// // Add object to the game world on action of this actuator // // $Id: KX_SCA_DynamicActuator.h 26841 2010-02-12 13:34:04Z campbellbarton $ // // ***** 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 ***** // #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