Blender  V2.59
BL_ShapeActionActuator.h
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00001 /*
00002  * $Id: BL_ShapeActionActuator.h 36523 2011-05-06 20:18:42Z blendix $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00034 #ifndef BL_SHAPEACTIONACTUATOR
00035 #define BL_SHAPEACTIONACTUATOR
00036 
00037 #include "CTR_HashedPtr.h"
00038 #include "SCA_IActuator.h"
00039 #include "BL_ActionActuator.h"
00040 #include "MT_Point3.h"
00041 #include <vector>
00042 
00043 struct Key;
00044 class BL_ShapeActionActuator : public SCA_IActuator  
00045 {
00046 public:
00047         Py_Header;
00048         BL_ShapeActionActuator(SCA_IObject* gameobj,
00049                                                 const STR_String& propname,
00050                                                 const STR_String& framepropname,
00051                                                 float starttime,
00052                                                 float endtime,
00053                                                 struct bAction *action,
00054                                                 short   playtype,
00055                                                 short   blendin,
00056                                                 short   priority,
00057                                                 float   stride) 
00058                 : SCA_IActuator(gameobj, KX_ACT_SHAPEACTION),
00059                 
00060                 m_lastpos(0, 0, 0),
00061                 m_blendframe(0),
00062                 m_flag(0),
00063                 m_startframe (starttime),
00064                 m_endframe(endtime) ,
00065                 m_starttime(0),
00066                 m_localtime(starttime),
00067                 m_lastUpdate(-1),
00068                 m_blendin(blendin),
00069                 m_blendstart(0),
00070                 m_stridelength(stride),
00071                 m_playtype(playtype),
00072                 m_priority(priority),
00073                 m_action(action),
00074                 m_framepropname(framepropname), 
00075                 m_propname(propname)
00076         {
00077         };
00078         virtual ~BL_ShapeActionActuator();
00079         virtual bool Update(double curtime, bool frame);
00080         virtual CValue* GetReplica();
00081         virtual void ProcessReplica();
00082         
00083         void SetBlendTime (float newtime);
00084         void BlendShape(struct Key* key, float weigth);
00085         
00086         bAction*        GetAction() { return m_action; }
00087         void            SetAction(bAction* act) { m_action= act; }
00088 
00089 #ifdef WITH_PYTHON
00090 
00091         static PyObject*        pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
00092         static int                      pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
00093 
00094         static int CheckBlendTime(void *self, const PyAttributeDef*)
00095         {
00096                 BL_ShapeActionActuator* act = reinterpret_cast<BL_ShapeActionActuator*>(self);
00097 
00098                 if (act->m_blendframe > act->m_blendin)
00099                         act->m_blendframe = act->m_blendin;
00100 
00101                 return 0;
00102         }
00103         static int CheckFrame(void *self, const PyAttributeDef*)
00104         {
00105                 BL_ShapeActionActuator* act = reinterpret_cast<BL_ShapeActionActuator*>(self);
00106 
00107                 if (act->m_localtime < act->m_startframe)
00108                         act->m_localtime = act->m_startframe;
00109                 else if (act->m_localtime > act->m_endframe)
00110                         act->m_localtime = act->m_endframe;
00111 
00112                 return 0;
00113         }
00114         static int CheckType(void *self, const PyAttributeDef*)
00115         {
00116                 BL_ShapeActionActuator* act = reinterpret_cast<BL_ShapeActionActuator*>(self);
00117 
00118                 switch (act->m_playtype) {
00119                         case ACT_ACTION_PLAY:
00120                         case ACT_ACTION_PINGPONG:
00121                         case ACT_ACTION_FLIPPER:
00122                         case ACT_ACTION_LOOP_STOP:
00123                         case ACT_ACTION_LOOP_END:
00124                         case ACT_ACTION_FROM_PROP:
00125                                 return 0;
00126                         default:
00127                                 PyErr_SetString(PyExc_ValueError, "Shape Action Actuator, invalid play type supplied");
00128                                 return 1;
00129                 }
00130 
00131         }
00132 
00133 #endif // WITH_PYTHON
00134 
00135 protected:
00136 
00137         void SetStartTime(float curtime);
00138         void SetLocalTime(float curtime);
00139         bool ClampLocalTime();
00140 
00141         MT_Point3       m_lastpos;
00142         float   m_blendframe;
00143         int             m_flag;
00145         float   m_startframe;
00147         float   m_endframe;
00149         float   m_starttime;
00151         float   m_localtime;
00152         
00153         float   m_lastUpdate;
00154         float   m_blendin;
00155         float   m_blendstart;
00156         float   m_stridelength;
00157         short   m_playtype;
00158         short   m_priority;
00159         struct bAction *m_action;
00160         STR_String      m_framepropname;
00161         STR_String      m_propname;
00162         vector<float> m_blendshape;
00163 };
00164 
00165 #endif
00166