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/*
* ***** 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.
*
* 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 *****
*/
/** \file gameengine/Converter/BL_ActionActuator.cpp
* \ingroup bgeconv
*/
#include "SCA_LogicManager.h"
#include "BL_ActionActuator.h"
#include "BL_ArmatureObject.h"
#include "BL_SkinDeformer.h"
#include "BL_Action.h"
#include "BL_ActionManager.h"
#include "KX_GameObject.h"
#include "STR_HashedString.h"
#include "MEM_guardedalloc.h"
#include "DNA_nla_types.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "MT_Matrix4x4.h"
#include "BKE_action.h"
#include "EXP_FloatValue.h"
#include "EXP_PyObjectPlus.h"
#include "KX_PyMath.h"
extern "C" {
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "RNA_access.h"
#include "RNA_define.h"
}
BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj,
const STR_String& propname,
const STR_String& framepropname,
float starttime,
float endtime,
struct bAction *action,
short playtype,
short blend_mode,
short blendin,
short priority,
short layer,
float layer_weight,
short ipo_flags,
short end_reset,
float stride)
: SCA_IActuator(gameobj, KX_ACT_ACTION),
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_layer_weight(layer_weight),
m_playtype(playtype),
m_blendmode(blend_mode),
m_priority(priority),
m_layer(layer),
m_ipo_flags(ipo_flags),
m_action(action),
m_propname(propname),
m_framepropname(framepropname)
{
if (!end_reset)
m_flag |= ACT_FLAG_CONTINUE;
};
BL_ActionActuator::~BL_ActionActuator()
{
}
void BL_ActionActuator::ProcessReplica()
{
SCA_IActuator::ProcessReplica();
m_localtime=m_startframe;
m_lastUpdate=-1;
}
void BL_ActionActuator::SetBlendTime(float newtime)
{
m_blendframe = newtime;
}
void BL_ActionActuator::SetLocalTime(float curtime)
{
float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
if (m_endframe < m_startframe)
dt = -dt;
m_localtime = m_startframe + dt;
// Handle wrap around
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
{
switch (m_playtype) {
case ACT_ACTION_PLAY:
// Clamp
m_localtime = m_endframe;
break;
case ACT_ACTION_LOOP_END:
// Put the time back to the beginning
m_localtime = m_startframe;
m_starttime = curtime;
break;
case ACT_ACTION_PINGPONG:
// Swap the start and end frames
float temp = m_startframe;
m_startframe = m_endframe;
m_endframe = temp;
m_starttime = curtime;
m_flag ^= ACT_FLAG_REVERSE;
break;
}
}
}
void BL_ActionActuator::ResetStartTime(float curtime)
{
float dt = m_localtime - m_startframe;
m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate());
//SetLocalTime(curtime);
}
CValue* BL_ActionActuator::GetReplica()
{
BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
replica->ProcessReplica();
return replica;
}
bool BL_ActionActuator::Update(double curtime, bool frame)
{
bool bNegativeEvent = false;
bool bPositiveEvent = false;
bool bUseContinue = false;
KX_GameObject *obj = (KX_GameObject*)GetParent();
short playtype = BL_Action::ACT_MODE_PLAY;
short blendmode = (m_blendmode == ACT_ACTION_ADD) ? BL_Action::ACT_BLEND_ADD : BL_Action::ACT_BLEND_BLEND;
float start = m_startframe;
float end = m_endframe;
// If we don't have an action, we can't do anything
if (!m_action)
return false;
// Convert our playtype to one that BL_Action likes
switch (m_playtype) {
case ACT_ACTION_LOOP_END:
case ACT_ACTION_LOOP_STOP:
playtype = BL_Action::ACT_MODE_LOOP;
break;
case ACT_ACTION_PINGPONG:
// We handle ping pong ourselves to increase compabitility
// with files made prior to animation changes from GSoC 2011.
