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Diffstat (limited to 'source/gameengine/Converter/BL_ShapeActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp842
1 files changed, 842 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
new file mode 100644
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--- /dev/null
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -0,0 +1,842 @@
+/**
+* $Id$
+*
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
+*/
+
+#if defined (__sgi)
+#include <math.h>
+#else
+#include <cmath>
+#endif
+
+#include "SCA_LogicManager.h"
+#include "BL_ShapeActionActuator.h"
+#include "BL_ActionActuator.h"
+#include "BL_ShapeDeformer.h"
+#include "KX_GameObject.h"
+#include "STR_HashedString.h"
+#include "DNA_action_types.h"
+#include "DNA_nla_types.h"
+#include "DNA_actuator_types.h"
+#include "BKE_action.h"
+#include "DNA_armature_types.h"
+#include "MEM_guardedalloc.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "MT_Matrix4x4.h"
+#include "BKE_utildefines.h"
+#include "FloatValue.h"
+#include "PyObjectPlus.h"
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+BL_ShapeActionActuator::~BL_ShapeActionActuator()
+{
+}
+
+void BL_ShapeActionActuator::ProcessReplica()
+{
+ m_localtime=m_startframe;
+ m_lastUpdate=-1;
+}
+
+void BL_ShapeActionActuator::SetBlendTime (float newtime)
+{
+ m_blendframe = newtime;
+}
+
+CValue* BL_ShapeActionActuator::GetReplica()
+{
+ BL_ShapeActionActuator* replica = new BL_ShapeActionActuator(*this);//m_float,GetName());
+ replica->ProcessReplica();
+
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+ return replica;
+}
+
+bool BL_ShapeActionActuator::ClampLocalTime()
+{
+ if (m_startframe < m_endframe) {
+ if (m_localtime < m_startframe)
+ {
+ m_localtime = m_startframe;
+ return true;
+ }
+ else if (m_localtime > m_endframe)
+ {
+ m_localtime = m_endframe;
+ return true;
+ }
+ } else {
+ if (m_localtime > m_startframe)
+ {
+ m_localtime = m_startframe;
+ return true;
+ }
+ else if (m_localtime < m_endframe)
+ {
+ m_localtime = m_endframe;
+ return true;
+ }
+ }
+ return false;
+}
+
+void BL_ShapeActionActuator::SetStartTime(float curtime)
+{
+ float direction = m_startframe < m_endframe ? 1.0 : -1.0;
+
+ if (!(m_flag & ACT_FLAG_REVERSE))
+ m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
+ else
+ m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
+}
+
+void BL_ShapeActionActuator::SetLocalTime(float curtime)
+{
+ float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
+
+ if (m_endframe < m_startframe)
+ delta_time = -delta_time;
+
+ if (!(m_flag & ACT_FLAG_REVERSE))
+ m_localtime = m_startframe + delta_time;
+ else
+ m_localtime = m_endframe - delta_time;
+}
+
+void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
+{
+ vector<float>::const_iterator it;
+ float dstweight;
+ KeyBlock *kb;
+
+ dstweight = 1.0F - srcweight;
+
+ for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first;
+ kb && it != m_blendshape.end();
+ kb = (KeyBlock*)kb->next, it++) {
+ kb->curval = kb->curval * dstweight + (*it) * srcweight;
+ }
+}
+
+bool BL_ShapeActionActuator::Update(double curtime, bool frame)
+{
+ bool bNegativeEvent = false;
+ bool bPositiveEvent = false;
+ bool keepgoing = true;
+ bool wrap = false;
+ bool apply=true;
+ int priority;
+ float newweight;
+
+ curtime -= KX_KetsjiEngine::GetSuspendedDelta();
+
+ // result = true if animation has to be continued, false if animation stops
+ // maybe there are events for us in the queue !
