forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
//
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// ***** BEGIN GPL LICENSE BLOCK *****
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// 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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//
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// The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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// All rights reserved.
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//
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// The Original Code is: all of this file.
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//
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// Contributor(s): Campbell Barton
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//
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// ***** END GPL LICENSE BLOCK *****
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//
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/** \file KX_SCA_DynamicActuator.h
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* \ingroup ketsji
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* \brief Add object to the game world on action of this actuator
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*/
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#ifndef __KX_SCA_DYNAMICACTUATOR
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#define __KX_SCA_DYNAMICACTUATOR
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#include "SCA_IActuator.h"
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#include "SCA_PropertyActuator.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "KX_IPhysicsController.h"
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class KX_SCA_DynamicActuator : public SCA_IActuator
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{
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Py_Header
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// dynamics operation to apply to the game object
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short m_dyn_operation;
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float m_setmass;
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public:
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KX_SCA_DynamicActuator(
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SCA_IObject* gameobj,
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short dyn_operation,
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float setmass
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);
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~KX_SCA_DynamicActuator(
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);
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CValue*
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GetReplica(
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);
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virtual bool
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Update();
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//Python Interface
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enum DynamicOperation {
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KX_DYN_RESTORE_DYNAMICS = 0,
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KX_DYN_DISABLE_DYNAMICS,
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KX_DYN_ENABLE_RIGID_BODY,
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KX_DYN_DISABLE_RIGID_BODY,
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KX_DYN_SET_MASS,
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};
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};
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#endif
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