forked from bartvdbraak/blender
4c17f8e5de
Also made CValue::ConvertKeysToPython use faster list creation and improved some of the macro formatting.
158 lines
4.4 KiB
C++
158 lines
4.4 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_ActionActuator.h
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* \ingroup bgeconv
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*/
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#ifndef BL_ACTIONACTUATOR
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#define BL_ACTIONACTUATOR
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#include "CTR_HashedPtr.h"
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#include "SCA_IActuator.h"
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#include "DNA_actuator_types.h"
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#include "MT_Point3.h"
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class BL_ActionActuator : public SCA_IActuator
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{
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public:
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Py_Header
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BL_ActionActuator(SCA_IObject* gameobj,
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const STR_String& propname,
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const STR_String& framepropname,
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float starttime,
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float endtime,
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struct bAction *action,
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short playtype,
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short blendin,
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short priority,
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short layer,
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float layer_weight,
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short ipo_flags,
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short end_reset,
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float stride);
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virtual ~BL_ActionActuator();
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virtual bool Update(double curtime, bool frame);
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virtual CValue* GetReplica();
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virtual void ProcessReplica();
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void SetBlendTime (float newtime);
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void SetLocalTime (float curtime);
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void ResetStartTime (float curtime);
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bAction* GetAction() { return m_action; }
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void SetAction(bAction* act) { m_action= act; }
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#ifdef WITH_PYTHON
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KX_PYMETHOD_O(BL_ActionActuator,GetChannel)
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KX_PYMETHOD_DOC(BL_ActionActuator,setChannel)
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static PyObject* pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static PyObject* pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static int pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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static int CheckBlendTime(void *self, const PyAttributeDef*)
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{
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BL_ActionActuator* act = reinterpret_cast<BL_ActionActuator*>(self);
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if (act->m_blendframe > act->m_blendin)
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act->m_blendframe = act->m_blendin;
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return 0;
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}
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static int CheckType(void *self, const PyAttributeDef*)
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{
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BL_ActionActuator* act = reinterpret_cast<BL_ActionActuator*>(self);
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switch (act->m_playtype) {
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case ACT_ACTION_PLAY:
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case ACT_ACTION_PINGPONG:
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case ACT_ACTION_FLIPPER:
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case ACT_ACTION_LOOP_STOP:
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case ACT_ACTION_LOOP_END:
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case ACT_ACTION_FROM_PROP:
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return 0;
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default:
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PyErr_SetString(PyExc_ValueError, "Action Actuator, invalid play type supplied");
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return 1;
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}
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}
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#endif // WITH_PYTHON
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protected:
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MT_Point3 m_lastpos;
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float m_blendframe;
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int m_flag;
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/** The frame this action starts */
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float m_startframe;
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/** The frame this action ends */
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float m_endframe;
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/** The time this action started */
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float m_starttime;
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/** The current time of the action */
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float m_localtime;
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float m_lastUpdate;
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float m_blendin;
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float m_blendstart;
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float m_stridelength;
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float m_layer_weight;
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short m_playtype;
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short m_priority;
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short m_layer;
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short m_ipo_flags;
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struct bPose* m_pose;
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struct bPose* m_blendpose;
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struct bPose* m_userpose;
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struct bAction *m_action;
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STR_String m_propname;
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STR_String m_framepropname;
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};
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// Not all of these values are used in BL_ActionActuator anymore,
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// but BL_ShapeActionActuator still uses them, so we keep them around
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// for now.
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enum {
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ACT_FLAG_REVERSE = 1<<0,
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ACT_FLAG_LOCKINPUT = 1<<1,
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ACT_FLAG_KEYUP = 1<<2,
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ACT_FLAG_ACTIVE = 1<<3,
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ACT_FLAG_CONTINUE = 1<<4,
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ACT_FLAG_PLAY_END = 1<<5,
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ACT_FLAG_ATTEMPT_PLAY = 1<<6,
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};
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#endif
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