blender/source/gameengine/Converter/BL_ActionActuator.cpp
Ton Roosendaal 0140c36df9 Cleanup & preparation commit for getting Armatures/Poses/Actions working
in the game engine again.

All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
2005-11-29 12:45:18 +00:00

906 lines
23 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 *****
*/
#if defined (__sgi)
#include <math.h>
#else
#include <cmath>
#endif
#include "SCA_LogicManager.h"
#include "BL_ActionActuator.h"
#include "BL_ArmatureObject.h"
#include "BL_SkinDeformer.h"
#include "KX_GameObject.h"
#include "STR_HashedString.h"
#include "DNA_action_types.h"
#include "DNA_actuator_types.h"
#include "BKE_action.h"
#include "DNA_armature_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "MT_Matrix4x4.h"
#include "BKE_utildefines.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose) {
free_pose_channels(m_pose);
MEM_freeN(m_pose);
m_pose = NULL;
};
if (m_userpose){
free_pose_channels(m_userpose);
MEM_freeN(m_userpose);
m_userpose=NULL;
}
if (m_blendpose) {
free_pose_channels(m_blendpose);
MEM_freeN(m_blendpose);
m_blendpose = NULL;
};
}
void BL_ActionActuator::ProcessReplica(){
// bPose *oldpose = m_pose;
// bPose *oldbpose = m_blendpose;
m_pose = NULL;
m_blendpose = NULL;
m_localtime=m_startframe;
m_lastUpdate=-1;
}
void BL_ActionActuator::SetBlendTime (float newtime){
m_blendframe = newtime;
}
CValue* BL_ActionActuator::GetReplica() {
BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
}
bool BL_ActionActuator::ClampLocalTime()
{
if (m_startframe < m_endframe)
{
if (m_localtime < m_startframe)
{
m_localtime = m_startframe;
return true;
}
else if (m_localtime > m_endframe)
{
m_localtime = m_endframe;
return true;
}
} else {
if (m_localtime > m_startframe)
{
m_localtime = m_startframe;
return true;
}
else if (m_localtime < m_endframe)
{
m_localtime = m_endframe;
return true;
}
}
return false;
}
void BL_ActionActuator::SetStartTime(float curtime)
{
float direction = m_startframe < m_endframe ? 1.0 : -1.0;
if (!(m_flag & ACT_FLAG_REVERSE))
m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_FIXED_FRAME_PER_SEC;
else
m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_FIXED_FRAME_PER_SEC;
}
void BL_ActionActuator::SetLocalTime(float curtime)
{
float delta_time = (curtime - m_starttime)*KX_FIXED_FRAME_PER_SEC;
if (m_endframe < m_startframe)
delta_time = -delta_time;
if (!(m_flag & ACT_FLAG_REVERSE))
m_localtime = m_startframe + delta_time;
else
m_localtime = m_endframe - delta_time;
}
bool BL_ActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
bool keepgoing = true;
bool wrap = false;
bool apply=true;
int priority;
float newweight;
// result = true if animation has to be continued, false if animation stops
// maybe there are events for us in the queue !
