f10db730bc
Bug introduced in 583fa7d1e, KX_GameObject.setActionFrame can make BL_Action::m_starttime negative. But in BL_Action::Update m_starttime is set to the current time if it's negative. To fix it we use a boolean BL_Action::m_initializedTime to know if we should initialize the time in BL_Action::Update, it's more stable than comparing times. Tested with bug task T45945 and T32054, with an extra patch about to fix suspend resume scene issues with actions : D1569
152 lines
3.1 KiB
C++
152 lines
3.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Mitchell Stokes.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file BL_Action.h
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* \ingroup ketsji
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*/
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#ifndef __BL_ACTION_H__
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#define __BL_ACTION_H__
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#include <vector>
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class BL_Action
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{
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private:
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struct bAction* m_action;
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struct bAction* m_tmpaction;
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struct bPose* m_blendpose;
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struct bPose* m_blendinpose;
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std::vector<class SG_Controller*> m_sg_contr_list;
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class KX_GameObject* m_obj;
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std::vector<float> m_blendshape;
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std::vector<float> m_blendinshape;
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float m_startframe;
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float m_endframe;
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/// The current action frame.
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float m_localframe;
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float m_starttime;
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float m_blendin;
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float m_blendframe;
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float m_blendstart;
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float m_layer_weight;
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float m_speed;
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short m_priority;
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short m_playmode;
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short m_blendmode;
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short m_ipo_flags;
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bool m_done;
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bool m_calc_localtime;
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/// Set to true when m_starttime is initialized in Update.
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bool m_initializedTime;
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void ClearControllerList();
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void InitIPO();
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void SetLocalTime(float curtime);
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void ResetStartTime(float curtime);
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void IncrementBlending(float curtime);
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void BlendShape(struct Key* key, float srcweight, std::vector<float>& blendshape);
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public:
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BL_Action(class KX_GameObject* gameobj);
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~BL_Action();
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/**
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* Play an action
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*/
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bool Play(const char* name,
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float start,
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float end,
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short priority,
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float blendin,
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short play_mode,
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float layer_weight,
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short ipo_flags,
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float playback_speed,
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short blend_mode);
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/**
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* Whether or not the action is still playing
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*/
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bool IsDone();
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/**
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* Update the action's frame, etc.
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*/
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void Update(float curtime);
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// Accessors
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float GetFrame();
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const char *GetName();
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struct bAction *GetAction();
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// Mutators
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void SetFrame(float frame);
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void SetPlayMode(short play_mode);
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void SetTimes(float start, float end);
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enum
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{
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ACT_MODE_PLAY = 0,
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ACT_MODE_LOOP,
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ACT_MODE_PING_PONG,
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ACT_MODE_MAX,
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};
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enum
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{
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ACT_BLEND_BLEND=0,
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ACT_BLEND_ADD=1,
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ACT_BLEND_MAX,
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};
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enum
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{
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ACT_IPOFLAG_FORCE = 1,
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ACT_IPOFLAG_LOCAL = 2,
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ACT_IPOFLAG_ADD = 4,
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ACT_IPOFLAG_CHILD = 8,
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};
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/// Initialize a lock for animation thread issues.
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static void InitLock();
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/// Finalize a lock for animation thread issues.
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static void EndLock();
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Action")
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#endif
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};
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#endif /* BL_ACTION */
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