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:
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp534
1 files changed, 200 insertions, 334 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 7e353d590bb..50afac6992e 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -36,6 +36,7 @@
#include "BL_ActionActuator.h"
#include "BL_ArmatureObject.h"
#include "BL_SkinDeformer.h"
+#include "BL_Action.h"
#include "KX_GameObject.h"
#include "STR_HashedString.h"
#include "MEM_guardedalloc.h"
@@ -60,6 +61,49 @@ extern "C" {
#include "RNA_define.h"
}
+BL_ActionActuator::BL_ActionActuator(SCA_IObject* gameobj,
+ const STR_String& propname,
+ const STR_String& framepropname,
+ float starttime,
+ float endtime,
+ struct bAction *action,
+ short playtype,
+ short blendin,
+ short priority,
+ short layer,
+ float layer_weight,
+ short ipo_flags,
+ short end_reset,
+ float stride)
+ : SCA_IActuator(gameobj, KX_ACT_ACTION),
+
+ m_lastpos(0, 0, 0),
+ m_blendframe(0),
+ m_flag(0),
+ m_startframe (starttime),
+ m_endframe(endtime) ,
+ m_starttime(0),
+ m_localtime(starttime),
+ m_lastUpdate(-1),
+ m_blendin(blendin),
+ m_blendstart(0),
+ m_stridelength(stride),
+ 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),
+ m_userpose(NULL),
+ m_action(action),
+ m_propname(propname),
+ m_framepropname(framepropname)
+{
+ if (!end_reset)
+ m_flag |= ACT_FLAG_CONTINUE;
+};
+
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose)
@@ -91,364 +135,153 @@ CValue* BL_ActionActuator::GetReplica() {
return replica;
}
-bool BL_ActionActuator::ClampLocalTime()
+bool BL_ActionActuator::Update(double curtime, bool frame)
{
- if (m_startframe < m_endframe)
+ bool bNegativeEvent = false;
+ bool bPositiveEvent = false;
+ bool bUseContinue = false;
+ KX_GameObject *obj = (KX_GameObject*)GetParent();
+ short playtype = BL_Action::ACT_MODE_PLAY;
+ float start = m_startframe;
+ float end = m_endframe;
+
+ // If we don't have an action, we can't do anything
+ if (!m_action)
+ return false;
+
+ // Convert our playtype to one that BL_Action likes
+ switch(m_playtype)
{
- if (m_localtime < m_startframe)
- {
- m_localtime = m_startframe;
- return true;
- }
- else if (m_localtime > m_endframe)
- {
- m_localtime = m_endframe;
- return true;
- }
- } else {
- if (m_localtime > m_startframe)
- {
- m_localtime = m_startframe;
- return true;
- }
- else if (m_localtime < m_endframe)
- {
- m_localtime = m_endframe;
- return true;
- }
- }
- return false;
-}
-
-void BL_ActionActuator::SetStartTime(float curtime)
-{
- float direction = m_startframe < m_endframe ? 1.0 : -1.0;
-
- if (!(m_flag & ACT_FLAG_REVERSE))
- m_starttime = curtime - direction*(m_localtime - m_startframe)/KX_KetsjiEngine::GetAnimFrameRate();
- else
- m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_KetsjiEngine::GetAnimFrameRate();
-}
-
-void BL_ActionActuator::SetLocalTime(float curtime)
-{
- float delta_time = (curtime - m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
-
- if (m_endframe < m_startframe)
- delta_time = -delta_time;
+ case ACT_ACTION_LOOP_END:
+ case ACT_ACTION_LOOP_STOP:
+ playtype = BL_Action::ACT_MODE_LOOP;
+ break;
+
+ case ACT_ACTION_PINGPONG:
+ // We handle ping pong ourselves to increase compabitility
+ // with files made prior to animation changes from GSoC 2011.
