blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp

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/**
* $Id$
*
* ***** 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 *****
*/
#if defined (__sgi)
#include <math.h>
#else
#include <cmath>
#endif
#include "SCA_LogicManager.h"
#include "BL_ShapeActionActuator.h"
#include "BL_ShapeDeformer.h"
#include "KX_GameObject.h"
#include "STR_HashedString.h"
#include "DNA_nla_types.h"
#include "DNA_action_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"
#include "FloatValue.h"
#include "PyObjectPlus.h"
#include "blendef.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
BL_ShapeActionActuator::~BL_ShapeActionActuator()
{
}
void BL_ShapeActionActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
m_localtime=m_startframe;
m_lastUpdate=-1;
}
void BL_ShapeActionActuator::SetBlendTime (float newtime)
{
m_blendframe = newtime;
}
CValue* BL_ShapeActionActuator::GetReplica()
{
BL_ShapeActionActuator* replica = new BL_ShapeActionActuator(*this);//m_float,GetName());
replica->ProcessReplica();
return replica;
}
bool BL_ShapeActionActuator::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_ShapeActionActuator::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_KetsjiEngine::GetAnimFrameRate();
else
m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
}
void BL_ShapeActionActuator::SetLocalTime(float curtime)
{
float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
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;
}
void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
{
vector<float>::const_iterator it;
float dstweight;
KeyBlock *kb;
dstweight = 1.0F - srcweight;
for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first;
kb && it != m_blendshape.end();
kb = (KeyBlock*)kb->next, it++) {
kb->curval = kb->curval * dstweight + (*it) * srcweight;
}
}
bool BL_ShapeActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
bool keepgoing = true;
bool wrap = false;
bool apply=true;
int priority;
float newweight;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
// result = true if animation has to be continued, false if animation stops
// maybe there are events for us in the queue !
if (frame)
{
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
bNegativeEvent = m_negevent;
bPositiveEvent = m_posevent;
RemoveAllEvents();
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
if (bNegativeEvent)
{
if (!(m_flag & ACT_FLAG_ACTIVE))
return false;
m_flag &= ~ACT_FLAG_ACTIVE;
}
}
/* This action can only be attached to a deform object */
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)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;
}
/* Set the property if its defined */
if (m_framepropname[0] != '\0') {
CValue* propowner = GetParent();
CValue* oldprop = propowner->GetProperty(m_framepropname);
CValue* newval = new CFloatValue(m_localtime);
if (oldprop) {
oldprop->SetValue(newval);
} else {
propowner->SetProperty(m_framepropname, newval);
}
newval->Release();
}
if (bNegativeEvent)
m_blendframe=0.0f;
/* Apply the pose if necessary*/
if (apply) {
/* Priority test */
if (obj->SetActiveAction(this, priority, curtime)){
Key *key = obj->GetKey();
if (!key) {
// this could happen if the mesh was changed in the middle of an action
// and the new mesh has no key, stop the action
keepgoing = false;
}
else {
ListBase tchanbase= {NULL, NULL};
if (m_blendin && m_blendframe==0.0f){
// this is the start of the blending, remember the startup shape
obj->GetShape(m_blendshape);
m_blendstart = curtime;
}
// only interested in shape channel
extract_ipochannels_from_action(&tchanbase, &key->id, m_action, "Shape", m_localtime);
if (!execute_ipochannels(&tchanbase)) {
// no update, this is possible if action does not match the keys, stop the action
keepgoing = false;
}
else {
// the key have changed, apply blending if needed
if (m_blendin && (m_blendframe<m_blendin)){
newweight = (m_blendframe/(float)m_blendin);
BlendShape(key, 1.0f - newweight);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
