blender/source/gameengine/Ketsji/KX_VehicleWrapper.h

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#ifndef KX_VEHICLE_WRAPPER
#define KX_VEHICLE_WRAPPER
#include "Value.h"
#include "PHY_DynamicTypes.h"
class PHY_IVehicle;
class PHY_IMotionState;
#include <vector>
///Python interface to physics vehicles (primarily 4-wheel cars and 2wheel bikes)
class KX_VehicleWrapper : public PyObjectPlus
{
Py_Header;
virtual PyObject* _getattr(const STR_String& attr);
virtual int _setattr(const STR_String& attr, PyObject *value);
std::vector<PHY_IMotionState*> m_motionStates;
public:
KX_VehicleWrapper(PHY_IVehicle* vehicle,class PHY_IPhysicsEnvironment* physenv,PyTypeObject *T = &Type);
virtual ~KX_VehicleWrapper ();
int getConstraintId();
KX_PYMETHOD(KX_VehicleWrapper,AddWheel);
KX_PYMETHOD(KX_VehicleWrapper,GetNumWheels);
KX_PYMETHOD(KX_VehicleWrapper,GetWheelOrientationQuaternion);
KX_PYMETHOD(KX_VehicleWrapper,GetWheelRotation);
KX_PYMETHOD(KX_VehicleWrapper,GetWheelPosition);
KX_PYMETHOD(KX_VehicleWrapper,GetConstraintId);
KX_PYMETHOD(KX_VehicleWrapper,GetConstraintType);
KX_PYMETHOD(KX_VehicleWrapper,SetSteeringValue);
KX_PYMETHOD(KX_VehicleWrapper,ApplyEngineForce);
KX_PYMETHOD(KX_VehicleWrapper,ApplyBraking);
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KX_PYMETHOD(KX_VehicleWrapper,SetTyreFriction);
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KX_PYMETHOD(KX_VehicleWrapper,SetSuspensionStiffness);
KX_PYMETHOD(KX_VehicleWrapper,SetSuspensionDamping);
KX_PYMETHOD(KX_VehicleWrapper,SetSuspensionCompression);
KX_PYMETHOD(KX_VehicleWrapper,SetRollInfluence);
private:
PHY_IVehicle* m_vehicle;
PHY_IPhysicsEnvironment* m_physenv;
};
#endif //KX_VEHICLE_WRAPPER