blender/source/gameengine/Ketsji/KX_ClientObjectInfo.h
Porteries Tristan 9939c18900 BGE: Fix T35288 Touch/Ray/Mouse sensor and Constraint actuator with material check doesn't work.
Now we look at all materials instead of the first. So m_auxilary_info is useless and removed.
2015-07-25 09:43:06 +02:00

85 lines
2.1 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): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_ClientObjectInfo.h
* \ingroup ketsji
*/
#ifndef __KX_CLIENTOBJECTINFO_H__
#define __KX_CLIENTOBJECTINFO_H__
/* Note, the way this works with/without sumo is a bit odd */
#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
{
enum clienttype {
STATIC,
ACTOR,
RESERVED1,
SENSOR,
OBSENSOR,
OBACTORSENSOR
} m_type;
KX_GameObject* m_gameobject;
std::list<SCA_ISensor*> m_sensors;
public:
KX_ClientObjectInfo(KX_GameObject *gameobject, clienttype type = STATIC) :
m_type(type),
m_gameobject(gameobject)
{}
KX_ClientObjectInfo(const KX_ClientObjectInfo &copy) :
m_type(copy.m_type),
m_gameobject(copy.m_gameobject)
{
}
virtual ~KX_ClientObjectInfo() {}
virtual bool hasCollisionCallback()
{
return m_sensors.size() != 0;
}
bool isActor() { return m_type <= ACTOR; }
bool isSensor() { return m_type >= SENSOR && m_type <= OBACTORSENSOR; }
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_ClientObjectInfo")
#endif
};
#endif /* __KX_CLIENTOBJECTINFO_H__ */