blender/source/gameengine/Converter/BL_ActionActuator.h
2002-12-27 13:11:01 +00:00

128 lines
3.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BL_ACTIONACTUATOR
#define BL_ACTIONACTUATOR
#include "SCA_IActuator.h"
#include "MT_Point3.h"
class BL_ActionActuator : public SCA_IActuator
{
public:
Py_Header;
BL_ActionActuator(SCA_IObject* gameobj,
const STR_String& propname,
float starttime,
float endtime,
struct bAction *action,
short playtype,
short blendin,
short priority,
float stride,
PyTypeObject* T=&Type)
: SCA_IActuator(gameobj,T),
m_starttime (starttime),
m_endtime(endtime) ,
m_localtime(starttime),
m_lastUpdate(-1),
m_propname(propname),
m_action(action),
m_playtype(playtype),
m_flag(0),
m_blendin(blendin),
m_blendframe(0),
m_pose(NULL),
m_userpose(NULL),
m_blendpose(NULL),
m_priority(priority),
m_stridelength(stride),
m_lastpos(0, 0, 0)
{
};
virtual ~BL_ActionActuator();
virtual bool Update(double curtime,double deltatime);
CValue* GetReplica();
void ProcessReplica();
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,SetBlendtime);
KX_PYMETHOD_DOC(BL_ActionActuator,SetChannel);
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(BL_ActionActuator,GetChannel);
virtual PyObject* _getattr(char* attr);
void SetBlendTime (float newtime);
protected:
float m_blendframe;
MT_Point3 m_lastpos;
int m_flag;
float m_starttime;
float m_endtime;
float m_localtime;
float m_lastUpdate;
short m_playtype;
float m_blendin;
short m_priority;
float m_stridelength;
struct bPose* m_pose;
struct bPose* m_blendpose;
struct bPose* m_userpose;
STR_String m_propname;
struct bAction *m_action;
};
enum {
ACT_FLAG_REVERSE = 0x00000001,
ACT_FLAG_LOCKINPUT = 0x00000002,
ACT_FLAG_KEYUP = 0x00000004
};
#endif