+ playtype = BL_Action::ACT_MODE_PLAY;
+
+ if (m_flag & ACT_FLAG_REVERSE)
+ {
+ m_localtime = start;
+ start = end;
+ end = m_localtime;
+ }
- if (!(m_flag & ACT_FLAG_REVERSE))
- m_localtime = m_startframe + delta_time;
- else
- m_localtime = m_endframe - delta_time;
-}
+ break;
+ case ACT_ACTION_FROM_PROP:
+ CValue* prop = GetParent()->GetProperty(m_propname);
+ playtype = BL_Action::ACT_MODE_PLAY;
+ start = end = prop->GetNumber();
-bool BL_ActionActuator::Update(double curtime, bool frame)
-{
- bool bNegativeEvent = false;
- bool bPositiveEvent = false;
- bool keepgoing = true;
- bool wrap = false;
- bool apply=true;
- int priority;
- float newweight;
+ break;
+ }
- curtime -= KX_KetsjiEngine::GetSuspendedDelta();
+ // Continue only really makes sense for play stop and flipper. All other modes go until they are complete.
+ if (m_flag & ACT_FLAG_CONTINUE &&
+ (m_playtype == ACT_ACTION_LOOP_STOP ||
+ m_playtype == ACT_ACTION_FLIPPER))
+ bUseContinue = true;
- // result = true if animation has to be continued, false if animation stops
- // maybe there are events for us in the queue !
+
+ // Handle events
if (frame)
{
bNegativeEvent = m_negevent;
bPositiveEvent = m_posevent;
RemoveAllEvents();
-
- if (bPositiveEvent)
- m_flag |= ACT_FLAG_ACTIVE;
-
- if (bNegativeEvent)
- {
- // dont continue where we left off when restarting
- if (m_end_reset) {
- m_flag &= ~ACT_FLAG_LOCKINPUT;
- }
-
- if (!(m_flag & ACT_FLAG_ACTIVE))
- return false;
- m_flag &= ~ACT_FLAG_ACTIVE;
- }
- }
-
- /* We know that action actuators have been discarded from all non armature objects:
- if we're being called, we're attached to a BL_ArmatureObject */
- BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
- float length = m_endframe - m_startframe;
-
- priority = m_priority;
-
- /* Determine pre-incrementation behaviour and set appropriate flags */
- switch (m_playtype){
- case ACT_ACTION_MOTION:
- if (bNegativeEvent){
- keepgoing=false;
- apply=false;
- };
- break;
- case ACT_ACTION_FROM_PROP:
- if (bNegativeEvent){
- apply=false;
- keepgoing=false;
- }
- break;
- case ACT_ACTION_LOOP_END:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
- m_flag &= ~ACT_FLAG_KEYUP;
- m_flag &= ~ACT_FLAG_REVERSE;
- m_flag |= ACT_FLAG_LOCKINPUT;
- m_localtime = m_startframe;
- m_starttime = curtime;
- }
- }
- if (bNegativeEvent){
- m_flag |= ACT_FLAG_KEYUP;
- }
- break;
- case ACT_ACTION_LOOP_STOP:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
- m_flag &= ~ACT_FLAG_REVERSE;
- m_flag &= ~ACT_FLAG_KEYUP;
- m_flag |= ACT_FLAG_LOCKINPUT;
- SetStartTime(curtime);
- }
- }
- if (bNegativeEvent){
- m_flag |= ACT_FLAG_KEYUP;
- m_flag &= ~ACT_FLAG_LOCKINPUT;
- keepgoing=false;
- apply=false;
- }
- break;
- case ACT_ACTION_PINGPONG:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
- m_flag &= ~ACT_FLAG_KEYUP;
- m_localtime = m_starttime;
- m_starttime = curtime;
- m_flag |= ACT_FLAG_LOCKINPUT;
- }
- }
- break;
- case ACT_ACTION_FLIPPER:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
- m_flag &= ~ACT_FLAG_REVERSE;
- m_flag |= ACT_FLAG_LOCKINPUT;
- SetStartTime(curtime);
- }
- }
- else if (bNegativeEvent){
- m_flag |= ACT_FLAG_REVERSE;
- m_flag &= ~ACT_FLAG_LOCKINPUT;
- SetStartTime(curtime);
- }
- break;
- case ACT_ACTION_PLAY:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
- m_flag &= ~ACT_FLAG_REVERSE;
- m_localtime = m_starttime;
- m_starttime = curtime;
- m_flag |= ACT_FLAG_LOCKINPUT;
- }
- }
- break;
- default:
- break;
- }
-
- /* Perform increment */
- if (keepgoing){
- if (m_playtype == ACT_ACTION_MOTION){
- MT_Point3 newpos;
- MT_Point3 deltapos;
-
- newpos = obj->NodeGetWorldPosition();
-
- /* Find displacement */
- deltapos = newpos-m_lastpos;
- m_localtime += (length/m_stridelength) * deltapos.length();
- m_lastpos = newpos;
- }
- else{
- SetLocalTime(curtime);
- }
}
+
+ if (bUseContinue && (m_flag & ACT_FLAG_ACTIVE))
+ m_localtime = obj->GetActionFrame(m_layer);
