forked from bartvdbraak/blender
1dccd4c98a
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
644 lines
18 KiB
C++
644 lines
18 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/BL_ActionActuator.cpp
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* \ingroup bgeconv
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*/
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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 "BL_Action.h"
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#include "KX_GameObject.h"
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#include "STR_HashedString.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_nla_types.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "MT_Matrix4x4.h"
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#include "BKE_action.h"
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#include "FloatValue.h"
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#include "PyObjectPlus.h"
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#include "KX_PyMath.h"
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extern "C" {
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#include "BKE_animsys.h"
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#include "BKE_action.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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}
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BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
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const STR_String& propname,
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const STR_String& framepropname,
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float starttime,
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float endtime,
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struct bAction *action,
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short playtype,
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short blendin,
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short priority,
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short layer,
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float layer_weight,
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short ipo_flags,
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short end_reset,
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float stride)
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: SCA_IActuator(gameobj, KX_ACT_ACTION),
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m_lastpos(0, 0, 0),
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m_blendframe(0),
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m_flag(0),
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m_startframe (starttime),
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m_endframe(endtime) ,
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m_starttime(0),
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m_localtime(starttime),
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m_lastUpdate(-1),
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m_blendin(blendin),
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m_blendstart(0),
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m_stridelength(stride),
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m_layer_weight(layer_weight),
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m_playtype(playtype),
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m_priority(priority),
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m_layer(layer),
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m_ipo_flags(ipo_flags),
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m_pose(NULL),
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m_blendpose(NULL),
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m_userpose(NULL),
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m_action(action),
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m_propname(propname),
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m_framepropname(framepropname)
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{
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if (!end_reset)
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m_flag |= ACT_FLAG_CONTINUE;
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};
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BL_ActionActuator::~BL_ActionActuator()
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{
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if (m_pose)
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game_free_pose(m_pose);
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if (m_userpose)
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game_free_pose(m_userpose);
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if (m_blendpose)
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game_free_pose(m_blendpose);
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}
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void BL_ActionActuator::ProcessReplica()
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{
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SCA_IActuator::ProcessReplica();
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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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{
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m_blendframe = newtime;
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}
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void BL_ActionActuator::SetLocalTime(float curtime)
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{
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float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
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if (m_endframe < m_startframe)
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dt = -dt;
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m_localtime = m_startframe + dt;
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// Handle wrap around
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if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
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{
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switch(m_playtype)
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{
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case ACT_ACTION_PLAY:
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// Clamp
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m_localtime = m_endframe;
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((KX_GameObject*)GetParent())->StopAction(m_layer);
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break;
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case ACT_ACTION_LOOP_END:
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// Put the time back to the beginning
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m_localtime = m_startframe;
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m_starttime = curtime;
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break;
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case ACT_ACTION_PINGPONG:
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// Swap the start and end frames
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float temp = m_startframe;
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m_startframe = m_endframe;
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m_endframe = temp;
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m_starttime = curtime;
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m_flag ^= ACT_FLAG_REVERSE;
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break;
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}
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}
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}
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void BL_ActionActuator::ResetStartTime(float curtime)
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{
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float dt = m_localtime - m_startframe;
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m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate());
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//SetLocalTime(curtime);
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}
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CValue* BL_ActionActuator::GetReplica()
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{
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BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
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replica->ProcessReplica();
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return replica;
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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 bUseContinue = false;
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KX_GameObject *obj = (KX_GameObject*)GetParent();
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short playtype = BL_Action::ACT_MODE_PLAY;
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float start = m_startframe;
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float end = m_endframe;
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// If we don't have an action, we can't do anything
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if (!m_action)
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return false;
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// Convert our playtype to one that BL_Action likes
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switch(m_playtype)
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{
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case ACT_ACTION_LOOP_END:
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case ACT_ACTION_LOOP_STOP:
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playtype = BL_Action::ACT_MODE_LOOP;
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break;
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case ACT_ACTION_PINGPONG:
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// We handle ping pong ourselves to increase compabitility
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// with files made prior to animation changes from GSoC 2011.