+ if (frame)
+ {
+ for (vector<CValue*>::iterator i=m_events.begin(); !(i==m_events.end());i++)
+ {
+ if ((*i)->GetNumber() == 0.0f)
+ bNegativeEvent = true;
+ else
+ bPositiveEvent= true;
+ (*i)->Release();
+
+ }
+ m_events.clear();
+
+ if (bPositiveEvent)
+ m_flag |= ACT_FLAG_ACTIVE;
+
+ if (bNegativeEvent)
+ {
+ if (!(m_flag & ACT_FLAG_ACTIVE))
+ return false;
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ }
+ }
+
+ /* This action can only be attached to a deform object */
+ BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
+ float length = m_endframe - m_startframe;
+
+ priority = m_priority;
+
+ /* Determine pre-incrementation behaviour and set appropriate flags */
+ switch (m_playtype){
+ case ACT_ACTION_MOTION:
+ if (bNegativeEvent){
+ keepgoing=false;
+ apply=false;
+ };
+ break;
+ case ACT_ACTION_FROM_PROP:
+ if (bNegativeEvent){
+ apply=false;
+ keepgoing=false;
+ }
+ break;
+ case ACT_ACTION_LOOP_END:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_KEYUP;
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ m_localtime = m_startframe;
+ m_starttime = curtime;
+ }
+ }
+ if (bNegativeEvent){
+ m_flag |= ACT_FLAG_KEYUP;
+ }
+ break;
+ case ACT_ACTION_LOOP_STOP:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_flag &= ~ACT_FLAG_KEYUP;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ SetStartTime(curtime);
+ }
+ }
+ if (bNegativeEvent){
+ m_flag |= ACT_FLAG_KEYUP;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ keepgoing=false;
+ apply=false;
+ }
+ break;
+ case ACT_ACTION_FLIPPER:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ SetStartTime(curtime);
+ }
+ }
+ else if (bNegativeEvent){
+ m_flag |= ACT_FLAG_REVERSE;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ SetStartTime(curtime);
+ }
+ break;
+ case ACT_ACTION_PLAY:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_localtime = m_starttime;
+ m_starttime = curtime;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+
+ /* Perform increment */
+ if (keepgoing){
+ if (m_playtype == ACT_ACTION_MOTION){
+ MT_Point3 newpos;
+ MT_Point3 deltapos;
+
+ newpos = obj->NodeGetWorldPosition();
+
+ /* Find displacement */
+ deltapos = newpos-m_lastpos;
+ m_localtime += (length/m_stridelength) * deltapos.length();
+ m_lastpos = newpos;
+ }
+ else{
+ SetLocalTime(curtime);
+ }
+ }
+
+ /* Check if a wrapping response is needed */
+ if (length){
+ if (m_localtime < m_startframe || m_localtime > m_endframe)
+ {
+ m_localtime = m_startframe + fmod(m_localtime, length);
+ wrap = true;
+ }
+ }
+ else
+ m_localtime = m_startframe;
+
+ /* Perform post-increment tasks */
+ switch (m_playtype){
+ case ACT_ACTION_FROM_PROP:
+ {
+ CValue* propval = GetParent()->GetProperty(m_propname);
+ if (propval)
+ m_localtime = propval->GetNumber();
+
+ if (bNegativeEvent){
+ keepgoing=false;
+ }
+ }
+ break;
+ case ACT_ACTION_MOTION:
+ break;
+ case ACT_ACTION_LOOP_STOP:
+ break;
+ case ACT_ACTION_FLIPPER:
+ if (wrap){
+ if (!(m_flag & ACT_FLAG_REVERSE)){
+ m_localtime=m_endframe;
+ //keepgoing = false;
+ }
+ else {
+ m_localtime=m_startframe;
+ keepgoing = false;
+ }
+ }
+ break;
+ case ACT_ACTION_LOOP_END:
+ if (wrap){
+ if (m_flag & ACT_FLAG_KEYUP){
+ keepgoing = false;
+ m_localtime = m_endframe;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ }
+ SetStartTime(curtime);
+ }
+ break;
+ case ACT_ACTION_PLAY:
+ if (wrap){
+ m_localtime = m_endframe;
+ keepgoing = false;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ }
+ break;
+ default:
+ keepgoing = false;
+ break;
+ }
+
+ /* Set the property if its defined */
+ if (m_framepropname[0] != '\0') {
+ CValue* propowner = GetParent();