playtype = BL_Action::ACT_MODE_PLAY;
if (m_flag & ACT_FLAG_REVERSE)
{
start = m_endframe;
end = m_startframe;
}
break;
case ACT_ACTION_FROM_PROP:
CValue* prop = GetParent()->GetProperty(m_propname);
// If we don't have a property, we can't do anything, so just bail
if (!prop) return false;
playtype = BL_Action::ACT_MODE_PLAY;
start = end = prop->GetNumber();
break;
}
if (m_flag & ACT_FLAG_CONTINUE)
bUseContinue = true;
// Handle events
if (frame)
{
bNegativeEvent = m_negevent;
bPositiveEvent = m_posevent;
RemoveAllEvents();
}
// "Active" actions need to keep updating their current frame
if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
m_localtime = obj->GetActionFrame(m_layer);
if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
SetLocalTime(curtime);
else
ResetStartTime(curtime);
// Handle a frame property if it's defined
if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
{
CValue* oldprop = obj->GetProperty(m_framepropname);
CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
if (oldprop)
oldprop->SetValue(newval);
else
obj->SetProperty(m_framepropname, newval);
newval->Release();
}
// Handle a finished animation
if ((m_flag & ACT_FLAG_PLAY_END) && (m_flag & ACT_FLAG_ACTIVE) && obj->IsActionDone(m_layer))
{
m_flag &= ~ACT_FLAG_ACTIVE;
if (m_playtype == ACT_ACTION_PINGPONG) {
m_flag ^= ACT_FLAG_REVERSE;
}
else {
m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
return false;
}
}
// If a different action is playing, we've been overruled and are no longer active
if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
m_flag &= ~ACT_FLAG_ACTIVE;
if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
{
if (bPositiveEvent && m_playtype == ACT_ACTION_PLAY)
{
if (obj->IsActionDone(m_layer))
m_localtime = start;
ResetStartTime(curtime);
}
if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags, 1.f, blendmode))
{
m_flag |= ACT_FLAG_ACTIVE;
if (bUseContinue)
obj->SetActionFrame(m_layer, m_localtime);
if (m_playtype == ACT_ACTION_PLAY || m_playtype == ACT_ACTION_PINGPONG)
m_flag |= ACT_FLAG_PLAY_END;
else
m_flag &= ~ACT_FLAG_PLAY_END;
}
m_flag |= ACT_FLAG_ATTEMPT_PLAY;
}
else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
{
m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
m_localtime = obj->GetActionFrame(m_layer);
bAction *curr_action = obj->GetCurrentAction(m_layer);
if (curr_action && curr_action != m_action)
{
// Someone changed the action on us, so we wont mess with it
// Hopefully there wont be too many problems with two actuators using
// the same action...
m_flag &= ~ACT_FLAG_ACTIVE;
return false;
}
switch (m_playtype) {
case ACT_ACTION_FROM_PROP:
case ACT_ACTION_LOOP_STOP:
obj->StopAction(m_layer); // Stop the action after getting the frame
// We're done
m_flag &= ~ACT_FLAG_ACTIVE;
return false;
case ACT_ACTION_LOOP_END:
// Convert into a play and let it finish
obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
m_flag |= ACT_FLAG_PLAY_END;
break;
case ACT_ACTION_FLIPPER:
// Convert into a play action and play back to the beginning
float temp = end;
end = start;
start = curr_action ? obj->GetActionFrame(m_layer) : temp;
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, 1.f, blendmode);
m_flag |= ACT_FLAG_PLAY_END;
break;
}
}
return m_flag & ACT_FLAG_ACTIVE;
}
void BL_ActionActuator::DecLink()
{
SCA_IActuator::DecLink();
/* In this case no controllers use this action actuator,
and it should stop its action. */
if (m_links == 0) {
KX_GameObject *obj = (KX_GameObject *)GetParent();
obj->StopAction(m_layer);
}
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
PyObject *BL_ActionActuator::PyGetChannel(PyObject *value)
{
PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.getChannel() 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)
const char *string= _PyUnicode_AsString(value);
if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
{
PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels");
return NULL;
}
if (!string) {
PyErr_SetString(PyExc_TypeError, "expected a single string");
return NULL;
}
bPoseChannel *pchan;
if (m_userpose==NULL && m_pose==NULL) {
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
}
// BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
// the channel doesnt
if ( !(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
!(pchan=BKE_pose_channel_find_name(m_pose, string)) )
{
PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
return NULL;
}
PyObject *ret = PyTuple_New(3);
PyObject *list = PyList_New(3);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
PyTuple_SET_ITEM(ret, 0, list);
list = PyList_New(3);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
PyTuple_SET_ITEM(ret, 1, list);
list = PyList_New(4);
PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2]));
PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3]));
PyTuple_SET_ITEM(ret, 2, list);
return ret;
#if 0
return Py_BuildValue("([fff][fff][ffff])",
pchan->loc[0], pchan->loc[1], pchan->loc[2],
pchan->size[0], pchan->size[1], pchan->size[2],
pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
#endif
#endif
}
/* setChannel */
KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
"setChannel(channel, matrix)\n"
"\t - channel : A string specifying the name of the bone channel.\n"
"\t - matrix : A 4x4 matrix specifying the overriding transformation\n"
"\t as an offset from the bone's rest position.\n")
{
PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.setChannel() 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_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
char *string;
PyObject *pymat= NULL;
PyObject *pyloc= NULL, *pysize= NULL, *pyquat= NULL;
bPoseChannel *pchan;
if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
{
PyErr_SetString(PyExc_NotImplementedError, "actuator.setChannel(): Only armatures support channels");
return NULL;
}
if (PyTuple_Size(args)==2) {
if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix
return NULL;
}
else if (PyTuple_Size(args)==4) {
if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat
return NULL;
}
else {
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;
}
if (pymat) {
float matrix[4][4];
MT_Matrix4x4 mat;
if (!PyMatTo(pymat, mat))
return NULL;
mat.getValue((float*)matrix);
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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); // adds the channel if its not there.
pchan= BKE_pose_channel_find_name(m_userpose, string); // adds the channel if its not there.
if (pchan) {
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_SHORT_RW("layer", 0, MAX_ACTION_LAYERS-1, true, BL_ActionActuator, m_layer),
KX_PYATTRIBUTE_FLOAT_RW("layerWeight", 0, 1.0, BL_ActionActuator, m_layer_weight),
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*)self->GetLogicManager()->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
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