/* * ***** 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 BL_ActionActuator.h * \ingroup bgeconv */ #ifndef BL_ACTIONACTUATOR #define BL_ACTIONACTUATOR #include "CTR_HashedPtr.h" #include "SCA_IActuator.h" #include "DNA_actuator_types.h" #include "MT_Point3.h" class BL_ActionActuator : public SCA_IActuator { public: Py_Header BL_ActionActuator(SCA_IObject* gameobj, const STR_String& propname, const STR_String& framepropname, float starttime, float endtime, struct bAction *action, short playtype, short blendin, short priority, short layer, float layer_weight, short ipo_flags, short end_reset, float stride); virtual ~BL_ActionActuator(); virtual bool Update(double curtime, bool frame); virtual CValue* GetReplica(); virtual void ProcessReplica(); void SetBlendTime (float newtime); void SetLocalTime (float curtime); void ResetStartTime (float curtime); bAction* GetAction() { return m_action; } void SetAction(bAction* act) { m_action= act; } #ifdef WITH_PYTHON KX_PYMETHOD_O(BL_ActionActuator,GetChannel) KX_PYMETHOD_DOC(BL_ActionActuator,setChannel) static PyObject* pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static PyObject* pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static int pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); static int CheckBlendTime(void *self, const PyAttributeDef*) { BL_ActionActuator* act = reinterpret_cast(self); if (act->m_blendframe > act->m_blendin) act->m_blendframe = act->m_blendin; return 0; } static int CheckType(void *self, const PyAttributeDef*) { BL_ActionActuator* act = reinterpret_cast(self); switch (act->m_playtype) { case ACT_ACTION_PLAY: case ACT_ACTION_PINGPONG: case ACT_ACTION_FLIPPER: case ACT_ACTION_LOOP_STOP: case ACT_ACTION_LOOP_END: case ACT_ACTION_FROM_PROP: return 0; default: PyErr_SetString(PyExc_ValueError, "Action Actuator, invalid play type supplied"); return 1; } } #endif // WITH_PYTHON protected: MT_Point3 m_lastpos; float m_blendframe; int m_flag; /** The frame this action starts */ float m_startframe; /** The frame this action ends */ float m_endframe; /** The time this action started */ float m_starttime; /** The current time of the action */ float m_localtime; float m_lastUpdate; float m_blendin; float m_blendstart; float m_stridelength; float m_layer_weight; short m_playtype; short m_priority; short m_layer; short m_ipo_flags; struct bPose* m_pose; struct bPose* m_blendpose; struct bPose* m_userpose; struct bAction *m_action; STR_String m_propname; STR_String m_framepropname; }; // Not all of these values are used in BL_ActionActuator anymore, // but BL_ShapeActionActuator still uses them, so we keep them around // for now. enum { ACT_FLAG_REVERSE = 1<<0, ACT_FLAG_LOCKINPUT = 1<<1, ACT_FLAG_KEYUP = 1<<2, ACT_FLAG_ACTIVE = 1<<3, ACT_FLAG_CONTINUE = 1<<4, ACT_FLAG_PLAY_END = 1<<5, ACT_FLAG_ATTEMPT_PLAY = 1<<6, }; #endif