blender/source/gameengine/Converter/BL_ActionActuator.cpp
Brecht Van Lommel 9064ed8d6a Fix for bug #4192: game engine armatures that are dynamically added
but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.
2008-09-17 01:29:54 +00:00

984 lines
25 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 *****
*/
#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_nla_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"
#include "FloatValue.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose)
game_free_pose(m_pose);
if (m_userpose)
game_free_pose(m_userpose);
if (m_blendpose)
game_free_pose(m_blendpose);
}
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_KetsjiEngine::GetAnimFrameRate();
else
m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
}
void BL_ActionActuator::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;
}
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;
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)
{
for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
{
if ((*i)->GetNumber() == 0.0f)
bNegativeEvent = true;
else
bPositiveEvent= true;
(*i)->Release();
}
m_events.clear();
if (bPositiveEvent)
m_flag |= ACT_FLAG_ACTIVE;
if (bNegativeEvent)
{
// dont continue where we left off when restarting
if (m_end_reset) {
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
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;
}
/* 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=0.0;
/* 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, ACTSTRIPMODE_BLEND);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
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},
{"setFrameProperty", (PyCFunction) BL_ActionActuator::sPySetFrameProperty, METH_VARARGS, SetFrameProperty_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},
{"getFrameProperty", (PyCFunction) BL_ActionActuator::sPyGetFrameProperty, METH_VARARGS, GetFrameProperty_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},
{"getContinue", (PyCFunction) BL_ActionActuator::sPyGetContinue, METH_NOARGS, 0},
{"setContinue", (PyCFunction) BL_ActionActuator::sPySetContinue, METH_O, 0},
{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) {
if (m_action){
return PyString_FromString(m_action->id.name+2);
}
Py_RETURN_NONE;
}
/* 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;
}
/* getProperty */
char BL_ActionActuator::GetFrameProperty_doc[] =
"getFrameProperty()\n"
"\tReturns the name of the property, that is set to the current frame number.\n";
PyObject* BL_ActionActuator::PyGetFrameProperty(PyObject* self,
PyObject* args,
PyObject* kwds) {
PyObject *result;
result = Py_BuildValue("s", (const char *)m_framepropname);
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;
}
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_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;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/* setFrameProperty */
char BL_ActionActuator::SetFrameProperty_doc[] =
"setFrameProperty(prop)\n"
"\t - prop : A string specifying the property of the frame set up update.\n";
PyObject* BL_ActionActuator::PySetFrameProperty(PyObject* self,
PyObject* args,
PyObject* kwds) {
char *string;
if (PyArg_ParseTuple(args,"s",&string))
{
m_framepropname = string;
}
else {
return NULL;
}
Py_RETURN_NONE;
}
/*
PyObject* BL_ActionActuator::PyGetChannel(PyObject* self,
PyObject* args,
PyObject* kwds) {
char *string;
if (PyArg_ParseTuple(args,"s",&string))
{
m_propname = string;
}
else {
return NULL;
}
Py_RETURN_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 */
if (!PyArg_ParseTuple(args,"sO|i", &string, &pylist, &mode))
return NULL;
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_RETURN_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_NONE;
}
PyObject* BL_ActionActuator::PyGetContinue(PyObject* self) {
return PyInt_FromLong((long)(m_end_reset==0));
}
PyObject* BL_ActionActuator::PySetContinue(PyObject* self, PyObject* value) {
int param = PyObject_IsTrue( value );
if( param == -1 ) {
PyErr_SetString( PyExc_TypeError, "expected True/False or 0/1" );
return NULL;
}
if (param) {
m_end_reset = 0;
} else {
m_end_reset = 1;
}
Py_RETURN_NONE;
}