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Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp664
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 558fd6cd2b5..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