/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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/BL DUAL 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_action_types.h" #include "DNA_actuator_types.h" #include "BKE_action.h" #include "DNA_armature_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "MT_Matrix4x4.h" #include "BKE_utildefines.h" #ifdef HAVE_CONFIG_H #include #endif BL_ActionActuator::~BL_ActionActuator() { if (m_pose) { clear_pose(m_pose); MEM_freeN(m_pose); m_pose = NULL; }; if (m_userpose){ clear_pose(m_userpose); MEM_freeN(m_userpose); m_userpose=NULL; } if (m_blendpose) { clear_pose(m_blendpose); MEM_freeN(m_blendpose); m_blendpose = NULL; }; } void BL_ActionActuator::ProcessReplica(){ // bPose *oldpose = m_pose; // bPose *oldbpose = m_blendpose; 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(); // this will copy properties and so on... CValue::AddDataToReplica(replica); 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_FIXED_FRAME_PER_SEC; else m_starttime = curtime - direction*(m_endframe - m_localtime)/KX_FIXED_FRAME_PER_SEC; } void BL_ActionActuator::SetLocalTime(float curtime) { float delta_time = (curtime - m_starttime)*KX_FIXED_FRAME_PER_SEC; 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; // result = true if animation has to be continued, false if animation stops // maybe there are events for us in the queue ! if (frame) { for (vector::iterator i=m_events.end(); !(i==m_events.begin());) { i--; if ((*i)->GetNumber() == 0.0f) bNegativeEvent = true; else bPositiveEvent= true; (*i)->Release(); m_events.pop_back(); } if (bPositiveEvent) m_flag |= ACT_FLAG_ACTIVE; if (bNegativeEvent) { 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; } 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); /* Override the necessary channels with ones from the action */ get_pose_from_action(&m_pose, m_action, m_localtime); /* Perform the user override (if any) */ if (m_userpose){ get_pose_from_pose(&m_pose, m_userpose); clear_pose(m_userpose); MEM_freeN(m_userpose); 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); blend_poses(m_pose, m_blendpose, 1.0 - newweight, POSE_BLEND); /* Increment current blending percentage */ m_blendframe = (curtime - m_blendstart)*KX_FIXED_FRAME_PER_SEC; 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 */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject BL_ActionActuator::Type = { PyObject_HEAD_INIT(&PyType_Type) 0, "BL_ActionActuator", sizeof(BL_ActionActuator), 0, PyDestructor, 0, __getattr, __setattr, 0, //&MyPyCompare, __repr, 0, //&cvalue_as_number, 0, 0, 0, 0 }; PyParentObject BL_ActionActuator::Parents[] = { &BL_ActionActuator::Type, &SCA_IActuator::Type, &SCA_ILogicBrick::Type, &CValue::Type, NULL }; PyMethodDef BL_ActionActuator::Methods[] = { {"setAction", (PyCFunction) BL_ActionActuator::sPySetAction, METH_VARARGS, SetAction_doc}, {"setStart", (PyCFunction) BL_ActionActuator::sPySetStart, METH_VARARGS, SetStart_doc}, {"setEnd", (PyCFunction) BL_ActionActuator::sPySetEnd, METH_VARARGS, SetEnd_doc}, {"setBlendin", (PyCFunction) BL_ActionActuator::sPySetBlendin, METH_VARARGS, SetBlendin_doc}, {"setPriority", (PyCFunction) BL_ActionActuator::sPySetPriority, METH_VARARGS, SetPriority_doc}, {"setFrame", (PyCFunction) BL_ActionActuator::sPySetFrame, METH_VARARGS, SetFrame_doc}, {"setProperty", (PyCFunction) BL_ActionActuator::sPySetProperty, METH_VARARGS, SetProperty_doc}, {"setBlendtime", (PyCFunction) BL_ActionActuator::sPySetBlendtime, METH_VARARGS, SetBlendtime_doc}, {"getAction", (PyCFunction) BL_ActionActuator::sPyGetAction, METH_VARARGS, GetAction_doc}, {"getStart", (PyCFunction) BL_ActionActuator::sPyGetStart, METH_VARARGS, GetStart_doc}, {"getEnd", (PyCFunction) BL_ActionActuator::sPyGetEnd, METH_VARARGS, GetEnd_doc}, {"getBlendin", (PyCFunction) BL_ActionActuator::sPyGetBlendin, METH_VARARGS, GetBlendin_doc}, {"getPriority", (PyCFunction) BL_ActionActuator::sPyGetPriority, METH_VARARGS, GetPriority_doc}, {"getFrame", (PyCFunction) BL_ActionActuator::sPyGetFrame, METH_VARARGS, GetFrame_doc}, {"getProperty", (PyCFunction) BL_ActionActuator::sPyGetProperty, METH_VARARGS, GetProperty_doc}, {"setChannel", (PyCFunction) BL_ActionActuator::sPySetChannel, METH_VARARGS, SetChannel_doc}, // {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_VARARGS}, {"getType", (PyCFunction) BL_ActionActuator::sPyGetType, METH_VARARGS, GetType_doc}, {"setType", (PyCFunction) BL_ActionActuator::sPySetType, METH_VARARGS, SetType_doc}, {NULL,NULL} //Sentinel }; PyObject* BL_ActionActuator::_getattr(const STR_String& attr) { _getattr_up(SCA_IActuator); } /* setStart */ char BL_ActionActuator::GetAction_doc[] = "getAction()\n" "\tReturns a string containing the name of the current action.