/* * ***** 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. * * Contributor(s): Mitchell Stokes. * * ***** END GPL LICENSE BLOCK ***** */ /** \file BL_Action.h * \ingroup ketsji */ #ifndef __BL_ACTION_H__ #define __BL_ACTION_H__ #include #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif class BL_Action { private: struct bAction* m_action; struct bAction* m_tmpaction; struct bPose* m_blendpose; struct bPose* m_blendinpose; std::vector m_sg_contr_list; class KX_GameObject* m_obj; std::vector m_blendshape; std::vector m_blendinshape; float m_startframe; float m_endframe; /// The current action frame. float m_localframe; float m_starttime; float m_blendin; float m_blendframe; float m_blendstart; float m_layer_weight; float m_speed; short m_priority; short m_playmode; short m_blendmode; short m_ipo_flags; bool m_done; bool m_calc_localtime; /// Set to true when m_starttime is initialized in Update. bool m_initializedTime; void ClearControllerList(); void InitIPO(); void SetLocalTime(float curtime); void ResetStartTime(float curtime); void IncrementBlending(float curtime); void BlendShape(struct Key* key, float srcweight, std::vector& blendshape); public: BL_Action(class KX_GameObject* gameobj); ~BL_Action(); /** * Play an action */ bool Play(const char* name, float start, float end, short priority, float blendin, short play_mode, float layer_weight, short ipo_flags, float playback_speed, short blend_mode); /** * Whether or not the action is still playing */ bool IsDone(); /** * Update the action's frame, etc. */ void Update(float curtime); // Accessors float GetFrame(); const char *GetName(); struct bAction *GetAction(); // Mutators void SetFrame(float frame); void SetPlayMode(short play_mode); void SetTimes(float start, float end); enum { ACT_MODE_PLAY = 0, ACT_MODE_LOOP, ACT_MODE_PING_PONG, ACT_MODE_MAX, }; enum { ACT_BLEND_BLEND=0, ACT_BLEND_ADD=1, ACT_BLEND_MAX, }; enum { ACT_IPOFLAG_FORCE = 1, ACT_IPOFLAG_LOCAL = 2, ACT_IPOFLAG_ADD = 4, ACT_IPOFLAG_CHILD = 8, }; /// Initialize a lock for animation thread issues. static void InitLock(); /// Finalize a lock for animation thread issues. static void EndLock(); #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Action") #endif }; #endif /* BL_ACTION */