forked from bartvdbraak/blender
230aed6242
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.
179 lines
4.5 KiB
C++
179 lines
4.5 KiB
C++
/**
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* $Id$
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*
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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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#ifndef BL_ACTIONACTUATOR
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#define BL_ACTIONACTUATOR
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#include "GEN_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 end_reset,
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float stride)
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: SCA_IActuator(gameobj, KX_ACT_ACTION),
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m_lastpos(0, 0, 0),
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m_blendframe(0),
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m_flag(0),
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m_startframe (starttime),
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m_endframe(endtime) ,
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m_starttime(0),
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m_localtime(starttime),
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m_lastUpdate(-1),
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m_blendin(blendin),
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m_blendstart(0),
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m_stridelength(stride),
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m_playtype(playtype),
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m_priority(priority),
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m_end_reset(end_reset),
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m_pose(NULL),
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m_blendpose(NULL),
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m_userpose(NULL),
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m_action(action),
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m_propname(propname),
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m_framepropname(framepropname)
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{
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};
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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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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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/* attribute check */
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static int CheckFrame(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_localtime < act->m_startframe)
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act->m_localtime = act->m_startframe;
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else if (act->m_localtime > act->m_endframe)
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act->m_localtime = act->m_endframe;
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return 0;
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}
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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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void SetStartTime(float curtime);
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void SetLocalTime(float curtime);
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bool ClampLocalTime();
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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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short m_playtype;
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short m_priority;
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bool m_end_reset;
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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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enum {
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ACT_FLAG_REVERSE = 0x00000001,
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ACT_FLAG_LOCKINPUT = 0x00000002,
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ACT_FLAG_KEYUP = 0x00000004,
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ACT_FLAG_ACTIVE = 0x00000008
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};
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#endif
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