diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.cpp | 664 |
1 files changed, 0 insertions, 664 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp deleted file mode 100644 index d28cdb84275..00000000000 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ /dev/null @@ -1,664 +0,0 @@ -/* - * ***** 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 ***** - */ - -/** \file gameengine/Converter/BL_ActionActuator.cpp - * \ingroup bgeconv - */ - - -#include "SCA_LogicManager.h" -#include "BL_ActionActuator.h" -#include "BL_ArmatureObject.h" -#include "BL_SkinDeformer.h" -#include "BL_Action.h" -#include "BL_ActionManager.h" -#include "KX_GameObject.h" -#include "STR_HashedString.h" -#include "MEM_guardedalloc.h" -#include "DNA_nla_types.h" -#include "DNA_action_types.h" -#include "DNA_armature_types.h" -#include "DNA_scene_types.h" -#include "BLI_blenlib.h" -#include "BLI_math.h" -#include "BLI_utildefines.h" -#include "MT_Matrix4x4.h" - -#include "BKE_action.h" -#include "EXP_FloatValue.h" -#include "EXP_PyObjectPlus.h" -#include "KX_PyMath.h" - -extern "C" { -#include "BKE_animsys.h" -#include "BKE_action.h" -#include "RNA_access.h" -#include "RNA_define.h" -} - -BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj, - const STR_String& propname, - const STR_String& framepropname, - float starttime, - float endtime, - struct bAction *action, - short playtype, - short blend_mode, - short blendin, - short priority, - short layer, - float layer_weight, - short ipo_flags, - 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_layer_weight(layer_weight), - m_playtype(playtype), - m_blendmode(blend_mode), - m_priority(priority), - m_layer(layer), - m_ipo_flags(ipo_flags), - m_action(action), - m_propname(propname), - m_framepropname(framepropname) -{ - if (!end_reset) - m_flag |= ACT_FLAG_CONTINUE; -}; - -BL_ActionActuator::~BL_ActionActuator() -{ -} - -void BL_ActionActuator::ProcessReplica() -{ - SCA_IActuator::ProcessReplica(); - - m_localtime=m_startframe; - m_lastUpdate=-1; - -} - -void BL_ActionActuator::SetBlendTime(float newtime) -{ - m_blendframe = newtime; -} - -void BL_ActionActuator::SetLocalTime(float curtime) -{ - float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate(); - - if (m_endframe < m_startframe) - dt = -dt; - - m_localtime = m_startframe + dt; - - // Handle wrap around - if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) - { - switch (m_playtype) { - case ACT_ACTION_PLAY: - // Clamp - m_localtime = m_endframe; - break; - case ACT_ACTION_LOOP_END: - // Put the time back to the beginning - m_localtime = m_startframe; - m_starttime = curtime; - break; - case ACT_ACTION_PINGPONG: - // Swap the start and end frames - float temp = m_startframe; - m_startframe = m_endframe; - m_endframe = temp; - - m_starttime = curtime; - - m_flag ^= ACT_FLAG_REVERSE; - - break; - } - } -} - -void BL_ActionActuator::ResetStartTime(float curtime) -{ - float dt = m_localtime - m_startframe; - - m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate()); - //SetLocalTime(curtime); -} - -CValue* BL_ActionActuator::GetReplica() -{ - BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName()); - replica->ProcessReplica(); - return replica; -} - -bool BL_ActionActuator::Update(double curtime, bool frame) -{ - bool bNegativeEvent = false; - bool bPositiveEvent = false; - bool bUseContinue = false; - KX_GameObject *obj = (KX_GameObject*)GetParent(); - short playtype = BL_Action::ACT_MODE_PLAY; - short blendmode = (m_blendmode == ACT_ACTION_ADD) ? BL_Action::ACT_BLEND_ADD : BL_Action::ACT_BLEND_BLEND; - float start = m_startframe; - float end = m_endframe; - - // If we don't have an action, we can't do anything - if (!m_action) - return false; - - // Convert our playtype to one that BL_Action likes - switch (m_playtype) { - case ACT_ACTION_LOOP_END: - case ACT_ACTION_LOOP_STOP: - playtype = BL_Action::ACT_MODE_LOOP; - break; - - case ACT_ACTION_PINGPONG: - // We handle ping pong ourselves to increase compabitility - // with files made prior to animation changes from GSoC 2011. - playtype = BL_Action::ACT_MODE_PLAY; - - if (m_flag & ACT_FLAG_REVERSE) - { - start = m_endframe; - end = m_startframe; - } - - break; - case ACT_ACTION_FROM_PROP: - CValue* prop = GetParent()->GetProperty(m_propname); - - // If we don't have a property, we can't do anything, so just bail - if (!prop) return false; - - playtype = BL_Action::ACT_MODE_PLAY; - start = end = prop->GetNumber(); - - break; - } - - if (m_flag & ACT_FLAG_CONTINUE) - bUseContinue = true; - - - // Handle events - if (frame) - { - bNegativeEvent = m_negevent; - bPositiveEvent = m_posevent; - RemoveAllEvents(); - } - - // "Active" actions need to keep updating their current frame - if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE)) - m_localtime = obj->GetActionFrame(m_layer); - - if (m_flag & ACT_FLAG_ATTEMPT_PLAY) - SetLocalTime(curtime); - else - ResetStartTime(curtime); - - // Handle a frame property if it's defined - if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0) - { - CValue* oldprop = obj->GetProperty(m_framepropname); - CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer)); - if (oldprop) - oldprop->SetValue(newval); - else - obj->SetProperty(m_framepropname, newval); - - newval->Release(); - } - - // Handle a finished animation - if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer)) - { - m_flag &= ~ACT_FLAG_ACTIVE; - - if (m_playtype == ACT_ACTION_PINGPONG) { - m_flag ^= ACT_FLAG_REVERSE; - } - else { - m_flag &= ~ACT_FLAG_ATTEMPT_PLAY; - return false; - } - } - - // If a different action is playing, we've been overruled and are no longer active - if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer)) - m_flag &= ~ACT_FLAG_ACTIVE; - - if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE))) - { - if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY) - { - if (obj->IsActionDone(m_layer)) - m_localtime = start; - ResetStartTime(curtime); - } - - if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags, 1.f, blendmode)) - { - m_flag |= ACT_FLAG_ACTIVE; - if (bUseContinue) - obj->SetActionFrame(m_layer, m_localtime); - - if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG) - m_flag |= ACT_FLAG_PLAY_END; - else - m_flag &= ~ACT_FLAG_PLAY_END; - } - m_flag |= ACT_FLAG_ATTEMPT_PLAY; - } - else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent) - { - m_flag &= ~ACT_FLAG_ATTEMPT_PLAY; - m_localtime = obj->GetActionFrame(m_layer); - bAction *curr_action = obj->GetCurrentAction(m_layer); - if (curr_action && curr_action != m_action) - { - // Someone changed the action on us, so we wont mess with it - // Hopefully there wont be too many problems with two actuators using - // the same action... - m_flag &= ~ACT_FLAG_ACTIVE; - return false; - } - - switch (m_playtype) { - case ACT_ACTION_FROM_PROP: - case ACT_ACTION_LOOP_STOP: - obj->StopAction(m_layer); // Stop the action after getting the frame - - // We're done - m_flag &= ~ACT_FLAG_ACTIVE; - return false; - case ACT_ACTION_LOOP_END: - // Convert into a play and let it finish - obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY); - - m_flag |= ACT_FLAG_PLAY_END; - break; - - case ACT_ACTION_FLIPPER: - // Convert into a play action and play back to the beginning - float temp = end; - end = start; - start = curr_action ? obj->GetActionFrame(m_layer) : temp; - 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, 1.f, blendmode); - - m_flag |= ACT_FLAG_PLAY_END; - break; - } - } - - return m_flag & ACT_FLAG_ACTIVE; -} - -void BL_ActionActuator::DecLink() -{ - SCA_IActuator::DecLink(); - /* In this case no controllers use this action actuator, - and it should stop its action. */ - if (m_links == 0) { - KX_GameObject *obj = (KX_GameObject *)GetParent(); - obj->StopAction(m_layer); - } -} - -#ifdef WITH_PYTHON - -/* ------------------------------------------------------------------------- */ -/* Python functions */ -/* ------------------------------------------------------------------------- */ - -PyObject *BL_ActionActuator::PyGetChannel(PyObject *value) -{ - PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.getChannel() no longer works, please use BL_ArmatureObject.channels instead"); - return NULL; -#if 0 // XXX To be removed in a later version (first removed in 2.64) - const char *string= _PyUnicode_AsString(value); - - if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE) - { - PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels"); - return NULL; - } - - if (!string) { - PyErr_SetString(PyExc_TypeError, "expected a single string"); - return NULL; - } - - bPoseChannel *pchan; - - if (m_userpose==NULL && m_pose==NULL) { - BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); - obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ - } - - // BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but - // the channel doesnt - if ( !(pchan=BKE_pose_channel_find_name(m_userpose, string)) && - !