if (frame)
{
for (vector<CValue*>::iterator i=m_events.end(); !(i==m_events.begin());)
{
i--;
if ((*i)->GetNumber() == 0.0f)
bNegativeEvent = true;
else
bPositiveEvent= true;
(*i)->Release();
m_events.pop_back();
}
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
if (bNegativeEvent)
{
if (!(m_flag & ACT_FLAG_ACTIVE))
return false;
m_flag &= ~ACT_FLAG_ACTIVE;
}
}
/* We know that action actuators have been discarded from all non armature objects:
if we're being called, we're attached to a BL_ArmatureObject */
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
float length = m_endframe - m_startframe;
priority = m_priority;
/* Determine pre-incrementation behaviour and set appropriate flags */
switch (m_playtype){
case ACT_ACTION_MOTION:
if (bNegativeEvent){
keepgoing=false;
apply=false;
};
break;
case ACT_ACTION_FROM_PROP:
if (bNegativeEvent){
apply=false;
keepgoing=false;
}
break;
case ACT_ACTION_LOOP_END:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
m_localtime = m_startframe;
m_starttime = curtime;
}
}
if (bNegativeEvent){
m_flag |= ACT_FLAG_KEYUP;
}
break;
case ACT_ACTION_LOOP_STOP:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_KEYUP;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
if (bNegativeEvent){
m_flag |= ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_LOCKINPUT;
keepgoing=false;
apply=false;
}
break;
case ACT_ACTION_FLIPPER:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
else if (bNegativeEvent){
m_flag |= ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
if (bPositiveEvent){
if (!(m_flag & ACT_FLAG_LOCKINPUT)){
m_flag &= ~ACT_FLAG_REVERSE;
m_localtime = m_starttime;
m_starttime = curtime;
m_flag |= ACT_FLAG_LOCKINPUT;
}
}
break;
default:
break;
}
/* Perform increment */
if (keepgoing){
if (m_playtype == ACT_ACTION_MOTION){
MT_Point3 newpos;
MT_Point3 deltapos;
newpos = obj->NodeGetWorldPosition();
/* Find displacement */
deltapos = newpos-m_lastpos;
m_localtime += (length/m_stridelength) * deltapos.length();
m_lastpos = newpos;
}
else{
SetLocalTime(curtime);
}
}
/* Check if a wrapping response is needed */
if (length){
if (m_localtime < m_startframe || m_localtime > m_endframe)
{
m_localtime = m_startframe + fmod(m_localtime, length);
wrap = true;
}
}
else
m_localtime = m_startframe;
/* Perform post-increment tasks */
switch (m_playtype){
case ACT_ACTION_FROM_PROP:
{
CValue* propval = GetParent()->GetProperty(m_propname);
if (propval)
m_localtime = propval->GetNumber();
if (bNegativeEvent){
keepgoing=false;
}
}
break;
case ACT_ACTION_MOTION:
break;
case ACT_ACTION_LOOP_STOP:
break;
case ACT_ACTION_FLIPPER:
if (wrap){
if (!(m_flag & ACT_FLAG_REVERSE)){
m_localtime=m_endframe;
//keepgoing = false;
}
else {
m_localtime=m_startframe;
keepgoing = false;
}
}
break;
case ACT_ACTION_LOOP_END:
if (wrap){
if (m_flag & ACT_FLAG_KEYUP){
keepgoing = false;
m_localtime = m_endframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
if (wrap){
m_localtime = m_endframe;
keepgoing = false;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
break;
default:
keepgoing = false;
break;
}
if (bNegativeEvent)
m_blendframe=0.0;
/* Apply the pose if necessary*/
if (apply){
/* Priority test */
if (obj->SetActiveAction(this, priority, curtime)){
/* Get the underlying pose from the armature */
obj->GetPose(&m_pose);
/* Override the necessary channels with ones from the action */
extract_pose_from_action(m_pose, m_action, m_localtime);
/* Perform the user override (if any) */
if (m_userpose){
extract_pose_from_pose(m_pose, m_userpose);
// clear_pose(m_userpose);
MEM_freeN(m_userpose);
m_userpose = NULL;
}
#if 1
/* Handle blending */
if (m_blendin && (m_blendframe<m_blendin)){
/* If this is the start of a blending sequence... */
if ((m_blendframe==0.0) || (!m_blendpose)){
obj->GetMRDPose(&m_blendpose);
