Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--source/gameengine/Converter/BL_Action.cpp198
-rw-r--r--source/gameengine/Converter/BL_Action.h98
-rw-r--r--source/gameengine/Converter/BL_ActionManager.cpp80
-rw-r--r--source/gameengine/Converter/BL_ActionManager.h64
-rw-r--r--source/gameengine/Converter/CMakeLists.txt4
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.h5
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp53
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h11
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp3
9 files changed, 515 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_Action.cpp b/source/gameengine/Converter/BL_Action.cpp
new file mode 100644
index 00000000000..dcd0c1402e1
--- /dev/null
+++ b/source/gameengine/Converter/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");
+ }
+}
diff --git a/source/gameengine/Converter/BL_Action.h b/source/gameengine/Converter/BL_Action.h
new file mode 100644
index 00000000000..3d977f3984a
--- /dev/null
+++ b/source/gameengine/Converter/BL_Action.h
@@ -0,0 +1,98 @@
+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+#ifndef __BL_ACTION
+#define __BL_ACTION
+
+#ifdef WITH_CXX_GUARDEDALLOC
+#include "MEM_guardedalloc.h"
+#endif
+
+
+class BL_Action
+{
+private:
+ struct bAction* m_action;
+ struct bPose* m_pose;
+ struct bPose* m_blendpose;
+ struct PointerRNA *m_ptrrna;
+ class KX_GameObject* m_obj;
+
+ float m_startframe;
+ float m_endframe;
+ float m_starttime;
+ float m_endtime;
+ float m_localtime;
+
+ float m_blendin;
+ float m_blendframe;
+ float m_blendstart;
+
+ short m_playmode;
+ short m_blendmode;
+
+ bool m_done;
+
+ void SetLocalTime(float curtime);
+public:
+ BL_Action(class KX_GameObject* gameobj,
+ const char* name,
+ float start,
+ float end,
+ float blendin,
+ short play_mode,
+ short blend_mode);
+ ~BL_Action();
+
+ bool IsDone() {return m_done;}
+ void Update(float curtime);
+
+ enum
+ {
+ ACT_MODE_PLAY = 0,
+ ACT_MODE_LOOP,
+ ACT_MODE_PING_PONG,
+ ACT_MODE_MAX,
+ };
+
+ enum
+ {
+ ACT_BLEND_NONE = 0,
+ ACT_BLEND_MIX,
+ ACT_BLEND_MAX,
+ };
+
+#ifdef WITH_CXX_GUARDEDALLOC
+public:
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_Action"); }
+ void operator delete( void *mem ) { MEM_freeN(mem); }
+#endif
+};
+
+#endif //BL_ACTION
+
diff --git a/source/gameengine/Converter/BL_ActionManager.cpp b/source/gameengine/Converter/BL_ActionManager.cpp
new file mode 100644
index 00000000000..359a7389b51
--- /dev/null
+++ b/source/gameengine/Converter/BL_ActionManager.cpp
@@ -0,0 +1,80 @@
+/**
+ * $Id$
+ *
+ * ***** 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_ActionManager.h"
+
+BL_ActionManager::BL_ActionManager()
+{
+ for (int i=0; i<MAX_ACTION_LAYERS; ++i)
+ m_layers[i] = 0;
+}
+
+BL_ActionManager::~BL_ActionManager()
+{
+ for (int i=0; i<MAX_ACTION_LAYERS; ++i)
+ if (m_layers[i])
+ StopAction(i);
+}
+
+void BL_ActionManager::PlayAction(class KX_GameObject* gameobj,
+ const char* name,
+ float start,
+ float end,
+ short layer,
+ float blendin,
+ short play_mode,
+ short blend_mode)
+{
+ // Remove a currently running action on this layer if there is one
+ if (m_layers[layer])
+ StopAction(layer);
+
+ // Create a new action
+ m_layers[layer] = new BL_Action(gameobj, name, start, end, blendin, play_mode, blend_mode);
+}
+
+void BL_ActionManager::StopAction(short layer)
+{
+ delete m_layers[layer];
+ m_layers[layer] = 0;
+}
+
+void BL_ActionManager::Update(float curtime)
+{
+ for (int i=0; i<MAX_ACTION_LAYERS; ++i)
+ {
+ if (m_layers[i])
+ {
+ if (m_layers[i]->IsDone())
+ StopAction(i);
+ else
+ m_layers[i]->Update(curtime);
+ }
+ }
+}
diff --git a/source/gameengine/Converter/BL_ActionManager.h b/source/gameengine/Converter/BL_ActionManager.h