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playtype = BL_Action::ACT_MODE_PLAY;
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if (m_flag & ACT_FLAG_REVERSE)
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{
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start = m_endframe;
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end = m_startframe;
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}
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break;
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case ACT_ACTION_FROM_PROP:
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CValue* prop = GetParent()->GetProperty(m_propname);
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// If we don't have a property, we can't do anything, so just bail
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if (!prop) return false;
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playtype = BL_Action::ACT_MODE_PLAY;
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start = end = prop->GetNumber();
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break;
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}
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if (m_flag & ACT_FLAG_CONTINUE)
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bUseContinue = true;
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// Handle events
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if (frame)
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{
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bNegativeEvent = m_negevent;
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bPositiveEvent = m_posevent;
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RemoveAllEvents();
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}
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// "Active" actions need to keep updating their current frame
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if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
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m_localtime = obj->GetActionFrame(m_layer);
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if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
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SetLocalTime(curtime);
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else
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ResetStartTime(curtime);
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// Handle a frame property if it's defined
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if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
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{
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CValue* oldprop = obj->GetProperty(m_framepropname);
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CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
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if (oldprop)
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oldprop->SetValue(newval);
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else
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obj->SetProperty(m_framepropname, newval);
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newval->Release();
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}
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// Handle a finished animation
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if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
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{
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m_flag &= ~ACT_FLAG_ACTIVE;
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m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
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if (m_playtype == ACT_ACTION_PINGPONG)
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m_flag ^= ACT_FLAG_REVERSE;
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return false;
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}
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// If a different action is playing, we've been overruled and are no longer active
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if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
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m_flag &= ~ACT_FLAG_ACTIVE;
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if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
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{
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if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
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{
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if (obj->IsActionDone(m_layer))
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m_localtime = start;
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ResetStartTime(curtime);
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}
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if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
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{
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m_flag |= ACT_FLAG_ACTIVE;
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if (bUseContinue)
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obj->SetActionFrame(m_layer, m_localtime);
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if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG)
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m_flag |= ACT_FLAG_PLAY_END;
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else
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m_flag &= ~ACT_FLAG_PLAY_END;
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}
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m_flag |= ACT_FLAG_ATTEMPT_PLAY;
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}
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else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
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{
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m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
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m_localtime = obj->GetActionFrame(m_layer);
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bAction *curr_action = obj->GetCurrentAction(m_layer);
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if (curr_action && curr_action != m_action)
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{
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// Someone changed the action on us, so we wont mess with it
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// Hopefully there wont be too many problems with two actuators using
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// the same action...
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m_flag &= ~ACT_FLAG_ACTIVE;
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return false;
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}
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switch(m_playtype)
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{
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case ACT_ACTION_LOOP_STOP:
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obj->StopAction(m_layer); // Stop the action after getting the frame
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// We're done
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m_flag &= ~ACT_FLAG_ACTIVE;
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return false;
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case ACT_ACTION_LOOP_END:
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// Convert into a play and let it finish
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obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
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m_flag |= ACT_FLAG_PLAY_END;
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break;
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case ACT_ACTION_FLIPPER:
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// Convert into a play action and play back to the beginning
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end = start;
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start = obj->GetActionFrame(m_layer);
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obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
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m_flag |= ACT_FLAG_PLAY_END;
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break;
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}
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}
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return true;
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions */
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/* ------------------------------------------------------------------------- */
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PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
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{
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const char *string= _PyUnicode_AsString(value);
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if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
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{
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PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels");
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return NULL;
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}
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if (!string) {
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PyErr_SetString(PyExc_TypeError, "expected a single string");
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return NULL;
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}
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bPoseChannel *pchan;
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if (m_userpose==NULL && m_pose==NULL) {
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BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
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}
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// BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
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// the channel doesnt
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if ( !(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
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!(pchan=BKE_pose_channel_find_name(m_pose, string)) )
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{
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PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
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return NULL;
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}
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PyObject *ret = PyTuple_New(3);
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PyObject *list = PyList_New(3);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
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PyTuple_SET_ITEM(ret, 0, list);
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list = PyList_New(3);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
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PyTuple_SET_ITEM(ret, 1, list);
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list = PyList_New(4);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2]));
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PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3]));
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PyTuple_SET_ITEM(ret, 2, list);
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return ret;
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#if 0
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return Py_BuildValue("([fff][fff][ffff])",
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pchan->loc[0], pchan->loc[1], pchan->loc[2],
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pchan->size[0], pchan->size[1], pchan->size[2],
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pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
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#endif
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}
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/* setChannel */
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KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
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"setChannel(channel, matrix)\n"
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"\t - channel : A string specifying the name of the bone channel.\n"
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"\t - matrix : A 4x4 matrix specifying the overriding transformation\n"
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"\t as an offset from the bone's rest position.\n")
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{
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BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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char *string;
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PyObject *pymat= NULL;
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PyObject *pyloc= NULL, *pysize= NULL, *pyquat= NULL;
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bPoseChannel *pchan;
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if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
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{
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PyErr_SetString(PyExc_NotImplementedError, "actuator.setChannel(): Only armatures support channels");
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return NULL;
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}
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if (PyTuple_Size(args)==2) {
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if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix
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return NULL;
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}
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else if (PyTuple_Size(args)==4) {
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if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat
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return NULL;
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}
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else {
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PyErr_SetString(PyExc_ValueError, "Expected a string and a 4x4 matrix (2 args) or a string and loc/size/quat sequences (4 args)");
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return NULL;
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}
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if (pymat) {
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float matrix[4][4];
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MT_Matrix4x4 mat;
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if (!PyMatTo(pymat, mat))
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return NULL;
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mat.getValue((float*)matrix);
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BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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if (!m_userpose) {
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if (!m_pose)
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obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
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game_copy_pose(&m_userpose, m_pose, 0);
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}
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// pchan= BKE_pose_channel_verify(m_userpose, string); // adds the channel if its not there.
