forked from bartvdbraak/blender
0140c36df9
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. :)
906 lines
23 KiB
C++
906 lines
23 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#if defined (__sgi)
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#include <math.h>
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#else
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#include <cmath>
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#endif
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#include "SCA_LogicManager.h"
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#include "BL_ActionActuator.h"
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#include "BL_ArmatureObject.h"
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#include "BL_SkinDeformer.h"
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#include "KX_GameObject.h"
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#include "STR_HashedString.h"
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#include "DNA_action_types.h"
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#include "DNA_actuator_types.h"
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#include "BKE_action.h"
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#include "DNA_armature_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "MT_Matrix4x4.h"
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#include "BKE_utildefines.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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BL_ActionActuator::~BL_ActionActuator()
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{
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if (m_pose) {
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free_pose_channels(m_pose);
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MEM_freeN(m_pose);
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m_pose = NULL;
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};
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if (m_userpose){
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free_pose_channels(m_userpose);
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MEM_freeN(m_userpose);
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m_userpose=NULL;
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}
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if (m_blendpose) {
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free_pose_channels(m_blendpose);
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MEM_freeN(m_blendpose);
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m_blendpose = NULL;
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};
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}
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void BL_ActionActuator::ProcessReplica(){
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// bPose *oldpose = m_pose;
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// bPose *oldbpose = m_blendpose;
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m_pose = NULL;
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m_blendpose = NULL;
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m_localtime=m_startframe;
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m_lastUpdate=-1;
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}
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void BL_ActionActuator::SetBlendTime (float newtime){
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m_blendframe = newtime;
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}
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CValue* BL_ActionActuator::GetReplica() {
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BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
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replica->ProcessReplica();
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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return replica;
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}
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bool BL_ActionActuator::ClampLocalTime()
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{
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if (m_startframe < m_endframe)
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{
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if (m_localtime < m_startframe)
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{
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m_localtime = m_startframe;
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return true;
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}
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else if (m_localtime > m_endframe)
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{
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m_localtime = m_endframe;
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return true;
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}
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} else {
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if (m_localtime > m_startframe)
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{
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m_localtime = m_startframe;
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return true;
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}
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else if (m_localtime < m_endframe)
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{
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m_localtime = m_endframe;
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return true;
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}
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}
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return false;
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}
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void BL_ActionActuator::SetStartTime(float curtime)
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{
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float direction = m_startframe < m_endframe ? 1.0 : -1.0;
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if (!(m_flag & ACT_FLAG_REVERSE))
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m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_FIXED_FRAME_PER_SEC;
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else
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m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_FIXED_FRAME_PER_SEC;
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}
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void BL_ActionActuator::SetLocalTime(float curtime)
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{
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float delta_time = (curtime - m_starttime)*KX_FIXED_FRAME_PER_SEC;
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if (m_endframe < m_startframe)
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delta_time = -delta_time;
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if (!(m_flag & ACT_FLAG_REVERSE))
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m_localtime = m_startframe + delta_time;
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else
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m_localtime = m_endframe - delta_time;
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}
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bool BL_ActionActuator::Update(double curtime, bool frame)
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{
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bool bNegativeEvent = false;
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bool bPositiveEvent = false;
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bool keepgoing = true;
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bool wrap = false;
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bool apply=true;
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int priority;
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float newweight;
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// result = true if animation has to be continued, false if animation stops
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// maybe there are events for us in the queue !