m_blendstart = curtime;
}
/* Find percentages */
newweight = (m_blendframe/(float)m_blendin);
blend_poses(m_pose, m_blendpose, 1.0 - newweight, POSE_BLEND);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_FIXED_FRAME_PER_SEC;
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
#endif
m_lastUpdate = m_localtime;
obj->SetPose (m_pose);
}
else{
m_blendframe = 0.0;
}
}
if (!keepgoing){
m_blendframe = 0.0;
}
return keepgoing;
};
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject BL_ActionActuator::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"BL_ActionActuator",
sizeof(BL_ActionActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0
};
PyParentObject BL_ActionActuator::Parents[] = {
&BL_ActionActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef BL_ActionActuator::Methods[] = {
{"setAction", (PyCFunction) BL_ActionActuator::sPySetAction, METH_VARARGS, SetAction_doc},
{"setStart", (PyCFunction) BL_ActionActuator::sPySetStart, METH_VARARGS, SetStart_doc},
{"setEnd", (PyCFunction) BL_ActionActuator::sPySetEnd, METH_VARARGS, SetEnd_doc},
{"setBlendin", (PyCFunction) BL_ActionActuator::sPySetBlendin, METH_VARARGS, SetBlendin_doc},
{"setPriority", (PyCFunction) BL_ActionActuator::sPySetPriority, METH_VARARGS, SetPriority_doc},
{"setFrame", (PyCFunction) BL_ActionActuator::sPySetFrame, METH_VARARGS, SetFrame_doc},
{"setProperty", (PyCFunction) BL_ActionActuator::sPySetProperty, METH_VARARGS, SetProperty_doc},
{"setBlendtime", (PyCFunction) BL_ActionActuator::sPySetBlendtime, METH_VARARGS, SetBlendtime_doc},
{"getAction", (PyCFunction) BL_ActionActuator::sPyGetAction, METH_VARARGS, GetAction_doc},
{"getStart", (PyCFunction) BL_ActionActuator::sPyGetStart, METH_VARARGS, GetStart_doc},
{"getEnd", (PyCFunction) BL_ActionActuator::sPyGetEnd, METH_VARARGS, GetEnd_doc},
{"getBlendin", (PyCFunction) BL_ActionActuator::sPyGetBlendin, METH_VARARGS, GetBlendin_doc},
{"getPriority", (PyCFunction) BL_ActionActuator::sPyGetPriority, METH_VARARGS, GetPriority_doc},
{"getFrame", (PyCFunction) BL_ActionActuator::sPyGetFrame, METH_VARARGS, GetFrame_doc},
{"getProperty", (PyCFunction) BL_ActionActuator::sPyGetProperty, METH_VARARGS, GetProperty_doc},
{"setChannel", (PyCFunction) BL_ActionActuator::sPySetChannel, METH_VARARGS, SetChannel_doc},
// {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_VARARGS},
{"getType", (PyCFunction) BL_ActionActuator::sPyGetType, METH_VARARGS, GetType_doc},
{"setType", (PyCFunction) BL_ActionActuator::sPySetType, METH_VARARGS, SetType_doc},
{NULL,NULL} //Sentinel
};
PyObject* BL_ActionActuator::_getattr(const STR_String& attr) {
_getattr_up(SCA_IActuator);
}
/* setStart */
char BL_ActionActuator::GetAction_doc[] =
"getAction()\n"
"\tReturns a string containing the name of the current action.\n";
PyObject* BL_ActionActuator::PyGetAction(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
if (m_action){
result = Py_BuildValue("s", m_action->id.name+2);
}
else{
Py_INCREF(Py_None);
result = Py_None;
}
return result;
}
/* getProperty */
char BL_ActionActuator::GetProperty_doc[] =
"getProperty()\n"
"\tReturns the name of the property to be used in FromProp mode.\n";
PyObject* BL_ActionActuator::PyGetProperty(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("s", (const char *)m_propname);
return result;
}
/* getFrame */
char BL_ActionActuator::GetFrame_doc[] =
"getFrame()\n"
"\tReturns the current frame number.\n";
PyObject* BL_ActionActuator::PyGetFrame(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("f", m_localtime);
return result;
}
/* getEnd */
char BL_ActionActuator::GetEnd_doc[] =
"getEnd()\n"
"\tReturns the last frame of the action.\n";
PyObject* BL_ActionActuator::PyGetEnd(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("f", m_endframe);
return result;
}
