/** * $Id: BL_ActionActuator.h 26841 2010-02-12 13:34:04Z campbellbarton $ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef BL_ACTIONACTUATOR #define BL_ACTIONACTUATOR #include "GEN_HashedPtr.h" #include "SCA_IActuator.h" #include "DNA_actuator_types.h" #include "MT_Point3.h" class BL_ActionActuator : public SCA_IActuator { public: Py_Header; BL_ActionActuator(SCA_IObject* gameobj, const STR_String& propname, const STR_String& framepropname, float starttime, float endtime, struct bAction *action, short playtype, short blendin, short priority, short end_reset, float stride) : SCA_IActuator(gameobj, KX_ACT_ACTION), m_lastpos(0, 0, 0), m_blendframe(0), m_flag(0), m_startframe (starttime), m_endframe(endtime) , m_starttime(0), m_localtime(starttime), m_lastUpdate(-1), m_blendin(blendin), m_blendstart(0), m_stridelength(stride), m_playtype(playtype), m_priority(priority), m_end_reset(end_reset), m_pose(NULL), m_blendpose(NULL), m_userpose(NULL), m_action(action), m_propname(propname), m_framepropname(framepropname) { }; virtual ~BL_ActionActuator(); virtual bool Update(double curtime, bool frame); virtual CValue* GetReplica(); virtual void ProcessReplica(); void SetBlendTime (float newtime); bAction* GetAction() { return m_action; } void SetAction(bAction* act) { m_action= act; } #ifndef DISABLE_PYTHON KX_PYMETHOD_O(BL_ActionActuator,GetChannel); KX_PYMETHOD_DOC(BL_ActionActuator,setChannel); static PyObject* pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); /* attribute check */ static int CheckFrame(void *self, const PyAttributeDef*) { BL_ActionActuator* act = reinterpret_cast(self); if (act->m_localtime < act->m_startframe) act->m_localtime = act->m_startframe; else if (act->m_localtime > act->m_endframe) act->m_localtime = act->m_endframe; return 0; } static int CheckBlendTime(void *self, const PyAttributeDef*) { BL_ActionActuator* act = reinterpret_cast(self); if (act->m_blendframe > act->m_blendin) act->m_blendframe = act->m_blendin; return 0; } static int CheckType(void *self, const PyAttributeDef*) { BL_ActionActuator* act = reinterpret_cast(self); switch (act->m_playtype) { case ACT_ACTION_PLAY: case ACT_ACTION_FLIPPER: case ACT_ACTION_LOOP_STOP: case ACT_ACTION_LOOP_END: case ACT_ACTION_FROM_PROP: return 0; default: PyErr_SetString(PyExc_ValueError, "Action Actuator, invalid play type supplied"); return 1; } } #endif // DISABLE_PYTHON protected: void SetStartTime(float curtime); void SetLocalTime(float curtime); bool ClampLocalTime(); MT_Point3 m_lastpos; float m_blendframe; int m_flag; /** The frame this action starts */ float m_startframe; /** The frame this action ends */ float m_endframe; /** The time this action started */ float m_starttime; /** The current time of the action */ float m_localtime; float m_lastUpdate; float m_blendin; float m_blendstart; float m_stridelength; short m_playtype; short m_priority; bool m_end_reset; struct bPose* m_pose; struct bPose* m_blendpose; struct bPose* m_userpose; struct bAction *m_action; STR_String m_propname; STR_String m_framepropname; }; enum { ACT_FLAG_REVERSE = 0x00000001, ACT_FLAG_LOCKINPUT = 0x00000002, ACT_FLAG_KEYUP = 0x00000004, ACT_FLAG_ACTIVE = 0x00000008 }; #endif