/** * $Id$ * * ***** 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_ShapeActionActuator.h" #include "BL_ActionActuator.h" #include "BL_ShapeDeformer.h" #include "KX_GameObject.h" #include "STR_HashedString.h" #include "DNA_action_types.h" #include "DNA_nla_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_ShapeActionActuator::~BL_ShapeActionActuator() { } void BL_ShapeActionActuator::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(); // this will copy properties and so on... CValue::AddDataToReplica(replica); 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; // 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.begin(); !(i==m_events.end());i++) { if ((*i)->GetNumber() == 0.0f) bNegativeEvent = true; else bPositiveEvent= true; (*i)->Release(); } m_events.clear(); 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 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=0.0f; /* Apply the pose if necessary*/ if (apply) { /* Priority test */ if (obj->SetActiveAction(this, priority, curtime)){ Key *key = obj->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; } // only interested in shape channel extract_ipochannels_from_action(&tchanbase, &key->id, m_action, "Shape", m_localtime); if (!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; }; /* ------------------------------------------------------------------------- */ /* Python functions */ /* ------------------------------------------------------------------------- */ /* Integration hooks ------------------------------------------------------- */ PyTypeObject BL_ShapeActionActuator::Type = { PyObject_HEAD_INIT(&PyType_Type) 0, "BL_ShapeActionActuator", sizeof(BL_ShapeActionActuator), 0, PyDestructor, 0, __getattr, __setattr, 0, //&MyPyCompare, __repr, 0, //&cvalue_as_number, 0, 0, 0, 0 }; PyParentObject BL_ShapeActionActuator::Parents[] = { &BL_ShapeActionActuator::Type, &SCA_IActuator::Type, &SCA_ILogicBrick::Type, &CValue::Type, NULL }; PyMethodDef BL_ShapeActionActuator::Methods[] = { {"setAction", (PyCFunction) BL_ShapeActionActuator::sPySetAction, METH_VARARGS, SetAction_doc}, {"setStart", (PyCFunction) BL_ShapeActionActuator::sPySetStart, METH_VARARGS, SetStart_doc}, {"setEnd", (PyCFunction) BL_ShapeActionActuator::sPySetEnd, METH_VARARGS, SetEnd_doc}, {"setBlendin", (PyCFunction) BL_ShapeActionActuator::sPySetBlendin, METH_VARARGS, SetBlendin_doc}, {"setPriority", (PyCFunction) BL_ShapeActionActuator::sPySetPriority, METH_VARARGS, SetPriority_doc}, {"setFrame", (PyCFunction) BL_ShapeActionActuator::sPySetFrame, METH_VARARGS, SetFrame_doc}, {"setProperty", (PyCFunction) BL_ShapeActionActuator::sPySetProperty, METH_VARARGS, SetProperty_doc}, {"setBlendtime", (PyCFunction) BL_ShapeActionActuator::sPySetBlendtime, METH_VARARGS, SetBlendtime_doc}, {"getAction", (PyCFunction) BL_ShapeActionActuator::sPyGetAction, METH_NOARGS, GetAction_doc}, {"getStart", (PyCFunction) BL_ShapeActionActuator::sPyGetStart, METH_NOARGS, GetStart_doc}, {"getEnd", (PyCFunction) BL_ShapeActionActuator::sPyGetEnd, METH_NOARGS, GetEnd_doc}, {"getBlendin", (PyCFunction) BL_ShapeActionActuator::sPyGetBlendin, METH_NOARGS, GetBlendin_doc}, {"getPriority", (PyCFunction) BL_ShapeActionActuator::sPyGetPriority, METH_NOARGS, GetPriority_doc}, {"getFrame", (PyCFunction) BL_ShapeActionActuator::sPyGetFrame, METH_NOARGS, GetFrame_doc}, {"getProperty", (PyCFunction) BL_ShapeActionActuator::sPyGetProperty, METH_NOARGS, GetProperty_doc}, {"getType", (PyCFunction) BL_ShapeActionActuator::sPyGetType, METH_NOARGS, GetType_doc}, {"setType", (PyCFunction) BL_ShapeActionActuator::sPySetType, METH_NOARGS, SetType_doc}, {NULL,NULL} //Sentinel }; PyObject* BL_ShapeActionActuator::_getattr(const STR_String& attr) { _getattr_up(SCA_IActuator); } /* setStart */ char BL_ShapeActionActuator::GetAction_doc[] = "getAction()\n" "\tReturns a string containing the name of the current action.\n"; PyObject* BL_ShapeActionActuator::PyGetAction(PyObject* self) { if (m_action){ return PyString_FromString(m_action->id.name+2); } Py_RETURN_NONE; } /* getProperty */ char BL_ShapeActionActuator::GetProperty_doc[] = "getProperty()\n" "\tReturns the name of the property to be used in FromProp mode.\n"; PyObject* BL_ShapeActionActuator::PyGetProperty(PyObject* self) { PyObject *result; result = Py_BuildValue("s", (const char *)m_propname); return result; } /* getFrame */ char BL_ShapeActionActuator::GetFrame_doc[] = "getFrame()\n" "\tReturns the current frame number.