BGE patch 15044 approved: Edit Object Dynamics Actuator.

Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
This commit is contained in:
Benoit Bolsee 2008-06-25 14:09:15 +00:00
parent 7ba2389932
commit c353af4d3a
8 changed files with 341 additions and 30 deletions

@ -462,6 +462,9 @@
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_AddObjectActuator.cpp">
</File>
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_DynamicActuator.cpp">
</File>
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_EndObjectActuator.cpp">
</File>
@ -686,6 +689,9 @@
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_AddObjectActuator.h">
</File>
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_DynamicActuator.h">
</File>
<File
RelativePath="..\..\..\source\gameengine\Ketsji\KX_SCA_EndObjectActuator.h">
</File>

@ -81,7 +81,7 @@ typedef struct bEditObjectActuator {
char name[32];
float linVelocity[3]; /* initial lin. velocity on creation */
short localflag; /* flag for the lin. vel: apply locally */
short pad;
short dyn_operation;
} bEditObjectActuator;
typedef struct bSceneActuator {
@ -360,10 +360,11 @@ typedef struct FreeCamera {
/* editObjectActuator->type */
#define ACT_EDOB_ADD_OBJECT 0
#define ACT_EDOB_END_OBJECT 1
#define ACT_EDOB_REPLACE_MESH 2
#define ACT_EDOB_REPLACE_MESH 2
#define ACT_EDOB_TRACK_TO 3
#define ACT_EDOB_MAKE_CHILD 4
#define ACT_EDOB_END_CHILD 5
#define ACT_EDOB_DYNAMICS 4
/* editObjectActuator->flag */
#define ACT_TRACK_3D 1

@ -1940,8 +1940,15 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
uiDefButI(block, NUM, 0, "Time:", xco+10+(width-20)/2, yco-44, (width-20)/2-40, 19, &eoa->time, 0.0, 2000.0, 0, 0, "Duration the tracking takes");
uiDefButS(block, TOG, 0, "3D", xco+width-50, yco-44, 40, 19, &eoa->flag, 0.0, 0.0, 0, 0, "Enable 3D tracking");
}
str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3";
else if(eoa->type==ACT_EDOB_DYNAMICS) {
ysize= 48;
glRects(xco, yco-ysize, xco+width, yco);
uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1);
str= "Dynamic Operation %t|Restore Dynamics %x0|Suspend Dynamics %x1|Enable Rigid Body %x2|Disable Rigid Body %x3";
uiDefButS(block, MENU, B_REDR, str, xco+40, yco-44, (width-80), 19, &(eoa->dyn_operation), 0.0, 0.0, 0, 0, "");
}
str= "Edit Object %t|Add Object %x0|End Object %x1|Replace Mesh %x2|Track to %x3|Dynamics %x4";
uiDefButS(block, MENU, B_REDR, str, xco+40, yco-24, (width-80), 19, &eoa->type, 0.0, 0.0, 0, 0, "");
yco-= ysize;

@ -62,6 +62,7 @@
#include "KX_SCA_EndObjectActuator.h"
#include "KX_SCA_ReplaceMeshActuator.h"
#include "KX_ParentActuator.h"
#include "KX_SCA_DynamicActuator.h"
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h"
@ -602,6 +603,15 @@ void BL_ConvertActuators(char* maggiename,
blenderobject->upflag
);
baseact = tmptrackact;
break;
}
case ACT_EDOB_DYNAMICS:
{
KX_SCA_DynamicActuator* tmpdynact
= new KX_SCA_DynamicActuator(gameobj,
editobact->dyn_operation
);
baseact = tmpdynact;
}
}
break;

@ -1283,17 +1283,7 @@ PyObject* KX_GameObject::PySuspendDynamics(PyObject* self,
PyObject* args,
PyObject* kwds)
{
if (m_bSuspendDynamics)
{
Py_Return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->SuspendDynamics();
}
m_bSuspendDynamics = true;
SuspendDynamics();
Py_Return;
}
@ -1303,18 +1293,7 @@ PyObject* KX_GameObject::PyRestoreDynamics(PyObject* self,
PyObject* args,
PyObject* kwds)
{
if (!m_bSuspendDynamics)
{
Py_Return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->RestoreDynamics();
}
m_bSuspendDynamics = false;
RestoreDynamics();
Py_Return;
}

@ -46,7 +46,7 @@
#include "GEN_HashedPtr.h"
#include "KX_Scene.h"
#include "KX_KetsjiEngine.h" /* for m_anim_framerate */
#include "KX_IPhysicsController.h" /* for suspend/resume */
#define KX_OB_DYNAMIC 1
@ -652,6 +652,32 @@ public:
*/
void Resume(void);
void SuspendDynamics(void) {
if (m_bSuspendDynamics)
{
return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->SuspendDynamics();
}
m_bSuspendDynamics = true;
}
void RestoreDynamics(void) {
if (!m_bSuspendDynamics)
{
return;
}
if (m_pPhysicsController1)
{
m_pPhysicsController1->RestoreDynamics();
}
m_bSuspendDynamics = false;
}
KX_ClientObjectInfo* getClientInfo() { return m_pClient_info; }
/**
* @section Python interface functions.