+ CValue* oldprop = propowner->GetProperty(m_framepropname);
+ CValue* newval = new CFloatValue(m_localtime);
+ if (oldprop) {
+ oldprop->SetValue(newval);
+ } else {
+ propowner->SetProperty(m_framepropname, newval);
+ }
+ newval->Release();
+ }
+
+ if (bNegativeEvent)
+ m_blendframe=0.0f;
+
+ /* Apply the pose if necessary*/
+ if (apply) {
+
+ /* Priority test */
+ if (obj->SetActiveAction(this, priority, curtime)){
+ Key *key = obj->GetKey();
+
+ if (!key) {
+ // this could happen if the mesh was changed in the middle of an action
+ // and the new mesh has no key, stop the action
+ keepgoing = false;
+ }
+ else {
+ ListBase tchanbase= {NULL, NULL};
+
+ if (m_blendin && m_blendframe==0.0f){
+ // this is the start of the blending, remember the startup shape
+ obj->GetShape(m_blendshape);
+ m_blendstart = curtime;
+ }
+ // only interested in shape channel
+ extract_ipochannels_from_action(&tchanbase, &key->id, m_action, "Shape", m_localtime);
+
+ if (!execute_ipochannels(&tchanbase)) {
+ // no update, this is possible if action does not match the keys, stop the action
+ keepgoing = false;
+ }
+ else {
+ // the key have changed, apply blending if needed
+ if (m_blendin && (m_blendframe<m_blendin)){
+ newweight = (m_blendframe/(float)m_blendin);
+
+ BlendShape(key, 1.0f - newweight);
+
+ /* Increment current blending percentage */
+ m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+ }
+ m_lastUpdate = m_localtime;
+ }
+ BLI_freelistN(&tchanbase);
+ }
+ }
+ else{
+ m_blendframe = 0.0f;
+ }
+ }
+
+ if (!keepgoing){
+ m_blendframe = 0.0f;
+ }
+ return keepgoing;
+};
+
+/* ------------------------------------------------------------------------- */
+/* Python functions */
+/* ------------------------------------------------------------------------- */
+
+/* Integration hooks ------------------------------------------------------- */
+
+PyTypeObject BL_ShapeActionActuator::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "BL_ShapeActionActuator",
+ sizeof(BL_ShapeActionActuator),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0, //&MyPyCompare,
+ __repr,
+ 0, //&cvalue_as_number,
+ 0,
+ 0,
+ 0,
+ 0
+};
+
+PyParentObject BL_ShapeActionActuator::Parents[] = {
+ &BL_ShapeActionActuator::Type,
+ &SCA_IActuator::Type,
+ &SCA_ILogicBrick::Type,
+ &CValue::Type,
+ NULL
+};
+
+PyMethodDef BL_ShapeActionActuator::Methods[] = {
+ {"setAction", (PyCFunction) BL_ShapeActionActuator::sPySetAction, METH_VARARGS, (PY_METHODCHAR)SetAction_doc},
+ {"setStart", (PyCFunction) BL_ShapeActionActuator::sPySetStart, METH_VARARGS, (PY_METHODCHAR)SetStart_doc},
+ {"setEnd", (PyCFunction) BL_ShapeActionActuator::sPySetEnd, METH_VARARGS, (PY_METHODCHAR)SetEnd_doc},
+ {"setBlendin", (PyCFunction) BL_ShapeActionActuator::sPySetBlendin, METH_VARARGS, (PY_METHODCHAR)SetBlendin_doc},
+ {"setPriority", (PyCFunction) BL_ShapeActionActuator::sPySetPriority, METH_VARARGS, (PY_METHODCHAR)SetPriority_doc},
+ {"setFrame", (PyCFunction) BL_ShapeActionActuator::sPySetFrame, METH_VARARGS, (PY_METHODCHAR)SetFrame_doc},
+ {"setProperty", (PyCFunction) BL_ShapeActionActuator::sPySetProperty, METH_VARARGS, (PY_METHODCHAR)SetProperty_doc},
+ {"setFrameProperty", (PyCFunction) BL_ShapeActionActuator::sPySetFrameProperty, METH_VARARGS, (PY_METHODCHAR)SetFrameProperty_doc},
+ {"setBlendtime", (PyCFunction) BL_ShapeActionActuator::sPySetBlendtime, METH_VARARGS, (PY_METHODCHAR)SetBlendtime_doc},
+
+ {"getAction", (PyCFunction) BL_ShapeActionActuator::sPyGetAction, METH_NOARGS, (PY_METHODCHAR)GetAction_doc},
+ {"getStart", (PyCFunction) BL_ShapeActionActuator::sPyGetStart, METH_NOARGS, (PY_METHODCHAR)GetStart_doc},