/* getStart */
char BL_ActionActuator::GetStart_doc[] =
"getStart()\n"
"\tReturns the starting frame of the action.\n";
PyObject* BL_ActionActuator::PyGetStart(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("f", m_startframe);
return result;
}
/* getBlendin */
char BL_ActionActuator::GetBlendin_doc[] =
"getBlendin()\n"
"\tReturns the number of interpolation animation frames to be\n"
"\tgenerated when this actuator is triggered.\n";
PyObject* BL_ActionActuator::PyGetBlendin(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("f", m_blendin);
return result;
}
/* getPriority */
char BL_ActionActuator::GetPriority_doc[] =
"getPriority()\n"
"\tReturns the priority for this actuator. Actuators with lower\n"
"\tPriority numbers will override actuators with higher numbers.\n";
PyObject* BL_ActionActuator::PyGetPriority(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("i", m_priority);
return result;
}
/* setAction */
char BL_ActionActuator::SetAction_doc[] =
"setAction(action, (reset))\n"
"\t - action : The name of the action to set as the current action.\n"
"\t - reset : Optional parameter indicating whether to reset the\n"
"\t blend timer or not. A value of 1 indicates that the\n"
"\t timer should be reset. A value of 0 will leave it\n"
"\t unchanged. If reset is not specified, the timer will"
"\t be reset.\n";
PyObject* BL_ActionActuator::PySetAction(PyObject* self,
PyObject* args,
PyObject* kwds) {
char *string;
int reset = 1;
if (PyArg_ParseTuple(args,"s|i",&string, &reset))
{
bAction *action;
action = (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(STR_String(string));
if (!action){
/* NOTE! Throw an exception or something */
// printf ("setAction failed: Action not found\n", string);
}
else{
m_action=action;
if (reset)
m_blendframe = 0;
}
}
Py_INCREF(Py_None);
return Py_None;
}
/* setStart */
char BL_ActionActuator::SetStart_doc[] =
"setStart(start)\n"
"\t - start : Specifies the starting frame of the animation.\n";
PyObject* BL_ActionActuator::PySetStart(PyObject* self,
PyObject* args,
PyObject* kwds) {
float start;
if (PyArg_ParseTuple(args,"f",&start))
{
m_startframe = start;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setEnd */
char BL_ActionActuator::SetEnd_doc[] =
"setEnd(end)\n"
"\t - end : Specifies the ending frame of the animation.\n";
PyObject* BL_ActionActuator::PySetEnd(PyObject* self,
PyObject* args,
PyObject* kwds) {
float end;
if (PyArg_ParseTuple(args,"f",&end))
{
m_endframe = end;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setBlendin */
char BL_ActionActuator::SetBlendin_doc[] =
"setBlendin(blendin)\n"
"\t - blendin : Specifies the number of frames of animation to generate\n"
"\t when making transitions between actions.\n";
PyObject* BL_ActionActuator::PySetBlendin(PyObject* self,
PyObject* args,
PyObject* kwds) {
float blendin;
if (PyArg_ParseTuple(args,"f",&blendin))
{
m_blendin = blendin;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setBlendtime */
char BL_ActionActuator::SetBlendtime_doc[] =
"setBlendtime(blendtime)\n"
"\t - blendtime : Allows the script to directly modify the internal timer\n"
"\t used when generating transitions between actions. This\n"
"\t parameter must be in the range from 0.0 to 1.0.\n";
PyObject* BL_ActionActuator::PySetBlendtime(PyObject* self,
PyObject* args,
PyObject* kwds) {
float blendframe;
if (PyArg_ParseTuple(args,"f",&blendframe))
{
m_blendframe = blendframe * m_blendin;
if (m_blendframe<0)
m_blendframe = 0;
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setPriority */
char BL_ActionActuator::SetPriority_doc[] =
"setPriority(priority)\n"
"\t - priority : Specifies the new priority. Actuators will lower\n"
"\t priority numbers will override actuators with higher\n"
"\t numbers.\n";
PyObject* BL_ActionActuator::PySetPriority(PyObject* self,
