forked from bartvdbraak/blender
c353af4d3a
Add enable/disable dynamics actuator under the "Edit Object" category. The Enable/disable rigid body option is also availale but not implemented.
207 lines
4.7 KiB
C++
207 lines
4.7 KiB
C++
//
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// Adjust dynamics settins for this object
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//
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// $Id$
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//
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_DynamicActuator.cpp
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// Please look here for revision history.
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#include "KX_SCA_DynamicActuator.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject
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KX_SCA_DynamicActuator::
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Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"KX_SCA_DynamicActuator",
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sizeof(KX_SCA_DynamicActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0,
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__repr,
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0,
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0,
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0,
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0,
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0
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};
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PyParentObject KX_SCA_DynamicActuator::Parents[] = {
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&KX_SCA_DynamicActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef KX_SCA_DynamicActuator::Methods[] = {
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KX_PYMETHODTABLE(KX_SCA_DynamicActuator, setOperation),
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KX_PYMETHODTABLE(KX_SCA_DynamicActuator, getOperation),
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{NULL,NULL} //Sentinel
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};
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PyObject* KX_SCA_DynamicActuator::_getattr(const STR_String& attr)
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{
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_getattr_up(SCA_IActuator);
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}
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/* 1. setOperation */
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KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, setOperation,
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"setOperation(operation?)\n"
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"\t - operation? : type of dynamic operation\n"
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"\t 0 = restore dynamics\n"
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"\t 1 = disable dynamics\n"
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"\t 2 = enable rigid body\n"
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"\t 3 = disable rigid body\n"
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"Change the dynamic status of the parent object.\n")
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{
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int dyn_operation;
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if (!PyArg_ParseTuple(args, "i", &dyn_operation))
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{
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return NULL;
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}
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if (dyn_operation <0 || dyn_operation>3) {
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PyErr_SetString(PyExc_IndexError, "Dynamic Actuator's setOperation() range must be between 0 and 3");
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return NULL;
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}
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m_dyn_operation= dyn_operation;
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Py_Return;
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}
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KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
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"getOperation() -> integer\n"
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"Returns the operation type of this actuator.\n"
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)
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{
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return PyInt_FromLong((long)m_dyn_operation);
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}
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/* ------------------------------------------------------------------------- */
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/* Native functions */
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/* ------------------------------------------------------------------------- */
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KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
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short dyn_operation,
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PyTypeObject* T) :
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SCA_IActuator(gameobj, T),
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m_dyn_operation(dyn_operation)
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{
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} /* End of constructor */
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KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator()
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{
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// there's nothing to be done here, really....
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} /* end of destructor */
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bool KX_SCA_DynamicActuator::Update()
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{
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// bool result = false; /*unused*/
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KX_GameObject *obj = (KX_GameObject*) GetParent();
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bool bNegativeEvent = IsNegativeEvent();
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KX_IPhysicsController* controller;
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RemoveAllEvents();
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if (bNegativeEvent)
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return false; // do nothing on negative events
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if (!obj)
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return false; // object not accessible, shouldnt happen
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controller = obj->GetPhysicsController();
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if (!controller)
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return false; // no physic object
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switch (m_dyn_operation)
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{
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case 0:
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obj->RestoreDynamics();
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break;
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case 1:
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obj->SuspendDynamics();
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break;
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case 2:
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controller->setRigidBody(true);
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break;
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case 3:
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controller->setRigidBody(false);
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break;
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}
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return false;
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}
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CValue* KX_SCA_DynamicActuator::GetReplica()
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{
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KX_SCA_DynamicActuator* replica =
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new KX_SCA_DynamicActuator(*this);
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if (replica == NULL)
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return NULL;
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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};
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/* eof */
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