522 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			522 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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* $Id$
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*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Converter/BL_ShapeActionActuator.cpp
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 *  \ingroup bgeconv
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 */
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#if defined (__sgi)
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#include <math.h>
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#else
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#include <cmath>
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#endif
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#include "SCA_LogicManager.h"
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#include "BL_ShapeActionActuator.h"
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#include "BL_ShapeDeformer.h"
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#include "KX_GameObject.h"
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#include "STR_HashedString.h"
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#include "DNA_nla_types.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "DNA_armature_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_math.h"
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#include "MT_Matrix4x4.h"
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#include "FloatValue.h"
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#include "PyObjectPlus.h"
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extern "C" {
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	#include "BKE_animsys.h"
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}
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BL_ShapeActionActuator::~BL_ShapeActionActuator()
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{
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}
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void BL_ShapeActionActuator::ProcessReplica()
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{
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	SCA_IActuator::ProcessReplica();
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	m_localtime=m_startframe;
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	m_lastUpdate=-1;
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}
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void BL_ShapeActionActuator::SetBlendTime (float newtime)
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{
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	m_blendframe = newtime;
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}
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CValue* BL_ShapeActionActuator::GetReplica() 
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{
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	BL_ShapeActionActuator* replica = new BL_ShapeActionActuator(*this);//m_float,GetName());
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	replica->ProcessReplica();
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	return replica;
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}
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bool BL_ShapeActionActuator::ClampLocalTime()
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{
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	if (m_startframe < m_endframe)	{
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		if (m_localtime < m_startframe)
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		{
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			m_localtime = m_startframe;
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			return true;
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		} 
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		else if (m_localtime > m_endframe)
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		{
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			m_localtime = m_endframe;
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			return true;
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		}
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	} else {
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		if (m_localtime > m_startframe)
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		{
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			m_localtime = m_startframe;
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			return true;
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		}
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		else if (m_localtime < m_endframe)
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		{
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			m_localtime = m_endframe;
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			return true;
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		}
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	}
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	return false;
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}
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void BL_ShapeActionActuator::SetStartTime(float curtime)
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{
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	float direction = m_startframe < m_endframe ? 1.0 : -1.0;
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	if (!(m_flag & ACT_FLAG_REVERSE))
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		m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
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	else
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		m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
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}
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void BL_ShapeActionActuator::SetLocalTime(float curtime)
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{
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	float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
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	if (m_endframe < m_startframe)
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		delta_time = -delta_time;
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	if (!(m_flag & ACT_FLAG_REVERSE))
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		m_localtime = m_startframe + delta_time;
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	else
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		m_localtime = m_endframe - delta_time;
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}
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void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
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{
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	vector<float>::const_iterator it;
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	float dstweight;
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	KeyBlock *kb;
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	dstweight = 1.0F - srcweight;
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	for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first; 
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		 kb && it != m_blendshape.end(); 
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		 kb = (KeyBlock*)kb->next, it++) {
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		kb->curval = kb->curval * dstweight + (*it) * srcweight;
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	}
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}
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bool BL_ShapeActionActuator::Update(double curtime, bool frame)
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{
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	bool bNegativeEvent = false;
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	bool bPositiveEvent = false;
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	bool keepgoing = true;
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	bool wrap = false;
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	bool apply=true;
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	int	priority;
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	float newweight;
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	curtime -= KX_KetsjiEngine::GetSuspendedDelta();
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	// result = true if animation has to be continued, false if animation stops
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	// maybe there are events for us in the queue !
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	if (frame)
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	{
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		bNegativeEvent = m_negevent;
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		bPositiveEvent = m_posevent;
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		RemoveAllEvents();
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		if (bPositiveEvent)
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			m_flag |= ACT_FLAG_ACTIVE;
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		if (bNegativeEvent)
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		{
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			if (!(m_flag & ACT_FLAG_ACTIVE))
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				return false;
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			m_flag &= ~ACT_FLAG_ACTIVE;
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		}
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	}
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	/*	This action can only be attached to a deform object */
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	BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
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	float length = m_endframe - m_startframe;
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	priority = m_priority;
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	/* Determine pre-incrementation behaviour and set appropriate flags */
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	switch (m_playtype){
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	case ACT_ACTION_MOTION:
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		if (bNegativeEvent){
