/* * ***** 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 ***** */ /** \file gameengine/Converter/BL_ShapeActionActuator.cpp * \ingroup bgeconv */ #include #include "SCA_LogicManager.h" #include "BL_ShapeActionActuator.h" #include "BL_ShapeDeformer.h" #include "KX_GameObject.h" #include "STR_HashedString.h" #include "DNA_nla_types.h" #include "DNA_action_types.h" #include "DNA_anim_types.h" #include "DNA_scene_types.h" #include "BKE_action.h" #include "DNA_armature_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "MT_Matrix4x4.h" #include "EXP_FloatValue.h" #include "EXP_PyObjectPlus.h" extern "C" { #include "BKE_animsys.h" #include "BKE_key.h" #include "RNA_access.h" } BL_ShapeActionActuator::BL_ShapeActionActuator(SCA_IObject* gameobj, const STR_String& propname, const STR_String& framepropname, float starttime, float endtime, struct bAction *action, short playtype, short blendin, short priority, float stride) : SCA_IActuator(gameobj, KX_ACT_SHAPEACTION), 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_action(action), m_framepropname(framepropname), m_propname(propname) { m_idptr = new PointerRNA(); BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent(); BL_ShapeDeformer *shape_deformer = dynamic_cast(obj->GetDeformer()); RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_idptr); }; BL_ShapeActionActuator::~BL_ShapeActionActuator() { if (m_idptr) delete m_idptr; } void BL_ShapeActionActuator::ProcessReplica() { SCA_IActuator::ProcessReplica(); m_localtime=m_startframe; m_lastUpdate=-1; } void BL_ShapeActionActuator::SetBlendTime(float newtime) { m_blendframe = newtime; } CValue* BL_ShapeActionActuator::GetReplica() { BL_ShapeActionActuator* replica = new BL_ShapeActionActuator(*this);//m_float,GetName()); replica->ProcessReplica(); return replica; } bool BL_ShapeActionActuator::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_ShapeActionActuator::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_ShapeActionActuator::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; } void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight) { vector::const_iterator it; float dstweight; KeyBlock *kb; dstweight = 1.0F - srcweight; for (it=m_blendshape.begin(), kb = (KeyBlock *)key->block.first; kb && it != m_blendshape.end(); kb = (KeyBlock *)kb->next, it++) { kb->curval = kb->curval * dstweight + (*it) * srcweight; } } bool BL_ShapeActionActuator::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) { if (!(m_flag & ACT_FLAG_ACTIVE)) return false; m_flag &= ~ACT_FLAG_ACTIVE; } } /* This action can only be attached to a deform object */ BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent(); float length = m_endframe - m_startframe; priority = m_priority; /* Determine pre-incrementation behavior 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); } } /* 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_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); } 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=0.0f; /* Apply the pose if necessary*/ if (apply) { /* Priority test */ if (obj->SetActiveAction(this, priority, curtime)) { BL_ShapeDeformer *shape_deformer = dynamic_cast(obj->GetDeformer()); Key *key = NULL; if (shape_deformer) key = shape_deformer->GetKey(); if (!key) { // this could happen if the mesh was changed in the middle of an action // and the new mesh has no key, stop the action keepgoing = false; } else { ListBase tchanbase= {NULL, NULL}; if (m_blendin && m_blendframe==0.0f) { // this is the start of the blending, remember the startup shape obj->GetShape(m_blendshape); m_blendstart = curtime; } KeyBlock *kb; // We go through and clear out the keyblocks so there isn't any interference // from other shape actions for (kb=(KeyBlock *)key->block.first; kb; kb=(KeyBlock *)kb->next) kb->curval = 0.f; animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime); // XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell if (0) { // XXX !execute_ipochannels(&tchanbase)) { // no update, this is possible if action does not match the keys, stop the action keepgoing = false; } else { // the key have changed, apply blending if needed if (m_blendin && (m_blendframem_blendin) m_blendframe = m_blendin; } m_lastUpdate = m_localtime; } BLI_freelistN(&tchanbase); } } else { m_blendframe = 0.0f; } } if (!keepgoing) { m_blendframe = 0.0f; } return keepgoing; }; #ifdef WITH_PYTHON /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject BL_ShapeActionActuator::Type = { PyVarObject_HEAD_INIT(NULL, 0) "BL_ShapeActionActuator", 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_ShapeActionActuator::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef BL_ShapeActionActuator::Attributes[] = { KX_PYATTRIBUTE_FLOAT_RW("frameStart", 0, MAXFRAMEF, BL_ShapeActionActuator, m_startframe), KX_PYATTRIBUTE_FLOAT_RW("frameEnd", 0, MAXFRAMEF, BL_ShapeActionActuator, m_endframe), KX_PYATTRIBUTE_FLOAT_RW("blendIn", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendin), KX_PYATTRIBUTE_RW_FUNCTION("action", BL_ShapeActionActuator, pyattr_get_action, pyattr_set_action), KX_PYATTRIBUTE_SHORT_RW("priority", 0, 100, false, BL_ShapeActionActuator, m_priority), KX_PYATTRIBUTE_FLOAT_RW_CHECK("frame", 0, MAXFRAMEF, BL_ShapeActionActuator, m_localtime, CheckFrame), KX_PYATTRIBUTE_STRING_RW("propName", 0, MAX_PROP_NAME, false, BL_ShapeActionActuator, m_propname), KX_PYATTRIBUTE_STRING_RW("framePropName", 0, MAX_PROP_NAME, false, BL_ShapeActionActuator, m_framepropname), KX_PYATTRIBUTE_FLOAT_RW_CHECK("blendTime", 0, MAXFRAMEF, BL_ShapeActionActuator, m_blendframe, CheckBlendTime), KX_PYATTRIBUTE_SHORT_RW_CHECK("mode",0,100,false,BL_ShapeActionActuator,m_playtype,CheckType), { NULL } //Sentinel }; PyObject *BL_ShapeActionActuator::pyattr_get_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { BL_ShapeActionActuator* self = static_cast(self_v); return PyUnicode_FromString(self->GetAction() ? self->GetAction()->id.name+2 : ""); } int BL_ShapeActionActuator::pyattr_set_action(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { BL_ShapeActionActuator* self = static_cast(self_v); /* exact copy of BL_ActionActuator's function from here down */ if (!PyUnicode_Check(value)) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape 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==NULL) { PyErr_SetString(PyExc_ValueError, "actuator.action = val: Shape Action Actuator, action not found!"); return PY_SET_ATTR_FAIL; } } self->SetAction(action); return PY_SET_ATTR_SUCCESS; } #endif // WITH_PYTHON