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Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp111
1 files changed, 86 insertions, 25 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 50afac6992e..895def17e8e 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -88,10 +88,10 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
m_blendin(blendin),
m_blendstart(0),
m_stridelength(stride),
+ m_layer_weight(layer_weight),
m_playtype(playtype),
m_priority(priority),
m_layer(layer),
- m_layer_weight(layer_weight),
m_ipo_flags(ipo_flags),
m_pose(NULL),
m_blendpose(NULL),
@@ -129,6 +129,50 @@ 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;
+
+ 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();
@@ -173,6 +217,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
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();
@@ -194,11 +241,46 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
RemoveAllEvents();
}
+ if (m_flag & ACT_FLAG_ATTEMPT_PLAY)
+ SetLocalTime(curtime);
+
if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
+ {
m_localtime = obj->GetActionFrame(m_layer);
+ 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) && obj->IsActionDone(m_layer))
+ {
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
+ obj->StopAction(m_layer);
+ return false;
+ }
- if (bPositiveEvent)
+ // If a different action is playing, we've been overruled and are no longer active
+ if (obj->GetCurrentAction(m_layer) != m_action)
+ m_flag &= ~ACT_FLAG_ACTIVE;
+
+ if (bPositiveEvent || (m_flag & ACT_FLAG_ATTEMPT_PLAY && !(m_flag & ACT_FLAG_ACTIVE)))
{
+ if (bPositiveEvent)
+ 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))
{
m_flag |= ACT_FLAG_ACTIVE;
@@ -210,11 +292,11 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
else
m_flag &= ~ACT_FLAG_PLAY_END;
}
- else
- return false;
+ m_flag |= ACT_FLAG_ATTEMPT_PLAY;
}
else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
{
+ m_flag &= ~ACT_FLAG_ATTEMPT_PLAY;
bAction *curr_action = obj->GetCurrentAction(m_layer);
if (curr_action && curr_action != m_action)
{
@@ -259,27 +341,6 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
}
}
- // 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) && obj->IsActionDone(m_layer))
- {
- m_flag &= ~ACT_FLAG_ACTIVE;
- obj->StopAction(m_layer);
- return false;
- }
-
return true;
}