\n"; PyObject* BL_ActionActuator::PyGetAction(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; if (m_action){ result = Py_BuildValue("s", m_action->id.name+2); } else{ Py_INCREF(Py_None); result = Py_None; } return result; } /* getProperty */ char BL_ActionActuator::GetProperty_doc[] = "getProperty()\n" "\tReturns the name of the property to be used in FromProp mode.\n"; PyObject* BL_ActionActuator::PyGetProperty(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("s", (const char *)m_propname); return result; } /* getFrame */ char BL_ActionActuator::GetFrame_doc[] = "getFrame()\n" "\tReturns the current frame number.\n"; PyObject* BL_ActionActuator::PyGetFrame(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("f", m_localtime); return result; } /* getEnd */ char BL_ActionActuator::GetEnd_doc[] = "getEnd()\n" "\tReturns the last frame of the action.\n"; PyObject* BL_ActionActuator::PyGetEnd(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("f", m_endframe); return result; } /* getStart */ char BL_ActionActuator::GetStart_doc[] = "getStart()\n" "\tReturns the starting frame of the action.\n"; PyObject* BL_ActionActuator::PyGetStart(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("f", m_startframe); return result; } /* getBlendin */ char BL_ActionActuator::GetBlendin_doc[] = "getBlendin()\n" "\tReturns the number of interpolation animation frames to be\n" "\tgenerated when this actuator is triggered.\n"; PyObject* BL_ActionActuator::PyGetBlendin(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("f", m_blendin); return result; } /* getPriority */ char BL_ActionActuator::GetPriority_doc[] = "getPriority()\n" "\tReturns the priority for this actuator. Actuators with lower\n" "\tPriority numbers will override actuators with higher numbers.\n"; PyObject* BL_ActionActuator::PyGetPriority(PyObject* self, PyObject* args, PyObject* kwds) { PyObject *result; result = Py_BuildValue("i", m_priority); return result; } /* setAction */ char BL_ActionActuator::SetAction_doc[] = "setAction(action, (reset))\n" "\t - action : The name of the action to set as the current action.\n" "\t - reset : Optional parameter indicating whether to reset the\n" "\t blend timer or not. A value of 1 indicates that the\n" "\t timer should be reset. A value of 0 will leave it\n" "\t unchanged. If reset is not specified, the timer will" "\t be reset.\n"; PyObject* BL_ActionActuator::PySetAction(PyObject* self, PyObject* args, PyObject* kwds) { char *string; int reset = 1; if (PyArg_ParseTuple(args,"s|i",&string, &reset)) { bAction *action; action = (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(STR_String(string)); if (!action){ /* NOTE! Throw an exception or something */ // printf ("setAction failed: Action not found\n", string); } else{ m_action=action; if (reset) m_blendframe = 0; } } Py_INCREF(Py_None); return Py_None; } /* setStart */ char BL_ActionActuator::SetStart_doc[] = "setStart(start)\n" "\t - start : Specifies the starting frame of the animation.\n"; PyObject* BL_ActionActuator::PySetStart(PyObject* self, PyObject* args, PyObject* kwds) { float start; if (PyArg_ParseTuple(args,"f",&start)) { m_startframe = start; } Py_INCREF(Py_None); return Py_None; } /* setEnd */ char BL_ActionActuator::SetEnd_doc[] = "setEnd(end)\n" "\t - end : Specifies the ending frame of the animation.\n"; PyObject* BL_ActionActuator::PySetEnd(PyObject* self, PyObject* args, PyObject* kwds) { float end; if (PyArg_ParseTuple(args,"f",&end)) { m_endframe = end; } Py_INCREF(Py_None); return Py_None; } /* setBlendin */ char BL_ActionActuator::SetBlendin_doc[] = "setBlendin(blendin)\n" "\t - blendin : Specifies the number of frames of animation to generate\n" "\t when making transitions between actions.\n"; PyObject* BL_ActionActuator::PySetBlendin(PyObject* self, PyObject* args, PyObject* kwds) { float blendin; if (PyArg_ParseTuple(args,"f",&blendin)) { m_blendin = blendin; } Py_INCREF(Py_None); return Py_None; } /* setBlendtime */ char BL_ActionActuator::SetBlendtime_doc[] = "setBlendtime(blendtime)\n" "\t - blendtime : Allows the script to directly modify the internal timer\n" "\t used when generating transitions between actions. This\n" "\t parameter must be in the range from 0.0 to 1.0.