m_lastUpdate = m_localtime;
}
BLI_freelistN(&tchanbase);
}
}
else{
m_blendframe = 0.0f;
}
}
if (!keepgoing){
m_blendframe = 0.0f;
}
return keepgoing;
};
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject BL_ShapeActionActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"BL_ShapeActionActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject BL_ShapeActionActuator::Parents[] = {
&BL_ShapeActionActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef BL_ShapeActionActuator::Methods[] = {
{"setAction", (PyCFunction) BL_ShapeActionActuator::sPySetAction, METH_VARARGS, (PY_METHODCHAR)SetAction_doc},
{"setStart", (PyCFunction) BL_ShapeActionActuator::sPySetStart, METH_VARARGS, (PY_METHODCHAR)SetStart_doc},
{"setEnd", (PyCFunction) BL_ShapeActionActuator::sPySetEnd, METH_VARARGS, (PY_METHODCHAR)SetEnd_doc},
{"setBlendin", (PyCFunction) BL_ShapeActionActuator::sPySetBlendin, METH_VARARGS, (PY_METHODCHAR)SetBlendin_doc},
{"setPriority", (PyCFunction) BL_ShapeActionActuator::sPySetPriority, METH_VARARGS, (PY_METHODCHAR)SetPriority_doc},
{"setFrame", (PyCFunction) BL_ShapeActionActuator::sPySetFrame, METH_VARARGS, (PY_METHODCHAR)SetFrame_doc},
{"setProperty", (PyCFunction) BL_ShapeActionActuator::sPySetProperty, METH_VARARGS, (PY_METHODCHAR)SetProperty_doc},
{"setFrameProperty", (PyCFunction) BL_ShapeActionActuator::sPySetFrameProperty, METH_VARARGS, (PY_METHODCHAR)SetFrameProperty_doc},
{"setBlendtime", (PyCFunction) BL_ShapeActionActuator::sPySetBlendtime, METH_VARARGS, (PY_METHODCHAR)SetBlendtime_doc},
{"getAction", (PyCFunction) BL_ShapeActionActuator::sPyGetAction, METH_NOARGS, (PY_METHODCHAR)GetAction_doc},
{"getStart", (PyCFunction) BL_ShapeActionActuator::sPyGetStart, METH_NOARGS, (PY_METHODCHAR)GetStart_doc},
{"getEnd", (PyCFunction) BL_ShapeActionActuator::sPyGetEnd, METH_NOARGS, (PY_METHODCHAR)GetEnd_doc},
{"getBlendin", (PyCFunction) BL_ShapeActionActuator::sPyGetBlendin, METH_NOARGS, (PY_METHODCHAR)GetBlendin_doc},
{"getPriority", (PyCFunction) BL_ShapeActionActuator::sPyGetPriority, METH_NOARGS, (PY_METHODCHAR)GetPriority_doc},
{"getFrame", (PyCFunction) BL_ShapeActionActuator::sPyGetFrame, METH_NOARGS, (PY_METHODCHAR)GetFrame_doc},
{"getProperty", (PyCFunction) BL_ShapeActionActuator::sPyGetProperty, METH_NOARGS, (PY_METHODCHAR)GetProperty_doc},
{"getFrameProperty", (PyCFunction) BL_ShapeActionActuator::sPyGetFrameProperty, METH_NOARGS, (PY_METHODCHAR)GetFrameProperty_doc},
{"getType", (PyCFunction) BL_ShapeActionActuator::sPyGetType, METH_NOARGS, (PY_METHODCHAR)GetType_doc},
{"setType", (PyCFunction) BL_ShapeActionActuator::sPySetType, METH_NOARGS, (PY_METHODCHAR)SetType_doc},
{NULL,NULL} //Sentinel
};
PyAttributeDef BL_ShapeActionActuator::Attributes[] = {
Name attributes added since 2.48a more consistently. BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15 03:26:53 +00:00
KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe),
KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe),
KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin),
KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ShapeActionActuator, pyattr_get_action, pyattr_set_action),
KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ShapeActionActuator, m_priority),
KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ShapeActionActuator, m_localtime, CheckFrame),
Name attributes added since 2.48a more consistently. BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15 03:26:53 +00:00
KX_PYATTRIBUTE_STRING_RW("propName", 0, 31, false, BL_ShapeActionActuator, m_propname),
KX_PYATTRIBUTE_STRING_RW("framePropName", 0, 31, false, BL_ShapeActionActuator, m_framepropname),
KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendframe, CheckBlendTime),
Name attributes added since 2.48a more consistently. BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15 03:26:53 +00:00
KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType),
{ NULL } //Sentinel
};
PyObject* BL_ShapeActionActuator::py_getattro(PyObject* attr) {
py_getattro_up(SCA_IActuator);
}
