blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
2009-08-25 22:51:18 +00:00

159 lines
3.8 KiB
C++

//
// Adjust dynamics settins for this object
//
// $Id$
//
// ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_DynamicActuator.cpp
// Please look here for revision history.
#include "KX_SCA_DynamicActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SCA_DynamicActuator::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_SCA_DynamicActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_SCA_DynamicActuator::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_SCA_DynamicActuator::Attributes[] = {
KX_PYATTRIBUTE_SHORT_RW("mode",0,4,false,KX_SCA_DynamicActuator,m_dyn_operation),
KX_PYATTRIBUTE_FLOAT_RW("mass",0.0,FLT_MAX,KX_SCA_DynamicActuator,m_setmass),
{ NULL } //Sentinel
};
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
float setmass) :
SCA_IActuator(gameobj),
m_dyn_operation(dyn_operation),
m_setmass(setmass)
{
} /* End of constructor */
KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_SCA_DynamicActuator::Update()
{
// bool result = false; /*unused*/
KX_GameObject *obj = (KX_GameObject*) GetParent();
bool bNegativeEvent = IsNegativeEvent();
KX_IPhysicsController* controller;
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if (!obj)
return false; // object not accessible, shouldnt happen
controller = obj->GetPhysicsController();
if (!controller)
return false; // no physic object
switch (m_dyn_operation)
{
case 0:
obj->RestoreDynamics();
break;
case 1:
obj->SuspendDynamics();
break;
case 2:
controller->setRigidBody(true);
break;
case 3:
controller->setRigidBody(false);
break;
case 4:
controller->SetMass(m_setmass);
break;
}
return false;
}
CValue* KX_SCA_DynamicActuator::GetReplica()
{
KX_SCA_DynamicActuator* replica =
new KX_SCA_DynamicActuator(*this);
if (replica == NULL)
return NULL;
replica->ProcessReplica();
return replica;
};
/* eof */