657 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			657 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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| 
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| /** \file gameengine/Converter/BL_ActionActuator.cpp
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|  *  \ingroup bgeconv
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|  */
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| 
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| 
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| #include "SCA_LogicManager.h"
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| #include "BL_ActionActuator.h"
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| #include "BL_ArmatureObject.h"
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| #include "BL_SkinDeformer.h"
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| #include "BL_Action.h"
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| #include "KX_GameObject.h"
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| #include "STR_HashedString.h"
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| #include "MEM_guardedalloc.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_armature_types.h"
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| #include "DNA_scene_types.h"
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| #include "BLI_blenlib.h"
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| #include "BLI_math.h"
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| #include "BLI_utildefines.h"
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| #include "MT_Matrix4x4.h"
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| 
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| #include "BKE_action.h"
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| #include "FloatValue.h"
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| #include "PyObjectPlus.h"
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| #include "KX_PyMath.h"
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| 
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| extern "C" {
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| #include "BKE_animsys.h"
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| #include "BKE_action.h"
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| #include "RNA_access.h"
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| #include "RNA_define.h"
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| }
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| 
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| BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
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| 					const STR_String& propname,
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| 					const STR_String& framepropname,
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| 					float starttime,
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| 					float endtime,
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| 					struct bAction *action,
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| 					short	playtype,
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| 					short	blendin,
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| 					short	priority,
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| 					short	layer,
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| 					float	layer_weight,
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| 					short	ipo_flags,
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| 					short	end_reset,
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| 					float	stride) 
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| 	: SCA_IActuator(gameobj, KX_ACT_ACTION),
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| 		
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| 	m_lastpos(0, 0, 0),
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| 	m_blendframe(0),
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| 	m_flag(0),
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| 	m_startframe (starttime),
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| 	m_endframe(endtime) ,
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| 	m_starttime(0),
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| 	m_localtime(starttime),
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| 	m_lastUpdate(-1),
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| 	m_blendin(blendin),
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| 	m_blendstart(0),
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| 	m_stridelength(stride),
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| 	m_layer_weight(layer_weight),
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| 	m_playtype(playtype),
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| 	m_priority(priority),
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| 	m_layer(layer),
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| 	m_ipo_flags(ipo_flags),
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| 	m_pose(NULL),
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| 	m_blendpose(NULL),
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| 	m_userpose(NULL),
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| 	m_action(action),
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| 	m_propname(propname),
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| 	m_framepropname(framepropname)		
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| {
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| 	if (!end_reset)
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| 		m_flag |= ACT_FLAG_CONTINUE;
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| };
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| 
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| BL_ActionActuator::~BL_ActionActuator()
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| {
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| 	if (m_pose)
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| 		game_free_pose(m_pose);
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| 	if (m_userpose)
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| 		game_free_pose(m_userpose);
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| 	if (m_blendpose)
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| 		game_free_pose(m_blendpose);
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| }
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| 
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| void BL_ActionActuator::ProcessReplica()
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| {
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| 	SCA_IActuator::ProcessReplica();
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| 	
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| 	m_pose = NULL;
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| 	m_blendpose = NULL;
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| 	m_localtime=m_startframe;
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| 	m_lastUpdate=-1;
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| 	
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| }
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| 
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| void BL_ActionActuator::SetBlendTime (float newtime)
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| {
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| 	m_blendframe = newtime;
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| }
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| 
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| void BL_ActionActuator::SetLocalTime(float curtime)
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| {
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| 	float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
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| 
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| 	if (m_endframe < m_startframe)
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| 		dt = -dt;
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| 
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| 	m_localtime = m_startframe + dt;
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| 	
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| 	// Handle wrap around
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| 	if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
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| 	{
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| 		switch(m_playtype)
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| 		{
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| 		case ACT_ACTION_PLAY:
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| 			// Clamp
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| 			m_localtime = m_endframe;
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| 			break;
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| 		case ACT_ACTION_LOOP_END:
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| 			// Put the time back to the beginning
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| 			m_localtime = m_startframe;
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| 			m_starttime = curtime;
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| 			break;
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| 		case ACT_ACTION_PINGPONG:
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| 			// Swap the start and end frames
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| 			float temp = m_startframe;
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| 			m_startframe = m_endframe;
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| 			m_endframe = temp;
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| 
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| 			m_starttime = curtime;
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| 
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| 			m_flag ^= ACT_FLAG_REVERSE;
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| 
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| 			break;
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| 		}
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| 	}
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| }
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| 
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| void BL_ActionActuator::ResetStartTime(float curtime)
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| {
