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/**
* $Id$
*
* ***** 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., 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 *****
*/
#include "BL_Action.h"
#include "BL_ArmatureObject.h"
#include "KX_IpoConvert.h"
#include "KX_GameObject.h"
// These three are for getting the action from the logic manager
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "SCA_LogicManager.h"
extern "C" {
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "RNA_access.h"
#include "RNA_define.h"
}
BL_Action::BL_Action(class KX_GameObject* gameobj,
const char* name,
float start,
float end,
float blendin,
short play_mode,
short blend_mode,
float playback_speed)
:
m_obj(gameobj),
m_startframe(start),
m_endframe(end),
m_blendin(blendin),
m_playmode(play_mode),
m_endtime(0.f),
m_localtime(start),
m_blendframe(0.f),
m_blendstart(0.f),
m_speed(playback_speed),
m_pose(NULL),
m_blendpose(NULL),
m_sg_contr(NULL),
m_done(false)
{
m_starttime = KX_GetActiveEngine()->GetFrameTime();
m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
if (!m_action) printf("Failed to load action: %s\n", name);
if (m_obj->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
{
// Create an SG_Controller
m_sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_obj->GetSGNode()->AddSGController(m_sg_contr);
m_sg_contr->SetObject(m_obj->GetSGNode());
InitIPO();
}
}
BL_Action::~BL_Action()
{
if (m_pose)
game_free_pose(m_pose);
if (m_blendpose)
game_free_pose(m_blendpose);
if (m_sg_contr)
{
m_obj->GetSGNode()->RemoveSGController(m_sg_contr);
delete m_sg_contr;
}
}
void BL_Action::InitIPO()
{
// Initialize the IPO
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, false);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, false);
m_sg_contr->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, false);
}
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::Update(float curtime)
{
// Don't bother if we're done with the animation
if (m_done)
return;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
SetLocalTime(curtime);
// Handle wrap around
bool bforward = m_startframe < m_endframe;
if (bforward && (m_localtime < m_startframe || m_localtime > m_endframe) ||
!bforward && (m_localtime > m_startframe || m_localtime < 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_done)
InitIPO();
}
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
bPose* prev_pose = NULL;
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
obj->GetPose(&m_pose);
// Save the old pose if we need to do some layer blending
if (m_blendmode != ACT_BLEND_NONE)
obj->GetMRDPose(&prev_pose);
// Extract the pose from the action
{
struct PointerRNA id_ptr;
Object *arm = obj->GetArmatureObject();
bPose *temp = 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 = temp;
}
// Handle blending between layers
switch(m_blendmode)
{
case ACT_BLEND_MIX:
game_blend_poses(m_pose, prev_pose, 0.5f);
break;
case ACT_BLEND_NONE:
default:
break;
}
// Handle blending between actions
if (m_blendin && m_blendframe<m_blendin)
{
if (!m_blendpose)
{
obj->GetMRDPose(&m_blendpose);
m_blendstart = curtime;
}
// Calculate weight
float weight = 1.f - (m_blendframe/m_blendin);
game_blend_poses(m_pose, m_blendpose, weight);
// Bump the blend frame
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
// Clamp
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
else
{
if (m_blendpose)
{
game_free_pose(m_blendpose);
m_blendpose = NULL;
}
}
obj->SetPose(m_pose);
obj->SetActiveAction(NULL, 0, curtime);
if (prev_pose)
game_free_pose(prev_pose);
}
else
{
InitIPO();
m_sg_contr->SetSimulatedTime(m_localtime);
m_obj->GetSGNode()->UpdateWorldData(m_localtime);
m_obj->UpdateTransform();
}
}
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