@ -0,0 +1,206 @@
//
// Adjust dynamics settins for this object
//
// $Id$
//
// ***** BEGIN GPL 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.
//
// 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 LICENSE BLOCK *****
//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_DynamicActuator.cpp
// Please look here for revision history.
#include "KX_SCA_DynamicActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_SCA_DynamicActuator::
Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SCA_DynamicActuator",
sizeof(KX_SCA_DynamicActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,
0,
0,
0,
0
};
PyParentObject KX_SCA_DynamicActuator::Parents[] = {
&KX_SCA_DynamicActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SCA_DynamicActuator::Methods[] = {
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, setOperation),
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, getOperation),
{NULL,NULL} //Sentinel
};
PyObject* KX_SCA_DynamicActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 1. setOperation */
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, setOperation,
"setOperation(operation?)\n"
"\t - operation? : type of dynamic operation\n"
"\t 0 = restore dynamics\n"
"\t 1 = disable dynamics\n"
"\t 2 = enable rigid body\n"
"\t 3 = disable rigid body\n"
"Change the dynamic status of the parent object.\n")
{
int dyn_operation;
if (!PyArg_ParseTuple(args, "i", &dyn_operation))
{
return NULL;
}
if (dyn_operation <0 || dyn_operation>3) {
PyErr_SetString(PyExc_IndexError, "Dynamic Actuator's setOperation() range must be between 0 and 3");
return NULL;
}
m_dyn_operation= dyn_operation;
Py_Return;
}
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
"getOperation() -> integer\n"
"Returns the operation type of this actuator.\n"
)
{
return PyInt_FromLong((long)m_dyn_operation);
}
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
PyTypeObject* T) :
SCA_IActuator(gameobj, T),
m_dyn_operation(dyn_operation)
{
} /* End of constructor */
KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_SCA_DynamicActuator::Update()
{
// bool result = false; /*unused*/
KX_GameObject *obj = (KX_GameObject*) GetParent();
bool bNegativeEvent = IsNegativeEvent();
KX_IPhysicsController* controller;
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if (!obj)
return false; // object not accessible, shouldnt happen
controller = obj->GetPhysicsController();
if (!controller)
return false; // no physic object
switch (m_dyn_operation)
{
case 0:
obj->RestoreDynamics();
break;
case 1:
obj->SuspendDynamics();
break;
case 2:
controller->setRigidBody(true);
break;
case 3:
controller->setRigidBody(false);
break;
}
return false;
}
CValue* KX_SCA_DynamicActuator::GetReplica()
{
KX_SCA_DynamicActuator* replica =
new KX_SCA_DynamicActuator(*this);
if (replica == NULL)
return NULL;
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/* eof */

@ -0,0 +1,76 @@
//
// Add object to the game world on action of this actuator
//
// $Id$
//
// ***** BEGIN GPL 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.
//
// 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): Campbell Barton
//
// ***** END GPL LICENSE BLOCK *****
//
#ifndef __KX_SCA_DYNAMICACTUATOR
#define __KX_SCA_DYNAMICACTUATOR
#include "SCA_IActuator.h"
#include "SCA_PropertyActuator.h"
#include "SCA_LogicManager.h"
#include "KX_GameObject.h"
#include "KX_IPhysicsController.h"
class KX_SCA_DynamicActuator : public SCA_IActuator
{
Py_Header;
// dynamics operation to apply to the game object
short m_dyn_operation;
public:
KX_SCA_DynamicActuator(
SCA_IObject* gameobj,
short dyn_operation,
PyTypeObject* T=&Type
);
~KX_SCA_DynamicActuator(
);
CValue*
GetReplica(
);
virtual bool
Update();
virtual PyObject*
_getattr(
const STR_String& attr
);
/* 1. setOperation */
KX_PYMETHOD_DOC(KX_SCA_DynamicActuator,setOperation);
KX_PYMETHOD_DOC(KX_SCA_DynamicActuator,getOperation);
};
#endif