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| 	float dt = m_localtime - m_startframe;
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| 
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| 	m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate());
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| 	//SetLocalTime(curtime);
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| }
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| 
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| CValue* BL_ActionActuator::GetReplica()
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| {
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| 	BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
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| 	replica->ProcessReplica();
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| 	return replica;
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| }
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| 
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| bool BL_ActionActuator::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 bUseContinue = false;
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| 	KX_GameObject *obj = (KX_GameObject*)GetParent();
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| 	short playtype = BL_Action::ACT_MODE_PLAY;
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| 	float start = m_startframe;
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| 	float end = m_endframe;
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| 
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| 	// If we don't have an action, we can't do anything
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| 	if (!m_action)
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| 		return false;
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| 
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| 	// Convert our playtype to one that BL_Action likes
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| 	switch(m_playtype)
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| 	{
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| 		case ACT_ACTION_LOOP_END:
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| 		case ACT_ACTION_LOOP_STOP:
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| 			playtype = BL_Action::ACT_MODE_LOOP;
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| 			break;
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| 
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| 		case ACT_ACTION_PINGPONG:
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| 			// We handle ping pong ourselves to increase compabitility
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| 			// with files made prior to animation changes from GSoC 2011.
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| 			playtype = BL_Action::ACT_MODE_PLAY;
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| 		
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| 			if (m_flag & ACT_FLAG_REVERSE)
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| 			{
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| 				start = m_endframe;
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| 				end = m_startframe;
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| 			}
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| 
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| 			break;
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| 		case ACT_ACTION_FROM_PROP:
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| 			CValue* prop = GetParent()->GetProperty(m_propname);
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| 
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| 			// If we don't have a property, we can't do anything, so just bail
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| 			if (!prop) return false;
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| 
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| 			playtype = BL_Action::ACT_MODE_PLAY;
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| 			start = end = prop->GetNumber();
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| 
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| 			break;
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| 	}
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| 
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| 	if (m_flag & ACT_FLAG_CONTINUE)
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| 		bUseContinue = true;
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| 	
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| 	
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| 	// Handle events
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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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| 	}
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| 
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| 	// "Active" actions need to keep updating their current frame
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| 	if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
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| 		m_localtime = obj->GetActionFrame(m_layer);
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| 
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| 	if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
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| 		SetLocalTime(curtime);
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| 	else
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| 		ResetStartTime(curtime);
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| 
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| 	// Handle a frame property if it's defined
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| 	if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
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| 	{
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| 		CValue* oldprop = obj->GetProperty(m_framepropname);
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| 		CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
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| 		if (oldprop)
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| 			oldprop->SetValue(newval);
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| 		else
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| 			obj->SetProperty(m_framepropname, newval);
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| 
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| 		newval->Release();
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| 	}
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| 
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| 	// Handle a finished animation
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| 	if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
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| 	{
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| 		m_flag &= ~ACT_FLAG_ACTIVE;
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| 		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
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| 
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| 		if (m_playtype == ACT_ACTION_PINGPONG)
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| 			m_flag ^= ACT_FLAG_REVERSE;
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| 		return false;
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| 	}
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| 	
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| 	// If a different action is playing, we've been overruled and are no longer active
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| 	if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
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| 		m_flag &= ~ACT_FLAG_ACTIVE;
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| 
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| 	if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
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| 	{
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| 		if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
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| 		{
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| 			if (obj->IsActionDone(m_layer))
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| 				m_localtime = start;
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| 			ResetStartTime(curtime);
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| 		}
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| 
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| 		if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
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| 		{
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| 			m_flag |= ACT_FLAG_ACTIVE;
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| 			if (bUseContinue)
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| 				obj->SetActionFrame(m_layer, m_localtime);
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| 
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| 			if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG)
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| 				m_flag |= ACT_FLAG_PLAY_END;
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| 			else
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| 				m_flag &= ~ACT_FLAG_PLAY_END;
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| 		}
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| 		m_flag |= ACT_FLAG_ATTEMPT_PLAY;
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| 	}
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| 	else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
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| 	{	
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| 		m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
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| 		m_localtime = obj->GetActionFrame(m_layer);
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| 		bAction *curr_action = obj->GetCurrentAction(m_layer);
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| 		if (curr_action && curr_action != m_action)
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| 		{
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| 			// Someone changed the action on us, so we wont mess with it
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| 			// Hopefully there wont be too many problems with two actuators using
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| 			// the same action...
