/* * ***** 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. * * Contributor(s): Mitchell Stokes. * * ***** END GPL LICENSE BLOCK ***** */ /** \file BL_Action.cpp * \ingroup ketsji */ #include #include #include "BL_Action.h" #include "BL_ArmatureObject.h" #include "BL_DeformableGameObject.h" #include "BL_ShapeDeformer.h" #include "KX_IpoConvert.h" #include "KX_GameObject.h" #include "SG_Controller.h" // These three are for getting the action from the logic manager #include "KX_Scene.h" #include "SCA_LogicManager.h" extern "C" { #include "BKE_animsys.h" #include "BKE_action.h" #include "RNA_access.h" #include "RNA_define.h" // Needed for material IPOs #include "BKE_material.h" #include "DNA_material_types.h" } BL_Action::BL_Action(class KX_GameObject* gameobj) : m_action(NULL), m_pose(NULL), m_blendpose(NULL), m_blendinpose(NULL), m_obj(gameobj), m_startframe(0.f), m_endframe(0.f), m_endtime(0.f), m_localtime(0.f), m_blendin(0.f), m_blendframe(0.f), m_blendstart(0.f), m_speed(0.f), m_priority(0), m_playmode(ACT_MODE_PLAY), m_blendmode(ACT_BLEND_BLEND), m_ipo_flags(0), m_done(true), m_calc_localtime(true) { } BL_Action::~BL_Action() { if (m_pose) game_free_pose(m_pose); if (m_blendpose) game_free_pose(m_blendpose); if (m_blendinpose) game_free_pose(m_blendinpose); ClearControllerList(); } void BL_Action::ClearControllerList() { // Clear out the controller list std::vector::iterator it; for (it = m_sg_contr_list.begin(); it != m_sg_contr_list.end(); it++) { m_obj->GetSGNode()->RemoveSGController((*it)); delete *it; } m_sg_contr_list.clear(); } bool BL_Action::Play(const char* name, float start, float end, short priority, float blendin, short play_mode, float layer_weight, short ipo_flags, float playback_speed, short blend_mode) { // Only start playing a new action if we're done, or if // the new action has a higher priority if (!IsDone() && priority > m_priority) return false; m_priority = priority; bAction* prev_action = m_action; KX_Scene* kxscene = m_obj->GetScene(); // First try to load the action m_action = (bAction*)kxscene->GetLogicManager()->GetActionByName(name); if (!m_action) { printf("Failed to load action: %s\n", name); m_done = true; return false; } // If we have the same settings, don't play again // This is to resolve potential issues with pulses on sensors such as the ones // reported in bug #29412. The fix is here so it works for both logic bricks and Python. // However, this may eventually lead to issues where a user wants to override an already // playing action with the same action and settings. If this becomes an issue, // then this fix may have to be re-evaluated. if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end && m_priority == priority && m_speed == playback_speed) return false; // First get rid of any old controllers ClearControllerList(); // Create an SG_Controller SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); // Try obcolor sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter()); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } // Now try materials if (m_obj->GetBlenderObject()->totcol==1) { Material *mat = give_current_material(m_obj->GetBlenderObject(), 1); if (mat) { sg_contr = BL_CreateMaterialIpo(m_action, mat, 0, m_obj, kxscene->GetSceneConverter()); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } } } else { Material *mat; STR_HashedString matname; for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) { mat = give_current_material(m_obj->GetBlenderObject(), matidx); if (mat) { matname = mat->id.name; sg_contr = BL_CreateMaterialIpo(m_action, mat, matname.hash(), m_obj, kxscene->GetSceneConverter()); if (sg_contr) { m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } } } } // Extra controllers if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT) { sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA) { sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter()); m_sg_contr_list.push_back(sg_contr); m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); } m_ipo_flags = ipo_flags; InitIPO(); // Setup blendin shapes/poses if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj; obj->GetMRDPose(&m_blendinpose); } else { BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj; BL_ShapeDeformer *shape_deformer = dynamic_cast(obj->GetDeformer()); if (shape_deformer && shape_deformer->GetKey()) { obj->GetShape(m_blendinshape); // Now that we have the previous blend shape saved, we can clear out the key to avoid any // further interference. KeyBlock *kb; for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next) kb->curval = 0.f; } } // Now that we have an action, we have something we can play m_starttime = -1.f; // We get the start time on our first update m_startframe = m_localtime = start; m_endframe = end; m_blendin = blendin; m_playmode = play_mode; m_blendmode = blend_mode; m_endtime = 0.f; m_blendframe = 0.f; m_blendstart = 0.f; m_speed = playback_speed; m_layer_weight = layer_weight; m_done = false; return true; } void