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			keepgoing=false;
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			apply=false;
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		};
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		break;
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	case ACT_ACTION_FROM_PROP:
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		if (bNegativeEvent){
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			apply=false;
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			keepgoing=false;
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		}
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		break;
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	case ACT_ACTION_LOOP_END:
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		if (bPositiveEvent){
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			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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				m_flag &= ~ACT_FLAG_KEYUP;
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				m_flag &= ~ACT_FLAG_REVERSE;
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				m_flag |= ACT_FLAG_LOCKINPUT;
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				m_localtime = m_startframe;
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				m_starttime = curtime;
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			}
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		}
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		if (bNegativeEvent){
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			m_flag |= ACT_FLAG_KEYUP;
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		}
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		break;
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	case ACT_ACTION_LOOP_STOP:
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		if (bPositiveEvent){
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			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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				m_flag &= ~ACT_FLAG_REVERSE;
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				m_flag &= ~ACT_FLAG_KEYUP;
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				m_flag |= ACT_FLAG_LOCKINPUT;
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				SetStartTime(curtime);
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			}
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		}
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		if (bNegativeEvent){
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			m_flag |= ACT_FLAG_KEYUP;
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			m_flag &= ~ACT_FLAG_LOCKINPUT;
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			keepgoing=false;
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			apply=false;
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		}
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		break;
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	case ACT_ACTION_PINGPONG:
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		if (bPositiveEvent){
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			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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				m_flag &= ~ACT_FLAG_KEYUP;
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				m_localtime = m_starttime;
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				m_starttime = curtime;
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				m_flag |= ACT_FLAG_LOCKINPUT;
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			}
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		}
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		break;
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	case ACT_ACTION_FLIPPER:
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		if (bPositiveEvent){
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			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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				m_flag &= ~ACT_FLAG_REVERSE;
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				m_flag |= ACT_FLAG_LOCKINPUT;
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				SetStartTime(curtime);
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			}
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		}
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		else if (bNegativeEvent){
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			m_flag |= ACT_FLAG_REVERSE;
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			m_flag &= ~ACT_FLAG_LOCKINPUT;
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			SetStartTime(curtime);
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		}
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		break;
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	case ACT_ACTION_PLAY:
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		if (bPositiveEvent){
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			if (!(m_flag & ACT_FLAG_LOCKINPUT)){
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				m_flag &= ~ACT_FLAG_REVERSE;
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				m_localtime = m_starttime;
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				m_starttime = curtime;
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				m_flag |= ACT_FLAG_LOCKINPUT;
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			}
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		}
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		break;
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	default:
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		break;
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	}
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	/* Perform increment */
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	if (keepgoing){
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		if (m_playtype == ACT_ACTION_MOTION){
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			MT_Point3	newpos;
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			MT_Point3	deltapos;
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			newpos = obj->NodeGetWorldPosition();
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			/* Find displacement */
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			deltapos = newpos-m_lastpos;
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			m_localtime += (length/m_stridelength) * deltapos.length();
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			m_lastpos = newpos;
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		}
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		else{
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			SetLocalTime(curtime);
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		}
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	}
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	/* Check if a wrapping response is needed */
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	if (length){
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		if (m_localtime < m_startframe || m_localtime > m_endframe)
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		{
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			m_localtime = m_startframe + fmod(m_localtime, length);
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			wrap = true;
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		}
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	}
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	else
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		m_localtime = m_startframe;
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	/* Perform post-increment tasks */
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	switch (m_playtype){
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	case ACT_ACTION_FROM_PROP:
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		{
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			CValue* propval = GetParent()->GetProperty(m_propname);
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			if (propval)
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				m_localtime = propval->GetNumber();
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			if (bNegativeEvent){
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				keepgoing=false;
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			}
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		}
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		break;
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	case ACT_ACTION_MOTION:
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		break;
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	case ACT_ACTION_LOOP_STOP:
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		break;
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	case ACT_ACTION_PINGPONG:
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		if (wrap){
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			if (!(m_flag & ACT_FLAG_REVERSE))
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				m_localtime = m_endframe;
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			else 
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				m_localtime = m_startframe;
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			m_flag &= ~ACT_FLAG_LOCKINPUT;
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			m_flag ^= ACT_FLAG_REVERSE; //flip direction
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			keepgoing = false;
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		}
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		break;
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	case ACT_ACTION_FLIPPER:
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		if (wrap){
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			if (!(m_flag & ACT_FLAG_REVERSE)){
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				m_localtime=m_endframe;
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				//keepgoing = false;
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			}
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			else {
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				m_localtime=m_startframe;
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				keepgoing = false;
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			}
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		}
