cleaning
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
2009-06-21 16:18:38 +00:00

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/**
* $Id$
*
* ***** 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 *****
*/
#ifndef __KX_CLIENTOBJECT_INFO_H
#define __KX_CLIENTOBJECT_INFO_H
/* Note, the way this works with/without sumo is a bit odd */
#include <list>
class SCA_ISensor;
class KX_GameObject;
/**
* Client Type and Additional Info. This structure can be use instead of a bare void* pointer, for safeness, and additional info for callbacks
*/
struct KX_ClientObjectInfo
{
enum clienttype {
STATIC,
ACTOR,
RESERVED1,
SENSOR,
OBSENSOR,
OBACTORSENSOR
} m_type;
KX_GameObject* m_gameobject;
void* m_auxilary_info;
std::list<SCA_ISensor*> m_sensors;
public:
KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC, void *auxilary_info = NULL) :
m_type(type),
m_gameobject(gameobject),
m_auxilary_info(auxilary_info)
{}
KX_ClientObjectInfo(const KX_ClientObjectInfo &copy) :
m_type(copy.m_type),
m_gameobject(copy.m_gameobject),
m_auxilary_info(copy.m_auxilary_info)
{
}
virtual ~KX_ClientObjectInfo() {}
virtual bool hasCollisionCallback()
{
return m_sensors.size() != 0;
}
bool isActor() { return m_type <= ACTOR; }
bool isSensor() { return m_type >= SENSOR && m_type <= OBACTORSENSOR; }
};
#endif //__KX_CLIENTOBJECT_INFO_H