new file mode 100644
index 00000000000..409d6c24e30
--- /dev/null
+++ b/source/gameengine/Converter/BL_ActionManager.h
@@ -0,0 +1,64 @@
+/**
+ * $Id$
+ *
+ * ***** 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 *****
+ */
+#ifndef __BL_ACTIONMANAGER
+#define __BL_ACTIONMANAGER
+
+#include "BL_Action.h"
+
+#define MAX_ACTION_LAYERS 4
+
+class BL_ActionManager
+{
+private:
+ BL_Action* m_layers[MAX_ACTION_LAYERS];
+
+public:
+ BL_ActionManager();
+ ~BL_ActionManager();
+
+ void PlayAction(class KX_GameObject* gameobj,
+ const char* name,
+ float start,
+ float end,
+ short layer=0,
+ float blendin=0.f,
+ short play_mode=0,
+ short blend_mode=0);
+
+ void StopAction(short layer);
+ void Update(float);
+#ifdef WITH_CXX_GUARDEDALLOC
+public:
+ void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); }
+ void operator delete( void *mem ) { MEM_freeN(mem); }
+#endif
+};
+
+#endif //BL_ACTIONMANAGER
+
diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt
index bdd0769e0a3..8f0e8eb5113 100644
--- a/source/gameengine/Converter/CMakeLists.txt
+++ b/source/gameengine/Converter/CMakeLists.txt
@@ -60,7 +60,9 @@ set(INC
)
set(SRC
+ BL_Action.cpp
BL_ActionActuator.cpp
+ BL_ActionManager.cpp
BL_ArmatureActuator.cpp
BL_ArmatureChannel.cpp
BL_ArmatureConstraint.cpp
@@ -82,7 +84,9 @@ set(SRC
KX_IpoConvert.cpp
KX_SoftBodyDeformer.cpp
+ BL_Action.h
BL_ActionActuator.h
+ BL_ActionManager.h
BL_ArmatureActuator.h
BL_ArmatureChannel.h
BL_ArmatureConstraint.h
diff --git a/source/gameengine/Expressions/PyObjectPlus.h b/source/gameengine/Expressions/PyObjectPlus.h
index 157124ebc81..88a9f3afd7d 100644
--- a/source/gameengine/Expressions/PyObjectPlus.h
+++ b/source/gameengine/Expressions/PyObjectPlus.h
@@ -254,12 +254,15 @@ typedef struct PyObjectPlus_Proxy {
#define KX_PYMETHODTABLE_NOARGS(class_name, method_name) \
{#method_name , (PyCFunction) class_name::sPy##method_name, METH_NOARGS, (const char *)class_name::method_name##_doc}
+#define KX_PYMETHODTABLE_KEYWORDS(class_name, method_name) \
+ {#method_name , (PyCFunction) class_name::sPy##method_name, METH_VARARGS|METH_KEYWORDS, (const char *)class_name::method_name##_doc}
+
/**
* Function implementation macro
*/
#define KX_PYMETHODDEF_DOC(class_name, method_name, doc_string) \
const char class_name::method_name##_doc[] = doc_string; \
-PyObject* class_name::Py##method_name(PyObject* args, PyObject*)
+PyObject* class_name::Py##method_name(PyObject* args, PyObject* kwds)
#define KX_PYMETHODDEF_DOC_VARARGS(class_name, method_name, doc_string) \
const char class_name::method_name##_doc[] = doc_string; \
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 47d83c16659..868dc4591e4 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -74,6 +74,8 @@ typedef unsigned long uint_ptr;
#include "SCA_IController.h"
#include "NG_NetworkScene.h" //Needed for sendMessage()
+#include "BL_ActionManager.h"
+
#include "PyObjectPlus.h" /* python stuff */
// This file defines relationships between parents and children
@@ -121,6 +123,8 @@ KX_GameObject::KX_GameObject(
KX_NormalParentRelation * parent_relation =
KX_NormalParentRelation::New();
m_pSGNode->SetParentRelation(parent_relation);
+
+ m_actionManager = new BL_ActionManager();
};
@@ -154,6 +158,10 @@ KX_GameObject::~KX_GameObject()
{
delete m_pGraphicController;
}
+ if (m_actionManager)
+ {
+ delete m_actionManager;
+ }
#ifdef WITH_PYTHON
if (m_attr_dict) {
PyDict_Clear(m_attr_dict); /* incase of circular refs or other weird cases */
@@ -344,6 +352,11 @@ void KX_GameObject::RemoveParent(KX_Scene *scene)
}
}
+void KX_GameObject::UpdateActionManager(float curtime)
+{
+ m_actionManager->Update(curtime);
+}
+
void KX_GameObject::ProcessReplica()