PyObject* BL_ShapeActionActuator::py_getattro_dict() {
py_getattro_dict_up(SCA_IActuator);
}
int BL_ShapeActionActuator::py_setattro(PyObject *attr, PyObject* value) {
py_setattro_up(SCA_IActuator);
}
/* setStart */
const char BL_ShapeActionActuator::GetAction_doc[] =
"getAction()\n"
"\tReturns a string containing the name of the current action.\n";
PyObject* BL_ShapeActionActuator::PyGetAction() {
ShowDeprecationWarning("getAction()", "the action property");
if (m_action){
return PyString_FromString(m_action->id.name+2);
}
Py_RETURN_NONE;
}
/* getProperty */
const char BL_ShapeActionActuator::GetProperty_doc[] =
"getProperty()\n"
"\tReturns the name of the property to be used in FromProp mode.\n";
PyObject* BL_ShapeActionActuator::PyGetProperty() {
ShowDeprecationWarning("getProperty()", "the property property");
PyObject *result;
result = Py_BuildValue("s", (const char *)m_propname);
return result;
}
/* getFrame */
const char BL_ShapeActionActuator::GetFrame_doc[] =
"getFrame()\n"
"\tReturns the current frame number.\n";
PyObject* BL_ShapeActionActuator::PyGetFrame() {
ShowDeprecationWarning("getFrame()", "the frame property");
PyObject *result;
result = Py_BuildValue("f", m_localtime);
return result;
}
/* getEnd */
const char BL_ShapeActionActuator::GetEnd_doc[] =
"getEnd()\n"
"\tReturns the last frame of the action.\n";
PyObject* BL_ShapeActionActuator::PyGetEnd() {
ShowDeprecationWarning("getEnd()", "the end property");
PyObject *result;
result = Py_BuildValue("f", m_endframe);
return result;
}
/* getStart */
const char BL_ShapeActionActuator::GetStart_doc[] =
"getStart()\n"
"\tReturns the starting frame of the action.\n";
PyObject* BL_ShapeActionActuator::PyGetStart() {
ShowDeprecationWarning("getStart()", "the start property");
PyObject *result;
result = Py_BuildValue("f", m_startframe);
return result;
}
/* getBlendin */
const char BL_ShapeActionActuator::GetBlendin_doc[] =
"getBlendin()\n"
"\tReturns the number of interpolation animation frames to be\n"
"\tgenerated when this actuator is triggered.\n";
PyObject* BL_ShapeActionActuator::PyGetBlendin() {
ShowDeprecationWarning("getBlendin()", "the blendin property");
PyObject *result;
result = Py_BuildValue("f", m_blendin);
return result;
}
/* getPriority */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PyGetPriority() {
ShowDeprecationWarning("getPriority()", "the priority property");
PyObject *result;
result = Py_BuildValue("i", m_priority);
return result;
}
/* setAction */
const char BL_ShapeActionActuator::SetAction_doc[] =
"setAction(action, (reset))\n"
"\t - action : The name of the action to set as the current action.\n"
"\t Should be an action with Shape channels.\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_ShapeActionActuator::PySetAction(PyObject* args) {
ShowDeprecationWarning("setAction()", "the action property");
char *string;
int reset = 1;
if (PyArg_ParseTuple(args,"s|i:setAction",&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.f;
}
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setStart */
const char BL_ShapeActionActuator::SetStart_doc[] =
"setStart(start)\n"
"\t - start : Specifies the starting frame of the animation.\n";
PyObject* BL_ShapeActionActuator::PySetStart(PyObject* args) {
ShowDeprecationWarning("setStart()", "the start property");
float start;
if (PyArg_ParseTuple(args,"f:setStart",&start))
{
m_startframe = start;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setEnd */
const char BL_ShapeActionActuator::SetEnd_doc[] =
"setEnd(end)\n"
"\t - end : Specifies the ending frame of the animation.\n";
PyObject* BL_ShapeActionActuator::PySetEnd(PyObject* args) {
ShowDeprecationWarning("setEnd()", "the end property");
float end;
if (PyArg_ParseTuple(args,"f:setEnd",&end))
{
m_endframe = end;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setBlendin */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendin(PyObject* args) {
ShowDeprecationWarning("setBlendin()", "the blendin property");
float blendin;
if (PyArg_ParseTuple(args,"f:setBlendin",&blendin))
{
