diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-06-19 20:27:01 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2009-06-19 20:27:01 +0400 |
commit | c3b8db4833fe561ce8803af1619a4f1eb5f0c3b6 (patch) | |
tree | ac16a1de5d83c336e9bdaca04ba51371e8de3721 /source | |
parent | 6c139156cf2b47ea9d8e7606204205cb01d4ad21 (diff) |
BGE: allow action blending by bringing back blend_poses() as game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/BKE_action.h | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/action.c | 140 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp | 3 |
4 files changed, 76 insertions, 71 deletions
diff --git a/source/blender/blenkernel/BKE_action.h b/source/blender/blenkernel/BKE_action.h index 67eb2ed58bf..f0796697670 100644 --- a/source/blender/blenkernel/BKE_action.h +++ b/source/blender/blenkernel/BKE_action.h @@ -137,7 +137,7 @@ void framechange_poses_clear_unkeyed(void); void what_does_obaction(struct Scene *scene, struct Object *ob, struct Object *workob, struct bPose *pose, struct bAction *act, char groupname[], float cframe); /* exported for game engine */ -void blend_poses(struct bPose *dst, struct bPose *src, float srcweight, short mode); +void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */ void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); /* for proxy */ diff --git a/source/blender/blenkernel/intern/action.c b/source/blender/blenkernel/intern/action.c index fb1b2e9cf70..f7e15cef4c4 100644 --- a/source/blender/blenkernel/intern/action.c +++ b/source/blender/blenkernel/intern/action.c @@ -581,6 +581,77 @@ void game_copy_pose(bPose **dst, bPose *src) *dst=out; } + +/* Only allowed for Poses with identical channels */ +void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/) +{ + short mode= ACTSTRIPMODE_BLEND; + + bPoseChannel *dchan; + const bPoseChannel *schan; + bConstraint *dcon, *scon; + float dstweight; + int i; + + switch (mode){ + case ACTSTRIPMODE_BLEND: + dstweight = 1.0F - srcweight; + break; + case ACTSTRIPMODE_ADD: + dstweight = 1.0F; + break; + default : + dstweight = 1.0F; + } + + schan= src->chanbase.first; + for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){ + if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) { + /* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */ + + /* Do the transformation blend */ + if (schan->flag & POSE_ROT) { + /* quat interpolation done separate */ + if (schan->rotmode == PCHAN_ROT_QUAT) { + float dquat[4], squat[4]; + + QUATCOPY(dquat, dchan->quat); + QUATCOPY(squat, schan->quat); + if (mode==ACTSTRIPMODE_BLEND) + QuatInterpol(dchan->quat, dquat, squat, srcweight); + else { + QuatMulFac(squat, srcweight); + QuatMul(dchan->quat, dquat, squat); + } + + NormalQuat(dchan->quat); + } + } + + for (i=0; i<3; i++) { + /* blending for loc and scale are pretty self-explanatory... */ + if (schan->flag & POSE_LOC) + dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight); + if (schan->flag & POSE_SIZE) + dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight); + + /* euler-rotation interpolation done here instead... */ + // FIXME: are these results decent? + if ((schan->flag & POSE_ROT) && (schan->rotmode)) + dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); + } + dchan->flag |= schan->flag; + } + for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) { + /* no 'add' option for constraint blending */ + dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; + } + } + + /* this pose is now in src time */ + dst->ctime= src->ctime; +} + void game_free_pose(bPose *pose) { if (pose) { @@ -1039,75 +1110,6 @@ static void blend_pose_offset_bone(bActionStrip *strip, bPose *dst, bPose *src, VecAddf(dst->cyclic_offset, dst->cyclic_offset, src->cyclic_offset); } - -/* Only allowed for Poses with identical channels */ -void blend_poses(bPose *dst, bPose *src, float srcweight, short mode) -{ - bPoseChannel *dchan; - const bPoseChannel *schan; - bConstraint *dcon, *scon; - float dstweight; - int i; - - switch (mode){ - case ACTSTRIPMODE_BLEND: - dstweight = 1.0F - srcweight; - break; - case ACTSTRIPMODE_ADD: - dstweight = 1.0F; - break; - default : - dstweight = 1.0F; - } - - schan= src->chanbase.first; - for (dchan = dst->chanbase.first; dchan; dchan=dchan->next, schan= schan->next){ - if (schan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) { - /* replaced quat->matrix->quat conversion with decent quaternion interpol (ton) */ - - /* Do the transformation blend */ - if (schan->flag & POSE_ROT) { - /* quat interpolation done separate */ - if (schan->rotmode == PCHAN_ROT_QUAT) { - float dquat[4], squat[4]; - - QUATCOPY(dquat, dchan->quat); - QUATCOPY(squat, schan->quat); - if (mode==ACTSTRIPMODE_BLEND) - QuatInterpol(dchan->quat, dquat, squat, srcweight); - else { - QuatMulFac(squat, srcweight); - QuatMul(dchan->quat, dquat, squat); - } - - NormalQuat(dchan->quat); - } - } - - for (i=0; i<3; i++) { - /* blending for loc and scale are pretty self-explanatory... */ - if (schan->flag & POSE_LOC) - dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight); - if (schan->flag & POSE_SIZE) - dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight); - - /* euler-rotation interpolation done here instead... */ - // FIXME: are these results decent? - if ((schan->flag & POSE_ROT) && (schan->rotmode)) - dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); - } - dchan->flag |= schan->flag; - } - for(dcon= dchan->constraints.first, scon= schan->constraints.first; dcon && scon; dcon= dcon->next, scon= scon->next) { - /* no 'add' option for constraint blending */ - dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; - } - } - - /* this pose is now in src time */ - dst->ctime= src->ctime; -} - typedef struct NlaIpoChannel { struct NlaIpoChannel *next, *prev; float val; diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 131d48aed4f..c0d28d28bda 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -409,7 +409,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame) /* Find percentages */ newweight = (m_blendframe/(float)m_blendin); - // XXX blend_poses(m_pose, m_blendpose, 1.0 - newweight, ACTSTRIPMODE_BLEND); + game_blend_poses(m_pose, m_blendpose, 1.0 - newweight); /* Increment current blending percentage */ m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate(); diff --git a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp index 20829524558..c3264a2bc37 100644 --- a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp +++ b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp @@ -43,6 +43,9 @@ float BL_ScalarInterpolator::GetValue(float currentTime) const { } BL_InterpolatorList::BL_InterpolatorList(struct AnimData *adt) { + if(adt->action==NULL) + return; + for(FCurve *fcu= (FCurve *)adt->action->curves.first; fcu; fcu= (FCurve *)fcu->next) { if(fcu->rna_path) { BL_ScalarInterpolator *new_ipo = new BL_ScalarInterpolator(fcu); |