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		break;
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	case ACT_ACTION_LOOP_END:
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		if (wrap){
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			if (m_flag & ACT_FLAG_KEYUP){
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				keepgoing = false;
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				m_localtime = m_endframe;
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				m_flag &= ~ACT_FLAG_LOCKINPUT;
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			}
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			SetStartTime(curtime);
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		}
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		break;
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	case ACT_ACTION_PLAY:
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		if (wrap){
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			m_localtime = m_endframe;
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			keepgoing = false;
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			m_flag &= ~ACT_FLAG_LOCKINPUT;
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		}
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		break;
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	default:
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		keepgoing = false;
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		break;
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	}
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	/* Set the property if its defined */
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	if (m_framepropname[0] != '\0') {
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		CValue* propowner = GetParent();
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		CValue* oldprop = propowner->GetProperty(m_framepropname);
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		CValue* newval = new CFloatValue(m_localtime);
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		if (oldprop) {
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			oldprop->SetValue(newval);
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		} else {
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			propowner->SetProperty(m_framepropname, newval);
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		}
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		newval->Release();
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	}
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	if (bNegativeEvent)
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		m_blendframe=0.0f;
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	/* Apply the pose if necessary*/
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	if (apply) {
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		/* Priority test */
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		if (obj->SetActiveAction(this, priority, curtime)){
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			Key *key = obj->GetKey();
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			if (!key) {
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				// this could happen if the mesh was changed in the middle of an action
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				// and the new mesh has no key, stop the action
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				keepgoing = false;
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			}
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			else {
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				ListBase tchanbase= {NULL, NULL};
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				if (m_blendin && m_blendframe==0.0f){
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					// this is the start of the blending, remember the startup shape
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					obj->GetShape(m_blendshape);
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					m_blendstart = curtime;
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				}
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				// only interested in shape channel
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				// in 2.4x was // extract_ipochannels_from_action(&tchanbase, &key->id, m_action, "Shape", m_localtime);
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				BKE_animsys_evaluate_animdata(&key->id, key->adt, m_localtime, ADT_RECALC_ANIM);
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				// XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell
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				if (0) { // XXX !execute_ipochannels(&tchanbase)) {
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					// no update, this is possible if action does not match the keys, stop the action
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					keepgoing = false;
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				} 
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				else {
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					// the key have changed, apply blending if needed
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					if (m_blendin && (m_blendframe<m_blendin)){
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						newweight = (m_blendframe/(float)m_blendin);
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						BlendShape(key, 1.0f - newweight);
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						/* Increment current blending percentage */
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						m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
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						if (m_blendframe>m_blendin)
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							m_blendframe = m_blendin;
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					}
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					m_lastUpdate = m_localtime;
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				}
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				BLI_freelistN(&tchanbase);
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			}
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		}
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		else{
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			m_blendframe = 0.0f;
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		}
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	}
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	if (!keepgoing){
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		m_blendframe = 0.0f;
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	}
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	return keepgoing;
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};
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python functions                                                          */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject BL_ShapeActionActuator::Type = {
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	PyVarObject_HEAD_INIT(NULL, 0)
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	"BL_ShapeActionActuator",
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	sizeof(PyObjectPlus_Proxy),
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	0,
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	py_base_dealloc,
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	0,
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	0,
 | 
						|
	0,
 | 
						|
	0,
 | 
						|
	py_base_repr,
 | 
						|
	0,0,0,0,0,0,0,0,0,
 | 
						|
	Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
 | 
						|
	0,0,0,0,0,0,0,
 | 
						|
	Methods,
 | 
						|
	0,
 | 
						|
	0,
 | 
						|
	&SCA_IActuator::Type,
 | 
						|
	0,0,0,0,0,0,
 | 
						|
	py_base_new
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
PyMethodDef BL_ShapeActionActuator::Methods[] = {
 | 
						|
	{NULL,NULL} //Sentinel
 | 
						|
};
 | 
						|
 | 
						|
PyAttributeDef BL_ShapeActionActuator::Attributes[] = {
 | 
						|
	KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe),
 | 
						|
	KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe),
 | 
						|
	KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin),
 | 
						|
	KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ShapeActionActuator, pyattr_get_action, pyattr_set_action),
 | 
						|
	KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ShapeActionActuator, m_priority),
 | 
						|
	KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ShapeActionActuator, m_localtime, CheckFrame),
 | 
						|
	KX_PYATTRIBUTE_STRING_RW("propName", 0, 31, false, BL_ShapeActionActuator, m_propname),
 | 
						|
	KX_PYATTRIBUTE_STRING_RW("framePropName", 0, 31, false, BL_ShapeActionActuator, m_framepropname),
 | 
						|
	KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendframe, CheckBlendTime),
 | 
						|
	KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType),
 | 
						|
	{ NULL }	//Sentinel
 | 
						|
};
 | 
						|
 | 
						|
PyObject* BL_ShapeActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | 
						|
{
 | 
						|
	BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
 | 
						|
	return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : "");
 | 
						|
}
 | 
						|
 | 
						|
int BL_ShapeActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | 
						|
{
 | 
						|
	BL_ShapeActionActuator* self= static_cast<BL_ShapeActionActuator*>(self_v);
 | 
						|
	/* exact copy of BL_ActionActuator's function from here down */
 | 
						|
	if (!PyUnicode_Check(value))
 | 
						|
	{
 | 
						|
		PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, expected the string name of the action");
 | 
						|
		return PY_SET_ATTR_FAIL;
 | 
						|
	}
 | 
						|
 | 
						|
	bAction *action= NULL;
 | 
						|
	STR_String val = _PyUnicode_AsString(value);
 | 
						|
	
 | 
						|
	if (val != "")
 | 
						|
	{
 | 
						|
		action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val);
 | 
						|
		if (action==NULL)
 | 
						|
		{
 | 
						|
			PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, action not found!");
 | 
						|
			return PY_SET_ATTR_FAIL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	self->SetAction(action);
 | 
						|
	return PY_SET_ATTR_SUCCESS;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
#endif // WITH_PYTHON
 |