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BL_DeformableGameObject Class Reference

#include <BL_DeformableGameObject.h>

Inheritance diagram for BL_DeformableGameObject:


List of all members.

Detailed Description

BL_DeformableGameObject.h 14444 2008-04-16 22:40:48Z hos


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.


Definition at line 40 of file BL_DeformableGameObject.h.

Public Types

enum  AllocationTYPE { STACKVALUE = 0, HEAPVALUE = 1 }
typedef enum
enum  ObjectTypes { OBJ_ARMATURE = 0 }

Public Member Functions

virtual int _delattr (const STR_String &attr)
virtual PyObject * _getattr (const STR_String &attr)
virtual PyObject * _repr (void)
virtual int _setattr (const STR_String &attr, PyObject *value)
void AddActuator (SCA_IActuator *act)
void AddController (SCA_IController *act)
void addLinearVelocity (const MT_Vector3 &lin_vel, bool local)
void AddMesh (RAS_MeshObject *mesh)
CValue * AddRef ()
void AddSensor (SCA_ISensor *act)
void ApplyForce (const MT_Vector3 &force, bool local)
void ApplyMovement (const MT_Vector3 &dloc, bool local)
void ApplyRotation (const MT_Vector3 &drot, bool local)
void ApplyTorque (const MT_Vector3 &torque, bool local)
 BL_DeformableGameObject (void *sgReplicationInfo, SG_Callbacks callbacks)
void Bucketize ()
CValue * Calc (VALUE_OPERATOR op, CValue *val)
CValue * CalcFinal (VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
virtual void ClearProperties ()
virtual void CloneProperties (CValue *replica)
virtual CValue * ConvertPythonToValue (PyObject *pyobj)
virtual PyObject * ConvertValueToPython ()
void Execute (const CAction &a)
SCA_IActuatorFindActuator (const STR_String &actuatorname)
SCA_IControllerFindController (const STR_String &controllername)
virtual CValue * FindIdentifier (const STR_String &identifiername)
SCA_ISensorFindSensor (const STR_String &sensorname)
SCA_ActuatorList & GetActuators ()
KX_ClientObjectInfogetClientInfo ()
SCA_ControllerList & GetControllers ()
virtual int GetGameObjectType ()
bool GetIgnoreActivityCulling ()
int GetLayer (void)
MT_Vector3 GetLinearVelocity (bool local=false)
RAS_MeshObjectGetMesh (int num) const
int GetMeshCount () const
STR_String GetName ()
float GetNumber ()
double * GetOpenGLMatrix ()
MT_CmMatrix4x4 * GetOpenGLMatrixPtr ()
KX_GameObjectGetParent ()
KX_IPhysicsControllerGetPhysicsController ()
PHY_IPhysicsEnvironmentGetPhysicsEnvironment ()
virtual CValue * GetProperty (int inIndex)
virtual CValue * GetProperty (const STR_String &inName)
virtual int GetPropertyCount ()
float GetPropertyNumber (const STR_String &inName, float defnumber)
STR_String GetPropertyText (const STR_String &inName, const STR_String &deftext="")
int GetRefCount ()
 Reference Counting.
CValue * GetReplica ()
SCA_SensorList & GetSensors ()
const SG_NodeGetSGNode () const
SG_NodeGetSGNode ()
const STR_StringGetText ()
virtual double * GetVector3 (bool bGetTransformedVec=false)
bool GetVisible (void)
bool isA (const char *mytypename)
bool isA (PyTypeObject *T)
virtual bool IsAffected ()
virtual bool IsAnyPropertyModified ()
virtual bool IsCustomFlag1 ()
virtual bool IsCustomFlag2 ()
bool IsDynamic () const
bool IsError ()
virtual bool IsModified ()
bool IsReleaseRequested ()
virtual bool IsSelected ()
bool IsVertexParent ()
virtual bool IsVisible ()
 KX_PYMETHOD (CValue, GetName)
 KX_PYMETHOD (KX_GameObject, GetPhysicsId)
 KX_PYMETHOD (KX_GameObject, RemoveParent)
 KX_PYMETHOD (KX_GameObject, SetParent)
 KX_PYMETHOD (KX_GameObject, GetParent)
 KX_PYMETHOD (KX_GameObject, GetMesh)
 KX_PYMETHOD (KX_GameObject, SetCollisionMargin)
 KX_PYMETHOD (KX_GameObject, ApplyImpulse)
 KX_PYMETHOD (KX_GameObject, DisableRigidBody)
 KX_PYMETHOD (KX_GameObject, EnableRigidBody)
 KX_PYMETHOD (KX_GameObject, RestoreDynamics)
 KX_PYMETHOD (KX_GameObject, SuspendDynamics)
 KX_PYMETHOD (KX_GameObject, SetVisible)
 KX_PYMETHOD (KX_GameObject, SetOrientation)
 KX_PYMETHOD (KX_GameObject, GetOrientation)
 KX_PYMETHOD (KX_GameObject, GetReactionForce)
 KX_PYMETHOD (KX_GameObject, GetMass)
 KX_PYMETHOD (KX_GameObject, GetVelocity)
 KX_PYMETHOD (KX_GameObject, GetLinearVelocity)
 KX_PYMETHOD (KX_GameObject, GetPosition)
 KX_PYMETHOD_DOC (KX_GameObject, getDistanceTo)
 KX_PYMETHOD_DOC (KX_GameObject, rayCastTo)
void MarkVisible (void)
void MarkVisible (bool visible)
const MT_Matrix3x3NodeGetWorldOrientation () const
const MT_Point3NodeGetWorldPosition () const
const MT_Vector3NodeGetWorldScaling () const
void NodeSetLocalOrientation (const MT_Matrix3x3 &rot)
void NodeSetLocalPosition (const MT_Point3 &trans)
void NodeSetLocalScale (const MT_Vector3 &scale)
void NodeSetRelativeScale (const MT_Vector3 &scale)
void NodeUpdateGS (double time, bool bInitiator)
STR_String op2str (VALUE_OPERATOR op)
virtual void ProcessReplica (KX_GameObject *replica)
void ProcessReplica (KX_GameObject *replica)
PyObject * Py_isA (PyObject *args)
PyObject * PySetPosition (PyObject *self, PyObject *args, PyObject *kwds)
bool RayHit (KX_ClientObjectInfo *client, MT_Point3 &hit_point, MT_Vector3 &hit_normal, void *const data)
void RegisterActuator (SCA_IActuator *act)
virtual int Release ()
virtual void Relink (GEN_Map< GEN_HashedPtr, void * > *map)
void RemoveMeshes ()
void RemoveParent (KX_Scene *scene)
virtual bool RemoveProperty (const STR_String &inName)
void ReParentLogic ()
void ReplicaSetName (STR_String name)
void ResetDebugColor ()
void ResolveCombinedVelocities (const MT_Vector3 &lin_vel, const MT_Vector3 &ang_vel, bool lin_vel_local, bool ang_vel_local)
void Resume (void)
virtual void SetAffected (bool bAffected=true)
void setAngularVelocity (const MT_Vector3 &ang_vel, bool local)
virtual void SetColorOperator (VALUE_OPERATOR op)
void SetCurrentTime (float currentTime)
virtual void SetCustomFlag1 (bool bCustomFlag)
virtual void SetCustomFlag2 (bool bCustomFlag)
void SetDebugColor (unsigned int bgra)
void SetError (bool err)
void SetIgnoreActivityCulling (bool b)
void SetLayer (int l)
void setLinearVelocity (const MT_Vector3 &lin_vel, bool local)
virtual void SetModified (bool bModified)
void SetName (STR_String name)
void SetObjectColor (const MT_Vector4 &rgbavec)
virtual void SetOwnerExpression (class CExpression *expr)
void SetParent (KX_Scene *scene, KX_GameObject *obj)
void SetPhysicsController (KX_IPhysicsController *physicscontroller, bool isDynamic)
void SetPhysicsEnvironment (PHY_IPhysicsEnvironment *physicsEnvironment)
virtual void SetPropertiesModified (bool inModified)
virtual void SetProperty (const STR_String &name, CValue *ioProperty)
 Property Management.
void SetReleaseRequested (bool bReleaseRequested)
void SetSelected (bool bSelected)
void SetSGNode (SG_Node *node)
virtual void SetValue (CValue *newval)
void SetVisible (bool b)
void SpecialRelease ()
void Suspend (void)
void UnregisterActuator (SCA_IActuator *act)
void UpdateIPO (float curframetime, bool recurse, bool ipo_as_force, bool force_ipo_local)
void UpdateMaterialData (MT_Vector4 rgba, MT_Vector3 specrgb, MT_Scalar hard, MT_Scalar spec, MT_Scalar ref, MT_Scalar emit, MT_Scalar alpha)
void UpdateNonDynas ()
void UpdateTransform ()
double * ZeroVector ()
virtual ~BL_DeformableGameObject ()

