2011-02-22 10:33:14 +00:00
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/*
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2009-09-24 21:22:24 +00:00
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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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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-09-24 21:22:24 +00:00
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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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2011-02-22 10:33:14 +00:00
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/** \file BL_ArmatureActuator.h
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* \ingroup bgeconv
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*/
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2009-09-24 21:22:24 +00:00
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#ifndef BL_ARMATUREACTUATOR
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#define BL_ARMATUREACTUATOR
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#include "SCA_IActuator.h"
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#include "BL_ArmatureConstraint.h"
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/**
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* This class is the conversion of the Pose channel constraint.
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* It makes a link between the pose constraint and the KX scene.
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* The main purpose is to give access to the constraint target
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* to link it to a game object.
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* It also allows to activate/deactivate constraints during the game.
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* Later it will also be possible to create constraint on the fly
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*/
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class BL_ArmatureActuator : public SCA_IActuator
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{
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2011-11-06 01:39:36 +00:00
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Py_Header
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2009-09-24 21:22:24 +00:00
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public:
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BL_ArmatureActuator(SCA_IObject* gameobj,
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int type,
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const char *posechannel,
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const char *constraintname,
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KX_GameObject* targetobj,
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KX_GameObject* subtargetobj,
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float weight);
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virtual ~BL_ArmatureActuator();
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virtual CValue* GetReplica() {
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BL_ArmatureActuator* replica = new BL_ArmatureActuator(*this);
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replica->ProcessReplica();
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return replica;
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};
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virtual void ProcessReplica();
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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2011-05-06 20:18:42 +00:00
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virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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2009-09-24 21:22:24 +00:00
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virtual bool Update(double curtime, bool frame);
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virtual void ReParent(SCA_IObject* parent);
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2010-10-31 04:11:39 +00:00
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#ifdef WITH_PYTHON
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2009-09-29 21:42:40 +00:00
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2009-09-24 21:22:24 +00:00
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/* These are used to get and set m_target */
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static PyObject* pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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2010-10-31 04:11:39 +00:00
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#endif // WITH_PYTHON
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2009-09-29 21:42:40 +00:00
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2009-09-24 21:22:24 +00:00
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private:
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// identify the constraint that this actuator controls
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void FindConstraint();
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BL_ArmatureConstraint* m_constraint;
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KX_GameObject* m_gametarget;
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KX_GameObject* m_gamesubtarget;
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STR_String m_posechannel;
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STR_String m_constraintname;
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float m_weight;
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int m_type;
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};
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#endif //BL_ARMATUREACTUATOR
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