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source/gameengine/Ketsji/KX_GameObject.h
| Context not available. | |||||
| #include "CTR_HashedPtr.h" | #include "CTR_HashedPtr.h" | ||||
| #include "KX_Scene.h" | #include "KX_Scene.h" | ||||
| #include "KX_KetsjiEngine.h" /* for m_anim_framerate */ | #include "KX_KetsjiEngine.h" /* for m_anim_framerate */ | ||||
| #include "DNA_constraint_types.h" /* for constraint replication */ | |||||
moguri: bRigidBodyJointConstraint can be forward declared to push this include into KX_GameObject.cpp. | |||||
| #include "DNA_object_types.h" | #include "DNA_object_types.h" | ||||
| #include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */ | #include "SCA_LogicManager.h" /* for ConvertPythonToGameObject to search object names */ | ||||
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| void KX_GameObject_Mathutils_Callback_Init(void); | void KX_GameObject_Mathutils_Callback_Init(void); | ||||
| #endif | #endif | ||||
| typedef struct ConstraintData { | |||||
moguriUnsubmitted Not Done Inline ActionsI don't know if I like this in the KX_GameObject. Shouldn't constraint handling be in PHY_IPhysicsController? moguri: I don't know if I like this in the KX_GameObject. Shouldn't constraint handling be in… | |||||
| int m_constraintType; | |||||
| int m_constraintId; | |||||
| PHY_IPhysicsEnvironment *m_physenv; | |||||
moguriUnsubmitted Not Done Inline ActionsWhy bother storing the physics environment? Shouldn't it be simple enough to retrieve again? moguri: Why bother storing the physics environment? Shouldn't it be simple enough to retrieve again? | |||||
hg1AuthorUnsubmitted Not Done Inline ActionsThis is necessary to avoid blender from crashing, if getConstraints() is called. hg1: This is necessary to avoid blender from crashing, if getConstraints() is called.
When the same… | |||||
| ConstraintData(int type, int id, PHY_IPhysicsEnvironment *env) : | |||||
| m_constraintType(type), m_constraintId(id), m_physenv(env) {} | |||||
| } ConstraintData; | |||||
| /** | /** | ||||
| * KX_GameObject is the main class for dynamic objects. | * KX_GameObject is the main class for dynamic objects. | ||||
| */ | */ | ||||
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| SG_Node* m_pSGNode; | SG_Node* m_pSGNode; | ||||
| MT_CmMatrix4x4 m_OpenGL_4x4Matrix; | MT_CmMatrix4x4 m_OpenGL_4x4Matrix; | ||||
| std::vector<bRigidBodyJointConstraint*> m_constraints; | |||||
| std::vector<ConstraintData*> m_constraintsData; | |||||
| KX_ObstacleSimulation* m_pObstacleSimulation; | KX_ObstacleSimulation* m_pObstacleSimulation; | ||||
Not Done Inline ActionsSpace before "used". Captialize sentences and end with a period. sybren: Space before "used". Captialize sentences and end with a period. | |||||
Not Done Inline ActionsMake sure that you end sentences with a period and start sentences with a capital letter. It now looks like this is one two-line sentence. Documentation generation tooling may also interpret it as such, and present it on a single line. sybren: Make sure that you end sentences with a period and start sentences with a capital letter. It… | |||||
Not Done Inline ActionsActually it is a single line sentence (seems comma is missing). But I will change it to a two two-line sentence. Looks better. hg1: Actually it is a single line sentence (seems comma is missing). But I will change it to a two… | |||||
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| void | void | ||||
| UpdateBlenderObjectMatrix(Object* blendobj=NULL); | UpdateBlenderObjectMatrix(Object* blendobj=NULL); | ||||
| /* used for constraint replication for group instances | |||||
| * the list of constraints is filled during data conversion */ | |||||
| void AddConstraint(bRigidBodyJointConstraint *cons); | |||||
| std::vector<bRigidBodyJointConstraint*> GetConstraints(); | |||||
| void ClearConstraints(); | |||||
| /* used for constraint deletion for group instances | |||||
| * also used to store the values for the python constraint wrapper*/ | |||||
| void AddConstraintData(ConstraintData *constData); | |||||
| std::vector<ConstraintData*> GetConstraintsData(); | |||||
| void ClearConstraintsData(); | |||||
| /** | /** | ||||
| * Get a pointer to the game object that is the parent of | * Get a pointer to the game object that is the parent of | ||||
| * this object. Or NULL if there is no parent. The returned | * this object. Or NULL if there is no parent. The returned | ||||
| Context not available. | |||||
bRigidBodyJointConstraint can be forward declared to push this include into KX_GameObject.cpp.