blender/source/gameengine/GameLogic/SCA_IObject.h
Campbell Barton 8b6f5c171d - rather then passing the python namespace dictionary to the controller function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-29 22:49:33 +00:00

229 lines
5.5 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., 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 *****
* An abstract object that has some logic, python scripting and
* reference counting Note: transformation stuff has been moved to
* SceneGraph
*/
#ifndef SCA_IOBJECT_H
#define SCA_IOBJECT_H
#include "Value.h"
#include <vector>
class SCA_IObject;
class SCA_ISensor;
class SCA_IController;
class SCA_IActuator;
#ifndef DISABLE_PYTHON
template<class T> T PyVecTo(PyObject*);
#endif
typedef std::vector<SCA_ISensor *> SCA_SensorList;
typedef std::vector<SCA_IController *> SCA_ControllerList;
typedef std::vector<SCA_IActuator *> SCA_ActuatorList;
typedef std::vector<SCA_IObject *> SCA_ObjectList;
class SCA_IObject : public CValue
{
Py_Header;
protected:
friend class KX_StateActuator;
friend class SCA_IActuator;
friend class SCA_IController;
SCA_SensorList m_sensors;
SCA_ControllerList m_controllers;
SCA_ActuatorList m_actuators;
SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object
SCA_ObjectList m_registeredObjects; // objects that hold reference to this object
// SG_Dlist: element of objects with active actuators
// Head: SCA_LogicManager::m_activeActuators
// SG_QList: Head of active actuators list on this object
// Elements: SCA_IActuator
SG_QList m_activeActuators;
// SG_Dlist: element of list os lists with active controllers
// Head: SCA_LogicManager::m_activeControllers
// SG_QList: Head of active controller list on this object
// Elements: SCA_IController
SG_QList m_activeControllers;
// SG_Dlist: element of list of lists of active controllers
// Head: SCA_LogicManager::m_activeControllers
// SG_QList: Head of active bookmarked controller list globally
// Elements: SCA_IController with bookmark option
static SG_QList m_activeBookmarkedControllers;
static class MT_Point3 m_sDummy;
/**
* Ignore activity culling requests?
*/
bool m_ignore_activity_culling;
/**
* Ignore updates?
*/
bool m_suspended;
/**
* init state of object (used when object is created)
*/
unsigned int m_initState;
/**
* current state = bit mask of state that are active
*/
unsigned int m_state;
/**
* pointer inside state actuator list for sorting
*/
SG_QList* m_firstState;
public:
SCA_IObject();
virtual ~SCA_IObject();
SCA_ControllerList& GetControllers()
{
return m_controllers;
}
SCA_SensorList& GetSensors()
{
return m_sensors;
}
SCA_ActuatorList& GetActuators()
{
return m_actuators;
}
SG_QList& GetActiveActuators()
{
return m_activeActuators;
}
void AddSensor(SCA_ISensor* act);
void ReserveSensor(int num)
{
m_sensors.reserve(num);
}
void AddController(SCA_IController* act);
void ReserveController(int num)
{
m_controllers.reserve(num);
}
void AddActuator(SCA_IActuator* act);
void ReserveActuator(int num)
{
m_actuators.reserve(num);
}
void RegisterActuator(SCA_IActuator* act);
void UnregisterActuator(SCA_IActuator* act);
void RegisterObject(SCA_IObject* objs);
void UnregisterObject(SCA_IObject* objs);
/**
* UnlinkObject(...)
* this object is informed that one of the object to which it holds a reference is deleted
* returns true if there was indeed a reference.
*/
virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
SCA_ISensor* FindSensor(const STR_String& sensorname);
SCA_IActuator* FindActuator(const STR_String& actuatorname);
SCA_IController* FindController(const STR_String& controllername);
void SetCurrentTime(float currentTime) {}
virtual void ReParentLogic();
/**
* Set whether or not to ignore activity culling requests
*/
void SetIgnoreActivityCulling(bool b)
{
m_ignore_activity_culling = b;
}
/**
* Set whether or not this object wants to ignore activity culling
* requests
*/
bool GetIgnoreActivityCulling()
{
return m_ignore_activity_culling;
}
/**
* Suspend all progress.
*/
void Suspend(void);
/**
* Resume progress
*/
void Resume(void);
/**
* Set init state
*/
void SetInitState(unsigned int initState) { m_initState = initState; }
/**
* initialize the state when object is created
*/
void ResetState(void) { SetState(m_initState); }
/**
* Set the object state
*/
void SetState(unsigned int state);
/**
* Get the object state
*/
unsigned int GetState(void) { return m_state; }
// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
virtual int GetGameObjectType() {return -1;}
typedef enum ObjectTypes {
OBJ_ARMATURE=0,
OBJ_CAMERA=1,
OBJ_LIGHT=2,
}ObjectTypes;
};
#endif //SCA_IOBJECT_H