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if (frame)
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{
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for (vector<CValue*>::iterator i=m_events.end(); !(i==m_events.begin());)
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{
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i--;
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if ((*i)->GetNumber() == 0.0f)
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bNegativeEvent = true;
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else
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bPositiveEvent= true;
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(*i)->Release();
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m_events.pop_back();
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}
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if (bPositiveEvent)
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m_flag |= ACT_FLAG_ACTIVE;
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if (bNegativeEvent)
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{
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if (!(m_flag & ACT_FLAG_ACTIVE))
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return false;
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m_flag &= ~ACT_FLAG_ACTIVE;
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}
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}
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/* We know that action actuators have been discarded from all non armature objects:
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if we're being called, we're attached to a BL_ArmatureObject */
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BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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float length = m_endframe - m_startframe;
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priority = m_priority;
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/* Determine pre-incrementation behaviour and set appropriate flags */
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switch (m_playtype){
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case ACT_ACTION_MOTION:
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if (bNegativeEvent){
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keepgoing=false;
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apply=false;
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};
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break;
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case ACT_ACTION_FROM_PROP:
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if (bNegativeEvent){
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apply=false;
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keepgoing=false;
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}
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break;
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case ACT_ACTION_LOOP_END:
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if (bPositiveEvent){
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if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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m_flag &= ~ACT_FLAG_KEYUP;
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag |= ACT_FLAG_LOCKINPUT;
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m_localtime = m_startframe;
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m_starttime = curtime;
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}
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}
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if (bNegativeEvent){
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m_flag |= ACT_FLAG_KEYUP;
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}
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break;
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case ACT_ACTION_LOOP_STOP:
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if (bPositiveEvent){
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if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag &= ~ACT_FLAG_KEYUP;
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m_flag |= ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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}
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if (bNegativeEvent){
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m_flag |= ACT_FLAG_KEYUP;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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keepgoing=false;
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apply=false;
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}
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break;
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case ACT_ACTION_FLIPPER:
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if (bPositiveEvent){
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if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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m_flag &= ~ACT_FLAG_REVERSE;
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m_flag |= ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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}
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else if (bNegativeEvent){
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m_flag |= ACT_FLAG_REVERSE;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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SetStartTime(curtime);
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}
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break;
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case ACT_ACTION_PLAY:
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if (bPositiveEvent){
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if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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m_flag &= ~ACT_FLAG_REVERSE;
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m_localtime = m_starttime;
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m_starttime = curtime;
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m_flag |= ACT_FLAG_LOCKINPUT;
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}
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}
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break;
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default:
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break;
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}
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/* Perform increment */
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if (keepgoing){
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if (m_playtype == ACT_ACTION_MOTION){
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MT_Point3 newpos;
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MT_Point3 deltapos;
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newpos = obj->NodeGetWorldPosition();
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/* Find displacement */
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deltapos = newpos-m_lastpos;
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m_localtime += (length/m_stridelength) * deltapos.length();
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m_lastpos = newpos;
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}
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else{
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SetLocalTime(curtime);
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}
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}
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/* Check if a wrapping response is needed */
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if (length){
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if (m_localtime < m_startframe || m_localtime > m_endframe)
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{
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m_localtime = m_startframe + fmod(m_localtime, length);
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wrap = true;
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}
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}
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else
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m_localtime = m_startframe;
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/* Perform post-increment tasks */
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switch (m_playtype){
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case ACT_ACTION_FROM_PROP:
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{
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CValue* propval = GetParent()->GetProperty(m_propname);
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if (propval)
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m_localtime = propval->GetNumber();
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if (bNegativeEvent){
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keepgoing=false;
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}
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}
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break;
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case ACT_ACTION_MOTION:
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break;
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case ACT_ACTION_LOOP_STOP:
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break;
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case ACT_ACTION_FLIPPER:
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if (wrap){
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if (!(m_flag & ACT_FLAG_REVERSE)){
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m_localtime=m_endframe;
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//keepgoing = false;
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}
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else {
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m_localtime=m_startframe;
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keepgoing = false;
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}
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}
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break;
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case ACT_ACTION_LOOP_END:
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if (wrap){
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if (m_flag & ACT_FLAG_KEYUP){
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keepgoing = false;
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m_localtime = m_endframe;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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}
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SetStartTime(curtime);
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}
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break;
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case ACT_ACTION_PLAY:
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if (wrap){
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m_localtime = m_endframe;
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keepgoing = false;
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m_flag &= ~ACT_FLAG_LOCKINPUT;
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}
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break;
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default:
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keepgoing = false;
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break;