PyObject* args,
PyObject* kwds) {
int priority;
if (PyArg_ParseTuple(args,"i",&priority))
{
m_priority = priority;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setFrame */
char BL_ActionActuator::SetFrame_doc[] =
"setFrame(frame)\n"
"\t - frame : Specifies the new current frame for the animation\n";
PyObject* BL_ActionActuator::PySetFrame(PyObject* self,
PyObject* args,
PyObject* kwds) {
float frame;
if (PyArg_ParseTuple(args,"f",&frame))
{
m_localtime = frame;
if (m_localtime<m_startframe)
m_localtime=m_startframe;
else if (m_localtime>m_endframe)
m_localtime=m_endframe;
}
Py_INCREF(Py_None);
return Py_None;
}
/* setProperty */
char BL_ActionActuator::SetProperty_doc[] =
"setProperty(prop)\n"
"\t - prop : A string specifying the property name to be used in\n"
"\t FromProp playback mode.\n";
PyObject* BL_ActionActuator::PySetProperty(PyObject* self,
PyObject* args,
PyObject* kwds) {
char *string;
if (PyArg_ParseTuple(args,"s",&string))
{
m_propname = string;
}
Py_INCREF(Py_None);
return Py_None;
}
/*
PyObject* BL_ActionActuator::PyGetChannel(PyObject* self,
PyObject* args,
PyObject* kwds) {
char *string;
if (PyArg_ParseTuple(args,"s",&string))
{
m_propname = string;
}
Py_INCREF(Py_None);
return Py_None;
}
*/
/* setChannel */
char BL_ActionActuator::SetChannel_doc[] =
"setChannel(channel, matrix)\n"
"\t - channel : A string specifying the name of the bone channel.\n"
"\t - matrix : A 4x4 matrix specifying the overriding transformation\n"
"\t as an offset from the bone's rest position.\n";
PyObject* BL_ActionActuator::PySetChannel(PyObject* self,
PyObject* args,
PyObject* kwds)
{
float matrix[4][4];
char *string;
PyObject* pylist;
bool error = false;
int row,col;
int mode = 0; /* 0 for bone space, 1 for armature/world space */
PyArg_ParseTuple(args,"sO|i", &string, &pylist, &mode);
if (pylist->ob_type == &CListValue::Type)
{
CListValue* listval = (CListValue*) pylist;
if (listval->GetCount() == 4)
{
for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w]
{
CListValue* vecval = (CListValue*)listval->GetValue(row);
for (col=0;col<4;col++)
{
matrix[row][col] = vecval->GetValue(col)->GetNumber();
}
}
}
else
{
error = true;
}
}
else
{
// assert the list is long enough...
int numitems = PyList_Size(pylist);
if (numitems == 4)
{
for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w]
{
PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector4 list
for (col=0;col<4;col++)
{
matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col));
}
}
}
else
{
error = true;
}
}
if (!error)
{
/* DO IT HERE */
bPoseChannel *pchan= verify_pose_channel(m_userpose, string);
Mat4ToQuat(matrix, pchan->quat);
Mat4ToSize(matrix, pchan->size);
VECCOPY (pchan->loc, matrix[3]);
pchan->flag |= POSE_ROT|POSE_LOC|POSE_SIZE;
if (!m_userpose){
m_userpose = (bPose*)MEM_callocN(sizeof(bPose), "userPose");
}
}
Py_INCREF(Py_None);
return Py_None;
}
/* getType */
char BL_ActionActuator::GetType_doc[] =
"getType()\n"
"\tReturns the operation mode of the actuator.\n";
PyObject* BL_ActionActuator::PyGetType(PyObject* self,
PyObject* args,
PyObject* kwds) {
return Py_BuildValue("h", m_playtype);
}
/* setType */
char BL_ActionActuator::SetType_doc[] =
"setType(mode)\n"
"\t - mode: Play (0), Flipper (2), LoopStop (3), LoopEnd (4) or Property (6)\n"
"\tSet the operation mode of the actuator.\n";
PyObject* BL_ActionActuator::PySetType(PyObject* self,
PyObject* args,
PyObject* kwds) {
short typeArg;
if (!PyArg_ParseTuple(args, "h", &typeArg)) {
return NULL;
}
switch (typeArg) {
case KX_ACT_ACTION_PLAY:
case KX_ACT_ACTION_FLIPPER:
case KX_ACT_ACTION_LOOPSTOP:
case KX_ACT_ACTION_LOOPEND:
case KX_ACT_ACTION_PROPERTY:
m_playtype = typeArg;
break;
default:
printf("Invalid type for action actuator: %d\n", typeArg); /* error */
}
Py_Return;
}