Static Public Member Functions

static PyObject * __getattr (PyObject *PyObj, char *attr)
static PyObject * __repr (PyObject *PyObj)
static int __setattr (PyObject *PyObj, char *attr, PyObject *value)
static void PyDestructor (PyObject *P)
static PyObject * sPy_isA (PyObject *self, PyObject *args, PyObject *kwd)
static PyObject * sPySetPosition (PyObject *self, PyObject *args, PyObject *kwds)
static void UpdateTransformFunc (SG_IObject *node, void *gameobj, void *scene)

Public Attributes

bool m_isDeformable

Protected Member Functions

virtual void AddDataToReplica (CValue *replica)
virtual void DisableRefCount ()

Protected Attributes

SCA_ActuatorList m_actuators
bool m_bDyna
bool m_bSuspendDynamics
bool m_bUseObjectColor
bool m_bVisible
SCA_ControllerList m_controllers
bool m_ignore_activity_culling
int m_layer
std::vector< RAS_MeshObject * > m_meshes
STR_String m_name
MT_Vector4 m_objectColor
MT_CmMatrix4x4 m_OpenGL_4x4Matrix
SCA_ActuatorList m_registeredActuators
SCA_SensorList m_sensors
bool m_suspended
STR_String m_testPropName
STR_String m_text

Static Protected Attributes

static class MT_Point3 m_sDummy = MT_Point3(0,0,0)

The documentation for this class was generated from the following files:

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