47c2271d67
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set. * Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places. * allow setObject(None), since no object is valid for actuators, Python should be able to set this. * added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
142 lines
3.6 KiB
C++
142 lines
3.6 KiB
C++
/**
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* KX_CameraActuator.h
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*
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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*/
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#ifndef __KX_CAMERAACTUATOR
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#define __KX_CAMERAACTUATOR
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#include "SCA_IActuator.h"
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#include "MT_Scalar.h"
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#include "SCA_LogicManager.h"
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/**
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* The camera actuator does a Robbie Muller prespective for you. This is a
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* weird set of rules that positions the camera sort of behind the object,
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* tracking, while avoiding any objects between the 'ideal' position and the
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* actor being tracked.
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*/
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class KX_CameraActuator : public SCA_IActuator
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{
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Py_Header;
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private :
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/** Object that will be tracked. */
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SCA_IObject *m_ob;
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/** height (float), */
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//const MT_Scalar m_height;
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/** min (float), */
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//const MT_Scalar m_minHeight;
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/** max (float), */
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//const MT_Scalar m_maxHeight;
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/** height (float), */
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MT_Scalar m_height;
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/** min (float), */
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MT_Scalar m_minHeight;
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/** max (float), */
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MT_Scalar m_maxHeight;
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/** xy toggle (pick one): true == x, false == y */
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bool m_x;
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/* get the KX_IGameObject with this name */
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CValue *findObject(char *obName);
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/* parse x or y to a toggle pick */
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bool string2axischoice(const char *axisString);
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public:
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static STR_String X_AXIS_STRING;
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static STR_String Y_AXIS_STRING;
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/**
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* Set the bool toggle to true to use x lock, false for y lock
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*/
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KX_CameraActuator(
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SCA_IObject *gameobj,
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//const CValue *ob,
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SCA_IObject *ob,
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MT_Scalar hght,
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MT_Scalar minhght,
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MT_Scalar maxhght,
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bool xytog,
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PyTypeObject* T=&Type
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);
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~KX_CameraActuator();
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/** Methods Inherited from CValue */
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CValue* GetReplica();
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virtual void ProcessReplica();
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/** Methods inherited from SCA_IActuator */
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virtual bool Update(
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double curtime,
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bool frame
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);
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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/** Methods inherited from SCA_ILogicBrick */
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virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
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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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/* set object to look at */
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KX_PYMETHOD_DOC_O(KX_CameraActuator,SetObject);
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/* get current object */
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KX_PYMETHOD_DOC_VARARGS(KX_CameraActuator,GetObject);
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KX_PYMETHOD_DOC(KX_CameraActuator,SetMin);
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KX_PYMETHOD_DOC(KX_CameraActuator,GetMin);
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KX_PYMETHOD_DOC(KX_CameraActuator,SetMax);
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KX_PYMETHOD_DOC(KX_CameraActuator,GetMax);
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KX_PYMETHOD_DOC(KX_CameraActuator,SetHeight);
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KX_PYMETHOD_DOC(KX_CameraActuator,GetHeight);
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KX_PYMETHOD_DOC(KX_CameraActuator,SetXY);
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KX_PYMETHOD_DOC(KX_CameraActuator,GetXY);
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};
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#endif //__KX_CAMERAACTUATOR
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