blender/source/gameengine/Converter/BL_ArmatureActuator.h
Brecht Van Lommel cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00

99 lines
2.9 KiB
C++

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