/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** */ #if defined (__sgi) #include #else #include #endif #include "SCA_LogicManager.h" #include "BL_ActionActuator.h" #include "BL_ArmatureObject.h" #include "BL_SkinDeformer.h" #include "KX_GameObject.h" #include "STR_HashedString.h" #include "DNA_nla_types.h" #include "BKE_action.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_scene_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "MT_Matrix4x4.h" #include "BKE_utildefines.h" #include "FloatValue.h" #include "PyObjectPlus.h" #include "KX_PyMath.h" #ifdef HAVE_CONFIG_H #include #endif extern "C" { #include "BKE_animsys.h" #include "BKE_action.h" #include "RNA_access.h" #include "RNA_define.h" } BL_ActionActuator::~BL_ActionActuator() { if (m_pose) game_free_pose(m_pose); if (m_userpose) game_free_pose(m_userpose); if (m_blendpose) game_free_pose(m_blendpose); } void BL_ActionActuator::ProcessReplica() { SCA_IActuator::ProcessReplica(); m_pose = NULL; m_blendpose = NULL; m_localtime=m_startframe; m_lastUpdate=-1; } void BL_ActionActuator::SetBlendTime (float newtime){ m_blendframe = newtime; } CValue* BL_ActionActuator::GetReplica() { BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName()); replica->ProcessReplica(); return replica; } bool BL_ActionActuator::ClampLocalTime() { if (m_startframe < m_endframe) { 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; if (!(m_flag & ACT_FLAG_REVERSE)) m_localtime = m_startframe + delta_time; else m_localtime = m_endframe - delta_time; } 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; curtime -= KX_KetsjiEngine::GetSuspendedDelta(); // result = true if animation has to be continued, false if animation stops // maybe there are events for us in the queue ! 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_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); } } /* Check if a wrapping response is needed */ if (length){ if (m_localtime < m_startframe || m_localtime > m_endframe) { m_localtime = m_startframe + fmod(m_localtime, length); wrap = true; } } else m_localtime = m_startframe; /* Perform post-increment tasks */ switch (m_playtype){ case ACT_ACTION_FROM_PROP: { 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_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); } break; case ACT_ACTION_PLAY: if (wrap){ m_localtime = m_endframe; keepgoing = false; m_flag &= ~ACT_FLAG_LOCKINPUT; } 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) { oldprop->SetValue(newval); } else { propowner->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((Scene *)obj->GetScene(), 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_blendframeGetMRDPose(&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; } return keepgoing; }; /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value) { char *string= _PyUnicode_AsString(value); if (!string) { PyErr_SetString(PyExc_TypeError, "expected a single string"); return NULL; } bPoseChannel *pchan; if(m_userpose==NULL && m_pose==NULL) { BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ } // get_pose_channel accounts for NULL pose, run on both incase one exists but // the channel doesnt if( !(pchan=get_pose_channel(m_userpose, string)) && !(pchan=get_pose_channel(m_pose, string)) ) { PyErr_SetString(PyExc_ValueError, "channel doesnt exist"); return NULL; } PyObject *ret = PyTuple_New(3); PyObject *list = PyList_New(3); PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0])); PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1])); PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2])); PyTuple_SET_ITEM(ret, 0, list); list = PyList_New(3); PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0])); PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1])); PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2])); PyTuple_SET_ITEM(ret, 1, list); list = PyList_New(4); PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0])); PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1])); PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2])); PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3])); PyTuple_SET_ITEM(ret, 2, list); return ret; /* return Py_BuildValue("([fff][fff][ffff])", pchan->loc[0], pchan->loc[1], pchan->loc[2], pchan->size[0], pchan->size[1], pchan->size[2], pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] ); */ } /* setChannel */ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, "setChannel(channel, matrix)\n" "\t - channel : A string specifying the name of the bone channel.\n" "\t - matrix : A 4x4 matrix specifying the overriding transformation\n" "\t as an offset from the bone's rest position.\n") { BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); char *string; PyObject *pymat= NULL; PyObject *pyloc= NULL, *pysize= NULL, *pyquat= NULL; bPoseChannel *pchan; if(PyTuple_Size(args)==2) { if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix return NULL; } else if(PyTuple_Size(args)==4) { if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat return NULL; } else { PyErr_SetString(PyExc_ValueError, "Expected a string and a 4x4 matrix (2 args) or a string and loc/size/quat sequences (4 args)"); return NULL; } if(pymat) { float matrix[4][4]; MT_Matrix4x4 mat; if(!PyMatTo(pymat, mat)) return NULL; mat.setValue((const float *)matrix); BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); if (!m_userpose) { if(!m_pose) obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ game_copy_pose(&m_userpose, m_pose, 0); } // pchan= verify_pose_channel(m_userpose, string); // adds the channel if its not there. pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there. if(pchan) { VECCOPY (pchan->loc, matrix[3]); Mat4ToSize(matrix, pchan->size); Mat4ToQuat(matrix, pchan->quat); } } else { MT_Vector3 loc; MT_Vector3 size; MT_Quaternion quat; if (!PyVecTo(pyloc, loc) || !PyVecTo(pysize, size) || !PyQuatTo(pyquat, quat)) return NULL; // same as above if (!m_userpose) { if(!m_pose) obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ game_copy_pose(&m_userpose, m_pose, 0); } // pchan= verify_pose_channel(m_userpose, string); pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there. // for some reason loc.setValue(pchan->loc) fails if(pchan) { pchan->loc[0]= loc[0]; pchan->loc[1]= loc[1]; pchan->loc[2]= loc[2]; pchan->size[0]= size[0]; pchan->size[1]= size[1]; pchan->size[2]= size[2]; pchan->quat[0]= quat[3]; pchan->quat[1]= quat[0]; pchan->quat[2]= quat[1]; pchan->quat[3]= quat[2]; /* notice xyzw -> wxyz is intentional */ } } if(pchan==NULL) { PyErr_SetString(PyExc_ValueError, "Channel could not be found, use the 'channelNames' attribute to get a list of valid channels"); return NULL; } Py_RETURN_NONE; } /* ------------------------------------------------------------------------- */ /* Python Integration Hooks */ /* ------------------------------------------------------------------------- */ PyTypeObject BL_ActionActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "BL_ActionActuator", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0,0,0,0,0,0,0,0,0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &SCA_IActuator::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef BL_ActionActuator::Methods[] = { {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_O}, KX_PYMETHODTABLE(BL_ActionActuator, setChannel), {NULL,NULL} //Sentinel }; PyAttributeDef BL_ActionActuator::Attributes[] = { KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ActionActuator, m_startframe), KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ActionActuator, m_endframe), KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ActionActuator, m_blendin), 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_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_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 }; PyObject* BL_ActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { BL_ActionActuator* self= static_cast(self_v); return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : ""); } int BL_ActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { BL_ActionActuator* self= static_cast(self_v); if (!PyUnicode_Check(value)) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, expected the string name of the action"); return PY_SET_ATTR_FAIL; } bAction *action= NULL; STR_String val = _PyUnicode_AsString(value); if (val != "") { action= (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(val); if (!action) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Action Actuator, action not found!"); return PY_SET_ATTR_FAIL; } } self->SetAction(action); return PY_SET_ATTR_SUCCESS; } PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { BL_ActionActuator* self= static_cast(self_v); PyObject *ret= PyList_New(0); PyObject *item; bPose *pose= ((BL_ArmatureObject*)self->GetParent())->GetOrigPose(); if(pose) { bPoseChannel *pchan; for(pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) { item= PyUnicode_FromString(pchan->name); PyList_Append(ret, item); Py_DECREF(item); } } return ret; }