{
SCA_IObject::ProcessReplica();
@@ -353,6 +366,7 @@ void KX_GameObject::ProcessReplica()
m_pSGNode = NULL;
m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
m_pClient_info->m_gameobject = this;
+ m_actionManager = new BL_ActionManager();
m_state = 0;
#ifdef WITH_PYTHON
@@ -1497,6 +1511,8 @@ PyMethodDef KX_GameObject::Methods[] = {
KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
KX_PYMETHODTABLE(KX_GameObject, sendMessage),
+
+ KX_PYMETHODTABLE_KEYWORDS(KX_GameObject, playAction),
// dict style access for props
{"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
@@ -2975,6 +2991,43 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage,
Py_RETURN_NONE;
}
+KX_PYMETHODDEF_DOC(KX_GameObject, playAction,
+ "playAction(name, start_frame, end_frame, layer=0, blendin=0, play_mode=ACT_MODE_PLAY, blend_mode=ACT_BLEND_NONE)\n"
+ "plays an action\n")
+{
+ const char* name;
+ float start, end, blendin=0.f;
+ short layer=0;
+ short play_mode=0, blend_mode=0;
+
+ static const char *kwlist[] = {"name", "start_frame", "end_frame", "layer", "blendin", "play_mode", "blend_mode", NULL};
+
+ if (!PyArg_ParseTupleAndKeywords(args, kwds, "sff|hfhh", const_cast<char**>(kwlist),
+ &name, &start, &end, &layer, &blendin, &play_mode, &blend_mode))
+ return NULL;
+
+ if (layer < 0 || layer > MAX_ACTION_LAYERS)
+ {
+ printf("KX_GameObject.playAction(): given layer (%d) is out of range (0 - %d), setting to 0", layer, MAX_ACTION_LAYERS-1);
+ layer = 0;
+ }
+
+ if (play_mode < 0 || play_mode > BL_Action::ACT_MODE_MAX)
+ {
+ printf("KX_GameObject.playAction(): given play_mode (%d) is out of range (0 - %d), setting to ACT_MODE_PLAY", play_mode, BL_Action::ACT_MODE_MAX-1);
+ play_mode = BL_Action::ACT_MODE_MAX;
+ }
+
+ if (blend_mode < 0 || blend_mode > BL_Action::ACT_BLEND_MAX)
+ {
+ printf("KX_GameObject.playAction(): given blend_mode (%d) is out of range (0 - %d), setting to ACT_BLEND_NONE", blend_mode, BL_Action::ACT_BLEND_MAX-1);
+ blend_mode = BL_Action::ACT_BLEND_NONE;
+ }
+
+ m_actionManager->PlayAction(this, name, start, end, layer, blendin, play_mode, blend_mode);
+
+ Py_RETURN_NONE;
+}
/* dict style access */
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 50fbebe1341..a5ca5f872d5 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -63,6 +63,7 @@ class RAS_MeshObject;
class KX_IPhysicsController;
class PHY_IGraphicController;
class PHY_IPhysicsEnvironment;
+class BL_ActionManager;
struct Object;
#ifdef WITH_PYTHON
@@ -112,6 +113,9 @@ protected:
SG_Node* m_pSGNode;
MT_CmMatrix4x4 m_OpenGL_4x4Matrix;
+
+ // The action manager is used to play/stop/update actions
+ BL_ActionManager* m_actionManager;
public:
bool m_isDeformable;
@@ -199,6 +203,11 @@ public:
void RemoveParent(KX_Scene *scene);
/**
+ * Kick the object's action manager
+ */
+ void UpdateActionManager(float curtime);
+
+ /**
* Construct a game object. This class also inherits the
* default constructors - use those with care!
*/
@@ -853,6 +862,8 @@ public:
KX_PYMETHOD_DOC_O(KX_GameObject,getVectTo);
KX_PYMETHOD_DOC_VARARGS(KX_GameObject, sendMessage);
KX_PYMETHOD_VARARGS(KX_GameObject, ReinstancePhysicsMesh);
+
+ KX_PYMETHOD_DOC(KX_GameObject, playAction);
/* Dict access */
KX_PYMETHOD_VARARGS(KX_GameObject,get);
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 28dc660037c..27bf5d19b14 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1506,6 +1506,9 @@ void KX_Scene::LogicBeginFrame(double curtime)
void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
{
+ // Update any animations
+ for (int i=0; i<GetObjectList()->GetCount(); ++i)
+ ((KX_GameObject*)GetObjectList()->GetValue(i))->UpdateActionManager(curtime);
m_logicmgr->UpdateFrame(curtime, frame);
}