/** * $Id$ * * ***** 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 ***** */ #ifndef BL_SHAPEACTIONACTUATOR #define BL_SHAPEACTIONACTUATOR #include "GEN_HashedPtr.h" #include "SCA_IActuator.h" #include "BL_ActionActuator.h" #include "MT_Point3.h" #include struct Key; class BL_ShapeActionActuator : public SCA_IActuator { public: Py_Header; BL_ShapeActionActuator(SCA_IObject* gameobj, const STR_String& propname, const STR_String& framepropname, float starttime, float endtime, struct bAction *action, short playtype, short blendin, short priority, float stride) : SCA_IActuator(gameobj), 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_playtype(playtype), m_priority(priority), m_action(action), m_framepropname(framepropname), m_propname(propname) { }; virtual ~BL_ShapeActionActuator(); virtual bool Update(double curtime, bool frame); virtual CValue* GetReplica(); virtual void ProcessReplica(); void SetBlendTime (float newtime); void BlendShape(struct Key* key, float weigth); bAction* GetAction() { return m_action; } void SetAction(bAction* act) { m_action= act; } 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 int CheckBlendTime(void *self, const PyAttributeDef*) { BL_ShapeActionActuator* act = reinterpret_cast(self); if (act->m_blendframe > act->m_blendin) act->m_blendframe = act->m_blendin; return 0; } static int CheckFrame(void *self, const PyAttributeDef*) { BL_ShapeActionActuator* act = reinterpret_cast(self); if (act->m_localtime < act->m_startframe) act->m_localtime = act->m_startframe; else if (act->m_localtime > act->m_endframe) act->m_localtime = act->m_endframe; return 0; } static int CheckType(void *self, const PyAttributeDef*) { BL_ShapeActionActuator* act = reinterpret_cast(self); switch (act->m_playtype) { case ACT_ACTION_PLAY: 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, "Shape Action Actuator, invalid play type supplied"); return 1; } } protected: void SetStartTime(float curtime); void SetLocalTime(float curtime); bool ClampLocalTime(); 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; short m_playtype; short m_priority; struct bAction *m_action; STR_String m_framepropname; STR_String m_propname; vector m_blendshape; }; #endif