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| 			m_flag &= ~ACT_FLAG_ACTIVE;
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| 			return false;
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| 		}
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| 
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| 		switch(m_playtype)
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| 		{
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| 			case ACT_ACTION_LOOP_STOP:
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| 				obj->StopAction(m_layer); // Stop the action after getting the frame
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| 
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| 				// We're done
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| 				m_flag &= ~ACT_FLAG_ACTIVE;
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| 				return false;
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| 			case ACT_ACTION_LOOP_END:
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| 				// Convert into a play and let it finish
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| 				obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
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| 
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| 				m_flag |= ACT_FLAG_PLAY_END;
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| 				break;
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| 	
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| 			case ACT_ACTION_FLIPPER:
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| 				// Convert into a play action and play back to the beginning
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| 				end = start;
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| 				start = obj->GetActionFrame(m_layer);
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| 				obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
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| 
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| 				m_flag |= ACT_FLAG_PLAY_END;
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| 				break;
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| 		}
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| 	}
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| 
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| 	return m_flag & ACT_FLAG_ACTIVE;
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| }
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| 
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| #ifdef WITH_PYTHON
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| 
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| /* ------------------------------------------------------------------------- */
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| /* Python functions                                                          */
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| /* ------------------------------------------------------------------------- */
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| 
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| PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
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| {
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| 	PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.getChannel() no longer works, please use BL_ArmatureObject.channels instead");
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| 	return NULL;
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| #if 0 // XXX To be removed in a later version (first removed in 2.64)
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| 	const char *string= _PyUnicode_AsString(value);
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| 
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| 	if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
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| 	{
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| 		PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels");
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| 		return NULL;
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| 	}
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| 	
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| 	if (!string) {
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| 		PyErr_SetString(PyExc_TypeError, "expected a single string");
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| 		return NULL;
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| 	}
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| 	
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| 	bPoseChannel *pchan;
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| 	
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| 	if (m_userpose==NULL && m_pose==NULL) {
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| 		BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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| 		obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
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| 	}
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| 	
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| 	// BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
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| 	// the channel doesnt
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| 	if (		!(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
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| 			!(pchan=BKE_pose_channel_find_name(m_pose, string))  )
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| 	{
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| 		PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
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| 		return NULL;
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| 	}
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| 
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| 	PyObject *ret = PyTuple_New(3);
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| 	
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| 	PyObject *list = PyList_New(3); 