+ {"getEnd", (PyCFunction) BL_ShapeActionActuator::sPyGetEnd, METH_NOARGS, (PY_METHODCHAR)GetEnd_doc},
+ {"getBlendin", (PyCFunction) BL_ShapeActionActuator::sPyGetBlendin, METH_NOARGS, (PY_METHODCHAR)GetBlendin_doc},
+ {"getPriority", (PyCFunction) BL_ShapeActionActuator::sPyGetPriority, METH_NOARGS, (PY_METHODCHAR)GetPriority_doc},
+ {"getFrame", (PyCFunction) BL_ShapeActionActuator::sPyGetFrame, METH_NOARGS, (PY_METHODCHAR)GetFrame_doc},
+ {"getProperty", (PyCFunction) BL_ShapeActionActuator::sPyGetProperty, METH_NOARGS, (PY_METHODCHAR)GetProperty_doc},
+ {"getFrameProperty", (PyCFunction) BL_ShapeActionActuator::sPyGetFrameProperty, METH_NOARGS, (PY_METHODCHAR)GetFrameProperty_doc},
+ {"getType", (PyCFunction) BL_ShapeActionActuator::sPyGetType, METH_NOARGS, (PY_METHODCHAR)GetType_doc},
+ {"setType", (PyCFunction) BL_ShapeActionActuator::sPySetType, METH_NOARGS, (PY_METHODCHAR)SetType_doc},
+ {NULL,NULL} //Sentinel
+};
+
+PyObject* BL_ShapeActionActuator::_getattr(const STR_String& attr) {
+ _getattr_up(SCA_IActuator);
+}
+
+/* setStart */
+const char BL_ShapeActionActuator::GetAction_doc[] =
+"getAction()\n"
+"\tReturns a string containing the name of the current action.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetAction(PyObject* self) {
+ if (m_action){
+ return PyString_FromString(m_action->id.name+2);
+ }
+ Py_RETURN_NONE;
+}
+
+/* getProperty */
+const char BL_ShapeActionActuator::GetProperty_doc[] =
+"getProperty()\n"
+"\tReturns the name of the property to be used in FromProp mode.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetProperty(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("s", (const char *)m_propname);
+
+ return result;
+}
+
+/* getFrame */
+const char BL_ShapeActionActuator::GetFrame_doc[] =
+"getFrame()\n"
+"\tReturns the current frame number.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetFrame(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_localtime);
+
+ return result;
+}
+
+/* getEnd */
+const char BL_ShapeActionActuator::GetEnd_doc[] =
+"getEnd()\n"
+"\tReturns the last frame of the action.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetEnd(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_endframe);
+
+ return result;
+}
+
+/* getStart */
+const char BL_ShapeActionActuator::GetStart_doc[] =
+"getStart()\n"
+"\tReturns the starting frame of the action.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetStart(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_startframe);
+
+ return result;
+}
+
+/* getBlendin */
+const char BL_ShapeActionActuator::GetBlendin_doc[] =
+"getBlendin()\n"
+"\tReturns the number of interpolation animation frames to be\n"
+"\tgenerated when this actuator is triggered.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetBlendin(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_blendin);
+
+ return result;
+}
+
+/* getPriority */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PyGetPriority(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("i", m_priority);
+
+ return result;
+}
+
+/* setAction */
+const char BL_ShapeActionActuator::SetAction_doc[] =
+"setAction(action, (reset))\n"
+"\t - action : The name of the action to set as the current action.\n"
+"\t Should be an action with Shape channels.\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_ShapeActionActuator::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.f;
+ }
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setStart */
+const char BL_ShapeActionActuator::SetStart_doc[] =
+"setStart(start)\n"
+"\t - start : Specifies the starting frame of the animation.\n";
+
