blender/source/gameengine/GameLogic/SCA_IObject.h
Erwin Coumans ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00

130 lines
3.2 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
* An abstract object that has some logic, python scripting and
* reference counting Note: transformation stuff has been moved to
* SceneGraph
*/
#ifndef SCA_IOBJECT_H
#define SCA_IOBJECT_H
#include "Value.h"
#include <vector>
class SCA_ISensor;
class SCA_IController;
class SCA_IActuator;
template<class T> T PyVecTo(PyObject*);
typedef std::vector<SCA_ISensor *> SCA_SensorList;
typedef std::vector<SCA_IController *> SCA_ControllerList;
typedef std::vector<SCA_IActuator *> SCA_ActuatorList;
class SCA_IObject : public CValue
{
Py_Header;
protected:
SCA_SensorList m_sensors;
SCA_ControllerList m_controllers;
SCA_ActuatorList m_actuators;
static class MT_Point3 m_sDummy;
/**
* Ignore activity culling requests?
*/
bool m_ignore_activity_culling;
/**
* Ignore updates?
*/
bool m_suspended;
public:
SCA_IObject(PyTypeObject* T=&Type);
virtual ~SCA_IObject();
SCA_ControllerList& GetControllers();
SCA_SensorList& GetSensors();
SCA_ActuatorList& GetActuators();
void AddSensor(SCA_ISensor* act);
void AddController(SCA_IController* act);
void AddActuator(SCA_IActuator* act);
SCA_ISensor* FindSensor(const STR_String& sensorname);
SCA_IActuator* FindActuator(const STR_String& actuatorname);
SCA_IController* FindController(const STR_String& controllername);
void SetCurrentTime(float currentTime);
void ReParentLogic();
/**
* Set whether or not to ignore activity culling requests
*/
void SetIgnoreActivityCulling(bool b);
/**
* Set whether or not this object wants to ignore activity culling
* requests
*/
bool GetIgnoreActivityCulling();
/**
* Suspend all progress.
*/
void Suspend(void);
/**
* Resume progress
*/
void Resume(void);
// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
// here come the python forwarded methods
virtual PyObject* _getattr(const STR_String& attr);
virtual int GetGameObjectType() {return -1;}
typedef enum ObjectTypes {
OBJ_ARMATURE=0
}ObjectTypes;
};
#endif //SCA_IOBJECT_H