- /* Check if a wrapping response is needed */
- if (length){
- if (m_localtime < m_startframe || m_localtime > m_endframe)
+ if (bPositiveEvent)
+ {
+ if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags))
{
- m_localtime = m_startframe + fmod(m_localtime, length);
- wrap = true;
+ m_flag |= ACT_FLAG_ACTIVE;
+ if (bUseContinue)
+ obj->SetActionFrame(m_layer, m_localtime);
+
+ if (m_playtype == ACT_ACTION_PLAY)
+ m_flag |= ACT_FLAG_PLAY_END;
+ else
+ m_flag &= ~ACT_FLAG_PLAY_END;
}
+ else
+ return false;
}
- else
- m_localtime = m_startframe;
-
- /* Perform post-increment tasks */
- switch (m_playtype){
- case ACT_ACTION_FROM_PROP:
+ else if ((m_flag & ACT_FLAG_ACTIVE) && bNegativeEvent)
+ {
+ bAction *curr_action = obj->GetCurrentAction(m_layer);
+ if (curr_action && curr_action != m_action)
{
- CValue* propval = GetParent()->GetProperty(m_propname);
- if (propval)
- m_localtime = propval->GetNumber();
-
- if (bNegativeEvent){
- keepgoing=false;
- }
- }
- break;
- case ACT_ACTION_MOTION:
- break;
- case ACT_ACTION_LOOP_STOP:
- break;
- case ACT_ACTION_PINGPONG:
- if (wrap){
- if (!(m_flag & ACT_FLAG_REVERSE))
- m_localtime = m_endframe;
- else
- m_localtime = m_startframe;
-
- m_flag &= ~ACT_FLAG_LOCKINPUT;
- m_flag ^= ACT_FLAG_REVERSE; //flip direction
- keepgoing = false;
- }
- break;
- case ACT_ACTION_FLIPPER:
- if (wrap){
- if (!(m_flag & ACT_FLAG_REVERSE)){
- m_localtime=m_endframe;
- //keepgoing = false;
- }
- else {
- m_localtime=m_startframe;
- keepgoing = false;
- }
- }
- break;
- case ACT_ACTION_LOOP_END:
- if (wrap){
- if (m_flag & ACT_FLAG_KEYUP){
- keepgoing = false;
- m_localtime = m_endframe;
- m_flag &= ~ACT_FLAG_LOCKINPUT;
- }
- SetStartTime(curtime);
+ // Someone changed the action on us, so we wont mess with it
+ // Hopefully there wont be too many problems with two actuators using
+ // the same action...
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ return false;
}
- break;
- case ACT_ACTION_PLAY:
- if (wrap){
- m_localtime = m_endframe;
- keepgoing = false;
- m_flag &= ~ACT_FLAG_LOCKINPUT;
+
+
+ m_localtime = obj->GetActionFrame(m_layer);
+ if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
+ m_localtime = m_startframe;
+
+ switch(m_playtype)
+ {
+ case ACT_ACTION_LOOP_STOP:
+ obj->StopAction(m_layer); // Stop the action after getting the frame
+
+ // We're done
+ m_flag &= ~ACT_FLAG_ACTIVE;
+ return false;
+ case ACT_ACTION_PINGPONG:
+ m_flag ^= ACT_FLAG_REVERSE;
+ // Now fallthrough to LOOP_END code
+ case ACT_ACTION_LOOP_END:
+ // Convert into a play and let it finish
+ obj->SetPlayMode(m_layer, BL_Action::ACT_MODE_PLAY);
+
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
+
+ case ACT_ACTION_FLIPPER:
+ // Convert into a play action and play back to the beginning
+ end = start;
+ start = obj->GetActionFrame(m_layer);
+ obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags);
+
+ m_flag |= ACT_FLAG_PLAY_END;
+ break;
}
- break;
- default:
- keepgoing = false;
- break;
}
-
- /* Set the property if its defined */
- if (m_framepropname[0] != '\0') {
- CValue* propowner = GetParent();
- CValue* oldprop = propowner->GetProperty(m_framepropname);
- CValue* newval = new CFloatValue(m_localtime);
- if (oldprop) {
+
+ // 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 {
- propowner->SetProperty(m_framepropname, newval);
- }
+ else
+ obj->SetProperty(m_framepropname, newval);
+
newval->Release();
}
-
- if (bNegativeEvent)
- m_blendframe=0.0;
-
- /* Apply the pose if necessary*/
- if (apply){
-
- /* Priority test */
- if (obj->SetActiveAction(this, priority, curtime)){
-
- /* Get the underlying pose from the armature */
- obj->GetPose(&m_pose);
-
-// 2.4x function,
- /* Override the necessary channels with ones from the action */
- // XXX extract_pose_from_action(m_pose, m_action, m_localtime);
-
-
-// 2.5x - replacement for extract_pose_from_action(...) above.
