diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeActionActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeActionActuator.cpp | 842 |
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 index 00000000000..46f3141be29 --- /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; +} + |