blender/source/gameengine/Converter/BL_ActionActuator.h
Campbell Barton 4c17f8e5de PyUnicode_From_STR_String utility function which passes STR_String to PyUnicode_FromStringAndSize (saves a call to strlen).
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
2011-11-06 01:39:36 +00:00

158 lines
4.4 KiB
C++

/*
* ***** 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 *****
*/
/** \file BL_ActionActuator.h
* \ingroup bgeconv
*/
#ifndef BL_ACTIONACTUATOR
#define BL_ACTIONACTUATOR
#include "CTR_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 layer,
float layer_weight,
short ipo_flags,
short end_reset,
float stride);
virtual ~BL_ActionActuator();
virtual bool Update(double curtime, bool frame);
virtual CValue* GetReplica();
virtual void ProcessReplica();
void SetBlendTime (float newtime);
void SetLocalTime (float curtime);
void ResetStartTime (float curtime);
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);
static PyObject* pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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:
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;
float m_layer_weight;
short m_playtype;
short m_priority;
short m_layer;
short m_ipo_flags;
struct bPose* m_pose;
struct bPose* m_blendpose;
struct bPose* m_userpose;
struct bAction *m_action;
STR_String m_propname;
STR_String m_framepropname;
};
// Not all of these values are used in BL_ActionActuator anymore,
// but BL_ShapeActionActuator still uses them, so we keep them around
// for now.
enum {
ACT_FLAG_REVERSE = 1<<0,
ACT_FLAG_LOCKINPUT = 1<<1,
ACT_FLAG_KEYUP = 1<<2,
ACT_FLAG_ACTIVE = 1<<3,
ACT_FLAG_CONTINUE = 1<<4,
ACT_FLAG_PLAY_END = 1<<5,
ACT_FLAG_ATTEMPT_PLAY = 1<<6,
};
#endif