forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
230 lines
5.5 KiB
C++
230 lines
5.5 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): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file SCA_IController.h
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* \ingroup gamelogic
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* \brief An abstract object that has some logic, python scripting and
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* reference counting Note: transformation stuff has been moved to
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* SceneGraph
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*/
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#ifndef SCA_IOBJECT_H
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#define SCA_IOBJECT_H
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#include "Value.h"
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#include <vector>
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class SCA_IObject;
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class SCA_ISensor;
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class SCA_IController;
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class SCA_IActuator;
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#ifdef WITH_PYTHON
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template<class T> T PyVecTo(PyObject*);
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#endif
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typedef std::vector<SCA_ISensor *> SCA_SensorList;
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typedef std::vector<SCA_IController *> SCA_ControllerList;
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typedef std::vector<SCA_IActuator *> SCA_ActuatorList;
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typedef std::vector<SCA_IObject *> SCA_ObjectList;
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class SCA_IObject : public CValue
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{
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Py_Header
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protected:
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friend class KX_StateActuator;
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friend class SCA_IActuator;
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friend class SCA_IController;
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SCA_SensorList m_sensors;
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SCA_ControllerList m_controllers;
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SCA_ActuatorList m_actuators;
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SCA_ActuatorList m_registeredActuators; // actuators that use a pointer to this object
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SCA_ObjectList m_registeredObjects; // objects that hold reference to this object
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// SG_Dlist: element of objects with active actuators
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// Head: SCA_LogicManager::m_activeActuators
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// SG_QList: Head of active actuators list on this object
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// Elements: SCA_IActuator
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SG_QList m_activeActuators;
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// SG_Dlist: element of list os lists with active controllers
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// Head: SCA_LogicManager::m_activeControllers
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// SG_QList: Head of active controller list on this object
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// Elements: SCA_IController
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SG_QList m_activeControllers;
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// SG_Dlist: element of list of lists of active controllers
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// Head: SCA_LogicManager::m_activeControllers
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// SG_QList: Head of active bookmarked controller list globally
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// Elements: SCA_IController with bookmark option
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static SG_QList m_activeBookmarkedControllers;
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static class MT_Point3 m_sDummy;
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/**
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* Ignore activity culling requests?
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*/
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bool m_ignore_activity_culling;
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/**
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* Ignore updates?
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*/
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bool m_suspended;
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/**
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* init state of object (used when object is created)
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*/
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unsigned int m_initState;
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/**
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* current state = bit mask of state that are active
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*/
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unsigned int m_state;
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/**
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* pointer inside state actuator list for sorting
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*/
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SG_QList* m_firstState;
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public:
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SCA_IObject();
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virtual ~SCA_IObject();
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SCA_ControllerList& GetControllers()
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{
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return m_controllers;
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}
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SCA_SensorList& GetSensors()
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{
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return m_sensors;
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}
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SCA_ActuatorList& GetActuators()
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{
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return m_actuators;
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}
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SG_QList& GetActiveActuators()
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{
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return m_activeActuators;
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}
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void AddSensor(SCA_ISensor* act);
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void ReserveSensor(int num)
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{
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m_sensors.reserve(num);
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}
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void AddController(SCA_IController* act);
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void ReserveController(int num)
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{
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m_controllers.reserve(num);
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}
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void AddActuator(SCA_IActuator* act);
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void ReserveActuator(int num)
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{
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m_actuators.reserve(num);
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}
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void RegisterActuator(SCA_IActuator* act);
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void UnregisterActuator(SCA_IActuator* act);
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void RegisterObject(SCA_IObject* objs);
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void UnregisterObject(SCA_IObject* objs);
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/**
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* UnlinkObject(...)
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* this object is informed that one of the object to which it holds a reference is deleted
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* returns true if there was indeed a reference.
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*/
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virtual bool UnlinkObject(SCA_IObject* clientobj) { return false; }
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SCA_ISensor* FindSensor(const STR_String& sensorname);
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SCA_IActuator* FindActuator(const STR_String& actuatorname);
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SCA_IController* FindController(const STR_String& controllername);
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void SetCurrentTime(float currentTime) {}
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virtual void ReParentLogic();
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/**
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* Set whether or not to ignore activity culling requests
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*/
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void SetIgnoreActivityCulling(bool b)
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{
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m_ignore_activity_culling = b;
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}
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/**
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* Set whether or not this object wants to ignore activity culling
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* requests
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*/
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bool GetIgnoreActivityCulling()
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{
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return m_ignore_activity_culling;
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}
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/**
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* Suspend all progress.
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*/
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void Suspend(void);
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/**
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* Resume progress
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*/
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void Resume(void);
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/**
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* Set init state
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*/
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void SetInitState(unsigned int initState) { m_initState = initState; }
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/**
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* initialize the state when object is created
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*/
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void ResetState(void) { SetState(m_initState); }
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/**
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* Set the object state
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*/
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void SetState(unsigned int state);
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/**
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* Get the object state
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*/
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unsigned int GetState(void) { return m_state; }
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// const class MT_Point3& ConvertPythonPylist(PyObject* pylist);
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virtual int GetGameObjectType() {return -1;}
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typedef enum ObjectTypes {
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OBJ_ARMATURE=0,
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OBJ_CAMERA=1,
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OBJ_LIGHT=2,
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}ObjectTypes;
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};
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#endif //SCA_IOBJECT_H
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