+PyObject* BL_ShapeActionActuator::PySetStart(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float start;
+
+ if (PyArg_ParseTuple(args,"f",&start))
+ {
+ m_startframe = start;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setEnd */
+const char BL_ShapeActionActuator::SetEnd_doc[] =
+"setEnd(end)\n"
+"\t - end : Specifies the ending frame of the animation.\n";
+
+PyObject* BL_ShapeActionActuator::PySetEnd(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float end;
+
+ if (PyArg_ParseTuple(args,"f",&end))
+ {
+ m_endframe = end;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setBlendin */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendin(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float blendin;
+
+ if (PyArg_ParseTuple(args,"f",&blendin))
+ {
+ m_blendin = blendin;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setBlendtime */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendtime(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float blendframe;
+
+ if (PyArg_ParseTuple(args,"f",&blendframe))
+ {
+ m_blendframe = blendframe * m_blendin;
+ if (m_blendframe<0.f)
+ m_blendframe = 0.f;
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setPriority */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetPriority(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ int priority;
+
+ if (PyArg_ParseTuple(args,"i",&priority))
+ {
+ m_priority = priority;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* getProperty */
+const char BL_ShapeActionActuator::GetFrameProperty_doc[] =
+"getFrameProperty()\n"
+"\tReturns the name of the property, that is set to the current frame number.\n";
+
+PyObject* BL_ShapeActionActuator::PyGetFrameProperty(PyObject* self) {
+ PyObject *result;
+
+ result = Py_BuildValue("s", (const char *)m_framepropname);
+
+ return result;
+}
+
+
+/* setFrame */
+const char BL_ShapeActionActuator::SetFrame_doc[] =
+"setFrame(frame)\n"
+"\t - frame : Specifies the new current frame for the animation\n";
+
+PyObject* BL_ShapeActionActuator::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;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setProperty */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetProperty(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ char *string;
+
+ if (PyArg_ParseTuple(args,"s",&string))
+ {
+ m_propname = string;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* setFrameProperty */
+const char BL_ShapeActionActuator::SetFrameProperty_doc[] =
+"setFrameProperty(prop)\n"
+"\t - prop : A string specifying the property of the frame set up update.\n";
+
+PyObject* BL_ShapeActionActuator::PySetFrameProperty(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ char *string;
+
+ if (PyArg_ParseTuple(args,"s",&string))
+ {
+ m_framepropname = string;
+ }
+ else {
+ return NULL;
+ }
+
+ Py_RETURN_NONE;
+}
+
+/* getType */
+const char BL_ShapeActionActuator::GetType_doc[] =
+"getType()\n"
+"\tReturns the operation mode of the actuator.\n";
+PyObject* BL_ShapeActionActuator::PyGetType(PyObject* self) {
+ return Py_BuildValue("h", m_playtype);
+}
+
+/* setType */
+const char BL_ShapeActionActuator::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_ShapeActionActuator::PySetType(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ short typeArg;
+
+ if (!PyArg_ParseTuple(args, "h", &typeArg)) {
+ return NULL;
+ }
+
+ switch (typeArg) {
+ case ACT_ACTION_PLAY:
+ case ACT_ACTION_FLIPPER:
+ case ACT_ACTION_LOOP_STOP:
+ case ACT_ACTION_LOOP_END:
+ case ACT_ACTION_FROM_PROP:
+ m_playtype = typeArg;
+ break;
+ default:
+ printf("Invalid type for action actuator: %d\n", typeArg); /* error */
+ }
+
+ Py_Return;
+}
+