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| 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
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| 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
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| 	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
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| 	PyTuple_SET_ITEM(ret, 0, list);
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| 	
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| 	list = PyList_New(3);
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| 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
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| 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
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| 	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
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| 	PyTuple_SET_ITEM(ret, 1, list);
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| 	
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| 	list = PyList_New(4);
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| 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
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| 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
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| 	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2]));
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| 	PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3]));
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| 	PyTuple_SET_ITEM(ret, 2, list);
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| 
 | |
| 	return ret;
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| #if 0
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| 	return Py_BuildValue("([fff][fff][ffff])",
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| 		pchan->loc[0], pchan->loc[1], pchan->loc[2],
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| 		pchan->size[0], pchan->size[1], pchan->size[2],
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| 		pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
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| #endif
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| #endif
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| }
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| 
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| /*     setChannel                                                         */
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| KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
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| "setChannel(channel, matrix)\n"
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| "\t - channel   : A string specifying the name of the bone channel.\n"
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| "\t - matrix    : A 4x4 matrix specifying the overriding transformation\n"
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| "\t               as an offset from the bone's rest position.\n")
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| {
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| 	PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.setChannel() no longer works, please use BL_ArmatureObject.channels instead");
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| 	return NULL;
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| 
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| #if 0 // XXX To be removed in a later version (first removed in 2.64)
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| 	BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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| 	char *string;
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| 	PyObject *pymat= NULL;
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| 	PyObject *pyloc= NULL, *pysize= NULL, *pyquat= NULL;
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| 	bPoseChannel *pchan;
 | |
| 
 | |
| 	if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
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| 	{
 | |
| 		PyErr_SetString(PyExc_NotImplementedError, "actuator.setChannel(): Only armatures support channels");
 | |
| 		return NULL;
 | |
| 	}
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| 	
 | |
| 	if (PyTuple_Size(args)==2) {
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| 		if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix
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| 			return NULL;
 | |
| 	}
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| 	else if (PyTuple_Size(args)==4) {
 | |
| 		if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat
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| 			return NULL;
 | |
| 	}
 | |
| 	else {
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| 		PyErr_SetString(PyExc_ValueError, "Expected a string and a 4x4 matrix (2 args) or a string and loc/size/quat sequences (4 args)");
 | |
| 		return NULL;
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| 	}
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| 	
 | |
| 	if (pymat) {
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| 		float matrix[4][4];
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| 		MT_Matrix4x4 mat;
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| 		
 | |
| 		if (!PyMatTo(pymat, mat))
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| 			return NULL;
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| 		
 | |
| 		mat.getValue((float*)matrix);
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| 		
 | |
| 		BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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| 		
 | |
| 		if (!m_userpose) {
 | |
| 			if (!m_pose)
 | |
| 				obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
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| 			game_copy_pose(&m_userpose, m_pose, 0);
 | |
| 		}
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| 		// pchan= BKE_pose_channel_verify(m_userpose, string); // adds the channel if its not there.
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| 		pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
