blender/source/gameengine/Converter/BL_ActionActuator.h
Campbell Barton 6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00

200 lines
5.3 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., 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.
*
* ***** 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),
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; }
//Deprecated ----->
KX_PYMETHOD_DOC(BL_ActionActuator,SetAction);
KX_PYMETHOD_DOC(BL_ActionActuator,SetBlendin);
KX_PYMETHOD_DOC(BL_ActionActuator,SetPriority);
KX_PYMETHOD_DOC(BL_ActionActuator,SetStart);
KX_PYMETHOD_DOC(BL_ActionActuator,SetEnd);
KX_PYMETHOD_DOC(BL_ActionActuator,SetFrame);
KX_PYMETHOD_DOC(BL_ActionActuator,SetProperty);
KX_PYMETHOD_DOC(BL_ActionActuator,SetFrameProperty);
KX_PYMETHOD_DOC(BL_ActionActuator,SetBlendtime);
KX_PYMETHOD_DOC(BL_ActionActuator,GetAction);
KX_PYMETHOD_DOC(BL_ActionActuator,GetBlendin);
KX_PYMETHOD_DOC(BL_ActionActuator,GetPriority);
KX_PYMETHOD_DOC(BL_ActionActuator,GetStart);
KX_PYMETHOD_DOC(BL_ActionActuator,GetEnd);
KX_PYMETHOD_DOC(BL_ActionActuator,GetFrame);
KX_PYMETHOD_DOC(BL_ActionActuator,GetProperty);
KX_PYMETHOD_DOC(BL_ActionActuator,GetFrameProperty);
KX_PYMETHOD_O(BL_ActionActuator,GetChannel);
KX_PYMETHOD_DOC(BL_ActionActuator,GetType);
KX_PYMETHOD_DOC(BL_ActionActuator,SetType);
KX_PYMETHOD_NOARGS(BL_ActionActuator,GetContinue);
KX_PYMETHOD_O(BL_ActionActuator,SetContinue);
//<-----
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);
/* 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_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;
}
}
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