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authorMitchell Stokes <mogurijin@gmail.com>2014-05-08 05:14:36 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-05-08 07:32:50 +0400
commitee5284faf6db96bb5029f6d2ab0b62336ef84e53 (patch)
tree0ac01a140068654cc09762fa9ccb0b7c02929e77
parent34bc1e528e32e6909b190ee3d2e73bbceb240de2 (diff)
BGE: Dynamically-allocated action layers
This patch removes the limitations on the number of action layers in the BGE. BL_ActionManager currently uses a fixed array to keep track of the action layers. This patch replaces the fixed array with a map which allows for dynamic allocation of action layers. Layers (map items) are automatically removed on BL_ActionManager's update function. The maximum number of layers is roughly the value of a short. Backwards functionality is maintained and there are no changes to the Python API. Task Discussion: https://developer.blender.org/T39572 Author: Kevin Ednalino Reviewers: moguri Differential Revision: https://developer.blender.org/D491
-rw-r--r--source/blender/makesrna/intern/rna_actuator.c2
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp3
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.cpp87
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.h22
4 files changed, 87 insertions, 27 deletions
diff --git a/source/blender/makesrna/intern/rna_actuator.c b/source/blender/makesrna/intern/rna_actuator.c
index 9880e7da26a..fd04fb46cf1 100644
--- a/source/blender/makesrna/intern/rna_actuator.c
+++ b/source/blender/makesrna/intern/rna_actuator.c
@@ -661,7 +661,7 @@ static void rna_def_action_actuator(BlenderRNA *brna)
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop = RNA_def_property(srna, "layer", PROP_INT, PROP_NONE);
- RNA_def_property_range(prop, 0, 7); /* This should match BL_ActionManager::MAX_ACTION_LAYERS - 1 */
+ RNA_def_property_range(prop, 0, 32766); /* This should match BL_ActionManager::MAX_ACTION_LAYERS - 1 */
RNA_def_property_ui_text(prop, "Layer", "The animation layer to play the action on");
RNA_def_property_update(prop, NC_LOGIC, NULL);
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index f8c5ffbecfd..3dd013dfd63 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -35,6 +35,7 @@
#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"
@@ -536,7 +537,7 @@ PyAttributeDef BL_ActionActuator::Attributes[] = {
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, 7, true, BL_ActionActuator, m_layer),
+ 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),
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp
index 404f276eca8..07adce73b4a 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.cpp
+++ b/source/gameengine/Ketsji/BL_ActionManager.cpp
@@ -24,44 +24,72 @@
* \ingroup ketsji
*/
-#include "BL_ActionManager.h"
#include "BL_Action.h"
+#include "BL_ActionManager.h"
-BL_ActionManager::BL_ActionManager(class KX_GameObject *obj)
+BL_ActionManager::BL_ActionManager(class KX_GameObject *obj):
+ m_obj(obj)
{
- for (int i=0; i<MAX_ACTION_LAYERS; ++i)
- m_layers[i] = new BL_Action(obj);
}
BL_ActionManager::~BL_ActionManager()
{
- for (int i=0; i<MAX_ACTION_LAYERS; ++i)
- delete m_layers[i];
+ BL_ActionMap::iterator it;
+
+ for (it = m_layers.begin(); it != m_layers.end(); it++)
+ delete it->second;
+
+ m_layers.clear();
+}
+
+BL_Action *BL_ActionManager::GetAction(short layer)
+{
+ BL_ActionMap::iterator it = m_layers.find(layer);
+
+ return (it != m_layers.end()) ? it->second : 0;
+}
+
+BL_Action* BL_ActionManager::AddAction(short layer)
+{
+ BL_Action *action = new BL_Action(m_obj);
