blender/source/gameengine/Converter/BL_ActionActuator.h
Campbell Barton 310a37c29c Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10 14:23:19 +00:00

162 lines
4.2 KiB
C++

/**
* $Id$
*
* ***** 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 *****
*/
#ifndef BL_ACTIONACTUATOR
#define BL_ACTIONACTUATOR
#include "GEN_HashedPtr.h"
#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,
const STR_String& framepropname,
float starttime,
float endtime,
struct bAction *action,
short playtype,
short blendin,
short priority,
short end_reset,
float stride,
PyTypeObject* T=&Type)
: SCA_IActuator(gameobj,T),
m_lastpos(0, 0, 0),
m_blendframe(0),
m_flag(0),
m_startframe (starttime),
m_endframe(endtime) ,
m_starttime(0),
m_localtime(starttime),
m_lastUpdate(-1),
m_blendin(blendin),
m_blendstart(0),
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
m_end_reset(end_reset),
m_pose(NULL),
m_blendpose(NULL),
m_userpose(NULL),
m_action(action),
m_propname(propname),
m_framepropname(framepropname)
{
};
virtual ~BL_ActionActuator();
virtual bool Update(double curtime, bool frame);
virtual CValue* GetReplica();
virtual void ProcessReplica();
void SetBlendTime (float newtime);
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,SetFrameProperty);
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_DOC(BL_ActionActuator,GetFrameProperty);
// KX_PYMETHOD(BL_ActionActuator,GetChannel);
KX_PYMETHOD_DOC(BL_ActionActuator,GetType);
KX_PYMETHOD_DOC(BL_ActionActuator,SetType);
KX_PYMETHOD_NOARGS(BL_ActionActuator,GetContinue);
KX_PYMETHOD_O(BL_ActionActuator,SetContinue);
virtual PyObject* _getattr(const STR_String& attr);
enum ActionActType
{
KX_ACT_ACTION_PLAY = 0,
KX_ACT_ACTION_FLIPPER = 2,
KX_ACT_ACTION_LOOPSTOP,
KX_ACT_ACTION_LOOPEND,
KX_ACT_ACTION_PROPERTY = 6
};
protected:
void SetStartTime(float curtime);
void SetLocalTime(float curtime);
bool ClampLocalTime();
MT_Point3 m_lastpos;
float m_blendframe;
int m_flag;
/** The frame this action starts */
float m_startframe;
/** The frame this action ends */
float m_endframe;
/** The time this action started */
float m_starttime;
/** The current time of the action */
float m_localtime;
float m_lastUpdate;
float m_blendin;
float m_blendstart;
float m_stridelength;
short m_playtype;
short m_priority;
short m_end_reset;
struct bPose* m_pose;
struct bPose* m_blendpose;
struct bPose* m_userpose;
struct bAction *m_action;
STR_String m_propname;
STR_String m_framepropname;
};
enum {
ACT_FLAG_REVERSE = 0x00000001,
ACT_FLAG_LOCKINPUT = 0x00000002,
ACT_FLAG_KEYUP = 0x00000004,
ACT_FLAG_ACTIVE = 0x00000008
};
#endif