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pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
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if (pchan) {
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copy_v3_v3(pchan->loc, matrix[3]);
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mat4_to_size(pchan->size, matrix);
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mat4_to_quat(pchan->quat, matrix);
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}
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}
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else {
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MT_Vector3 loc;
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MT_Vector3 size;
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MT_Quaternion quat;
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if (!PyVecTo(pyloc, loc) || !PyVecTo(pysize, size) || !PyQuatTo(pyquat, quat))
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return NULL;
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// same as above
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if (!m_userpose) {
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if (!m_pose)
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obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
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game_copy_pose(&m_userpose, m_pose, 0);
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}
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// pchan= BKE_pose_channel_verify(m_userpose, string);
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pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
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// for some reason loc.setValue(pchan->loc) fails
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if (pchan) {
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pchan->loc[0]= loc[0]; pchan->loc[1]= loc[1]; pchan->loc[2]= loc[2];
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pchan->size[0]= size[0]; pchan->size[1]= size[1]; pchan->size[2]= size[2];
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pchan->quat[0]= quat[3]; pchan->quat[1]= quat[0]; pchan->quat[2]= quat[1]; pchan->quat[3]= quat[2]; /* notice xyzw -> wxyz is intentional */
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}
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}
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if (pchan==NULL) {
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PyErr_SetString(PyExc_ValueError, "Channel could not be found, use the 'channelNames' attribute to get a list of valid channels");
|
|
return NULL;
|
|
}
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
/* Python Integration Hooks */
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
PyTypeObject BL_ActionActuator::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"BL_ActionActuator",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,0,0,0,0,0,0,0,0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&SCA_IActuator::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
PyMethodDef BL_ActionActuator::Methods[] = {
|
|
{"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_O},
|
|
KX_PYMETHODTABLE(BL_ActionActuator, setChannel),
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
PyAttributeDef BL_ActionActuator::Attributes[] = {
|
|
KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ActionActuator, m_startframe),
|
|
KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ActionActuator, m_endframe),
|
|
KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ActionActuator, m_blendin),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ActionActuator, pyattr_get_action, pyattr_set_action),
|
|
KX_PYATTRIBUTE_RO_FUNCTION("channelNames", BL_ActionActuator, pyattr_get_channel_names),
|
|
KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ActionActuator, m_priority),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("frame", BL_ActionActuator, pyattr_get_frame, pyattr_set_frame),
|
|
KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_propname),
|
|
KX_PYATTRIBUTE_STRING_RW("framePropName", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_framepropname),
|
|
KX_PYATTRIBUTE_RW_FUNCTION("useContinue", BL_ActionActuator, pyattr_get_use_continue, pyattr_set_use_continue),
|
|
KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ActionActuator, m_blendframe, CheckBlendTime),
|
|
KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ActionActuator,m_playtype,CheckType),
|
|
{ NULL } //Sentinel
|
|
};
|
|
|
|
PyObject* BL_ActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : "");
|
|
}
|
|
|
|
int BL_ActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
|
|
if (!PyUnicode_Check(value))
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, expected the string name of the action");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
|
|
bAction *action= NULL;
|
|
STR_String val = _PyUnicode_AsString(value);
|
|
|
|
if (val != "")
|
|
{
|
|
action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val);
|
|
if (!action)
|
|
{
|
|
PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, action not found!");
|
|
return PY_SET_ATTR_FAIL;
|
|
}
|
|
}
|
|
|
|
self->SetAction(action);
|
|
return PY_SET_ATTR_SUCCESS;
|
|
|
|
}
|
|
|
|
PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
PyObject *ret= PyList_New(0);
|
|
PyObject *item;
|
|
|
|
if (self->GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
|
|
{
|
|
PyErr_SetString(PyExc_NotImplementedError, "actuator.channelNames: Only armatures support channels");
|
|
return NULL;
|
|
}
|
|
|
|
bPose *pose= ((BL_ArmatureObject*)self->GetParent())->GetOrigPose();
|
|
|
|
if (pose) {
|
|
bPoseChannel *pchan;
|
|
for (pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
|
|
item= PyUnicode_FromString(pchan->name);
|
|
PyList_Append(ret, item);
|
|
Py_DECREF(item);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
PyObject* BL_ActionActuator::pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
return PyBool_FromLong(self->m_flag & ACT_FLAG_CONTINUE);
|
|
}
|
|
|
|
int BL_ActionActuator::pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
|
|
if (PyObject_IsTrue(value))
|
|
self->m_flag |= ACT_FLAG_CONTINUE;
|
|
else
|
|
self->m_flag &= ~ACT_FLAG_CONTINUE;
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
PyObject* BL_ActionActuator::pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
return PyFloat_FromDouble(((KX_GameObject*)self->m_gameobj)->GetActionFrame(self->m_layer));
|
|
}
|
|
|
|
int BL_ActionActuator::pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
|
|
{
|
|
BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
|
|
|
|
((KX_GameObject*)self->m_gameobj)->SetActionFrame(self->m_layer, PyFloat_AsDouble(value));
|
|
|
|
return PY_SET_ATTR_SUCCESS;
|
|
}
|
|
|
|
#endif // WITH_PYTHON
|