(pchan=BKE_pose_channel_find_name(m_pose, string)) ) - { - PyErr_SetString(PyExc_ValueError, "channel doesnt exist"); - return NULL; - } - - PyObject *ret = PyTuple_New(3); - - PyObject *list = PyList_New(3); - PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0])); - PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1])); - PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2])); - PyTuple_SET_ITEM(ret, 0, list); - - list = PyList_New(3); - PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0])); - PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1])); - PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2])); - PyTuple_SET_ITEM(ret, 1, list); - - list = PyList_New(4); - PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0])); - PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1])); - PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2])); - PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3])); - PyTuple_SET_ITEM(ret, 2, list); - - return ret; -#if 0 - return Py_BuildValue("([fff][fff][ffff])", - pchan->loc[0], pchan->loc[1], pchan->loc[2], - pchan->size[0], pchan->size[1], pchan->size[2], - pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] ); -#endif -#endif -} - -/* setChannel */ -KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, -"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") -{ - PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.setChannel() no longer works, please use BL_ArmatureObject.channels instead"); - return NULL; - -#if 0 // XXX To be removed in a later version (first removed in 2.64) - BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); - char *string; - PyObject *pymat= NULL; - PyObject *pyloc= NULL, *pysize= NULL, *pyquat= NULL; - bPoseChannel *pchan; - - if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE) - { - PyErr_SetString(PyExc_NotImplementedError, "actuator.setChannel(): Only armatures support channels"); - return NULL; - } - - if (PyTuple_Size(args)==2) { - if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix - return NULL; - } - else if (PyTuple_Size(args)==4) { - if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat - return NULL; - } - else { - PyErr_SetString(PyExc_ValueError, "Expected a string and a 4x4 matrix (2 args) or a string and loc/size/quat sequences (4 args)"); - return NULL; - } - - if (pymat) { - float matrix[4][4]; - MT_Matrix4x4 mat; - - if (!PyMatTo(pymat, mat)) - return NULL; - - mat.getValue((float*)matrix); - - BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); - - if (!m_userpose) { - if (!m_pose) - obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ - game_copy_pose(&m_userpose, m_pose, 0); - } - // pchan= BKE_pose_channel_verify(m_userpose, string); // adds the channel if its not there. - pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there. - - if (pchan) { - copy_v3_v3(pchan->loc, matrix[3]); - mat4_to_size(pchan->size, matrix); - mat4_to_quat(pchan->quat, matrix); - } - } - else { - MT_Vector3 loc; - MT_Vector3 size; - MT_Quaternion quat; - - if (!PyVecTo(pyloc, loc) || !PyVecTo(pysize, size) || !PyQuatTo(pyquat, quat)) - return NULL; - - // same as above - if (!m_userpose) { - if (!m_pose) - obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ - game_copy_pose(&m_userpose, m_pose, 0); - } - // pchan= BKE_pose_channel_verify(m_userpose, string); - pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there. - - // for some reason loc.setValue(pchan->loc) fails - if (pchan) { - pchan->loc[0] = loc[0]; pchan->loc[1] = loc[1]; pchan->loc[2] = loc[2]; - pchan->size[0] = size[0]; pchan->size[1] = size[1]; pchan->size[2] = size[2]; - 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 */ - } - } - - if (pchan==NULL) { - 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; -#endif -} - -/* ------------------------------------------------------------------------- */ -/* 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_SHORT_RW("layer", 0, MAX_ACTION_LAYERS-1, true, BL_ActionActuator, m_layer), - KX_PYATTRIBUTE_FLOAT_RW("layerWeight", 0, 1.0, BL_ActionActuator, m_layer_weight), - 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*)self->GetLogicManager()->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) -{ - PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.channelNames no longer works, please use BL_ArmatureObject.channels instead"); - return NULL; - -#if 0 // XXX To be removed in a later version (first removed in 2.64) - 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; -#endif -} - -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 |