\n"; PyObject* BL_ShapeActionActuator::PyGetFrame(PyObject* self) { PyObject *result; result = Py_BuildValue("f", m_localtime); return result; } /* getEnd */ char BL_ShapeActionActuator::GetEnd_doc[] = "getEnd()\n" "\tReturns the last frame of the action.\n"; PyObject* BL_ShapeActionActuator::PyGetEnd(PyObject* self) { PyObject *result; result = Py_BuildValue("f", m_endframe); return result; } /* getStart */ char BL_ShapeActionActuator::GetStart_doc[] = "getStart()\n" "\tReturns the starting frame of the action.\n"; PyObject* BL_ShapeActionActuator::PyGetStart(PyObject* self) { PyObject *result; result = Py_BuildValue("f", m_startframe); return result; } /* getBlendin */ char BL_ShapeActionActuator::GetBlendin_doc[] = "getBlendin()\n" "\tReturns the number of interpolation animation frames to be\n" "\tgenerated when this actuator is triggered.\n"; PyObject* BL_ShapeActionActuator::PyGetBlendin(PyObject* self) { PyObject *result; result = Py_BuildValue("f", m_blendin); return result; } /* getPriority */ char BL_ShapeActionActuator::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_ShapeActionActuator::PyGetPriority(PyObject* self) { PyObject *result; result = Py_BuildValue("i", m_priority); return result; } /* setAction */ char BL_ShapeActionActuator::SetAction_doc[] = "setAction(action, (reset))\n" "\t - action : The name of the action to set as the current action.\n" "\t Should be an action with Shape channels.\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_ShapeActionActuator::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.f; } } else { return NULL; } Py_RETURN_NONE; } /* setStart */ char BL_ShapeActionActuator::SetStart_doc[] = "setStart(start)\n" "\t - start : Specifies the starting frame of the animation.\n"; PyObject* BL_ShapeActionActuator::PySetStart(PyObject* self, PyObject* args, PyObject* kwds) { float start; if (PyArg_ParseTuple(args,"f",&start)) { m_startframe = start; } else { return NULL; } Py_RETURN_NONE; } /* setEnd */ char BL_ShapeActionActuator::SetEnd_doc[] = "setEnd(end)\n" "\t - end : Specifies the ending frame of the animation.\n"; PyObject* BL_ShapeActionActuator::PySetEnd(PyObject* self, PyObject* args, PyObject* kwds) { float end; if (PyArg_ParseTuple(args,"f",&end)) { m_endframe = end; } else { return NULL; } Py_RETURN_NONE; } /* setBlendin */ char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendin(PyObject* self, PyObject* args, PyObject* kwds) { float blendin; if (PyArg_ParseTuple(args,"f",&blendin)) { m_blendin = blendin; } else { return NULL; } Py_RETURN_NONE; } /* setBlendtime */ char BL_ShapeActionActuator::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_ShapeActionActuator::PySetBlendtime(PyObject* self, PyObject* args, PyObject* kwds) { float blendframe; if (PyArg_ParseTuple(args,"f",&blendframe)) { m_blendframe = blendframe * m_blendin; if (m_blendframe<0.f) m_blendframe = 0.f; if (m_blendframe>m_blendin) m_blendframe = m_blendin; } else { return NULL; } Py_RETURN_NONE; } /* setPriority */ char BL_ShapeActionActuator::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_ShapeActionActuator::PySetPriority(PyObject* self, PyObject* args, PyObject* kwds) { int priority; if (PyArg_ParseTuple(args,"i",&priority)) { m_priority = priority; } else { return NULL; } Py_RETURN_NONE; } /* setFrame */ char BL_ShapeActionActuator::SetFrame_doc[] = "setFrame(frame)\n" "\t - frame : Specifies the new current frame for the animation\n"; PyObject* BL_ShapeActionActuator::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; } else { return NULL; } Py_RETURN_NONE; } /* setProperty */ char BL_ShapeActionActuator::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_ShapeActionActuator::PySetProperty(PyObject* self, PyObject* args, PyObject* kwds) { char *string; if (PyArg_ParseTuple(args,"s",&string)) { m_propname = string; } else { return NULL; } Py_RETURN_NONE; } /* getType */ char BL_ShapeActionActuator::GetType_doc[] = "getType()\n" "\tReturns the operation mode of the actuator.\n"; PyObject* BL_ShapeActionActuator::PyGetType(PyObject* self) { return Py_BuildValue("h", m_playtype); } /* setType */ char BL_ShapeActionActuator::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_ShapeActionActuator::PySetType(PyObject* self, PyObject* args, PyObject* kwds) { short typeArg; if (!PyArg_ParseTuple(args, "h", &typeArg)) { return NULL; } switch (typeArg) { case ACT_ACTION_PLAY: case ACT_ACTION_FLIPPER: case ACT_ACTION_LOOP_STOP: case ACT_ACTION_LOOP_END: case ACT_ACTION_FROM_PROP: m_playtype = typeArg; break; default: printf("Invalid type for action actuator: %d\n", typeArg); /* error */ } Py_Return; }