blender/source/gameengine/Ketsji/KX_ClientObjectInfo.h
Campbell Barton 7fffb0b630 Building the game engine with Solid/Sumo is now optional for scons using WITH_BF_SOLID.
Now Sumo is has been deprecated for a while we might want to remove it for 2.5.
2009-02-25 12:07:51 +00:00

91 lines
2.3 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 *****
*/
#ifndef __KX_CLIENTOBJECT_INFO_H
#define __KX_CLIENTOBJECT_INFO_H
/* Note, the way this works with/without sumo is a bit odd */
#ifdef USE_SUMO_SOLID
#include <SM_Object.h>
#endif //USE_SUMO_SOLID
#include <list>
class SCA_ISensor;
class KX_GameObject;
/**
* Client Type and Additional Info. This structure can be use instead of a bare void* pointer, for safeness, and additional info for callbacks
*/
struct KX_ClientObjectInfo
#ifdef USE_SUMO_SOLID
: public SM_ClientObject
#endif
{
enum clienttype {
STATIC,
ACTOR,
RESERVED1,
RADAR,
NEAR
} m_type;
KX_GameObject* m_gameobject;
void* m_auxilary_info;
std::list<SCA_ISensor*> m_sensors;
public:
KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC, void *auxilary_info = NULL) :
#ifdef USE_SUMO_SOLID
SM_ClientObject(),
#endif
m_type(type),
m_gameobject(gameobject),
m_auxilary_info(auxilary_info)
{}
KX_ClientObjectInfo(const KX_ClientObjectInfo &copy) :
#ifdef USE_SUMO_SOLID
SM_ClientObject(copy),
#endif
m_type(copy.m_type),
m_gameobject(copy.m_gameobject),
m_auxilary_info(copy.m_auxilary_info)
{
}
virtual ~KX_ClientObjectInfo() {}
virtual bool hasCollisionCallback()
{
return m_sensors.size() != 0;
}
bool isActor() { return m_type <= ACTOR; }
};
#endif //__KX_CLIENTOBJECT_INFO_H