+ m_layers[layer] = action;
+
+ return action;
}
float BL_ActionManager::GetActionFrame(short layer)
{
- return m_layers[layer]->GetFrame();
+ BL_Action *action = GetAction(layer);
+
+ return action ? action->GetFrame() : 0.f;
}
void BL_ActionManager::SetActionFrame(short layer, float frame)
{
- m_layers[layer]->SetFrame(frame);
+ BL_Action *action = GetAction(layer);
+
+ if (action) action->SetFrame(frame);
}
struct bAction *BL_ActionManager::GetCurrentAction(short layer)
{
- return m_layers[layer]->GetAction();
+ BL_Action *action = GetAction(layer);
+
+ return action ? action->GetAction() : 0;
}
void BL_ActionManager::SetPlayMode(short layer, short mode)
{
- m_layers[layer]->SetPlayMode(mode);
+ BL_Action *action = GetAction(layer);
+
+ if (action) action->SetPlayMode(mode);
}
void BL_ActionManager::SetTimes(short layer, float start, float end)
{
- m_layers[layer]->SetTimes(start, end);
+ BL_Action *action = GetAction(layer);
+
+ if (action) action->SetTimes(start, end);
}
bool BL_ActionManager::PlayAction(const char* name,
@@ -76,40 +104,53 @@ bool BL_ActionManager::PlayAction(const char* name,
float playback_speed,
short blend_mode)
{
+ // Only this method will create layer if non-existent
+ BL_Action *action = GetAction(layer);
+ if (!action)
+ action = AddAction(layer);
+
// Disable layer blending on the first layer
if (layer == 0) layer_weight = -1.f;
- return m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
+ return action->Play(name, start, end, priority, blendin, play_mode, layer_weight, ipo_flags, playback_speed, blend_mode);
}
void BL_ActionManager::StopAction(short layer)
{
- m_layers[layer]->Stop();
+ BL_Action *action = GetAction(layer);
+
+ if (action) action->Stop();
}
bool BL_ActionManager::IsActionDone(short layer)
{
- return m_layers[layer]->IsDone();
+ BL_Action *action = GetAction(layer);
+
+ return action ? action->IsDone() : true;
}
void BL_ActionManager::Update(float curtime)
{
- for (int i=0; i<MAX_ACTION_LAYERS; ++i)
+ BL_ActionMap::iterator it;
+ for (it = m_layers.begin(); it != m_layers.end(); )
{
- if (!m_layers[i]->IsDone())
- {
- m_layers[i]->Update(curtime);
+ if (it->second->IsDone()) {
+ delete it->second;
+ m_layers.erase(it++);
+ }
+ else {
+ it->second->Update(curtime);
+ ++it;
}
}
}
void BL_ActionManager::UpdateIPOs()
{
- for (int i=0; i<MAX_ACTION_LAYERS; ++i)
+ BL_ActionMap::iterator it;
+ for (it = m_layers.begin(); it != m_layers.end(); ++it)
{
- if (!m_layers[i]->IsDone())
- {
- m_layers[i]->UpdateIPOs();
- }
+ if (!it->second->IsDone())
+ it->second->UpdateIPOs();
}
}
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h
index be9097c3ca3..5b340257881 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.h
+++ b/source/gameengine/Ketsji/BL_ActionManager.h
@@ -31,7 +31,12 @@
#include "MEM_guardedalloc.h"
#endif
-#define MAX_ACTION_LAYERS 8
+#include <map>
+
+// Currently, we use the max value of a short.
+// We should switch to unsigned short; doesn't make sense to support negative layers.
+// This will also give us 64k layers instead of 32k.
+#define MAX_ACTION_LAYERS 32767
class BL_Action;
@@ -41,7 +46,20 @@ class BL_Action;
class BL_ActionManager
{
private:
- BL_Action* m_layers[MAX_ACTION_LAYERS];
+ typedef std::map<short,BL_Action*> BL_ActionMap;
+
+ class KX_GameObject* m_obj;
+ BL_ActionMap m_layers;
+
+ /**
+ * Check if an action exists
+ */
+ BL_Action* GetAction(short layer);
+
+ /**
+ * Add new action with given layer
+ */
+ BL_Action* AddAction(short layer);
public:
BL_ActionManager(class KX_GameObject* obj);