blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.h
Campbell Barton 4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +00:00

78 lines
1.9 KiB
C++

//
// ***** 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): Campbell Barton
//
// ***** END GPL LICENSE BLOCK *****
//
/** \file KX_SCA_DynamicActuator.h
* \ingroup ketsji
* \brief Add object to the game world on action of this actuator
*/
#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;
float m_setmass;
public:
KX_SCA_DynamicActuator(
SCA_IObject* gameobj,
short dyn_operation,
float setmass
);
~KX_SCA_DynamicActuator(
);
CValue*
GetReplica(
);
virtual bool
Update();
//Python Interface
enum DynamicOperation {
KX_DYN_RESTORE_DYNAMICS = 0,
KX_DYN_DISABLE_DYNAMICS,
KX_DYN_ENABLE_RIGID_BODY,
KX_DYN_DISABLE_RIGID_BODY,
KX_DYN_SET_MASS,
};
};
#endif