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}
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if (bNegativeEvent)
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m_blendframe=0.0;
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/* Apply the pose if necessary*/
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if (apply){
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/* Priority test */
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if (obj->SetActiveAction(this, priority, curtime)){
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/* Get the underlying pose from the armature */
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obj->GetPose(&m_pose);
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/* Override the necessary channels with ones from the action */
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extract_pose_from_action(m_pose, m_action, m_localtime);
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/* Perform the user override (if any) */
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if (m_userpose){
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extract_pose_from_pose(m_pose, m_userpose);
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// clear_pose(m_userpose);
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MEM_freeN(m_userpose);
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m_userpose = NULL;
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}
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#if 1
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/* Handle blending */
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if (m_blendin && (m_blendframe<m_blendin)){
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/* If this is the start of a blending sequence... */
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if ((m_blendframe==0.0) || (!m_blendpose)){
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obj->GetMRDPose(&m_blendpose);
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m_blendstart = curtime;
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}
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/* Find percentages */
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newweight = (m_blendframe/(float)m_blendin);
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blend_poses(m_pose, m_blendpose, 1.0 - newweight, POSE_BLEND);
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/* Increment current blending percentage */
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m_blendframe = (curtime - m_blendstart)*KX_FIXED_FRAME_PER_SEC;
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if (m_blendframe>m_blendin)
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m_blendframe = m_blendin;
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}
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#endif
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m_lastUpdate = m_localtime;
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obj->SetPose (m_pose);
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}
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else{
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m_blendframe = 0.0;
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}
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}
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if (!keepgoing){
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m_blendframe = 0.0;
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}
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return keepgoing;
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};
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject BL_ActionActuator::Type = {
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PyObject_HEAD_INIT(&PyType_Type)
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0,
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"BL_ActionActuator",
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sizeof(BL_ActionActuator),
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0,
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PyDestructor,
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0,
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__getattr,
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__setattr,
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0, //&MyPyCompare,
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__repr,
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0, //&cvalue_as_number,
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0,
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0,
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0,
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0
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};
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PyParentObject BL_ActionActuator::Parents[] = {
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&BL_ActionActuator::Type,
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&SCA_IActuator::Type,
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&SCA_ILogicBrick::Type,
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&CValue::Type,
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NULL
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};
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PyMethodDef BL_ActionActuator::Methods[] = {
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{"setAction", (PyCFunction) BL_ActionActuator::sPySetAction, METH_VARARGS, SetAction_doc},
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{"setStart", (PyCFunction) BL_ActionActuator::sPySetStart, METH_VARARGS, SetStart_doc},
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{"setEnd", (PyCFunction) BL_ActionActuator::sPySetEnd, METH_VARARGS, SetEnd_doc},
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{"setBlendin", (PyCFunction) BL_ActionActuator::sPySetBlendin, METH_VARARGS, SetBlendin_doc},
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{"setPriority", (PyCFunction) BL_ActionActuator::sPySetPriority, METH_VARARGS, SetPriority_doc},
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{"setFrame", (PyCFunction) BL_ActionActuator::sPySetFrame, METH_VARARGS, SetFrame_doc},
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{"setProperty", (PyCFunction) BL_ActionActuator::sPySetProperty, METH_VARARGS, SetProperty_doc},
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{"setBlendtime", (PyCFunction) BL_ActionActuator::sPySetBlendtime, METH_VARARGS, SetBlendtime_doc},
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{"getAction", (PyCFunction) BL_ActionActuator::sPyGetAction, METH_VARARGS, GetAction_doc},
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{"getStart", (PyCFunction) BL_ActionActuator::sPyGetStart, METH_VARARGS, GetStart_doc},
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{"getEnd", (PyCFunction) BL_ActionActuator::sPyGetEnd, METH_VARARGS, GetEnd_doc},
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{"getBlendin", (PyCFunction) BL_ActionActuator::sPyGetBlendin, METH_VARARGS, GetBlendin_doc},
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{"getPriority", (PyCFunction) BL_ActionActuator::sPyGetPriority, METH_VARARGS, GetPriority_doc},
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{"getFrame", (PyCFunction) BL_ActionActuator::sPyGetFrame, METH_VARARGS, GetFrame_doc},
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{"getProperty", (PyCFunction) BL_ActionActuator::sPyGetProperty, METH_VARARGS, GetProperty_doc},
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{"setChannel", (PyCFunction) BL_ActionActuator::sPySetChannel, METH_VARARGS, SetChannel_doc},
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// {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_VARARGS},
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{"getType", (PyCFunction) BL_ActionActuator::sPyGetType, METH_VARARGS, GetType_doc},
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{"setType", (PyCFunction) BL_ActionActuator::sPySetType, METH_VARARGS, SetType_doc},
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{NULL,NULL} //Sentinel
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};
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PyObject* BL_ActionActuator::_getattr(const STR_String& attr) {
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_getattr_up(SCA_IActuator);
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}
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/* setStart */
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char BL_ActionActuator::GetAction_doc[] =
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"getAction()\n"
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"\tReturns a string containing the name of the current action.\n";
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PyObject* BL_ActionActuator::PyGetAction(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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PyObject *result;
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if (m_action){
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result = Py_BuildValue("s", m_action->id.name+2);
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}
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else{
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Py_INCREF(Py_None);
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result = Py_None;
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}
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return result;
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}
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/* getProperty */
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char BL_ActionActuator::GetProperty_doc[] =
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"getProperty()\n"
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"\tReturns the name of the property to be used in FromProp mode.\n";
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PyObject* BL_ActionActuator::PyGetProperty(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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PyObject *result;
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result = Py_BuildValue("s", (const char *)m_propname);
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return result;
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}
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/* getFrame */
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char BL_ActionActuator::GetFrame_doc[] =
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"getFrame()\n"
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"\tReturns the current frame number.\n";
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PyObject* BL_ActionActuator::PyGetFrame(PyObject* self,
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PyObject* args,
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PyObject* kwds) {
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PyObject *result;
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result = Py_BuildValue("f", m_localtime);
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return result;
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}
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/* getEnd */
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char BL_ActionActuator::GetEnd_doc[] =
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"getEnd()\n"
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"\tReturns the last frame of the action.\n";
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PyObject* BL_ActionActuator::PyGetEnd(PyObject* self,
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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;
|
|
}
|
|
|