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| 		
 | |
| 		if (pchan) {
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| 			copy_v3_v3(pchan->loc, matrix[3]);
 | |
| 			mat4_to_size(pchan->size, matrix);
 | |
| 			mat4_to_quat(pchan->quat, matrix);
 | |
| 		}
 | |
| 	}
 | |
| 	else {
 | |
| 		MT_Vector3 loc;
 | |
| 		MT_Vector3 size;
 | |
| 		MT_Quaternion quat;
 | |
| 		
 | |
| 		if (!PyVecTo(pyloc, loc) || !PyVecTo(pysize, size) || !PyQuatTo(pyquat, quat))
 | |
| 			return NULL;
 | |
| 		
 | |
| 		// same as above
 | |
| 		if (!m_userpose) {
 | |
| 			if (!m_pose)
 | |
| 				obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
 | |
| 			game_copy_pose(&m_userpose, m_pose, 0);
 | |
| 		}
 | |
| 		// pchan= BKE_pose_channel_verify(m_userpose, string);
 | |
| 		pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
 | |
| 		
 | |
| 		// for some reason loc.setValue(pchan->loc) fails
 | |
| 		if (pchan) {
 | |
| 			pchan->loc[0]= loc[0]; pchan->loc[1]= loc[1]; pchan->loc[2]= loc[2];
 | |
| 			pchan->size[0]= size[0]; pchan->size[1]= size[1]; pchan->size[2]= size[2];
 | |
| 			pchan->quat[0]= quat[3]; pchan->quat[1]= quat[0]; pchan->quat[2]= quat[1]; pchan->quat[3]= quat[2]; /* notice xyzw -> wxyz is intentional */
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	if (pchan==NULL) {
 | |
| 		PyErr_SetString(PyExc_ValueError, "Channel could not be found, use the 'channelNames' attribute to get a list of valid channels");
 | |
| 		return NULL;
 | |
| 	}
 | |
| 	
 | |
| 	Py_RETURN_NONE;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| /* ------------------------------------------------------------------------- */
 | |
| /* Python Integration Hooks					                                 */
 | |
| /* ------------------------------------------------------------------------- */
 | |
| 
 | |
| PyTypeObject BL_ActionActuator::Type = {
 | |
| 	PyVarObject_HEAD_INIT(NULL, 0)
 | |
| 	"BL_ActionActuator",
 | |
| 	sizeof(PyObjectPlus_Proxy),
 | |
| 	0,
 | |
| 	py_base_dealloc,
 | |
| 	0,
 | |
| 	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_ActionActuator::Methods[] = {
 | |
| 	{"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_O},
 | |
| 	KX_PYMETHODTABLE(BL_ActionActuator, setChannel),
 | |
| 	{NULL,NULL} //Sentinel
 | |
| };
 | |
| 
 | |
| PyAttributeDef BL_ActionActuator::Attributes[] = {
 | |
| 	KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ActionActuator, m_startframe),
 | |
| 	KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ActionActuator, m_endframe),
 | |
| 	KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ActionActuator, m_blendin),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ActionActuator, pyattr_get_action, pyattr_set_action),
 | |
| 	KX_PYATTRIBUTE_RO_FUNCTION("channelNames", BL_ActionActuator, pyattr_get_channel_names),
 | |
| 	KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ActionActuator, m_priority),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("frame", BL_ActionActuator, pyattr_get_frame, pyattr_set_frame),
 | |
| 	KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_propname),
 | |
| 	KX_PYATTRIBUTE_STRING_RW("framePropName", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_framepropname),
 | |
| 	KX_PYATTRIBUTE_RW_FUNCTION("useContinue", BL_ActionActuator, pyattr_get_use_continue, pyattr_set_use_continue),
 | |
| 	KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ActionActuator, m_blendframe, CheckBlendTime),
 | |
| 	KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ActionActuator,m_playtype,CheckType),
 | |
| 	{ NULL }	//Sentinel
 | |
| };
 | |
| 
 | |
| PyObject* BL_ActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : "");
 | |
| }
 | |
| 
 | |
| int BL_ActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	
 | |
| 	if (!PyUnicode_Check(value))
 | |
| 	{
 | |
| 		PyErr_SetString(PyExc_ValueError, "actuator.action = val: 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)
 | |
| 		{
 | |
| 			PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, action not found!");
 | |
| 			return PY_SET_ATTR_FAIL;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	self->SetAction(action);
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| 
 | |
| }
 | |
| 
 | |
| PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.channelNames no longer works, please use BL_ArmatureObject.channels instead");
 | |
| 	return NULL;
 | |
| 
 | |
| #if 0 // XXX To be removed in a later version (first removed in 2.64)
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	PyObject *ret= PyList_New(0);
 | |
| 	PyObject *item;
 | |
| 	
 | |
| 	if (self->GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
 | |
| 	{
 | |
| 		PyErr_SetString(PyExc_NotImplementedError, "actuator.channelNames: Only armatures support channels");
 | |
| 		return NULL;
 | |
| 	}
 | |
| 
 | |
| 	bPose *pose= ((BL_ArmatureObject*)self->GetParent())->GetOrigPose();
 | |
| 	
 | |
| 	if (pose) {
 | |
| 		bPoseChannel *pchan;
 | |
| 		for (pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
 | |
| 			item= PyUnicode_FromString(pchan->name);
 | |
| 			PyList_Append(ret, item);
 | |
| 			Py_DECREF(item);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	return ret;
 | |
| #endif
 | |
| }
 | |
| 
 | |
| PyObject* BL_ActionActuator::pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	return PyBool_FromLong(self->m_flag & ACT_FLAG_CONTINUE);
 | |
| }
 | |
| 
 | |
| int BL_ActionActuator::pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	
 | |
| 	if (PyObject_IsTrue(value))
 | |
| 		self->m_flag |= ACT_FLAG_CONTINUE;
 | |
| 	else
 | |
| 		self->m_flag &= ~ACT_FLAG_CONTINUE;
 | |
| 	
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| PyObject* BL_ActionActuator::pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	return PyFloat_FromDouble(((KX_GameObject*)self->m_gameobj)->GetActionFrame(self->m_layer));
 | |
| }
 | |
| 
 | |
| int BL_ActionActuator::pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
 | |
| {
 | |
| 	BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
 | |
| 	
 | |
| 	((KX_GameObject*)self->m_gameobj)->SetActionFrame(self->m_layer, PyFloat_AsDouble(value));
 | |
| 	
 | |
| 	return PY_SET_ATTR_SUCCESS;
 | |
| }
 | |
| 
 | |
| #endif // WITH_PYTHON
 |