/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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/BL DUAL LICENSE BLOCK ***** */ #ifndef BL_ACTIONACTUATOR #define BL_ACTIONACTUATOR #include "SCA_IActuator.h" #include "MT_Point3.h" #ifdef HAVE_CONFIG_H #include #endif class BL_ActionActuator : public SCA_IActuator { public: Py_Header; BL_ActionActuator(SCA_IObject* gameobj, const STR_String& propname, float starttime, float endtime, struct bAction *action, short playtype, short blendin, short priority, float stride, PyTypeObject* T=&Type) : SCA_IActuator(gameobj,T), m_starttime (starttime), m_endtime(endtime) , m_localtime(starttime), m_lastUpdate(-1), m_propname(propname), m_action(action), m_playtype(playtype), m_flag(0), m_blendin(blendin), m_blendframe(0), m_pose(NULL), m_userpose(NULL), m_blendpose(NULL), m_priority(priority), m_stridelength(stride), m_lastpos(0, 0, 0) { }; virtual ~BL_ActionActuator(); virtual bool Update(double curtime,double deltatime); CValue* GetReplica(); void ProcessReplica(); KX_PYMETHOD_DOC(BL_ActionActuator,SetAction); KX_PYMETHOD_DOC(BL_ActionActuator,SetBlendin); KX_PYMETHOD_DOC(BL_ActionActuator,SetPriority); KX_PYMETHOD_DOC(BL_ActionActuator,SetStart); KX_PYMETHOD_DOC(BL_ActionActuator,SetEnd); KX_PYMETHOD_DOC(BL_ActionActuator,SetFrame); KX_PYMETHOD_DOC(BL_ActionActuator,SetProperty); KX_PYMETHOD_DOC(BL_ActionActuator,SetBlendtime); KX_PYMETHOD_DOC(BL_ActionActuator,SetChannel); KX_PYMETHOD_DOC(BL_ActionActuator,GetAction); KX_PYMETHOD_DOC(BL_ActionActuator,GetBlendin); KX_PYMETHOD_DOC(BL_ActionActuator,GetPriority); KX_PYMETHOD_DOC(BL_ActionActuator,GetStart); KX_PYMETHOD_DOC(BL_ActionActuator,GetEnd); KX_PYMETHOD_DOC(BL_ActionActuator,GetFrame); KX_PYMETHOD_DOC(BL_ActionActuator,GetProperty); // KX_PYMETHOD(BL_ActionActuator,GetChannel); virtual PyObject* _getattr(char* attr); void SetBlendTime (float newtime); protected: float m_blendframe; MT_Point3 m_lastpos; int m_flag; float m_starttime; float m_endtime; float m_localtime; float m_lastUpdate; short m_playtype; float m_blendin; short m_priority; float m_stridelength; struct bPose* m_pose; struct bPose* m_blendpose; struct bPose* m_userpose; STR_String m_propname; struct bAction *m_action; }; enum { ACT_FLAG_REVERSE = 0x00000001, ACT_FLAG_LOCKINPUT = 0x00000002, ACT_FLAG_KEYUP = 0x00000004 }; #endif