blender/source/gameengine/GameLogic/SCA_RandomActuator.h

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/**
* Draw a random number, and put it in a property
*
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 *****
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*/
#ifndef __KX_RANDOMACTUATOR
#define __KX_RANDOMACTUATOR
#include "SCA_IActuator.h"
#include "SCA_RandomNumberGenerator.h"
class SCA_RandomActuator : public SCA_IActuator
{
Py_Header;
/** Property to assign to */
STR_String m_propname;
/** First parameter. The meaning of the parameters depends on the
* distribution */
float m_parameter1;
/** Second parameter. The meaning of the parameters depends on the
* distribution */
float m_parameter2;
/** The base generator */
SCA_RandomNumberGenerator *m_base;
/** just a generic, persistent counter */
int m_counter;
/** cache for the previous draw */
long m_previous;
/** apply constraints for the chosen distribution to the parameters */
void enforceConstraints(void);
public:
enum KX_RANDOMACT_MODE {
KX_RANDOMACT_NODEF,
KX_RANDOMACT_BOOL_CONST,
KX_RANDOMACT_BOOL_UNIFORM,
KX_RANDOMACT_BOOL_BERNOUILLI,
KX_RANDOMACT_INT_CONST,
KX_RANDOMACT_INT_UNIFORM,
KX_RANDOMACT_INT_POISSON,
KX_RANDOMACT_FLOAT_CONST,
KX_RANDOMACT_FLOAT_UNIFORM,
KX_RANDOMACT_FLOAT_NORMAL,
KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL,
KX_RANDOMACT_MAX
};
/** distribution type */
KX_RANDOMACT_MODE m_distribution;
SCA_RandomActuator(class SCA_IObject* gameobj,
long seed,
KX_RANDOMACT_MODE mode,
float para1,
float para2,
const STR_String &propName);
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virtual ~SCA_RandomActuator();
virtual bool Update();
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virtual CValue* GetReplica();
virtual void ProcessReplica();
#ifndef DISABLE_PYTHON
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/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
static PyObject* pyattr_get_seed(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_seed(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setBoolConst);
KX_PYMETHOD_DOC_NOARGS(SCA_RandomActuator, setBoolUniform);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setBoolBernouilli);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setIntConst);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setIntUniform);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setIntPoisson);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setFloatConst);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setFloatUniform);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setFloatNormal);
KX_PYMETHOD_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential);
#endif // DISABLE_PYTHON
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}; /* end of class KX_EditObjectActuator : public SCA_PropertyActuator */
#endif