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authorMitchell Stokes <mogurijin@gmail.com>2011-05-27 12:45:48 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-05-27 12:45:48 +0400
commitbd5f78d1a0bf4e04800395952e9a26ba868cc31a (patch)
tree16dd3b6df4dbb919b599f8b38b5cdf2f16e467c6 /source/gameengine/Ketsji/BL_Action.cpp
parent93e992c5d980ce2186c025dbf6f4900b1ad78557 (diff)
Moving BL_Action and BL_ActionManager to Ketsji to avoid linking issues with gcc
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp198
1 files changed, 198 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
new file mode 100644
index 00000000000..dcd0c1402e1
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -0,0 +1,198 @@
+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+
+#include "BL_Action.h"
+#include "BL_ArmatureObject.h"
+#include "KX_GameObject.h"
+
+// These three are for getting the action from the logic manager
+#include "KX_Scene.h"
+#include "KX_PythonInit.h"
+#include "SCA_LogicManager.h"
+
+extern "C" {
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "RNA_access.h"
+#include "RNA_define.h"
+}
+
+BL_Action::BL_Action(class KX_GameObject* gameobj,
+ const char* name,
+ float start,
+ float end,
+ float blendin,
+ short play_mode,
+ short blend_mode)
+:
+ m_obj(gameobj),
+ m_startframe(start),
+ m_endframe(end),
+ m_blendin(blendin),
+ m_playmode(play_mode),
+ m_endtime(0.f),
+ m_localtime(start),
+ m_blendframe(0.f),
+ m_blendstart(0.f),
+ m_pose(NULL),
+ m_blendpose(NULL),
+ m_done(false)
+{
+ m_starttime = KX_GetActiveEngine()->GetFrameTime();
+ m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
+
+ if (!m_action) printf("Failed to load action: %s\n", name);
+}
+
+BL_Action::~BL_Action()
+{
+ if (m_pose)
+ game_free_pose(m_pose);
+ if (m_blendpose)
+ game_free_pose(m_blendpose);
+}
+
+void BL_Action::SetLocalTime(float curtime)
+{
+ float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
+
+ if (m_endframe < m_startframe)
+ dt = -dt;
+
+ m_localtime = m_startframe + dt;
+}
+
+void BL_Action::Update(float curtime)
+{
+ curtime -= KX_KetsjiEngine::GetSuspendedDelta();
+
+ SetLocalTime(curtime);
+
+ // Handle wrap around
+ if (m_localtime < m_startframe || m_localtime > m_endframe)
+ {
+ switch(m_playmode)
+ {
+ case ACT_MODE_PLAY:
+ // Clamp
+ m_localtime = m_endframe;
+ m_done = true;
+ break;
+ case ACT_MODE_LOOP:
+ // Put the time back to the beginning
+ m_localtime = m_startframe;
+ m_starttime = curtime;
+ break;
+ case ACT_MODE_PING_PONG:
+ // Swap the start and end frames
+ float temp = m_startframe;
+ m_startframe = m_endframe;
+ m_endframe = temp;
+
+ m_starttime = curtime;
+
+ break;
+ }
+ }
+
+ if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
+ {
+ bPose* prev_pose = NULL;
+ BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
+ obj->GetPose(&m_pose);
+
+ // Save the old pose if we need to do some layer blending
+ if (m_blendmode != ACT_BLEND_NONE)
+ obj->GetMRDPose(&prev_pose);
+
+ // Extract the pose from the action
+ {
+ struct PointerRNA id_ptr;
+ Object *arm = obj->GetArmatureObject();
+ bPose *temp = arm->pose;
+
+ arm->pose = m_pose;
+ RNA_id_pointer_create((ID*)arm, &id_ptr);
+ animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
+
+ arm->pose = temp;
+ }
+
+ // Handle blending between layers
+ switch(m_blendmode)
+ {
+ case ACT_BLEND_MIX:
+ game_blend_poses(m_pose, prev_pose, 0.5f);
+ break;
+ case ACT_BLEND_NONE:
+ default:
+ break;
+ }
+
+ // Handle blending between actions
+ if (m_blendin && m_blendframe<m_blendin)
+ {
+ if (!m_blendpose)
+ {
+ obj->GetMRDPose(&m_blendpose);
+ m_blendstart = curtime;
+ }
+
+ // Calculate weight
+ float weight = 1.f - (m_blendframe/m_blendin);
+ game_blend_poses(m_pose, m_blendpose, weight);
+
+ // Bump the blend frame
+ m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
+
+ // Clamp
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+ }
+ else
+ {
+ if (m_blendpose)
+ {
+ game_free_pose(m_blendpose);
+ m_blendpose = NULL;
+ }
+ }
+
+ obj->SetPose(m_pose);
+
+ obj->SetActiveAction(NULL, 0, curtime);
+
+ if (prev_pose)
+ game_free_pose(prev_pose);
+ }
+ else
+ {
+ printf("Only armature actions are currently supported\n");
+ }
+}