m_blendin = blendin;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setBlendtime */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendtime(PyObject* args) {
ShowDeprecationWarning("setBlendtime()", "the blendTime property");
float blendframe;
if (PyArg_ParseTuple(args,"f:setBlendtime",&blendframe))
{
m_blendframe = blendframe * m_blendin;
if (m_blendframe<0.f)
m_blendframe = 0.f;
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setPriority */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetPriority(PyObject* args) {
ShowDeprecationWarning("setPriority()", "the priority property");
int priority;
if (PyArg_ParseTuple(args,"i:setPriority",&priority))
{
m_priority = priority;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* getProperty */
const char BL_ShapeActionActuator::GetFrameProperty_doc[] =
"getFrameProperty()\n"
"\tReturns the name of the property, that is set to the current frame number.\n";
PyObject* BL_ShapeActionActuator::PyGetFrameProperty() {
ShowDeprecationWarning("getFrameProperty()", "the frameProperty property");
PyObject *result;
result = Py_BuildValue("s", (const char *)m_framepropname);
return result;
}
/* setFrame */
const char BL_ShapeActionActuator::SetFrame_doc[] =
"setFrame(frame)\n"
"\t - frame : Specifies the new current frame for the animation\n";
PyObject* BL_ShapeActionActuator::PySetFrame(PyObject* args) {
ShowDeprecationWarning("setFrame()", "the frame property");
float frame;
if (PyArg_ParseTuple(args,"f:setFrame",&frame))
{
m_localtime = frame;
if (m_localtime<m_startframe)
m_localtime=m_startframe;
else if (m_localtime>m_endframe)
m_localtime=m_endframe;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setProperty */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetProperty(PyObject* args) {
ShowDeprecationWarning("setProperty()", "the property property");
char *string;
if (PyArg_ParseTuple(args,"s:setProperty",&string))
{
m_propname = string;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setFrameProperty */
const char BL_ShapeActionActuator::SetFrameProperty_doc[] =
"setFrameProperty(prop)\n"
"\t - prop : A string specifying the property of the frame set up update.\n";
PyObject* BL_ShapeActionActuator::PySetFrameProperty(PyObject* args) {
ShowDeprecationWarning("setFrameProperty()", "the frameProperty property");
char *string;
if (PyArg_ParseTuple(args,"s:setFrameProperty",&string))
{
m_framepropname = string;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* getType */
const char BL_ShapeActionActuator::GetType_doc[] =
"getType()\n"
"\tReturns the operation mode of the actuator.\n";
PyObject* BL_ShapeActionActuator::PyGetType() {
ShowDeprecationWarning("getType()", "the type property");
return Py_BuildValue("h", m_playtype);
}
/* setType */
const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetType(PyObject* args) {
ShowDeprecationWarning("setType()", "the type property");
short typeArg;
if (!PyArg_ParseTuple(args, "h:setType", &typeArg)) {
return NULL;
}
switch (typeArg) {
case ACT_ACTION_PLAY:
case ACT_ACTION_FLIPPER:
case ACT_ACTION_LOOP_STOP:
case ACT_ACTION_LOOP_END:
case ACT_ACTION_FROM_PROP:
m_playtype = typeArg;
break;
default:
printf("Invalid type for action actuator: %d\n", typeArg); /* error */
}
Py_RETURN_NONE;
}
PyObject* BL_ShapeActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
return PyString_FromString(self->GetAction() ? self->GetAction()->id.name+2 : "");
}
int BL_ShapeActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
/* exact copy of BL_ActionActuator's function from here down */
if (!PyString_Check(value))
{
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, expected the string name of the action");
return PY_SET_ATTR_FAIL;
}
bAction *action= NULL;
STR_String val = PyString_AsString(value);
if (val != "")
{
action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val);
if (action==NULL)
{
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, action not found!");
return PY_SET_ATTR_FAIL;
}
}
self->SetAction(action);
return PY_SET_ATTR_SUCCESS;
}