\n"; PyObject* BL_ActionActuator::PySetBlendtime(PyObject* self, PyObject* args, PyObject* kwds) { float blendframe; if (PyArg_ParseTuple(args,"f",&blendframe)) { m_blendframe = blendframe * m_blendin; if (m_blendframe<0) m_blendframe = 0; if (m_blendframe>m_blendin) m_blendframe = m_blendin; } Py_INCREF(Py_None); return Py_None; } /* setPriority */ char BL_ActionActuator::SetPriority_doc[] = "setPriority(priority)\n" "\t - priority : Specifies the new priority. Actuators will lower\n" "\t priority numbers will override actuators with higher\n" "\t numbers.\n"; PyObject* BL_ActionActuator::PySetPriority(PyObject* self, PyObject* args, PyObject* kwds) { int priority; if (PyArg_ParseTuple(args,"i",&priority)) { m_priority = priority; } Py_INCREF(Py_None); return Py_None; } /* setFrame */ char BL_ActionActuator::SetFrame_doc[] = "setFrame(frame)\n" "\t - frame : Specifies the new current frame for the animation\n"; PyObject* BL_ActionActuator::PySetFrame(PyObject* self, PyObject* args, PyObject* kwds) { float frame; if (PyArg_ParseTuple(args,"f",&frame)) { m_localtime = frame; if (m_localtimem_endframe) m_localtime=m_endframe; } Py_INCREF(Py_None); return Py_None; } /* setProperty */ char BL_ActionActuator::SetProperty_doc[] = "setProperty(prop)\n" "\t - prop : A string specifying the property name to be used in\n" "\t FromProp playback mode.\n"; PyObject* BL_ActionActuator::PySetProperty(PyObject* self, PyObject* args, PyObject* kwds) { char *string; if (PyArg_ParseTuple(args,"s",&string)) { m_propname = string; } Py_INCREF(Py_None); return Py_None; } /* PyObject* BL_ActionActuator::PyGetChannel(PyObject* self, PyObject* args, PyObject* kwds) { char *string; if (PyArg_ParseTuple(args,"s",&string)) { m_propname = string; } Py_INCREF(Py_None); return Py_None; } */ /* setChannel */ char BL_ActionActuator::SetChannel_doc[] = "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"; PyObject* BL_ActionActuator::PySetChannel(PyObject* self, PyObject* args, PyObject* kwds) { float matrix[4][4]; char *string; PyObject* pylist; bool error = false; int row,col; int mode = 0; /* 0 for bone space, 1 for armature/world space */ PyArg_ParseTuple(args,"sO|i", &string, &pylist, &mode); if (pylist->ob_type == &CListValue::Type) { CListValue* listval = (CListValue*) pylist; if (listval->GetCount() == 4) { for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w] { CListValue* vecval = (CListValue*)listval->GetValue(row); for (col=0;col<4;col++) { matrix[row][col] = vecval->GetValue(col)->GetNumber(); } } } else { error = true; } } else { // assert the list is long enough... int numitems = PyList_Size(pylist); if (numitems == 4) { for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w] { PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector4 list for (col=0;col<4;col++) { matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col)); } } } else { error = true; } } if (!error) { /* DO IT HERE */ bPoseChannel *pchan; pchan = (bPoseChannel*) MEM_callocN(sizeof(bPoseChannel), "userChannel"); strcpy(pchan->name, string); Mat4ToQuat(matrix, pchan->quat); Mat4ToSize(matrix, pchan->size); VECCOPY (pchan->loc, matrix[3]); pchan->flag |= POSE_ROT|POSE_LOC|POSE_SIZE; if (!m_userpose){ m_userpose = (bPose*)MEM_callocN(sizeof(bPose), "userPose"); } verify_pose_channel(m_userpose, string); set_pose_channel(m_userpose, pchan); } Py_INCREF(Py_None); return Py_None; } /* getType */ char BL_ActionActuator::GetType_doc[] = "getType()\n" "\tReturns the operation mode of the actuator.\n"; PyObject* BL_ActionActuator::PyGetType(PyObject* self, PyObject* args, PyObject* kwds) { return Py_BuildValue("h", m_playtype); } /* setType */ char BL_ActionActuator::SetType_doc[] = "setType(mode)\n" "\t - mode: Play (0), Flipper (2), LoopStop (3), LoopEnd (4) or Property (6)\n" "\tSet the operation mode of the actuator.\n"; PyObject* BL_ActionActuator::PySetType(PyObject* self, PyObject* args, PyObject* kwds) { short typeArg; if (!PyArg_ParseTuple(args, "h", &typeArg)) { return NULL; } switch (typeArg) { case KX_ACT_ACTION_PLAY: case KX_ACT_ACTION_FLIPPER: case KX_ACT_ACTION_LOOPSTOP: case KX_ACT_ACTION_LOOPEND: case KX_ACT_ACTION_PROPERTY: m_playtype = typeArg; break; default: printf("Invalid type for action actuator: %d\n", typeArg); /* error */ } Py_Return; }