blender/source/gameengine/Converter/BL_ActionActuator.h
Dalai Felinto 230aed6242 BGE: Action and ShapeKey Actuator PingPong playmode.
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't.
More than a new feature or a bugfix this is actually a step forward into unifying them.
2011-02-16 19:53:39 +00:00

179 lines
4.5 KiB
C++

/**
* $Id$
*
* ***** 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., 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 *****
*/
#ifndef BL_ACTIONACTUATOR
#define BL_ACTIONACTUATOR
#include "GEN_HashedPtr.h"
#include "SCA_IActuator.h"
#include "DNA_actuator_types.h"
#include "MT_Point3.h"
class BL_ActionActuator : public SCA_IActuator
{
public:
Py_Header;
BL_ActionActuator(SCA_IObject* gameobj,
const STR_String& propname,
const STR_String& framepropname,
float starttime,
float endtime,
struct bAction *action,
short playtype,
short blendin,
short priority,
short end_reset,
float stride)
: SCA_IActuator(gameobj, KX_ACT_ACTION),
m_lastpos(0, 0, 0),
m_blendframe(0),
m_flag(0),
m_startframe (starttime),
m_endframe(endtime) ,
m_starttime(0),
m_localtime(starttime),
m_lastUpdate(-1),
m_blendin(blendin),
m_blendstart(0),
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
m_end_reset(end_reset),
m_pose(NULL),
m_blendpose(NULL),
m_userpose(NULL),
m_action(action),
m_propname(propname),
m_framepropname(framepropname)
{
};
virtual ~BL_ActionActuator();
virtual bool Update(double curtime, bool frame);
virtual CValue* GetReplica();
virtual void ProcessReplica();
void SetBlendTime (float newtime);
bAction* GetAction() { return m_action; }
void SetAction(bAction* act) { m_action= act; }
#ifdef WITH_PYTHON
KX_PYMETHOD_O(BL_ActionActuator,GetChannel);
KX_PYMETHOD_DOC(BL_ActionActuator,setChannel);
static PyObject* pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
/* attribute check */
static int CheckFrame(void *self, const PyAttributeDef*)
{
BL_ActionActuator* act = reinterpret_cast<BL_ActionActuator*>(self);
if (act->m_localtime < act->m_startframe)
act->m_localtime = act->m_startframe;
else if (act->m_localtime > act->m_endframe)
act->m_localtime = act->m_endframe;
return 0;
}
static int CheckBlendTime(void *self, const PyAttributeDef*)
{
BL_ActionActuator* act = reinterpret_cast<BL_ActionActuator*>(self);
if (act->m_blendframe > act->m_blendin)
act->m_blendframe = act->m_blendin;
return 0;
}
static int CheckType(void *self, const PyAttributeDef*)
{
BL_ActionActuator* act = reinterpret_cast<BL_ActionActuator*>(self);
switch (act->m_playtype) {
case ACT_ACTION_PLAY:
case ACT_ACTION_PINGPONG:
case ACT_ACTION_FLIPPER:
case ACT_ACTION_LOOP_STOP:
case ACT_ACTION_LOOP_END:
case ACT_ACTION_FROM_PROP:
return 0;
default:
PyErr_SetString(PyExc_ValueError, "Action Actuator, invalid play type supplied");
return 1;
}
}
#endif // WITH_PYTHON
protected:
void SetStartTime(float curtime);
void SetLocalTime(float curtime);
bool ClampLocalTime();
MT_Point3 m_lastpos;
float m_blendframe;
int m_flag;
/** The frame this action starts */
float m_startframe;
/** The frame this action ends */
float m_endframe;
/** The time this action started */
float m_starttime;
/** The current time of the action */
float m_localtime;
float m_lastUpdate;
float m_blendin;
float m_blendstart;
float m_stridelength;
short m_playtype;
short m_priority;
bool m_end_reset;
struct bPose* m_pose;
struct bPose* m_blendpose;
struct bPose* m_userpose;
struct bAction *m_action;
STR_String m_propname;
STR_String m_framepropname;
};
enum {
ACT_FLAG_REVERSE = 0x00000001,
ACT_FLAG_LOCKINPUT = 0x00000002,
ACT_FLAG_KEYUP = 0x00000004,
ACT_FLAG_ACTIVE = 0x00000008
};
#endif