- {
- struct PointerRNA id_ptr;
- Object *arm= obj->GetArmatureObject();
- bPose *pose_back= 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= pose_back;
-
-// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
-// Object workob; /* evaluate using workob */
-// what_does_obaction(obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
- }
- // done getting the pose from the action
-
- /* Perform the user override (if any) */
- if (m_userpose){
- extract_pose_from_pose(m_pose, m_userpose);
- game_free_pose(m_userpose); //cant use MEM_freeN(m_userpose) because the channels need freeing too.
- m_userpose = NULL;
- }
-#if 1
- /* Handle blending */
- if (m_blendin && (m_blendframe<m_blendin)){
- /* If this is the start of a blending sequence... */
- if ((m_blendframe==0.0) || (!m_blendpose)){
- obj->GetMRDPose(&m_blendpose);
- m_blendstart = curtime;
- }
-
- /* Find percentages */
- newweight = (m_blendframe/(float)m_blendin);
- game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);
-
- /* Increment current blending percentage */
- m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
- if (m_blendframe>m_blendin)
- m_blendframe = m_blendin;
-
- }
-#endif
- m_lastUpdate = m_localtime;
- obj->SetPose (m_pose);
- }
- else{
- m_blendframe = 0.0;
- }
- }
-
- if (!keepgoing){
- m_blendframe = 0.0;
+ // 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 keepgoing;
-};
+
+ return true;
+}
#ifdef WITH_PYTHON
@@ -633,10 +466,10 @@ 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_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ActionActuator, m_localtime, CheckFrame),
+ KX_PYATTRIBUTE_RW_FUNCTION("frame", BL_ActionActuator, pyattr_get_frame, pyattr_set_frame),
KX_PYATTRIBUTE_STRING_RW("propName", 0, 31, false, BL_ActionActuator, m_propname),
KX_PYATTRIBUTE_STRING_RW("framePropName", 0, 31, false, BL_ActionActuator, m_framepropname),
- KX_PYATTRIBUTE_BOOL_RW("useContinue", BL_ActionActuator, m_end_reset),
+ KX_PYATTRIBUTE_RW_FUNCTION("useContinue", BL_ActionActuator, pyattr_get_use_continue, pyattr_set_use_continue),
KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ActionActuator, m_blendframe, CheckBlendTime),
KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ActionActuator,m_playtype,CheckType),
{ NULL } //Sentinel
@@ -696,4 +529,37 @@ PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYA
return ret;
}
+PyObject* BL_ActionActuator::pyattr_get_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
+ return PyBool_FromLong(self->m_flag & ACT_FLAG_CONTINUE);
+}
+
+int BL_ActionActuator::pyattr_set_use_continue(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
+
+ if (PyObject_IsTrue(value))
+ self->m_flag |= ACT_FLAG_CONTINUE;
+ else
+ self->m_flag &= ~ACT_FLAG_CONTINUE;
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject* BL_ActionActuator::pyattr_get_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
+ return PyFloat_FromDouble(((KX_GameObject*)self->m_gameobj)->GetActionFrame(self->m_layer));
+}
+
+int BL_ActionActuator::pyattr_set_frame(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ BL_ActionActuator* self= static_cast<BL_ActionActuator*>(self_v);
+
+ ((KX_GameObject*)self->m_gameobj)->SetActionFrame(self->m_layer, PyFloat_AsDouble(value));
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
#endif // WITH_PYTHON