BL_Action::Stop() { m_done = true; } bool BL_Action::IsDone() { return m_done; } void BL_Action::InitIPO() { // Initialize the IPOs std::vector::iterator it; for (it = m_sg_contr_list.begin(); it != m_sg_contr_list.end(); it++) { (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true); (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, m_ipo_flags & ACT_IPOFLAG_FORCE); (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, m_ipo_flags & ACT_IPOFLAG_ADD); (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, m_ipo_flags & ACT_IPOFLAG_LOCAL); } } bAction *BL_Action::GetAction() { return (IsDone()) ? NULL : m_action; } float BL_Action::GetFrame() { return m_localtime; } void BL_Action::SetFrame(float frame) { // Clamp the frame to the start and end frame if (frame < min(m_startframe, m_endframe)) frame = min(m_startframe, m_endframe); else if (frame > max(m_startframe, m_endframe)) frame = max(m_startframe, m_endframe); m_localtime = frame; m_calc_localtime = false; } void BL_Action::SetPlayMode(short play_mode) { m_playmode = play_mode; } void BL_Action::SetTimes(float start, float end) { m_startframe = start; m_endframe = end; } void BL_Action::SetLocalTime(float curtime) { float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate()*m_speed; if (m_endframe < m_startframe) dt = -dt; m_localtime = m_startframe + dt; } void BL_Action::ResetStartTime(float curtime) { float dt = (m_localtime > m_startframe) ? m_localtime - m_startframe : m_startframe - m_localtime; m_starttime = curtime - dt / (KX_KetsjiEngine::GetAnimFrameRate()*m_speed); SetLocalTime(curtime); } void BL_Action::IncrementBlending(float curtime) { // Setup m_blendstart if we need to if (m_blendstart == 0.f) m_blendstart = curtime; // Bump the blend frame m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate(); // Clamp if (m_blendframe>m_blendin) m_blendframe = m_blendin; } void BL_Action::BlendShape(Key* key, float srcweight, std::vector& blendshape) { vector::const_iterator it; float dstweight; KeyBlock *kb; dstweight = 1.0F - srcweight; //printf("Dst: %f\tSrc: %f\n", srcweight, dstweight); for (it=blendshape.begin(), kb = (KeyBlock *)key->block.first; kb && it != blendshape.end(); kb = (KeyBlock *)kb->next, it++) { //printf("OirgKeys: %f\t%f\n", kb->curval, (*it)); kb->curval = kb->curval * dstweight + (*it) * srcweight; //printf("NewKey: %f\n", kb->curval); } //printf("\n"); } void BL_Action::Update(float curtime) { // Don't bother if we're done with the animation if (m_done) return; curtime -= KX_KetsjiEngine::GetSuspendedDelta(); // Grab the start time here so we don't end up with a negative m_localtime when // suspending and resuming scenes. if (m_starttime < 0) m_starttime = curtime; if (m_calc_localtime) SetLocalTime(curtime); else { ResetStartTime(curtime); m_calc_localtime = true; } // Handle wrap around if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) { switch (m_playmode) { case ACT_MODE_PLAY: // Clamp m_localtime = m_endframe; m_done = true; break; case ACT_MODE_LOOP: // Put the time back to the beginning m_localtime = m_startframe; m_starttime = curtime; break; case ACT_MODE_PING_PONG: // Swap the start and end frames float temp = m_startframe; m_startframe = m_endframe; m_endframe = temp; m_starttime = curtime; break; } } if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) { BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj; obj->GetPose(&m_pose); // Extract the pose from the action { Object *arm = obj->GetArmatureObject(); bPose *temp = arm->pose; arm->pose = m_pose; PointerRNA ptrrna; RNA_id_pointer_create(&arm->id, &ptrrna); animsys_evaluate_action(&ptrrna, m_action, NULL, m_localtime); arm->pose = temp; } // Handle blending between armature actions if (m_blendin && m_blendframe= 0) { obj->GetMRDPose(&m_blendpose); game_blend_poses(m_pose, m_blendpose, m_layer_weight, m_blendmode); } obj->SetPose(m_pose); obj->SetActiveAction(NULL, 0, curtime); } else { BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj; BL_ShapeDeformer *shape_deformer = dynamic_cast(obj->GetDeformer()); // Handle shape actions if we have any if (shape_deformer && shape_deformer->GetKey()) { Key *key = shape_deformer->GetKey(); PointerRNA ptrrna; RNA_id_pointer_create(&key->id, &ptrrna); animsys_evaluate_action(&ptrrna, m_action, NULL, m_localtime); // Handle blending between shape actions if (m_blendin && m_blendframe < m_blendin) { IncrementBlending(curtime); float weight = 1.f - (m_blendframe/m_blendin); // We go through and clear out the keyblocks so there isn't any interference // from other shape actions KeyBlock *kb; for (kb=(KeyBlock *)key->block.first; kb; kb=(KeyBlock *)kb->next) kb->curval = 0.f; // Now blend the shape BlendShape(key, weight, m_blendinshape); } // Handle layer blending if (m_layer_weight >= 0) { obj->GetShape(m_blendshape); BlendShape(key, m_layer_weight, m_blendshape); } obj->SetActiveAction(NULL, 0, curtime); } } m_obj->UpdateIPO(m_localtime, m_ipo_flags & ACT_IPOFLAG_CHILD); if (m_done) ClearControllerList(); }